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<header>Emphrii</header>
<p class="flavor">Plantfolk</p>
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<div class="nav-link-box"><a href="#travelers" class="nav-link">Travelers</a></div><div class="nav-link-box"><a href="#feeding" class="nav-link">Feeding</a></div><div class="nav-link-box"><a href="#coexistence" class="nav-link">Coexistence</a></div><div class="nav-link-box"><a href="#villages" class="nav-link">Villages</a></div><div class="nav-link-box"><a href="#outsiders" class="nav-link">Outsiders</a></div><div class="nav-link-box"><a href="#safety" class="nav-link">Safety</a></div><div class="nav-link-box"><a href="#landmaker" class="nav-link">Landmaker</a></div><div class="nav-link-box"><a href="#veilingfrompredators" class="nav-link">Veiling from Predators</a></div><div class="nav-link-box"><a href="#selfdefense" class="nav-link">Self Defense</a></div>
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<h2 id="emphrii">Emphrii</h2>
<p>The Emphrii is a race of Plantfolk, native to the deep forests. These docile, friendly plants come in a variety of looks, colors and subspecies; mimicking the looks of animals, a large portion being predators from the local area. Traveling Emphrii make each village a unique and beautiful place full of scents and tastes that make each village as unique as a snowflake.</p>
<h3 id="travelers">Travelers</h3>
<p>Not every Emphrii finds themselves enjoying the company they are within, and may, with the blessing of the Landmaker, head towards a different settlement. However, this does come with a risk that the Emphrii is aware of- they have a reduced lifespan as they head into a different climate, with different moisture parameters, a different temperature, and different predators to look out for. Vast amounts of travelers do not regret leaving their village for a new one to visit, even if they live half as long as a result.</p>
<h3 id="feeding">Feeding</h3>
<p>Emphrii are sentient plants; and rely mainly on water and photosynthesis- nor requiring much in terms of nutrients.</p>
<h3 id="coexistence">Coexistence</h3>
<p>Because of how Emphrii populations feed themselves, they have no requirement to barter for food, land, or luxuries, though they coexist in communities for communication, friendship, acceptance, guidance and more importantly, protection. Since the source of housing comes exclusively from "Landmakers", as they're called, Any Emphrii who is looking to live on their own will find themselves in a tough situation, with many ending up dead, or retreating to another village for shelter.</p>
<h3 id="villages">Villages</h3>
<p>Villages made by the Emphrii are a sight to behold. Many homes made by the Emphrii are consisting of overgrown plants and trees, that have since created and now care for the plants.</p>
<h3 id="outsiders">Outsiders</h3>
<p>There's a certain curiosity that the Emphrii have when they spot a new species not met before; one may (rightly) describe it as cautious optimism. If they have not met one of your species, many will be curiously watching what you do, with few of the more brazen mimicking you. If they have, they will approach, attempting to mimic behaviors that they may have seen a previous visitor perform. For example, if they have learned that someone wearing a particular outfit offers a gift upon arrival, they may reciprocate by offering a gift of their own when someone with a likeness in appearance arrives. Another common behavior is offering trades with people who have backpacks on. From what is understood, the Emphrii don't understand the proper mechanics and values of trading, but they pick up that doing a trade with proper values make those people happy, and reinforces the behavior of trading. </p>
<h4 id="safety">Safety</h4>
<p>While you are safe from the Emphrii (as long as you do not pose a threat), the Emphrii will not take action to warn you of threats.</p>
<p>The Emphrii will likely be incommunicable, as they do not receive enough visitors to learn how to speak, read, or write in any language. An Emphrii you encounter will likely use scents to communicate; with a classic emotion being paired to the scent in question- sweet being happy, bitter being upset.</p>
<p>Though they do not speak, the Emphrii are intelligible, with multiple researches successfully able to teach an Emphrii how to play chess, and in multiple occasions, create simple sentences.</p>
<h3 id="landmaker">Landmaker</h3>
<p>When referring to a Landmaker, you're referring to the "alpha" or "pack leader", though this distinction is made due to a rare genetic mutation that happens at pure random chance - the ability to communicate to, and command the plant-life that has accepted them, to create livable habitats that can support the Emphrii. The trials of a Landmaker are difficult, to put it mildly - they need to train from childhood to their adulthood to be able to prepare their settlement - all without being able to make any commands of the vegetation around them. They will then be sent out with a package of bulbs they must keep warm and hydrated, and need to find a location where the vegetation accepts them - surviving both the hostile and lonely environment of early-stage development for their village - then getting pollinating species to help cultivate their soon-to-be-denizens.</p>
<p>If you see a village of one, please keep the Emphrii company, and watch your step.</p>
<h3 id="veilingfrompredators">Veiling from Predators</h3>
<p>You should take note of the dominant sub-species, since the Emphrii will resemble their predators in an attempt to mimic them enough to be left alone. Emphriis will show you common courtesies, and may even house you, but will not hesitate to abandon you to your own devices if they need to protect themselves, less you did a heroic action to save them. You should keep your wits about you in an Emphrii village, and pay attention to those around you. The Emphrii are curious and wish to learn, which means they will want to be close to you, and learn things you are doing. If they are going into hiding, see if you can hide with them. Likewise, if they are clearing away from you, consider what you've done recently, and make haste to leave the village before you're considered a threat.</p>
<h4 id="selfdefense">Self Defense</h4>
<p>It's inadvisable to become any type of threat to the Emphrii. In a significant amount of cases, the threat they found will be restrained, tortured, and the Emphrii will start doing "in-depth" analysis of the threat's body, to quickly learn about the new predator that they have located. The threat, if not dying from shock or trauma, will likely be dead by blood loss, or even by drowning as they store the body for more research in the future.</p>
<p>If you're not looking to cause trouble, stay away from any oversize flowers that have not bloomed; it's not a flower, it's a vat.</p>
<p>People wonder why the Emphrii take a predominantly human appearance - I scoff at them.</p>
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<header>Sirsk</header>
<p class="flavor">Plantfolk</p>
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<div class="nav-link-box"><a href="#location" class="nav-link">Location</a></div><div class="nav-link-box"><a href="#thecruelgoddess" class="nav-link">The "Cruel" Goddess</a></div><div class="nav-link-box"><a href="#culture" class="nav-link">Culture</a></div><div class="nav-link-box"><a href="#religion" class="nav-link">Religion</a></div><div class="nav-link-box"><a href="#anodddiet" class="nav-link">An Odd Diet</a></div><div class="nav-link-box"><a href="#dialect" class="nav-link">Dialect</a></div><div class="nav-link-box"><a href="#infectionmechanismakatouristhospitality" class="nav-link">Infection Mechanism - A.K.A "Tourist Hospitality"</a></div><div class="nav-link-box"><a href="#criminalpunishment" class="nav-link">Criminal Punishment</a></div><div class="nav-link-box"><a href="#appearance" class="nav-link">Appearance</a></div><div class="nav-link-box"><a href="#trails" class="nav-link">Trails</a></div><div class="nav-link-box"><a href="#infection" class="nav-link">Infection</a></div><div class="nav-link-box"><a href="#infectionprogression" class="nav-link">Infection progression</a></div>
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<h2 id="sirsk">Sirsk</h2>
<p>The Sirsk is an invasive, parasitic species, that have since grown to create an entire civilization; and has even been deemed a risk by a goddess - no easy feat.</p>
<h3 id="location">Location</h3>
<p>The Sirsk live in a separate plane, known as the plane of Sonomia. This plane houses those that Riias, the goddess of protection, deem to be a danger to the "true world". Many people who find themselves in Sonomia did not cross by choice, but instead crossed by mere mistake; by getting lost or by following malicious directions by a spirit. It is difficult to return to the true world once you enter Sonomia, as you need to ask someone who is capable of transporting themselves and you back. Likely, you'll need to catch the eyes of Riias, or another deity that is traveling through Sonomia, and prove that you have not been damned to remain within.</p>
<h3 id="thecruelgoddess">The "Cruel" Goddess</h3>
<p>Riias, the goddess of protection, had noticed the species and kept them on close observation; hoping that the spores would not be able to organize themselves. after realizing her err (and almost causing a world-altering calamity), Riias quickly isolated each infected person into a village, and with a snap, sent them to Sonomia.</p>
<p>Riias does care for the village, though tends not to show her true self within, for fear of retribution - starting a witch hunt is not in her cards; fixing the mistake of not providing water, and allowing for the Sirsk to have a plot of forest for lumber to be obtained. Another god had since noticed the plight of the Sirsk and has been subtly trying to win over their favor, by opening rifts for the unfortunate to wander through; and using their own spirits and demons to send people to the village through false rituals and misdirection.</p>
<h3 id="culture">Culture</h3>
<p>The Sirsk village is calm during peacetime, when there is nothing going on. Trapped in a past where electricity had not yet been discovered; where gas was the main power - they mainly use rickshaws for transport, if they are carrying large quantities of items; otherwise foot-travel is permitted, and the community is built to be walkable.</p>
<p>Sirsks are civilized, though quick to excite. Their daily lives are similar to those of the "new-world" as they put it; though they use bartering instead of currency, and have since set a standard on how much things "cost". The vast majority do their own labor, and provide for themselves, using a plot of community-maintained land to farm, while the officials of the village are provided for with donations.</p>
<h4 id="religion">Religion</h4>
<p>A Sirsk may inform you they are non-religious, but an in-depth look reveals they are united on one religious standpoint, their deep hatred for the Goddess that entrapped them within their village; forbidden from entering the tree line.</p>
<h4 id="anodddiet">An Odd Diet</h4>
<p>The Sirsk are, as stated before, alien; and did bring alien vegetation along with them to sate their hosts. The fruits are easy to cultivate and are mainly grown due to their unique flavors, quick maturity, and versatility; they can be cooked to their base flavors: sweet, spicy, sour, bitter among the flavor options. Among one of the fruits is "Kurzget" (lit. Fruit of Power), a fruit that has a remarkable similarity to an energy drink. The vegetables are hearty.</p>
<h4 id="dialect">Dialect</h4>
<p>The Sirsk will use their own language when creating names for a person, place, or thing, though prefer to speak in common for regular dialogue; since they wish to use it to "impress" tourists.</p>
<h4 id="infectionmechanismakatouristhospitality">Infection Mechanism - A.K.A "Tourist Hospitality"</h4>
<p>Once a person of another species visit, They may find themselves inundated by many Sirsk. The outsider will be treated like royalty, always being kept close to one of the villagers while they are being taken to lavish dinners, shown experiences and plays. The Sirsk will be careful not to allow the trails to be seen by their visitor, permitting the visitor to watch the trails of performers, nothing more. The visitor may even find a companion or couple looking to house them on the condition of sharing the bed. The visitor will never be left aloe, and will be explicitly steered away from leaving the village.</p>
<h4 id="criminalpunishment">Criminal Punishment</h4>
<p>If a Sirsk are accused of committing a crime, then they will hold a vote within the village. transgressors, criminals, and other nigher-do-wells will be trapped within the confines of a tiny cell that barely contains them, and a tube will be strapped to their mouth. Anything they displace from their body; be it spore, hair, or anything else, will be vacuumed from the space and used in the gas lines that power the homes in the village. The tube will be used for nutritional intake, torture, and to collect spores. The criminal will be held until they die from atrophy.</p>
<h3 id="appearance">Appearance</h3>
<p>Commonly, you will find tropical and exotic hair &amp; fur colors; pink, green, blue among the list of potential colors, potentially mixed or fading into each other. Otherwise, the Sirsk closely resemble a fox, cat, or dog demihuman; the species mainly depending on the predecessor infecting them.</p>
<h4 id="trails">Trails</h4>
<p>One unique feature a Sirsk has is the ability to make a colored cloud of spores, known by the community as a "trail". These clouds are used to measure how agitated (or excited) someone may be; and are the same color (if not a mix) as the fluff.</p>
<h3 id="infection">Infection</h3>
<p>it is commonly (mis)understood (even by the Sirsk themselves) that the breath of a diseased, or a carrier, is the main mechanism for the spores, when it is in fact the ears and tail shaking that release spores; the mouth being the point of transmission for carriers. Constant exposure to the spores is required in order to progress through the stages of infection.</p>
<h4 id="infectionprogression">Infection progression</h4>
<p>Once a person is infected, they will find themselves to have an itchy throat, increased fluid intake, reduced fluid output, as the spores attempt to breach the airway. Coughing and complaints of irritation are common complaints. anti-fungal treatments and fresh air is suggested to get rid of the infection at this stage.</p>
<p>As the airway has been breached, the spores will attempt to take in the spinal cord, beginning to build a network of roots around it. Spasms, sudden loss of feeling, dizziness, sudden temporary paralysis, and phantom pains are common. Oxygen therapy and anti-fungal treatments may work in the early stages, but as there is enough rooting, surgery may be required.</p>
<p>Once the spores have taken full root, and have wrapped around the entire spinal cord, they will begin to instruct the infected person's body to make the spleen into a breeding ground for more spores to be asexually created and released into the bloodstream. By this point, the infected must undergo invasive surgery to remove the affected organs and remove the roots surrounding the spinal cord is necessary, along with oxygen therapy, and anti-fungal treatments (inhalation and injection).</p>
<p>At this point, the infected is past the point of return, and saving their life becomes impossible. If the infected did not die of infection, then they will die of trauma, as the roots penetrate the heart, lungs, and force protrusions both into the spinal cord, and out of the head/tail area. The heart and lungs will be forcibly pumped to maintain blood circulation. If there are ears present, then the body is instructed to destroy them. Tails present will be rooted into, and turned into a place to spawn. The brain will be quickly overtaken by the roots, and will be cut off and repurposed as another area to reproduce.</p>
<p>Rarely, the Sirsk may search and retain memories and feelings, known by the community as a "consciousness transfer", and a sign of "bonding" as it were, with the idea being that the Sirsk taking control of the person "loved" the host to the point they would have the host continue to be in control. This is a fallacy, however, as the Sirsk is using the previous memories, and adopting the same pseudo-personality of the host to continue their life, then develop their own memories, since the host themselves are dead.</p>
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<h1>Kio's Musings</h1>
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hi! i'm kio. i like to write stories, species and characters. <br>
You can find me around the internet, at <a href="https://kitsunes.club/@kio">@kio@kitsunes.club</a>.
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<h2>Plantfolk</h2>
<a href="Plantfolk/Sirsk.html" title="An Invasive, Parasitic Species that would just _love_ to meet you.">Sirsk</a>
<a href="Plantfolk/Emphrii.html" title="Gentle creatures that love company.">Emphrii</a>
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