Zenoxi
Zenoxi are an agile and graceful race with a strong connection to the winds and the sea. Native to the Scepter of Zephyrs, they blend natural elegance with technological proficiency.
Country of Origin: The Scepter of Zephyrs
Physical Traits:
- Zenoxi are of comparable height to humans, with a deceptive air of fragility to them.
- They have delicate features with large ("doe-like") eyes; long eyelashes; graceful, slightly elongated necks; and a slender, agile body structure.
- Their bodies are covered soft, short fur and they have a collar of plush, downy fluff around their necks. In place of hair, they have feathers which may be any length.
- Zenoxi fur typically comes in earthy tones with bright blue, green, or red hair and accent markings/patterns; spots and stripes are quite common.
- Zenoxi begin sprouting antlers around age five, shedding each spring and regrowing them in fall.
- Every five years, Zenoxi antlers become larger and more elaborate, but typically remain slim and delicate in appearance.
- Antlers are commonly decorated with items like twine, wire, seaglass, shells, pearls, or gemstones.
- Zenoxi have very quick metabolisms, requiring them to take in a lot of calories fairly often; this is particularly necessary during the fall due to the heavy tax growing antlers can take on their bodies.
- Zenoxi have thinner bones than the average humanoid; this makes them lightweight and agile, but also means their bones are more fragile.
- If a Zenoxi's arms are damaged, the accompanying antler will grow warped (if they break their right arm while regrowing their antlers, their right antler will be gnarled). It is believed that this is caused by the antlers pulling calcium from the arms each fall.
Abilities and Traits:
- Natural Abilities:
- Featherfall - Zenoxi cannot be harmed during a fall; their bodies automatically slow down, allowing them to float gently to the ground.
- Enhanced Jumping - Zenoxi have incredibly powerful legs, which allow them to deliver killer kicks as well as jump very high/far.
- Efficient Respiration - Zenoxi are able to extract and utilize oxygen very efficiently, allowing them to hold their breath underwater for long periods, as well as endure high elevations; thin air; and poor air quality.
- Bonding - Zenoxi typically bond with Zephfluff.
- If you are joining your Zenoxi already bonded, you may join them with 1 - 2 Zephfluff; otherwise, they will usually need to bond with a standard Astrofel. Contact Signe if you have any questions!
- Strengths:
- Most Zenoxi have the ability to communicate with the aeolian beings such as dust devils, wind spirits, and even the winds themselves; these each are a distinct individual.
- Some Zenoxi can even hear the voices of the recently dead or predict the path ahead (almost like hearing the future) using the winds.
- Zenoxi typically have excellent balance and agility, able to traverse precarious cliffs and leap between sea stacks with ease.
- Most Zenoxi have the ability to communicate with the aeolian beings such as dust devils, wind spirits, and even the winds themselves; these each are a distinct individual.
- Weaknesses:
- Zenoxi have a powerful fear of thunderstorms and lightning; the noise is painful for to their sensitive ears and their tall antlers can make them moving lightning rods when at sea or on the rocky cliffs.
- The chaotic nature of thunderstorms is seen as a distortion and corruption of their normally harmonious relationship with the wind, turning something familiar and comforting into something dangerous and unpredictable.
- Zenoxi can be infected by parasitic barnacles called "Sinkers"; these quickly spread over one half of their body, weighing them down and sapping their energy.
- If not removed, Sinkers can cause extreme fatigue and fainting spells.
- Zenoxi have a powerful fear of thunderstorms and lightning; the noise is painful for to their sensitive ears and their tall antlers can make them moving lightning rods when at sea or on the rocky cliffs.
Society and Lifestyle:
- Live in villages built into the cliffs and sea caves along the rocky shores of their home islands.
- Lead a maritime culture, with fishing, sailing, and pearl diving being key activities. They are also skilled craftsmen and traders.
- Cliffside homes and boats are crafted from salvaged driftwood, whalebones, and woven seaweed; they are adorned with shells and pearls.
- Value wisdom, tranquility, and harmony with nature. Elders and wind readers guide their clans.
- More serious disputes can be legally settled through combat with the match ending either at first blood or when one participant either dead or too damaged to continue.
- Believe the soul journeys on the ocean winds after death, either being reborn or becoming an aeolian spirit.
- If a soul led a disharmonious life, it is condemned to wander the seas as a raging storm until it finds redemption.
Special Notes: Zenoxi have been struggling will low birth rates for the last few generations while also seeing an alarming uptick in the persistent spread of Sinkers, resulting in a quickly dwindling population. The native humans have been a close ally, using technology to research ways to improve the birth rate and overall population health. Women are highly prized/regarded and mates are usually deeply devoted to them; as such, women tend to have more political and social sway than males. Polygamous marriages are also not uncommon, usually with more than one male to each female.
Relationship with Other Races:
- Alliances: Auren, Igneans, Scepter Humans
- Conflicts: None currently, but have had conflicts with Volari in the past
- Neutral: Rockfolk, Scepter Valka
Concept Images
Here are some examples of what Zenoxi may look like. It's okay to have a different interpretation as long as you get close to the description above.
Zephfluff
Zephfluff are unique magical creatures native to The Scepter; they are similar to, but different from, the Astrofel found on New Ognos and have an innate ability to bond with Zenoxi.
- Zephfluff are small, adorable creatures resembling a flying squirrel.
- They have large eyes with keen vision and a prehensile snake tail, allowing them to grasp branches and objects.
- Zephfluffs have wing flaps between their front and back legs; these allow them glide on air currents and control their descents. Their prehensile tails help stabilize and steer them.
- Their bodies are covered in soft pastel fur that ripples in intricate patterns when communicating.
- Along their backs they have a mane of long, colorful feathers that continues down the top of their tails, which they can stand up like a bird's crest when frightened or angry. These feathers come in bright shades like teal, seafoam, turquoise, and blue.
- Zephfluffs utilize high-pitched chitters, chirps, purrs, hisses, and clicks and their mane feathers and fur ripple in mesmerizing, intricate patterns to signify different emotions. They are also capable of limited (child-like) telepathic communication.
- They have large eyes with keen vision and a prehensile snake tail, allowing them to grasp branches and objects.
- They can generate powerful gusts of wind with their tails, which they use for a burst of extreme relatively uncontrollable speed.
- They can also direct gusts at their Zenoxi partner during jumps and glides to provides an extra boost in height/distance.
- Bonding is initiated when a Zenoxi catches a falling Zephfluff -- whether they mean to or not (Zephfluff can sometimes fall right out of the sky and land on Zenoxi heads).
- Bonding is most common when a Zephfluff is around six months old, since they often fall out of their nests at that age.
- Due to the Zenoxi's low birth rates, most will bond with two Zephfluff (often mates or siblings, though this is not a requirement); this compound bond is typically harmonious, with minimal ill effects to any party.
- If the bond is accepted, they each receive an earring; the Zenoxi's will match the color of the Zephfluff's feathers, while the Zephfluff's will match the Zenoxi's eye color.
- If the bond breaks, it can be a painful experience causing the Zenoxi to go temporarily deaf to the winds and the Zephfluff the grow lethargic and vulnerable. However, a new bond can be formed fairly quickly if souls are compatible.
- If a Zenoxi passes away, their Zephfluff will instantly disappear. If a Zephfluff dies, their Zenoxi will experience severe magical backlash.
- Bonding is most common when a Zephfluff is around six months old, since they often fall out of their nests at that age.
- Zephfluffs are inquisitive, playful creatures with boundless energy and enthusiasm. They delight in exploring new places and trying daring feats alongside their Zenoxi partners.
- Ever curious, Zephfluffs will fearlessly investigate anything new, sometimes getting themselves into trouble. They love showing off and impressing their Zenoxis with athletic stunts and aerial acrobatics, but underneath their boldness lies unwavering loyalty and devotion to their bonded through good times and bad.
- Zephfluffs lay eggs in nests built high in the canopies of the lush forests of the Scepter of Zephyrs.
- These nests are constructed with a mix of seaweed and soft foliage, creating a nurturing environment where the young can grow safely.
- The young Zephfluffs are nurtured by both the nearby Zenoxi community/ies and their parents, learning to glide at a very early age.
- As they mature, they start to explore the world and are often keen to find their Zenoxi partner.
Concept Images
Here are some examples of what Zephfluffs might look like. It's okay to have a different interpretation as long as you get close to the description above.