An alien race not native to Porphyra, or even the galaxy which contains Porphyra’s star, the femanx were marooned on this world due to the confluence of the arrival of a large raiding ship, and the Genesis-Apocalypse of The Calling, the arrival to the planet of a pantheon of
Gods that disrupted their craft and caused a permanent crash on the world below. The femanx recovered to begin the state that they call the Advent Imperiax, and have prospered since.

Physically, femanx carry themselves with unearthly grace, their apparently human-like forms belied by their antennae and tails. Femanx possess orange skin, ranging from pale amber to the fullness of mahogany. Femanx all possess the same piercing rose-colored eyes, glowing with a cold fire. Typical hair colors include sea green, teal, indigo, and plum, lighter hair colors corresponding with darker skin.

Femanx observe a strict hierarchy based not on lineage, but on practical contribution to society. Citizens of lower status accommodate the requests of their social superiors, lest they offend. While such offenses are not considered crimes, they do mark oneself as a challenger of the Imperiax’s tenets.

Despite this, femanx are decidedly motivated by self-advancement, and while they will do whatever is necessary to advance their people as a whole, will sabotage individuals in order to achieve their goals. Femanx believe that one’s word is the most powerful bond between
two people, transcending the ties of family. Once given, a femanx will not betray the subject of her vows, lest she be stripped of all honor and stations.

Having rid themselves of the male of the species aeons ago, femanx do not view the males of any race as possessing the faculties required to participate as productive members of society. To those free outsiders living within the lands of the Advent Imperiax, only females can earn the barest of rights. Free males cannot own property or even live within the city limits proper without being invited to stay by a female citizen.

Femanx do not typically have friendly relations with outsider races, thought the Advent Imperiax has made several trade agreements and diplomatic offerings to the Opal Throne of Erkusaa, and a group of femanx have constructed a grand resort, Ghlidra-Yaam, in the Rainbow Isles.

A people with no religious faith, the femanx care for neither the Elemental Lords nor the New Gods. They favor logic over morals, and are incredibly utilitarian in their decision-making. Femanx are calculating and rational, yet are very open and communicative. Most femanx are lawful evil, though those who hold government positions are more likely to be lawful neutral.

Quick and strong of personality, femanx are cunning and devious rogues, fighters, and monks. Their natural psionic talents lead many femanx down the path of the psion, psychic warrior, and soulknife. While new to studying the arcane arts, mostly from studying the
squole that arose in the lands surrounding their cities, femanx possess the natural traits to become successful bards and summoners. As femanx shun the worshipping of deities, only a few renegades dedicate themselves to an ideal. Such individuals are fiercely protective of their communities.

Names: Kpheri, Kturae, Mthiri, Myara, Ndelo, Nthiroi, Stheay, Sthurei, Ydhala, Ytelai. Femanx do not typically possess surnames, given their lack of a standard family structure. Instead, femanx identify themselves with both title and a truly unique name—a femanx who learns she has a the exact same name as another can either choose to change her own or, if her own renown is greater than the other with the same name, seek to force the other femanx to change hers.

Femanx Racial Characteristics
Femanx player characters are defined by class levels—they do not possess racial hit dice. As a femanx you possess the following racial characteristics.

  • +2 Dexterity, +2 Charisma, -2 Constitution: You are agile, but relatively fragile. Your beauty and self-assurance is far beyond the human average.
  • Fey-Like: You are a humanoid creature with the extraterrestrial subtype and you also count as a fey creature. The extraterrestrial subtype confers a -2 racial penalty to saves vs. disease.
  • Medium: You are a Medium creature and have no bonuses or penalties due to their size.
  • Normal Speed: You have a base speed of 30 ft.
  • Alien Senses: You have low-light vision and have +2 racial bonus on Perception checks as your antennae grant you a greater range of stimuli to sense.
  • Naturally Psionic: You gain Wild Talent as a bonus feat at 1st level. If you take a level in a psionic class, you instead gain the Psionic Talent feat.
  • Ego Rend (Su; mind; Cha): Once per day, you can lock eyes with another creature within 30 feet as a standard action. The creature must make a Will save or suffer 1 point of Charisma drain, but this attack deals 2 points of Constitution damage to you. Attempts by multiple femanx to target the same individual always fail. A creature reduced to zero Charisma by this attack can no longer distinguish between the your will and its own. Those that fall under the your sway are referred to as thralls. Once a thrall, the creature considers you to be their mistress and will unquestioningly follow them even if their Charisma is restored. You may only have one thrall at a time. This is a mind-affecting effect.
  • Cold Vulnerability: Your homeworld is significantly warmer than the world of Porphyra in general. They are not used to sudden shifts in temperature and suffer vulnerability to cold attacks.
  • Unnatural Grace: You gain a +1 deflection bonus to their AC and CMD.
  • Alien Weapon Familiarity: Femanx are proficient with nets, bolas, blowguns, and any technological weapon.
  • Languages: Femanx begin play speaking Common and Manxic. Femanx with high Intelligence scores can choose from the following: Abyssal, Aquan, Auran, Draconic, Ignan, Infernal, or Terran.
OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.