Carex

Submitted by LittleDan on Thu, 8/19/2021 at 6:31pm

A plant-like creature, the Carex are often found in small camps made of leaves and other plant life, wandering in small collectives, or wandering on their own. These creatures rarely stay in one spot for long, often setting up camps as they travel throughout the forests of their homeland, Rastemier. The Carex can be categorized based on what type of plant grows from their body, which are usually used to lure prey, or fend off attackers.

Costuming

Vines/Roots drawn on exposed skin (Alternatively, you can use a physical prop to depict vines/roots without the need to draw them on)

A plant-like head covering (Based on the type of Carex, e.g. a small bush, a flower, etc.)

You may also have other plant-like growths (drawn on or physically depicted) on your body and outfitting

Nature

While different classifications of Carex are different from each other in nature, there are a few things that can be said that encompasses most, if not all, Carex. These bi-pedal plants are social, often caring for each other as if they were direct family, even if they're not related by chlorophyll. So long as a Carex gets along with another of its kind, they may well be family. These creatures can form similar bonds with members of other races, though it is more difficult for them to do so.

History

Carex originated before the Shattering, in much smaller numbers than today. They roamed Rastemier in small families, often setting up camps forged of plants found in the general vicinity. Carex were rarely seen by other races, often choosing to remain secluded due to their small numbers in comparison to the other races, fearing they'd be wiped out if they took a wrong step.

After the Shattering, and the near expulsion of other races, namely the Elves, they started to grow in number, feeling less natural fear of other races and adapting to their new, harsher climates. Now, it can be common to see Carex roaming around Rastemier, and to see their camps dotted around the forests, as well as few outside Rastemier, exploring the world that now feels more open to them.

Bloodlines

Carex can be split into 3 different categories, distinguishable by what grows on their bodies in abundance.

Carex Captionem Cerivi, Deertrap: Deertrap Carex are carnivorous and clever, growing small bushes on their heads that yield fruit which can release a scent that attracts animals. These Carex will often dig themselves into the ground and release the scent to draw prey in close enough to grab them with their vines, snaring and constricting the animal until it dies and can be feasted upon. Deertrap Carex tend to be less social than others, though they will still form families with other Carex, whether Deertrap or not.

Carex Medicamentum, Medicine: Medicine Carex are omnivorous and intelligent, growing flowers on their heads and bodies. These flowers smell as sweet as honey and contain numerous medicinal properties. These flowers are often plucked by the Carex themselves to heal others, or even themselves if they so choose. The flowers can be eaten, but can also be used to make various poultices, potions and salves with restorative and curative effects. Medicine Carex are very social, bonding with other races almost as well as their own race.

Carex Nectare Fructus, Fruit Nectar: Fruit Nectar Carex are Herbivorous and kind, growing various fruits on their bodies. These fruits range in appearance, able to form as nearly any fruit. These fruits are different, however, as they contain a toxin within them that can quickly incapacitate an animal if consumed. These Carex will use their fruits as a defense mechanism, doing whatever they can to get their assailant to eat one. The poison is rarely deadly, only meant to deter or knock out predators. These fruits can be used in meals without issue, however preparing them can be a difficult task. Fruit Nectar Carex are social, and often bond with other kinds of Carex more than their own.

Organization

Carex are social creatures, though rarely form large groups.

Beds: Beds are groups of 5-10 Carex that camp together, filling in roles to feed the camp. Deertrap Carex tend to act as lookouts for these groups, using their ability of burrowing into the ground to act as normal berry bushes, with a vine leading through piles of leaves, or even through the ground, back to the camp as an alarm, releasing a pheromone that the Carex acknowledge as a warning, while disorienting other creatures who breathe it in. Medicine Carex are often the doctors of the camp, using their medicinal flowers on injured Carex. Fruit Nectar Carex often use their fruits as bait, laying them out for animals to eat and be subdued, thereby to feed the other two Carex types.

Families: Families are smaller groups of Carex, with only 3 or 4 being in the camp. Carex in families often have the same roles as the Carex types in Beds, though if there is a lack of one type, they will seek out other means of fulfilling the role. Often, Deertrap Carex are replaced by Fruit Nectar, the Fruit Nectar Carex using their poisons to either alert the camp or subdue any trespassers.

Culture

Carex are creatures of simple pleasures, leading simple lives. Most Carex are fully content living out their lives in their Bed or Family, never getting much of the outside world, while others are more explorative.

Customs: Carex often create small totems using twigs, leaves, berries and various other plant products. These totems can mean different things, and the value of the meaning to the Carex who made it depends on the material used. Colourful flowers and bright berries, for example, mean that the Carex holds the meaning of the totem in high regard. While simple twigs, leaves and pine cones mean that the Carex would be willing to drop the meaning of the totem if need be, and needs less coercion to do so.

Traditions: Carex will use totems, baskets of food and various other offerings for their deceased to carry with them into death. They believe that the offerings will carry with their spirit, meaning and value to the Carex through death, allowing the body of the deceased to decompose peacefully, without any interference, and will allow the deceased to hold their true selves in the afterlife.

Values: Carex value others before almost anything else; the only thing they hold higher being their own survival and their morals. Carex will still often put themselves in harm's way for those they consider family, and will often die for others so long as they know their death will not be in vain.

Lifestyles: Carex lead simple lives for the most part, often living in camps with their Families, Beds or on their own. Carex that travel without a camp often find themselves filling a role that they can do well with their natural tools, e.g. a Medicine Carex becoming a doctor, or a Deertrap Carex becoming a night watchman.

Relations

As social as Carex are, they do have their disliked races.

Carex rarely get along with the louder, more aggressive races, like Angori and Tordenvær. They can still get along with these races, though it's more likely that they'll avoid them. Carex also tend to avoid the naturally less reputable races like Uordeq.

Carex do have their preferences, however, often getting along with the races that are more of forces of nature, such as Efreet, Undine, Neojinn, Oread and, more often than not, Dryads. They also tend to get along easier with the more reputable races, such as Ixifar and Yterya.
 

Immortals

Not many Carex follow Immortals, though the ones that do usually follow Loreyza, the patron of nature. Before the Shattering, those who followed an Immortal mostly followed Antasia, Loreyza's predecessor.

Adventurers

Carex may have any number of reasons for becoming adventurers, such as curiosity, or a simple desire to help others beyond their Beds and Families.

Different types of Carex can fill different roles, such as Deertrap often being able to fill the role of finishing off targets, or weakening them so that others may do so. Medicine Carex will, more often than not, fill the role of Healer in any party. Fruit Nectar Carex can easily fill the role of subjugating targets with their natural poisons.

Parlance

"Carried Bloom" - Often used to describe someone who left their home for one reason or another.

"Thorny" - Often used to describe someone aggressive and hard to approach.

"Like a Rose" - Often used to describe someone who can appear very approachable and sweet, yet in reality isn't nearly as sweet as they seem.

"Bonded by Chlorophyll" - Used as a way to state that they have formed a Family, Bed or a simple bond with another.

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Abilities