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	<updated>2026-06-04T11:25:41Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Writer_list_/_Biology_Rewrites&amp;diff=1721</id>
		<title>Writer list / Biology Rewrites</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Writer_list_/_Biology_Rewrites&amp;diff=1721"/>
		<updated>2026-06-03T16:00:28Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;62/271 - 31,000/138,500 words &lt;br /&gt;
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===By Writer=== &lt;br /&gt;
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Kevin Thomas Anderson&#039;s contributions: 39/39 - 19,500/19,500 &lt;br /&gt;
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Debra Spencley&#039;s contributions: 12/26 - 6,000/13,000 words&lt;br /&gt;
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Anmold Kaushal&#039;s contributions 0/20 - 10,000 words&lt;br /&gt;
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Xoishtar&#039;s contributions 0/19 - 9,500 words&lt;br /&gt;
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Mario Reis&#039;s contributions 1/18 - 500/9,000 words&lt;br /&gt;
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Voicemagician&#039;s contributions 0/17 - 8,500 words &lt;br /&gt;
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Syeda Samiha Qadri&#039;s contributions: 14/14 - 7,000/7,000 words&lt;br /&gt;
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Jangou S&#039;s contributions 0/13 - 6,500 words&lt;br /&gt;
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Anima U&#039;s contributions: 0/13 - 6,500 words&lt;br /&gt;
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Andrew Davies&#039;s contributions 0/10 - 5,000 words&lt;br /&gt;
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Crystal Iris&#039;s contributions 0/8 - 4,000 words&lt;br /&gt;
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Dizzyspot&#039;s contributions 0/7 - 3,500 words&lt;br /&gt;
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Arrub writes&#039;s contributions 0/7 - 3,500 words&lt;br /&gt;
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Piggytheastro&#039;s contributions 0/7 - 3,500 words&lt;br /&gt;
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Max Beige&#039;s contributions 0/6 - 3,000 words&lt;br /&gt;
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Knleffel&#039;s contributions 0/6 - 3,000 words&lt;br /&gt;
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Shellyschepke01&#039;s contributions 0/4 - 2,000 words&lt;br /&gt;
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Pseudowitch&#039;s contributions 3/4 - 1,500/2,000 words&lt;br /&gt;
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Kumbichiten&#039;s contributions 1/3 - 500/1,500 words&lt;br /&gt;
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Sierrajones765&#039;s contributions 0/3 - 1,500 words&lt;br /&gt;
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Mônica Minieri&#039;s contributions 0/2 - 1,000 words&lt;br /&gt;
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Blessy michael&#039;s contributions 0/2 - 1,000 words&lt;br /&gt;
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Bloodraven0810&#039;s contributions 0/2 - 1,000 words&lt;br /&gt;
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Elliot Barker&#039;s contributions 0/2 - 1,000 words&lt;br /&gt;
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Panoraama&#039;s contributions 0/2 - 1,000 words&lt;br /&gt;
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Rosillint&#039;s contributions 0/2 - 1,000 words&lt;br /&gt;
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Aceceptix&#039;s contributions 0/1 - 500 words&lt;br /&gt;
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Anitaalways&#039;s contributions 0/1 - 500 words&lt;br /&gt;
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AspenIvy&#039;s contributions 1/1 - 500/500 words&lt;br /&gt;
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CarrionTrooper&#039;s contributions 1/1 - 500/500 words&lt;br /&gt;
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Fckhed&#039;s contributions 0/1 - 500 words&lt;br /&gt;
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Marx711&#039;s contributions 0/1 - 500 words&lt;br /&gt;
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Patricias pen&#039;s contributions 0/1 - 500 words&lt;br /&gt;
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PoseMe&#039;s contributions 1/1 - 500/500 words&lt;br /&gt;
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Ritik1750&#039;s contributions 0/1 - 500 words&lt;br /&gt;
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SilveredKnight&#039;s contributions 0/1 - 500 words&lt;br /&gt;
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Tytarys&#039;s contributions 0/1 - 500 words&lt;br /&gt;
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Mandaking M&#039;s contributions 0/1 - 500 words&lt;br /&gt;
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Espectre&#039;s contributions 0/1 - 500 words&lt;br /&gt;
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Unknown Writer&#039;s contributions 0/1 - 500 words&lt;br /&gt;
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Ciro16&#039;s contributions 1/1 - 500/500 words&lt;br /&gt;
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[[category: Project: Biology Rewrites]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Finished_/_Biology_Rewrites&amp;diff=1720</id>
		<title>Finished / Biology Rewrites</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Finished_/_Biology_Rewrites&amp;diff=1720"/>
		<updated>2026-06-03T15:59:38Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==Kalor Kin&#039;toni Clan==&lt;br /&gt;
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The Kalor are adapted to the [[Yryna Old Coniferous Forest]]. They are bulk,  endomorphic, and compact of build, with shortened limbs as to minimize surface-area-to-mass ratio. This build  significantly reduces their overall agility and flexibility, leading them to be poor at climbing.  Their skin is white in color, thick, and  covered in a dense layer of specialized sebaceous glands. This allows them to make an a thick, tallow-like wax to seal out freezing moisture.This skin struggles with direct oxygen absorption, making them rely on their lungs more. &lt;br /&gt;
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This happens due to the heavy, waxy lipid barrier severely clogging the cutaneous pores. Their hair is an thick, double coat of coarse, hollow, white hair strands. These are for trapping the stagnant air pockets for maximum structural insulation, to deal with cold winds and sub zero temperatures. The coat is highly flammable, and acts like tinder, leading them being weak to fire and burns. Their eyes are dark brown in color, with an  permanent, thick nictitating membrane. The  permanent, thick nictitating membrane works as an polarized lens. &lt;br /&gt;
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This allows them to not get slow blindness from night UV glare. The  downside of this is an clouding of fine, close-range depth perception. The ears are small, and flat against the skull. These ears have thick, dense, oily fur as stop the ear  canal from freezing. They have long,  highly vascularized nasal passages to act as a form of heat exchange to warm the air they breathe. The teeth are shout, wedge shaped and with deep iron-mineralized roots. These teeth are adapted to crack through frozen flesh and bone.&lt;br /&gt;
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The downside of this is a lack of sharper edges to sear though soft flesh flesh such as rival kin&#039;toni. The claws are thick, straight and shade like, being broad and unable to retract. The claws act as climbing crampons on hard ice. The claws are pool at gripping or grasping, leading them to be bad at fine mortar tasks. Their feet are huge, and very padded, having stiff, splayed toes to act as snowshoes for spreading  weight over deep snowdrifts. Inside, their livers and bloodstreams make a large amount of specialized thermal-hysteresis proteins.&lt;br /&gt;
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These proteins aggressively lower the freezing point of cellular water. These allow them to not freeze in the cold forest. This high viscosity, protein dense blood leads to an  circulatory system having to work under great constant hydraulic pressure. This means they are more likely to have heart attacks and strokes. Around their internal organs, is an dry cellular fat lattice, that also contains air. This acts as an thermal buffer protecting the vital organs. Their modified lymphatic filters are hyper-developed in order to hoard iron.&lt;br /&gt;
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The iron is deposited into the bones to make them denser and more frost resistant. The vascular contraction-points are heavily muscularized. These are able to stop blood flow to the limbs if needed to preserve core fluid pressure., lowing the risk of death from blood loss or frostbite. The downside, is that if a limb is cut off for too long, it is likely to develop necrosis, needing it to be removed.  They have altered mitochondria for generating explosive bursts of cellular kinetic energy in order to help with muscular binding in the cold. &lt;br /&gt;
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==Kalraku Kin&#039;toni Clan==&lt;br /&gt;
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The Kalraku are adapted to the hyper-arid highlands of the [[Oria Dry Mountain]]. They are elongated, spindly, and skeletal of build, as to have more surface area for rapid heat dissipation. These thin, long limbs have a lack of muscle leverage. This makes them poor at wrestling and dealing with high-impact physical strikes. The skin is ash-white in color, with thick, overlapping, keratinized plates that contain reflective mineral ash to reflect away heat. The downside of this is a lack of  skin flexibility.&lt;br /&gt;
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This means their skin can tear open painfully if pulled too far. They lack all hair, having just bald flesh with  micro-grooved epidermal ridges. These ridges are for funneling sparse morning dew toward absorbing pores. The eyes are yellow, and deeply recessed inside heavy brow ridges. The eyes have an vertical slit pupil that can  constrict completely in order to protect from blinding high-altitude glare. The outside of the ears are huge, thin, and with large amounts of veins that act as biological radiators to dump unneeded heat into the wind.&lt;br /&gt;
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Their skulls and clavicles are adapted to have hollow, honeycombed acoustic chambers, that along with their adapted inner ears, act as  amplifier chambers for low-frequency sound waves. These bones are fragile, and lead to the bones being easy to break. The nose has a nasal passages lined with specialized dry-mucosa scales. These are adapted to reclaim water from the blood they feed on in order to stop respiratory fluid loss. The downside of this is an lower ability to track less-noticeable airborne scent trails over long distances. &lt;br /&gt;
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The teeth are adapted to be short, flat and broad, and are adapted to scrape even the last drops of blood off bones and rocks and to crush hard shells. The teeth lack long fangs and therefore are unable to dig well into soft targets. The claws are long, needle sharp and hard. They are made of dense keratin, and are adapted for climbing solid granite crevices. These claws are easy to break in tight spaces and made walking on flat surfaces clumsy and awkward. The feet have adapted into cloven hooves, with rough, high-friction undersides. &lt;br /&gt;
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These hooves struggle in soft terrain and lead to the kin&#039;toni sinking in mud and loose sand. The limbs are adapted to have  specialized bypass loops for moving the warm core blood into the ears and limbs for cooling.The bones are adapted to have a large amount of iron in the bones, making them heavy and mineralized in order to  anchor them against high mountain winds. This weight makes them unable to swim, leading them to have to walk along the bottom. The  digestive tract and lymphatic filters have changed in order to take as much water out of food as possible. &lt;br /&gt;
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This water is stored in large sacs in the back as water reserves. These sacs are vulnerable to damage, and busting them is both painful and damaging. The body is able to  trigger a state of daytime cryogenic-like torpor using their modified mitochondria. This state shuts down all unneeded cellular functions to save on blood, water and energy. This daytime torpor makes them helpless and unconscious.  &lt;br /&gt;
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==Kaxod Kin&#039;toni Clan==&lt;br /&gt;
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The Kaxod are adapted to the dense, tangled [[Ler&#039;ther Bushy Grove]]. They are low slung, dwarf-like and  quadrupedal-leaning of of build, in order to move under thorn canopy without standing. This also means they have very poor vertical reach, meaning they are unable to climb trees. Their skin is dull, mottled and lichen-green in order to blend into the forest floor, and is thick and fibrous to deflect slicing briars. This skin is so thick and leathery, that it lacks fine tactile sense, meaning they have very little sense of touch.&lt;br /&gt;
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The hair is short, coarse, and patch like, being muddy brown bristles that are able to produce an slippery, high-gloss oil. This allows them to slide though the thick bush. Their eyes are small, and milky white in color, with a thick third eyelid to shield to the eyes from sharp twigs. This semi opaque eyelid also leads to an lack of long-range visual acuity, making them almost blind past 100 meters. The ears are small, and flat to the skull in order to stop them catching on thorns while moving through the brush.&lt;br /&gt;
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The nose has  external fleshy flaps, able to close shut as to expose vomeronasal organs inside the upper lip for tasting the air for blood. Their teeth are short, backward curved and needle sharp, adapted for catching struggling prey even in tight spaces. These teeth are hard to disengage from bites quickly, leading them to be able to be attacked in that time. Their claws are thick, blunt and trowel like, but also  non-retractable. These claws are adapted for caring away dense roots and carving tunnels through the brush.&lt;br /&gt;
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The claws are blunt, making them unable to be used as weapons. The feet are long and digitigrade, with heavy padding and thick leathery soles in order to protect from sharp sticks and rocks. Inside, their spines are connected via  oversized, fluid-filled fibrocartilage discs to allow for the spine to bend horizontally at extreme angles. This also means the spine is prone to snapping under heavy weight, making it hard for them to carry heavy loads. The blood vessels are coated in highly elastic muscular sheaths.&lt;br /&gt;
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This allows them to cut off blood supplies if a blood vessel is damaged suchas from razor-thorns. The blood messages are not adapted to be constricted for long amounts of time, leading to  localized tissue ischemia  and muscle cramping. In their liver, the  hepatic &amp;quot;cell clots&amp;quot; are highly specialized in order to find, and neutralize neurotoxic plant saps and secretions from the grove. With the rib cage, it is fused at the sternum to become set of  broad, shield-like bony plates to protect their organs from being impaled.&lt;br /&gt;
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The plate is segmented to allow the hyperflexable spine to bend, as if it was scale mail armor.  The lymphatic filters and hemoglobin recycling glands are flatted and highly pressurized. These are set along their flanks in order to fit their narrow body shape. These are narrow, highly pressurized slits are prone to damage, and if they bust, the body suffers from bad internal bleeding. The internal throat sack is able to make loud, low-frequency clicks that allow them to echo locate through the dense undergrowth.&lt;br /&gt;
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==Kel&#039;ony Kin&#039;toni Clan==&lt;br /&gt;
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The Kel&#039;ony are adapted to the steep, jagged crags, sub-zero winds, permafrost terrain of the [[Ilshlia Boreal Highland]]. They are very dense, broad shouldered and stocky of build having an low center of gravity  as to resist the mountain gales. With their high bone and muscle density, they are not built to be agile, being slow and clumsy in tight, cramped environments like caves or thick brush. The skin is frosted slate blue, to blend with the glaciers, it is thick and lined with cross-hatched epidermal folders in order to keep in a layer of insulating air.&lt;br /&gt;
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The skin is rigid and heavily folded, leading to be  inelastic and prone to tearing such as along the flanks during quick physical movements. Their hair is snow-white, and is dense, long and woolly. It grows as an double-coat over the scalp, neck, and shoulders and is adapted to shield against frost and hold in body moisture. Their eyes are dark green in color, with an oversized pupil. It also has an  dense layer of dark-tinted ocular proteins in order to filter the blinding glare of moonlit snow.&lt;br /&gt;
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These filters lower the amount of light they harvest, leading them to lack night sight in places without snow. The ears are small, flat and with thick white fur to stop heat loss and frostbite to the inner ear. The nose has an expansive, dual-chambered warming labyrinth containing  a large amount of hyper-vascularized tissue. This warms the sub zero air before it reaches the core. Their teeth are short, thick and with an  heavy outer layer of iron-bound enamel for crushing though frozen flesh and ice.&lt;br /&gt;
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These teeth being blunt and crushing lack slicing capability. Their claws are long, heavy, non retractable claws, broad and spade like in shape to act as ice axes for scaling the sheer frozen cliffs. These claws are long enough to make fine manipulation hard, and makes using small objects hard. Their feet are wide, with tough leathery soles containing stiff micro bristles to have traction on sheer ice sheets. Inside, their thickened blood vessels have been adapted to have hyper-developed muscular constriction valves.&lt;br /&gt;
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These lock down the limbs in extreme cold to preserve core fluid pressure. The body&#039;s  hepatic cell clots have adapted to release an vascular system with a dense glycoprotein that can stop cellular freezing. Around the lungs and other torso organs is an dense, spongy matrix of fat cells. This helps to keep the internal organs warm, but in hot environments, leads to overheating. The skeleton is adapted to have massive quantities of dietary iron to make the bones stronger in order to  high-altitude falls.&lt;br /&gt;
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The downside of this is being very heavy, and lacking any buoyancy, leading them struggle with water and fragile ice. Their bodies are able to go into deep torpor, allowing them to do dormant without food or water. This also means they are easy to kill being torpid and unresponsive.  The changes in the digestive tract have oversized lymphatic filters in order to  isolate and compress hemoglobin to turn it into an dense, oxygen-rich sludge. This iron-heavy sludge  tends to clot, leading to blockages, unless flushed out by fresh feeding. &lt;br /&gt;
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==Umvera Kin&#039;toni Clan==&lt;br /&gt;
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The Umvera Kin&#039;toni Clan are adapted to the [[Elmatai Sullen Grove]]. They are hyperflexable and lean of build, with an ectomorphic frame and elongated clavicles to make it easy to slip through dense, tangled undergrowth. Their lower dense skeletal mass leads to them being strongly hindered by bone fractures from high-impact crushing damage or heavy blunt force as the bones are easy to break. Their skin is dark green and brown using phlobaphene pigments. This allows them to blend well with the wet tree bark and moss but also leads them to blister and burn significantly faster in sunlight. &lt;br /&gt;
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Their hair is sparse, coarse and bristly, with an layer of hydrophobic sebum to stop waterlogging and fungal growth in the humid grove.  The eyes are grossly oversized with an highly developed tapetum lucidum to allow them to capture even the faintest light under the trees. The eyes, having extremely sensitive retinas are vulnerable to bright light. Such light inc fire, can bring on blinding photoflash optical shock. The ears have large, high mobile pinnae to allow them to pinpoint the  the sounds of prey in the thick leaf litter. &lt;br /&gt;
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These ears are sensitive to high-frequency noises or concussive sonic blasts, leading to severe disorientation and temporary loss of hearing. Their noses are deeply convoluted and adapted for filtering and concentrating the iron smell of blood, even in the heavy, damp forest musk. The teeth are long, with deep grooves having  micro-serrations for sawing though the tough hides of forest life. These  thin, micro-serrated enamel edges are brittle and are easy to break by biting down on bone or armor. &lt;br /&gt;
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The claws are short, heavily curved, and semi-retractable with  thick fibrous ligaments. These claws are good for gripping wet tree bark and moss, but are poor at digging. They have splayed toes with soft, calloused pads on  their broad and prehensile feet. Along with their claws, their  lack of a rigid, supportive arch makes s long-distance sprinting on flat, open ground tiring and mechanically inefficient. Inside, their lungs have been repurposed into high-surface-area vascular sacks to become highly efficient at dealing with the stagnant forest air. &lt;br /&gt;
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The joints are hypermobile, with  collagen fibers in ligaments laced with elastic proteins. These allow the joints to partially dislocate and bend while not tearing to allow for movement in tight places. The joints being so lax, leads to a lack of ability to lift or push heavy structural loads. The liver is adapted into an hyper-dense cluster of &amp;quot;cell clots&amp;quot;  for dealing quickly with forest toxins, local plant poisons, and mold spores. This system is adapted to local toxins and does not work for those outside.&lt;br /&gt;
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The body also has an endocrine system that shuts down thermogenesis in order to match the  exact ambient temperature. Being able to match the  ambient temperature of the cold and damp forest allows them to be invisible to the thermal senses owned by some animals and kin&#039;toni. This also makes them sluggish and prone to  muscular lethargy in places colder or hotter then the grove. &lt;br /&gt;
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==Kelet Kin&#039;toni Clan==&lt;br /&gt;
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The Kelet Kin&#039;toni Clan are adapted to the subarctic, rocky, tree covered Wyrra Taiga Hills. They are lean, highly muscled, and long limbed of build. The torso is longer then normal. They are adapted for high-speed endurance running across uneven terrain. This elongated, high-leverage body makes them prone to getting stuck in dense bush or other small spaces. The skin is charcoal-gray in color to blend in with the trees, and it is  heavily reinforced using an  matrix of cross-linked collagen fibers  to lower the risk of tearing.&lt;br /&gt;
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The  hyper-dense, leathery hide lacks flexibility, making it even harder for them to fit into small spaces. The hair is steel grey and coarse in texture, and is an a long, shaggy mane going down their spines. It is adapted to shed freezing rain and heavy snowfall from their bodies. Their eyes are t emerald-green, and have an massive, horizontally elongated pupil in each eye. This gives them a wide view of the forest floor while running but also  severely limits their vertical field of vision.&lt;br /&gt;
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This leaves them vulnerable to foes dropping from the high canopy. Their ears are long, pointed and very mobile with specialized internal muscular rings  to lock that ears in diffident positions to track prey. The nose has a  specialized dual-valved vestibule  for trapping and recycling exhaled moisture in order to keep the olfactory lining wet in the cold, dry air. The  teeth are very long, slender and backward curved for sinking into and holding the thick furred taiga prey. These teeth are very brittle and prone to snapping if they hit bone. &lt;br /&gt;
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Their claws are short, thick and wedge shaped. These  non-retractable claws act as track spikes for gripping wet clay  clay and slippery needles. The claws are blunt, and cannot be used as a weapon. The feet are digitigrade and with flexible, independent outer toes for stabilizing themselves on the gravel slopes. These toe joints are hyperflexable but lack rigid structural support, making their toes easy to dislocate on flat hard ground. Inside, the blood vessels have  microscopic bypass valves that contain an thick, glucose-heavy protein fluid.&lt;br /&gt;
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By moving this fluid to their limbs, it stops their muscles from freezing. Thest chests contain air filled multi chambered shock absorber sacs for cushioning their internal organs. These protect from  violent impacts such as falling. The hepatic cell clots have adapted to  rapidly extract dietary iron from prey blood as an adaption to deal with cold, sluggish prey blood. The extreme iron concentration is also a metabolic burden that leads to  rapid, toxic organ failure, and this can only be stopped by flushing their system with fresh blood.&lt;br /&gt;
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The rib cage is interlocked and overlapping like roof riles as to protect the  thoracic cavity from impacts. Due to its interlocking structure, they have limited flexibility, and cannot bend or arch the upper body deeply. They are able to survive sudden, unexpected temperature drops  such as during blizzards using an temporary reduction in cellular energy expenditure. The blood vessels have  high-pressure, muscular contraction-points that can clamp shut to stop bleeding of fluids, but it also traps waste in the rest of the body. This leads to painful swelling and bruising. &lt;br /&gt;
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==Kelnysi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kelnysi are adapted to the  high-altitude, sub-zero, windy [[Isbelbur Autumnal Mountains Ridge]]. They are very lean, long-limbed and lightweight of build, with wing like shoulder blades, covered in a membrane of skin that stretches  to the buttocks. Being lightweight and fragile, they are easy to break with bone shattering trauma from bunt force and falls. They are mottled with deep amber and burnt orange, to hide along the fallen leaves and with fine, hydrophobic scales to stop the forest from sticking.&lt;br /&gt;
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Their hair is fiery copper-red color, and is a mane of long fur covering the head, neck and upper back to keep the brain and carotid arteries warm in the freezing alpine winds. This hair is very flammable, and acts as tinder making them easy to set alight. The eyes are amber gold in color, and have an  massive, spherical lens to allow them to see even the slightest shifts in high-altitude movement across long distances. These eyes are sensitive to sudden light, due to an lack of protective tinting, leading to short term blindness.&lt;br /&gt;
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Their ears are long, asymmetrical and very mobile, adapted for allowing them to calculate the exact elevation and distance of a sound echoing off the canyon walls. Insider the nose is an advanced internal humidity-reclaiming valve to allow them to reclaim water from their exhaled breaths to keep their olfactory membranes wet, even in the bone dry mountain air. They have long, slender, needle sharp teeth for piercing the thick wool-like coats of mountain prey to reach veins. These fangs are brittle and prone to snapping on bone and armor.&lt;br /&gt;
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Their claws are long, deeply hooked and needle sharp to act as permanent climbing anchors in sheer limestone crevices. These claws make flat ground running clumsy, given that they interfere with movement. Their feet are prehensile and wide, their toes long and splayed with  soft, spongy undersides in order to muffle them walking on leaves.  Lacking thick, protective callouses means on sharp terrain they are prone to wounds on their feet. Around the chest are  a series of interconnected, air-filled internal chambers.&lt;br /&gt;
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These are adapted to act as shock absorbent pads to save the internal organs from damage from violent high-altitude tumbles. Their lower cerebellum has been permanently expanded using their  totipotent stem cells. This grants them an  hyper-accurate, three-dimensional spatial awareness allowing them to calculates wind drift and slope angles with very little thinking. This also compresses the adjacent occipital lobes, leading to an dulled ability to see stationary objects that lack high-contrast movement.&lt;br /&gt;
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Inside the carotid arteries is an system of  expanded clusters of pressure-sensing baroreceptors. These are adapted to  adjust cranial blood pressure while the kin&#039;toni is leaping and dropping across deep mountain ravines. The shoulder blades are muscled and the upper thoracic vertebrate are fused in order to anchor the gliding-wings from the violet cross winds. These wings are movable by the kin&#039;toni in order to fit though smaller spaces and act like another pair of arms. The skin itself is thin and easy to tear, and so has to be carefully treated. &lt;br /&gt;
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==Keris Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Keris are adapted to the  sun-scorched, arid grasslands of the [[Waress Dry Field]], They are  very tall, thin and lean of build, with very long lower legs to make their walking stride and their heat dissipation as efficient as possible. This thin build is fagile, lacking  dense muscle shielding and easy to snap by blunt force. Their skin is dusty pale clay-yellow in color to camouflage in the dead grasses. This skin is highly leathery with creases and micro grooves for trapping evening moisture.&lt;br /&gt;
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This lack of deep pigment leads to  almost zero natural defense against UV radiation and leading to a painful, quick death if caught in sunlight. They have dry straw blond hair that is changed into short, needle like and coarse bristles. These lay flat on the scalp and deflect dust and wind-blown grit. The eyes are amber, with an  narrow, horizontal slit pupil. This pupil maximize side to side sight and tracking in the flat open horizon. This also  severely limits their vertical field of view.&lt;br /&gt;
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Due to this, they struggle to see threats attacking from elevated trees or ridges. These eyes also have an thick, nictitating membrane in order to sweep away the dust of the grasslands. Their ears are very large, thin and with heavy veins to biological cooling radiators. These shed the heat of the body into the cooler night air. The nose has a system of dry, scaly turbinate baffles in order to extract and reclaim moisture from both the dry air and their own breath to stop dehydration and lower the amount of water they need to drink. &lt;br /&gt;
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Their teeth are short, flat and broad, and are adapted to slice through the tough, fibrous, or leathery hides of the local wildlife. With an lack of deep puncturing fangs, they struggle  to lock onto or anchor themselves on large, struggling targets.  The claws are short, straight and heavily blunted as these caws work as rigid digging spikes to scrape into hard, baked clay. Lacking sharpness, means the claws are poor weapons. Their feet are very long, and with broad calloused toes for distributing weight on the loose sandy soul of the Dry Field. &lt;br /&gt;
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Inside, their blood vessels have specialized muscular bypass loops for redirecting warm blood out for cooling. The torso features an  dry, cellular wax lattice system of internal moisture-trapping chambers that can trap fluids and moisture sacs adapted to hold excess drinking water  throughout the torso, as an adaption to drought. The largest is located in next to the stomach. In the blood, the hepatic cell clots are adapted for taking molecule of moisture from drunk blood, what is stored in their moisture sacs. &lt;br /&gt;
&lt;br /&gt;
The lymphatic filters are hyper-efficient and are able to extract any left over water and excrete waste as dry, uric acid pellets. This also  buildup of thick, sluggish metabolic byproducts that can only be flushed with water or blood. Build ups lead to the kin&#039;toni sickening. Inside the skeletal muscles are large amounts of iron-rich myoglobin, able to store immense amounts of oxygen inside the tissue. The large amount of internal iron also makes them  susceptible to heavy electrical damage, as their muscle tissue is highly conductive. &lt;br /&gt;
&lt;br /&gt;
==Kimetdar Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kimetdar are adapted to the sheer, vertical drops of the [[Rysas Emerald Cliffs]]. They are hyper-compact and muscular build of with long forearms and a broad, low-centered pelvic structure. Being adapted for  climbing means they are slow, awkward and unaerodynamic on flat ground. Their skin is mottled forest-green and slate-grey tone to blend in to the moss and cliffs. The skin is also covered  in an  hydrophobic, micro-grooved lipid layer  that stops the heavy mist of the cliffs from waterlogging the skin and stopping  cutaneous oxygen absorption.&lt;br /&gt;
&lt;br /&gt;
Their hair is sparse, coarse and needle like, and dark green in color. It grows as downward angled tracts in order to channel air the rain and  coastal condensation from their eyes. This also leaves their epidermal layers exposed to the  abrasive gusts due to their lack of dense, insulating coat. The oversized eyes are dark color in color, with pupils as horizontal slits in order to accurately judge depth and vertical distance  on the high cliffs.  The ears are short, thick and backward curved with internal acoustic ridges.&lt;br /&gt;
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These ridges filter out the loud roars and crashes of the coastal waves and winds.  The nose has downward facing slits of nostrils that have fleshy, muscular valves. These valves can seal tightly to deal with the wind-driven sea spray, but while these valves are sealed, they lack an sense of smell. Without their enhanced sense of small,  they struggle to track prey. The teeth are hook like with backward-curved serrations, angled for locking onto the slippery and face moving prey of the cliffs. &lt;br /&gt;
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The claws are long, needle sharp and semi retractable talons containing  high-iron keratin, adapted for gripping into the cracks in the cliffs. These teeth are long enough and curved enough to make manual dexterity hard, making fine work impossible. The feet are  prehensile, hand-like structures, with opposable toes and high-friction suction pads on both toes and soles. These feet make running on flat surfaces hard. The inner eyes and sinus cavities have enlarged, fluid-filled equilibrium chambers to grant both absolute spatial awareness and an immunity to vertigo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This system is sensitive to sudden atmospheric pressure drops, such as those on coastal storm. This leads to the massive chambers swelling and severe disorientation and temporary loss of balance. Their tendons are able to look into place using an  specialized reflex loop to be able to hang in place for days. The vascular system has heavy muscular valves able to divert blood flow to the skin to maximize oxygen intake. The  peripheral blood routing is high pressure enough that even shallow slashes leads to rapid, explosive bleeding.&lt;br /&gt;
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The blood is sense with cryoprotectant proteins in order to survive the freezing, damp shadows of deep cliff fissures and winter nights by fully stopping cellular freezing. This blood, being thick and sludge like, moves slowly though the body. This leads the stem cells to move more slowly and slowed healing in the limbs. The body&#039;s hepatic cell clots have adapted to quickly filter and  neutralize marine toxins and salt form their marine and coastal prey. It is adapted for marine and coastal toxins and so has no effect on other toxins. &lt;br /&gt;
&lt;br /&gt;
==Kin&#039;ire Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kin&#039;ire are adapted to the extreme wind-scoured plains, baking daytime heat and freezing night temperatures of the [[Inawar Barren Lands]]. The clan are very lean, lanky and long limbed of build in order to become highly efficient at running long distances on the flat terrain. Due to lacking dense muscle mass, they are physically weak in close-quarters grappling or wrestling. The skin is a very dense, leathery  white color, and adapted to eflect as much ambient light and heat as it can.&lt;br /&gt;
&lt;br /&gt;
This skin lacks no natural UV-blocking pigments, leading to a swift death if caught in the daytime sun. The clan lacks all hair, to stop the  desert grit from trapping moisture and to stop hair chafing on their skin during their long treks. The eyes have a horizontally sweeping. semi-transparent, secondary nictitating membrane to keep dust out of their eyes. This thick, protective membrane means their fine detail vision is blurred meaning they struggle to see  camouflaged prey or subtle terrain hazards in their long range sight.&lt;br /&gt;
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The ears are small, flat and pinned to the skull. These ears can seal tightly using specialized muscular flaps. The nasal passages are adapted to be highly elongated and tortuous. These act as a form of  counter-current moisture exchanger in order to trap and keep water vapor from the ambient airflow. The front incisors and canines are interlocking, serrated, and razor-sharp. These are adapted for cutting quickly though tough, leathery desert hides. The teeth&#039;s  delicate, thin serrations are prone to snapping off if they hit bone or mineral crusts. &lt;br /&gt;
&lt;br /&gt;
The claws are long, flat and spade like for digging quickly into the dirt or sand for underground shelter. These claws are too wide and blunt to be used for climbing. The feet are broad, long and with thick, calloused soles that act as built in snow shoes by spreading  their weight on shifting sands. These feet lead to loud footfalls on soild ground given their massive feet. Inside, they have blood that each night, is flooded with  specialized, low-temperature proteins to stop cell freezing.&lt;br /&gt;
&lt;br /&gt;
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Under the skin are pockets of dense fat to act as a form of buffering for the core from the  extreme, rapid temperature swings of the wastes. These fat deposits bulge from the skin in such a way that it gets in the way of movement.  The digestive tract is adapted to be an compressed, dry, highly efficient system for stripping the water from prey. It is able to filter even the smallest amount of fluid from their prey. The urine and feces comes out as hard dry pellets instead of a liquid from a fused cloaca. &lt;br /&gt;
&lt;br /&gt;
The  hepatic &#039;cell clots&#039; are much bigger then normal, also swelling the liver to an huge size. This allows them to sore vast amounts of metabolic waste, meaning they can go weeks without a need to purge stored toxins. This liver is swollen and toxin heavy and takes up a lot of abdominal space. This compresses the other organs, leading to a lower amount of stamina. The spleen is enlarged and muscular, and stores highly oxygenated, iron-rich blood cells. These blood cells are released only when needed, signaled by an hormone rush such as during hunting or combat. &lt;br /&gt;
&lt;br /&gt;
==Kin-ver Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kin-ver are adapted to the cold, dark aquatic environment of the [[Rymit Boreal Lake]].  They are very streamlined, barrel chested and dense of build to aid their bottom dwelling lifestyle. The thick heavy bones leads them to be slow, clumsy and awkward of land. The skin is mottled dark teal and muddy brown in color, adapted to blend with the decaying plants and rocks of the lake bottom. This waterproof skin dries out and cracks quickly in the open air, leading to pain and infection. &lt;br /&gt;
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The skin also produces an oil coating as to lower drag. They lack all hair, as to lower underwater drag. The eyes have dark blue in color, with jet back scleras and large lenses to capture the absolute minimum light  in the dark lake bottom. These eyes, being hyper dilated are easy to blind with flashes of light and during fall moons. They lack external ears, having in replacement slit like ear openings with a dense layer of water repealing cilla. These ears are good at detecting underwater vibrations, but poor at pinpointing sounds in the open ear,&lt;br /&gt;
&lt;br /&gt;
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The inner ears are adapted to be enlarged, dense and sensitive, in order to maintain a perfect sense of &amp;quot;up&amp;quot; and &amp;quot;down&amp;quot; in pitch-black water. These ears are also prone to motion sickness if forced to move quickly. The nostrils are tight muscular valves able to seal full while submerged as to stop water flooding the sinuses. The teeth are thin needle points with an backwards angle as to be able to catch   slippery, scaled aquatic prey and prevent them from wriggling free. The teeth are fragile, and struggle to bite though leathery land animal hides. &lt;br /&gt;
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The claws are short, flat and heavy to act as anchor hooks to aid in pulling their bodies on the lake floor against currants. These claws lack a sharp edge, making them poor weapons. The feet have become long, with long, thickly webbed toes to aid in maximize propulsion through the water. These feet make them clumsy on dry land. Under the skin, there is an  specialized internal gland network that moves antifreeze glycoproteins through the skin in order to stop their outer tissues from freezing in cold water. &lt;br /&gt;
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This heavy protective mucus is heavy on metabolic energy, needing more feeding to sustain it. The sinus cavities are adapted to have  massive blood reservoirs for trapping and warming blood. This is done using dense vascular clusters. The  digestive tract has  enlarged iron-binding glands specialized in taking the nutrients from the cold food of fish, allowing them to live on fish blood. Due to being hyper specialized, they have systems that are  highly intolerant to the richer, warmer blood of mammals. &lt;br /&gt;
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Such blood makes them throw up or suffer from diarrhea. They have hepatic cell clots adapted for filtering out the heavy tannins, rotting plant toxins and rotting animal remains of the breal waters. In the chest, the collarbones and rib junctions  have dense iron-infused calcium plates adapted to anchor the heavy muscle groups for powerful swimming stokes. The torso also contains a set of thick-walled, fluid-regulated ballast chambers to let them control their depth without using energy swimming. &lt;br /&gt;
&lt;br /&gt;
==Kinper Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kinper are adapted to the dense, humid woodlands of the [[Samgh Forest Hill]]. They are compact, with an  highly flexible skeletal frame and  shortened, powerfully built limbs. These are adapted to allow for swift movement though even the dense underbrush. These short limbs mean they have very short strides, and a struggle to keep up with their prey in wide open spaces. The skin is mottled in shades of bark brown and lichen grey for breaking up their outline in the tree trunks. The hair is dense, moss like and dark green in color.&lt;br /&gt;
&lt;br /&gt;
It grows on the head, shoulders and upper back. This hair is thick and sponge like and therefore retains moisture from the wet hair and is so a breeding ground for fungi. The eyes are large, black and  spherical, the pupils hypersensitive slits for tracking horizontal movement in the dense trees. These eyes are massive enough that they are highly vulnerable to wounds like scratches and blinding. The ears are wide, leaf shaped and having thin, highly vascularized skin adapted for hearing even the rustling of leaves and small game. &lt;br /&gt;
 &lt;br /&gt;
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The nostrils are wide and flared, with  hyper-developed nasal turbinates for filtering and isolating scents in the forest ait, but these wide, open nasal passages are also vulnerable to toxic spores, often used as weapons. The teeth are adapted to be sharp shearing blades for cutting though tough animal hides and sinew. These teeth are unable to crush of grind. The claws are short, thick and retractable, for climbing though trees or gripping. But these claws are also costly on the localized metabolic energy due to the complex muscular mechanism required.&lt;br /&gt;
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This leas to finger cramp if gripping is used for too long. The toes are long, flexible and hand like with opposable toes for grasping branches and roots. This also means that flat, rocky terrain is painful to walk on due to the unnatural angles the digit are forced into. These feet have tissue adapted to have a large amount of micro-capillaries able to swell to make an soft, pressurized suction effect on smooth bark. These are easy to damage on thorns or sharp stops, leading to lameness and blood loss. &lt;br /&gt;
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The rib cadge has changed to have ribs connected by highly elastic, rubbery cartilage joints in order to allow the chest to compress during tight squeezes. The lack of rigid bones also means that their organs are highly vulnerable to blunt force attacks. Around the heart is an tough sac made of  interwoven collagen fibers, grown so that heart is not damaged during tree trunk collisions. The  balance centers of their inner ears have changed to have fluid-filled chambers that can  give an a flawless sense of orientation, even while leaping though the tree tops. &lt;br /&gt;
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The digestive tract is able to quickly consume the blood of woodland mammals. This system is unable to process the cold, low-iron blood of lifeforms like  amphibians or reptiles due to an lack of  enzymes, leading to vomiting and diarrhea.  The  hepatic &#039;cell clots&#039; have been adapted to deal with the high levels of toxic tannins and plant alkaloids in the local water source. They also have an set of oxygen-storing vascular networks to aid them storing oxygen underwater and during tree top chases. &lt;br /&gt;
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[[Category:Project: Biology Rewrites]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1719</id>
		<title>Sandbox / Biology Rewrites</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1719"/>
		<updated>2026-06-03T15:59:27Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: Replaced content with &amp;quot; ==Litara Kin&amp;#039;toni Clan==  ==Luserkel Kin&amp;#039;toni Clan==  ==Ninal Kin&amp;#039;toni Clan==   ==Nyale Kin&amp;#039;toni Clan==  ==Rilpertiadanbur Kin&amp;#039;toni Clan==  ==Swutonsul Kin&amp;#039;toni Clan==  ==Undmos Kin&amp;#039;toni Clan==  ==Untburpol Kin&amp;#039;toni Clan==  ==Urayachay Kin&amp;#039;toni Clan==  ==Ustsulunt Kin&amp;#039;toni Clan==  ==Wan&amp;#039;rila Kin&amp;#039;toni Clan==  ==Wor&amp;#039;ardi Kin&amp;#039;toni Clan==  ==Wyta Kin&amp;#039;toni Clan==  ==Yoush Kin&amp;#039;toni Clan==   category: Project: Biology Rewrites&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Litara Kin&#039;toni Clan==&lt;br /&gt;
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==Luserkel Kin&#039;toni Clan==&lt;br /&gt;
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==Ninal Kin&#039;toni Clan== &lt;br /&gt;
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==Nyale Kin&#039;toni Clan==&lt;br /&gt;
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==Rilpertiadanbur Kin&#039;toni Clan==&lt;br /&gt;
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==Swutonsul Kin&#039;toni Clan==&lt;br /&gt;
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==Undmos Kin&#039;toni Clan==&lt;br /&gt;
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==Untburpol Kin&#039;toni Clan==&lt;br /&gt;
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==Urayachay Kin&#039;toni Clan==&lt;br /&gt;
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==Ustsulunt Kin&#039;toni Clan==&lt;br /&gt;
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==Wan&#039;rila Kin&#039;toni Clan==&lt;br /&gt;
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==Wor&#039;ardi Kin&#039;toni Clan==&lt;br /&gt;
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==Wyta Kin&#039;toni Clan==&lt;br /&gt;
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==Yoush Kin&#039;toni Clan==&lt;br /&gt;
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&lt;br /&gt;
[[category: Project: Biology Rewrites]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1718</id>
		<title>Sandbox / Biology Rewrites</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1718"/>
		<updated>2026-06-03T15:58:46Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Kelet Kin&#039;toni Clan==&lt;br /&gt;
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The Kelet Kin&#039;toni Clan are adapted to the subarctic, rocky, tree covered Wyrra Taiga Hills. They are lean, highly muscled, and long limbed of build. The torso is longer then normal. They are adapted for high-speed endurance running across uneven terrain. This elongated, high-leverage body makes them prone to getting stuck in dense bush or other small spaces. The skin is charcoal-gray in color to blend in with the trees, and it is  heavily reinforced using an  matrix of cross-linked collagen fibers  to lower the risk of tearing.&lt;br /&gt;
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The  hyper-dense, leathery hide lacks flexibility, making it even harder for them to fit into small spaces. The hair is steel grey and coarse in texture, and is an a long, shaggy mane going down their spines. It is adapted to shed freezing rain and heavy snowfall from their bodies. Their eyes are t emerald-green, and have an massive, horizontally elongated pupil in each eye. This gives them a wide view of the forest floor while running but also  severely limits their vertical field of vision.&lt;br /&gt;
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This leaves them vulnerable to foes dropping from the high canopy. Their ears are long, pointed and very mobile with specialized internal muscular rings  to lock that ears in diffident positions to track prey. The nose has a  specialized dual-valved vestibule  for trapping and recycling exhaled moisture in order to keep the olfactory lining wet in the cold, dry air. The  teeth are very long, slender and backward curved for sinking into and holding the thick furred taiga prey. These teeth are very brittle and prone to snapping if they hit bone. &lt;br /&gt;
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Their claws are short, thick and wedge shaped. These  non-retractable claws act as track spikes for gripping wet clay  clay and slippery needles. The claws are blunt, and cannot be used as a weapon. The feet are digitigrade and with flexible, independent outer toes for stabilizing themselves on the gravel slopes. These toe joints are hyperflexable but lack rigid structural support, making their toes easy to dislocate on flat hard ground. Inside, the blood vessels have  microscopic bypass valves that contain an thick, glucose-heavy protein fluid.&lt;br /&gt;
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By moving this fluid to their limbs, it stops their muscles from freezing. Thest chests contain air filled multi chambered shock absorber sacs for cushioning their internal organs. These protect from  violent impacts such as falling. The hepatic cell clots have adapted to  rapidly extract dietary iron from prey blood as an adaption to deal with cold, sluggish prey blood. The extreme iron concentration is also a metabolic burden that leads to  rapid, toxic organ failure, and this can only be stopped by flushing their system with fresh blood.&lt;br /&gt;
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The rib cage is interlocked and overlapping like roof riles as to protect the  thoracic cavity from impacts. Due to its interlocking structure, they have limited flexibility, and cannot bend or arch the upper body deeply. They are able to survive sudden, unexpected temperature drops  such as during blizzards using an temporary reduction in cellular energy expenditure. The blood vessels have  high-pressure, muscular contraction-points that can clamp shut to stop bleeding of fluids, but it also traps waste in the rest of the body. This leads to painful swelling and bruising. &lt;br /&gt;
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==Kelnysi Kin&#039;toni Clan==&lt;br /&gt;
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The Kelnysi are adapted to the  high-altitude, sub-zero, windy [[Isbelbur Autumnal Mountains Ridge]]. They are very lean, long-limbed and lightweight of build, with wing like shoulder blades, covered in a membrane of skin that stretches  to the buttocks. Being lightweight and fragile, they are easy to break with bone shattering trauma from bunt force and falls. They are mottled with deep amber and burnt orange, to hide along the fallen leaves and with fine, hydrophobic scales to stop the forest from sticking.&lt;br /&gt;
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Their hair is fiery copper-red color, and is a mane of long fur covering the head, neck and upper back to keep the brain and carotid arteries warm in the freezing alpine winds. This hair is very flammable, and acts as tinder making them easy to set alight. The eyes are amber gold in color, and have an  massive, spherical lens to allow them to see even the slightest shifts in high-altitude movement across long distances. These eyes are sensitive to sudden light, due to an lack of protective tinting, leading to short term blindness.&lt;br /&gt;
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Their ears are long, asymmetrical and very mobile, adapted for allowing them to calculate the exact elevation and distance of a sound echoing off the canyon walls. Insider the nose is an advanced internal humidity-reclaiming valve to allow them to reclaim water from their exhaled breaths to keep their olfactory membranes wet, even in the bone dry mountain air. They have long, slender, needle sharp teeth for piercing the thick wool-like coats of mountain prey to reach veins. These fangs are brittle and prone to snapping on bone and armor.&lt;br /&gt;
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Their claws are long, deeply hooked and needle sharp to act as permanent climbing anchors in sheer limestone crevices. These claws make flat ground running clumsy, given that they interfere with movement. Their feet are prehensile and wide, their toes long and splayed with  soft, spongy undersides in order to muffle them walking on leaves.  Lacking thick, protective callouses means on sharp terrain they are prone to wounds on their feet. Around the chest are  a series of interconnected, air-filled internal chambers.&lt;br /&gt;
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These are adapted to act as shock absorbent pads to save the internal organs from damage from violent high-altitude tumbles. Their lower cerebellum has been permanently expanded using their  totipotent stem cells. This grants them an  hyper-accurate, three-dimensional spatial awareness allowing them to calculates wind drift and slope angles with very little thinking. This also compresses the adjacent occipital lobes, leading to an dulled ability to see stationary objects that lack high-contrast movement.&lt;br /&gt;
&lt;br /&gt;
Inside the carotid arteries is an system of  expanded clusters of pressure-sensing baroreceptors. These are adapted to  adjust cranial blood pressure while the kin&#039;toni is leaping and dropping across deep mountain ravines. The shoulder blades are muscled and the upper thoracic vertebrate are fused in order to anchor the gliding-wings from the violet cross winds. These wings are movable by the kin&#039;toni in order to fit though smaller spaces and act like another pair of arms. The skin itself is thin and easy to tear, and so has to be carefully treated. &lt;br /&gt;
&lt;br /&gt;
==Keris Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Keris are adapted to the  sun-scorched, arid grasslands of the [[Waress Dry Field]], They are  very tall, thin and lean of build, with very long lower legs to make their walking stride and their heat dissipation as efficient as possible. This thin build is fagile, lacking  dense muscle shielding and easy to snap by blunt force. Their skin is dusty pale clay-yellow in color to camouflage in the dead grasses. This skin is highly leathery with creases and micro grooves for trapping evening moisture.&lt;br /&gt;
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This lack of deep pigment leads to  almost zero natural defense against UV radiation and leading to a painful, quick death if caught in sunlight. They have dry straw blond hair that is changed into short, needle like and coarse bristles. These lay flat on the scalp and deflect dust and wind-blown grit. The eyes are amber, with an  narrow, horizontal slit pupil. This pupil maximize side to side sight and tracking in the flat open horizon. This also  severely limits their vertical field of view.&lt;br /&gt;
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Due to this, they struggle to see threats attacking from elevated trees or ridges. These eyes also have an thick, nictitating membrane in order to sweep away the dust of the grasslands. Their ears are very large, thin and with heavy veins to biological cooling radiators. These shed the heat of the body into the cooler night air. The nose has a system of dry, scaly turbinate baffles in order to extract and reclaim moisture from both the dry air and their own breath to stop dehydration and lower the amount of water they need to drink. &lt;br /&gt;
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Their teeth are short, flat and broad, and are adapted to slice through the tough, fibrous, or leathery hides of the local wildlife. With an lack of deep puncturing fangs, they struggle  to lock onto or anchor themselves on large, struggling targets.  The claws are short, straight and heavily blunted as these caws work as rigid digging spikes to scrape into hard, baked clay. Lacking sharpness, means the claws are poor weapons. Their feet are very long, and with broad calloused toes for distributing weight on the loose sandy soul of the Dry Field. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inside, their blood vessels have specialized muscular bypass loops for redirecting warm blood out for cooling. The torso features an  dry, cellular wax lattice system of internal moisture-trapping chambers that can trap fluids and moisture sacs adapted to hold excess drinking water  throughout the torso, as an adaption to drought. The largest is located in next to the stomach. In the blood, the hepatic cell clots are adapted for taking molecule of moisture from drunk blood, what is stored in their moisture sacs. &lt;br /&gt;
&lt;br /&gt;
The lymphatic filters are hyper-efficient and are able to extract any left over water and excrete waste as dry, uric acid pellets. This also  buildup of thick, sluggish metabolic byproducts that can only be flushed with water or blood. Build ups lead to the kin&#039;toni sickening. Inside the skeletal muscles are large amounts of iron-rich myoglobin, able to store immense amounts of oxygen inside the tissue. The large amount of internal iron also makes them  susceptible to heavy electrical damage, as their muscle tissue is highly conductive. &lt;br /&gt;
&lt;br /&gt;
==Kimetdar Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kimetdar are adapted to the sheer, vertical drops of the [[Rysas Emerald Cliffs]]. They are hyper-compact and muscular build of with long forearms and a broad, low-centered pelvic structure. Being adapted for  climbing means they are slow, awkward and unaerodynamic on flat ground. Their skin is mottled forest-green and slate-grey tone to blend in to the moss and cliffs. The skin is also covered  in an  hydrophobic, micro-grooved lipid layer  that stops the heavy mist of the cliffs from waterlogging the skin and stopping  cutaneous oxygen absorption.&lt;br /&gt;
&lt;br /&gt;
Their hair is sparse, coarse and needle like, and dark green in color. It grows as downward angled tracts in order to channel air the rain and  coastal condensation from their eyes. This also leaves their epidermal layers exposed to the  abrasive gusts due to their lack of dense, insulating coat. The oversized eyes are dark color in color, with pupils as horizontal slits in order to accurately judge depth and vertical distance  on the high cliffs.  The ears are short, thick and backward curved with internal acoustic ridges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These ridges filter out the loud roars and crashes of the coastal waves and winds.  The nose has downward facing slits of nostrils that have fleshy, muscular valves. These valves can seal tightly to deal with the wind-driven sea spray, but while these valves are sealed, they lack an sense of smell. Without their enhanced sense of small,  they struggle to track prey. The teeth are hook like with backward-curved serrations, angled for locking onto the slippery and face moving prey of the cliffs. &lt;br /&gt;
&lt;br /&gt;
The claws are long, needle sharp and semi retractable talons containing  high-iron keratin, adapted for gripping into the cracks in the cliffs. These teeth are long enough and curved enough to make manual dexterity hard, making fine work impossible. The feet are  prehensile, hand-like structures, with opposable toes and high-friction suction pads on both toes and soles. These feet make running on flat surfaces hard. The inner eyes and sinus cavities have enlarged, fluid-filled equilibrium chambers to grant both absolute spatial awareness and an immunity to vertigo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This system is sensitive to sudden atmospheric pressure drops, such as those on coastal storm. This leads to the massive chambers swelling and severe disorientation and temporary loss of balance. Their tendons are able to look into place using an  specialized reflex loop to be able to hang in place for days. The vascular system has heavy muscular valves able to divert blood flow to the skin to maximize oxygen intake. The  peripheral blood routing is high pressure enough that even shallow slashes leads to rapid, explosive bleeding.&lt;br /&gt;
&lt;br /&gt;
The blood is sense with cryoprotectant proteins in order to survive the freezing, damp shadows of deep cliff fissures and winter nights by fully stopping cellular freezing. This blood, being thick and sludge like, moves slowly though the body. This leads the stem cells to move more slowly and slowed healing in the limbs. The body&#039;s hepatic cell clots have adapted to quickly filter and  neutralize marine toxins and salt form their marine and coastal prey. It is adapted for marine and coastal toxins and so has no effect on other toxins. &lt;br /&gt;
&lt;br /&gt;
==Kin&#039;ire Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kin&#039;ire are adapted to the extreme wind-scoured plains, baking daytime heat and freezing night temperatures of the [[Inawar Barren Lands]]. The clan are very lean, lanky and long limbed of build in order to become highly efficient at running long distances on the flat terrain. Due to lacking dense muscle mass, they are physically weak in close-quarters grappling or wrestling. The skin is a very dense, leathery  white color, and adapted to eflect as much ambient light and heat as it can.&lt;br /&gt;
&lt;br /&gt;
This skin lacks no natural UV-blocking pigments, leading to a swift death if caught in the daytime sun. The clan lacks all hair, to stop the  desert grit from trapping moisture and to stop hair chafing on their skin during their long treks. The eyes have a horizontally sweeping. semi-transparent, secondary nictitating membrane to keep dust out of their eyes. This thick, protective membrane means their fine detail vision is blurred meaning they struggle to see  camouflaged prey or subtle terrain hazards in their long range sight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ears are small, flat and pinned to the skull. These ears can seal tightly using specialized muscular flaps. The nasal passages are adapted to be highly elongated and tortuous. These act as a form of  counter-current moisture exchanger in order to trap and keep water vapor from the ambient airflow. The front incisors and canines are interlocking, serrated, and razor-sharp. These are adapted for cutting quickly though tough, leathery desert hides. The teeth&#039;s  delicate, thin serrations are prone to snapping off if they hit bone or mineral crusts. &lt;br /&gt;
&lt;br /&gt;
The claws are long, flat and spade like for digging quickly into the dirt or sand for underground shelter. These claws are too wide and blunt to be used for climbing. The feet are broad, long and with thick, calloused soles that act as built in snow shoes by spreading  their weight on shifting sands. These feet lead to loud footfalls on soild ground given their massive feet. Inside, they have blood that each night, is flooded with  specialized, low-temperature proteins to stop cell freezing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Under the skin are pockets of dense fat to act as a form of buffering for the core from the  extreme, rapid temperature swings of the wastes. These fat deposits bulge from the skin in such a way that it gets in the way of movement.  The digestive tract is adapted to be an compressed, dry, highly efficient system for stripping the water from prey. It is able to filter even the smallest amount of fluid from their prey. The urine and feces comes out as hard dry pellets instead of a liquid from a fused cloaca. &lt;br /&gt;
&lt;br /&gt;
The  hepatic &#039;cell clots&#039; are much bigger then normal, also swelling the liver to an huge size. This allows them to sore vast amounts of metabolic waste, meaning they can go weeks without a need to purge stored toxins. This liver is swollen and toxin heavy and takes up a lot of abdominal space. This compresses the other organs, leading to a lower amount of stamina. The spleen is enlarged and muscular, and stores highly oxygenated, iron-rich blood cells. These blood cells are released only when needed, signaled by an hormone rush such as during hunting or combat. &lt;br /&gt;
&lt;br /&gt;
==Kin-ver Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kin-ver are adapted to the cold, dark aquatic environment of the [[Rymit Boreal Lake]].  They are very streamlined, barrel chested and dense of build to aid their bottom dwelling lifestyle. The thick heavy bones leads them to be slow, clumsy and awkward of land. The skin is mottled dark teal and muddy brown in color, adapted to blend with the decaying plants and rocks of the lake bottom. This waterproof skin dries out and cracks quickly in the open air, leading to pain and infection. &lt;br /&gt;
&lt;br /&gt;
The skin also produces an oil coating as to lower drag. They lack all hair, as to lower underwater drag. The eyes have dark blue in color, with jet back scleras and large lenses to capture the absolute minimum light  in the dark lake bottom. These eyes, being hyper dilated are easy to blind with flashes of light and during fall moons. They lack external ears, having in replacement slit like ear openings with a dense layer of water repealing cilla. These ears are good at detecting underwater vibrations, but poor at pinpointing sounds in the open ear,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The inner ears are adapted to be enlarged, dense and sensitive, in order to maintain a perfect sense of &amp;quot;up&amp;quot; and &amp;quot;down&amp;quot; in pitch-black water. These ears are also prone to motion sickness if forced to move quickly. The nostrils are tight muscular valves able to seal full while submerged as to stop water flooding the sinuses. The teeth are thin needle points with an backwards angle as to be able to catch   slippery, scaled aquatic prey and prevent them from wriggling free. The teeth are fragile, and struggle to bite though leathery land animal hides. &lt;br /&gt;
&lt;br /&gt;
The claws are short, flat and heavy to act as anchor hooks to aid in pulling their bodies on the lake floor against currants. These claws lack a sharp edge, making them poor weapons. The feet have become long, with long, thickly webbed toes to aid in maximize propulsion through the water. These feet make them clumsy on dry land. Under the skin, there is an  specialized internal gland network that moves antifreeze glycoproteins through the skin in order to stop their outer tissues from freezing in cold water. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This heavy protective mucus is heavy on metabolic energy, needing more feeding to sustain it. The sinus cavities are adapted to have  massive blood reservoirs for trapping and warming blood. This is done using dense vascular clusters. The  digestive tract has  enlarged iron-binding glands specialized in taking the nutrients from the cold food of fish, allowing them to live on fish blood. Due to being hyper specialized, they have systems that are  highly intolerant to the richer, warmer blood of mammals. &lt;br /&gt;
&lt;br /&gt;
Such blood makes them throw up or suffer from diarrhea. They have hepatic cell clots adapted for filtering out the heavy tannins, rotting plant toxins and rotting animal remains of the breal waters. In the chest, the collarbones and rib junctions  have dense iron-infused calcium plates adapted to anchor the heavy muscle groups for powerful swimming stokes. The torso also contains a set of thick-walled, fluid-regulated ballast chambers to let them control their depth without using energy swimming. &lt;br /&gt;
&lt;br /&gt;
==Kinper Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kinper are adapted to the dense, humid woodlands of the [[Samgh Forest Hill]]. They are compact, with an  highly flexible skeletal frame and  shortened, powerfully built limbs. These are adapted to allow for swift movement though even the dense underbrush. These short limbs mean they have very short strides, and a struggle to keep up with their prey in wide open spaces. The skin is mottled in shades of bark brown and lichen grey for breaking up their outline in the tree trunks. The hair is dense, moss like and dark green in color.&lt;br /&gt;
&lt;br /&gt;
It grows on the head, shoulders and upper back. This hair is thick and sponge like and therefore retains moisture from the wet hair and is so a breeding ground for fungi. The eyes are large, black and  spherical, the pupils hypersensitive slits for tracking horizontal movement in the dense trees. These eyes are massive enough that they are highly vulnerable to wounds like scratches and blinding. The ears are wide, leaf shaped and having thin, highly vascularized skin adapted for hearing even the rustling of leaves and small game. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
The nostrils are wide and flared, with  hyper-developed nasal turbinates for filtering and isolating scents in the forest ait, but these wide, open nasal passages are also vulnerable to toxic spores, often used as weapons. The teeth are adapted to be sharp shearing blades for cutting though tough animal hides and sinew. These teeth are unable to crush of grind. The claws are short, thick and retractable, for climbing though trees or gripping. But these claws are also costly on the localized metabolic energy due to the complex muscular mechanism required.&lt;br /&gt;
&lt;br /&gt;
This leas to finger cramp if gripping is used for too long. The toes are long, flexible and hand like with opposable toes for grasping branches and roots. This also means that flat, rocky terrain is painful to walk on due to the unnatural angles the digit are forced into. These feet have tissue adapted to have a large amount of micro-capillaries able to swell to make an soft, pressurized suction effect on smooth bark. These are easy to damage on thorns or sharp stops, leading to lameness and blood loss. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The rib cadge has changed to have ribs connected by highly elastic, rubbery cartilage joints in order to allow the chest to compress during tight squeezes. The lack of rigid bones also means that their organs are highly vulnerable to blunt force attacks. Around the heart is an tough sac made of  interwoven collagen fibers, grown so that heart is not damaged during tree trunk collisions. The  balance centers of their inner ears have changed to have fluid-filled chambers that can  give an a flawless sense of orientation, even while leaping though the tree tops. &lt;br /&gt;
&lt;br /&gt;
The digestive tract is able to quickly consume the blood of woodland mammals. This system is unable to process the cold, low-iron blood of lifeforms like  amphibians or reptiles due to an lack of  enzymes, leading to vomiting and diarrhea.  The  hepatic &#039;cell clots&#039; have been adapted to deal with the high levels of toxic tannins and plant alkaloids in the local water source. They also have an set of oxygen-storing vascular networks to aid them storing oxygen underwater and during tree top chases. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Litara Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Luserkel Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ninal Kin&#039;toni Clan== &lt;br /&gt;
&lt;br /&gt;
==Nyale Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Rilpertiadanbur Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Swutonsul Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Undmos Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Untburpol Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Urayachay Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ustsulunt Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wan&#039;rila Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wor&#039;ardi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wyta Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Yoush Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Project: Biology Rewrites]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1717</id>
		<title>Sandbox / Biology Rewrites</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1717"/>
		<updated>2026-06-03T15:50:03Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Kelet Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kelet Kin&#039;toni Clan are adapted to the subarctic, rocky, tree covered Wyrra Taiga Hills. They are lean, highly muscled, and long limbed of build. The torso is longer then normal. They are adapted for high-speed endurance running across uneven terrain. This elongated, high-leverage body makes them prone to getting stuck in dense bush or other small spaces. The skin is charcoal-gray in color to blend in with the trees, and it is  heavily reinforced using an  matrix of cross-linked collagen fibers  to lower the risk of tearing.&lt;br /&gt;
&lt;br /&gt;
The  hyper-dense, leathery hide lacks flexibility, making it even harder for them to fit into small spaces. The hair is steel grey and coarse in texture, and is an a long, shaggy mane going down their spines. It is adapted to shed freezing rain and heavy snowfall from their bodies. Their eyes are t emerald-green, and have an massive, horizontally elongated pupil in each eye. This gives them a wide view of the forest floor while running but also  severely limits their vertical field of vision.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This leaves them vulnerable to foes dropping from the high canopy. Their ears are long, pointed and very mobile with specialized internal muscular rings  to lock that ears in diffident positions to track prey. The nose has a  specialized dual-valved vestibule  for trapping and recycling exhaled moisture in order to keep the olfactory lining wet in the cold, dry air. The  teeth are very long, slender and backward curved for sinking into and holding the thick furred taiga prey. These teeth are very brittle and prone to snapping if they hit bone. &lt;br /&gt;
&lt;br /&gt;
Their claws are short, thick and wedge shaped. These  non-retractable claws act as track spikes for gripping wet clay  clay and slippery needles. The claws are blunt, and cannot be used as a weapon. The feet are digitigrade and with flexible, independent outer toes for stabilizing themselves on the gravel slopes. These toe joints are hyperflexable but lack rigid structural support, making their toes easy to dislocate on flat hard ground. Inside, the blood vessels have  microscopic bypass valves that contain an thick, glucose-heavy protein fluid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By moving this fluid to their limbs, it stops their muscles from freezing. Thest chests contain air filled multi chambered shock absorber sacs for cushioning their internal organs. These protect from  violent impacts such as falling. The hepatic cell clots have adapted to  rapidly extract dietary iron from prey blood as an adaption to deal with cold, sluggish prey blood. The extreme iron concentration is also a metabolic burden that leads to  rapid, toxic organ failure, and this can only be stopped by flushing their system with fresh blood.&lt;br /&gt;
&lt;br /&gt;
The rib cage is interlocked and overlapping like roof riles as to protect the  thoracic cavity from impacts. Due to its interlocking structure, they have limited flexibility, and cannot bend or arch the upper body deeply. They are able to survive sudden, unexpected temperature drops  such as during blizzards using an temporary reduction in cellular energy expenditure. The blood vessels have  high-pressure, muscular contraction-points that can clamp shut to stop bleeding of fluids, but it also traps waste in the rest of the body. This leads to painful swelling and bruising. &lt;br /&gt;
&lt;br /&gt;
==Kelnysi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kelnysi are adapted to the  high-altitude, sub-zero, windy [[Isbelbur Autumnal Mountains Ridge]]. They are very lean, long-limbed and lightweight of build, with wing like shoulder blades, covered in a membrane of skin that stretches  to the buttocks. Being lightweight and fragile, they are easy to break with bone shattering trauma from bunt force and falls. They are mottled with deep amber and burnt orange, to hide along the fallen leaves and with fine, hydrophobic scales to stop the forest from sticking.&lt;br /&gt;
&lt;br /&gt;
Their hair is fiery copper-red color, and is a mane of long fur covering the head, neck and upper back to keep the brain and carotid arteries warm in the freezing alpine winds. This hair is very flammable, and acts as tinder making them easy to set alight. The eyes are amber gold in color, and have an  massive, spherical lens to allow them to see even the slightest shifts in high-altitude movement across long distances. These eyes are sensitive to sudden light, due to an lack of protective tinting, leading to short term blindness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their ears are long, asymmetrical and very mobile, adapted for allowing them to calculate the exact elevation and distance of a sound echoing off the canyon walls. Insider the nose is an advanced internal humidity-reclaiming valve to allow them to reclaim water from their exhaled breaths to keep their olfactory membranes wet, even in the bone dry mountain air. They have long, slender, needle sharp teeth for piercing the thick wool-like coats of mountain prey to reach veins. These fangs are brittle and prone to snapping on bone and armor.&lt;br /&gt;
&lt;br /&gt;
Their claws are long, deeply hooked and needle sharp to act as permanent climbing anchors in sheer limestone crevices. These claws make flat ground running clumsy, given that they interfere with movement. Their feet are prehensile and wide, their toes long and splayed with  soft, spongy undersides in order to muffle them walking on leaves.  Lacking thick, protective callouses means on sharp terrain they are prone to wounds on their feet. Around the chest are  a series of interconnected, air-filled internal chambers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are adapted to act as shock absorbent pads to save the internal organs from damage from violent high-altitude tumbles. Their lower cerebellum has been permanently expanded using their  totipotent stem cells. This grants them an  hyper-accurate, three-dimensional spatial awareness allowing them to calculates wind drift and slope angles with very little thinking. This also compresses the adjacent occipital lobes, leading to an dulled ability to see stationary objects that lack high-contrast movement.&lt;br /&gt;
&lt;br /&gt;
Inside the carotid arteries is an system of  expanded clusters of pressure-sensing baroreceptors. These are adapted to  adjust cranial blood pressure while the kin&#039;toni is leaping and dropping across deep mountain ravines. The shoulder blades are muscled and the upper thoracic vertebrate are fused in order to anchor the gliding-wings from the violet cross winds. These wings are movable by the kin&#039;toni in order to fit though smaller spaces and act like another pair of arms. The skin itself is thin and easy to tear, and so has to be carefully treated. &lt;br /&gt;
&lt;br /&gt;
==Keris Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Keris are adapted to the  sun-scorched, arid grasslands of the [[Waress Dry Field]], They are  very tall, thin and lean of build, with very long lower legs to make their walking stride and their heat dissipation as efficient as possible. This thin build is fagile, lacking  dense muscle shielding and easy to snap by blunt force. Their skin is dusty pale clay-yellow in color to camouflage in the dead grasses. This skin is highly leathery with creases and micro grooves for trapping evening moisture.&lt;br /&gt;
&lt;br /&gt;
This lack of deep pigment leads to  almost zero natural defense against UV radiation and leading to a painful, quick death if caught in sunlight. They have dry straw blond hair that is changed into short, needle like and coarse bristles. These lay flat on the scalp and deflect dust and wind-blown grit. The eyes are amber, with an  narrow, horizontal slit pupil. This pupil maximize side to side sight and tracking in the flat open horizon. This also  severely limits their vertical field of view.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Due to this, they struggle to see threats attacking from elevated trees or ridges. These eyes also have an thick, nictitating membrane in order to sweep away the dust of the grasslands. Their ears are very large, thin and with heavy veins to biological cooling radiators. These shed the heat of the body into the cooler night air. The nose has a system of dry, scaly turbinate baffles in order to extract and reclaim moisture from both the dry air and their own breath to stop dehydration and lower the amount of water they need to drink. &lt;br /&gt;
&lt;br /&gt;
Their teeth are short, flat and broad, and are adapted to slice through the tough, fibrous, or leathery hides of the local wildlife. With an lack of deep puncturing fangs, they struggle  to lock onto or anchor themselves on large, struggling targets.  The claws are short, straight and heavily blunted as these caws work as rigid digging spikes to scrape into hard, baked clay. Lacking sharpness, means the claws are poor weapons. Their feet are very long, and with broad calloused toes for distributing weight on the loose sandy soul of the Dry Field. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inside, their blood vessels have specialized muscular bypass loops for redirecting warm blood out for cooling. The torso features an  dry, cellular wax lattice system of internal moisture-trapping chambers that can trap fluids and moisture sacs adapted to hold excess drinking water  throughout the torso, as an adaption to drought. The largest is located in next to the stomach. In the blood, the hepatic cell clots are adapted for taking molecule of moisture from drunk blood, what is stored in their moisture sacs. &lt;br /&gt;
&lt;br /&gt;
The lymphatic filters are hyper-efficient and are able to extract any left over water and excrete waste as dry, uric acid pellets. This also  buildup of thick, sluggish metabolic byproducts that can only be flushed with water or blood. Build ups lead to the kin&#039;toni sickening. Inside the skeletal muscles are large amounts of iron-rich myoglobin, able to store immense amounts of oxygen inside the tissue. The large amount of internal iron also makes them  susceptible to heavy electrical damage, as their muscle tissue is highly conductive. &lt;br /&gt;
&lt;br /&gt;
==Kimetdar Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kimetdar are adapted to the sheer, vertical drops of the [[Rysas Emerald Cliffs]]. They are hyper-compact and muscular build of with long forearms and a broad, low-centered pelvic structure. Being adapted for  climbing means they are slow, awkward and unaerodynamic on flat ground. Their skin is mottled forest-green and slate-grey tone to blend in to the moss and cliffs. The skin is also covered  in an  hydrophobic, micro-grooved lipid layer  that stops the heavy mist of the cliffs from waterlogging the skin and stopping  cutaneous oxygen absorption.&lt;br /&gt;
&lt;br /&gt;
Their hair is sparse, coarse and needle like, and dark green in color. It grows as downward angled tracts in order to channel air the rain and  coastal condensation from their eyes. This also leaves their epidermal layers exposed to the  abrasive gusts due to their lack of dense, insulating coat. The oversized eyes are dark color in color, with pupils as horizontal slits in order to accurately judge depth and vertical distance  on the high cliffs.  The ears are short, thick and backward curved with internal acoustic ridges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These ridges filter out the loud roars and crashes of the coastal waves and winds.  The nose has downward facing slits of nostrils that have fleshy, muscular valves. These valves can seal tightly to deal with the wind-driven sea spray, but while these valves are sealed, they lack an sense of smell. Without their enhanced sense of small,  they struggle to track prey. The teeth are hook like with backward-curved serrations, angled for locking onto the slippery and face moving prey of the cliffs. &lt;br /&gt;
&lt;br /&gt;
The claws are long, needle sharp and semi retractable talons containing  high-iron keratin, adapted for gripping into the cracks in the cliffs. These teeth are long enough and curved enough to make manual dexterity hard, making fine work impossible. The feet are  prehensile, hand-like structures, with opposable toes and high-friction suction pads on both toes and soles. These feet make running on flat surfaces hard. The inner eyes and sinus cavities have enlarged, fluid-filled equilibrium chambers to grant both absolute spatial awareness and an immunity to vertigo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This system is sensitive to sudden atmospheric pressure drops, such as those on coastal storm. This leads to the massive chambers swelling and severe disorientation and temporary loss of balance. Their tendons are able to look into place using an  specialized reflex loop to be able to hang in place for days. The vascular system has heavy muscular valves able to divert blood flow to the skin to maximize oxygen intake. The  peripheral blood routing is high pressure enough that even shallow slashes leads to rapid, explosive bleeding.&lt;br /&gt;
&lt;br /&gt;
The blood is sense with cryoprotectant proteins in order to survive the freezing, damp shadows of deep cliff fissures and winter nights by fully stopping cellular freezing. This blood, being thick and sludge like, moves slowly though the body. This leads the stem cells to move more slowly and slowed healing in the limbs. The body&#039;s hepatic cell clots have adapted to quickly filter and  neutralize marine toxins and salt form their marine and coastal prey. It is adapted for marine and coastal toxins and so has no effect on other toxins. &lt;br /&gt;
&lt;br /&gt;
==Kin&#039;ire Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kin&#039;ire are adapted to the extreme wind-scoured plains, baking daytime heat and freezing night temperatures of the [[Inawar Barren Lands]]. The clan are very lean, lanky and long limbed of build in order to become highly efficient at running long distances on the flat terrain. Due to lacking dense muscle mass, they are physically weak in close-quarters grappling or wrestling. The skin is a very dense, leathery  white color, and adapted to eflect as much ambient light and heat as it can.&lt;br /&gt;
&lt;br /&gt;
This skin lacks no natural UV-blocking pigments, leading to a swift death if caught in the daytime sun. The clan lacks all hair, to stop the  desert grit from trapping moisture and to stop hair chafing on their skin during their long treks. The eyes have a horizontally sweeping. semi-transparent, secondary nictitating membrane to keep dust out of their eyes. This thick, protective membrane means their fine detail vision is blurred meaning they struggle to see  camouflaged prey or subtle terrain hazards in their long range sight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ears are small, flat and pinned to the skull. These ears can seal tightly using specialized muscular flaps. The nasal passages are adapted to be highly elongated and tortuous. These act as a form of  counter-current moisture exchanger in order to trap and keep water vapor from the ambient airflow. The front incisors and canines are interlocking, serrated, and razor-sharp. These are adapted for cutting quickly though tough, leathery desert hides. The teeth&#039;s  delicate, thin serrations are prone to snapping off if they hit bone or mineral crusts. &lt;br /&gt;
&lt;br /&gt;
The claws are long, flat and spade like for digging quickly into the dirt or sand for underground shelter. These claws are too wide and blunt to be used for climbing. The feet are broad, long and with thick, calloused soles that act as built in snow shoes by spreading  their weight on shifting sands. These feet lead to loud footfalls on soild ground given their massive feet. Inside, they have blood that each night, is flooded with  specialized, low-temperature proteins to stop cell freezing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Under the skin are pockets of dense fat to act as a form of buffering for the core from the  extreme, rapid temperature swings of the wastes. These fat deposits bulge from the skin in such a way that it gets in the way of movement.  The digestive tract is adapted to be an compressed, dry, highly efficient system for stripping the water from prey. It is able to filter even the smallest amount of fluid from their prey. The urine and feces comes out as hard dry pellets instead of a liquid from a fused cloaca. &lt;br /&gt;
&lt;br /&gt;
The  hepatic &#039;cell clots&#039; are much bigger then normal, also swelling the liver to an huge size. This allows them to sore vast amounts of metabolic waste, meaning they can go weeks without a need to purge stored toxins. This liver is swollen and toxin heavy and takes up a lot of abdominal space. This compresses the other organs, leading to a lower amount of stamina. The spleen is enlarged and muscular, and stores highly oxygenated, iron-rich blood cells. These blood cells are released only when needed, signaled by an hormone rush such as during hunting or combat. &lt;br /&gt;
&lt;br /&gt;
==Kin-ver Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kin-ver are adapted to the cold, dark aquatic environment of the [[Rymit Boreal Lake]].  They are very streamlined, barrel chested and dense of build to aid their bottom dwelling lifestyle. The thick heavy bones leads them to be slow, clumsy and awkward of land. The skin is mottled dark teal and muddy brown in color, adapted to blend with the decaying plants and rocks of the lake bottom. This waterproof skin dries out and cracks quickly in the open air, leading to pain and infection. &lt;br /&gt;
&lt;br /&gt;
The skin also produces an oil coating as to lower drag. They lack all hair, as to lower underwater drag. The eyes have dark blue in color, with jet back scleras and large lenses to capture the absolute minimum light  in the dark lake bottom. These eyes, being hyper dilated are easy to blind with flashes of light and during fall moons. They lack external ears, having in replacement slit like ear openings with a dense layer of water repealing cilla. These ears are good at detecting underwater vibrations, but poor at pinpointing sounds in the open ear,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The inner ears are adapted to be enlarged, dense and sensitive, in order to maintain a perfect sense of &amp;quot;up&amp;quot; and &amp;quot;down&amp;quot; in pitch-black water. These ears are also prone to motion sickness if forced to move quickly. The nostrils are tight muscular valves able to seal full while submerged as to stop water flooding the sinuses. The teeth are thin needle points with an backwards angle as to be able to catch   slippery, scaled aquatic prey and prevent them from wriggling free. The teeth are fragile, and struggle to bite though leathery land animal hides. &lt;br /&gt;
&lt;br /&gt;
The claws are short, flat and heavy to act as anchor hooks to aid in pulling their bodies on the lake floor against currants. These claws lack a sharp edge, making them poor weapons. The feet have become long, with long, thickly webbed toes to aid in maximize propulsion through the water. These feet make them clumsy on dry land. Under the skin, there is an  specialized internal gland network that moves antifreeze glycoproteins through the skin in order to stop their outer tissues from freezing in cold water. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This heavy protective mucus is heavy on metabolic energy, needing more feeding to sustain it. The sinus cavities are adapted to have  massive blood reservoirs for trapping and warming blood. This is done using dense vascular clusters. The  digestive tract has  enlarged iron-binding glands specialized in taking the nutrients from the cold food of fish, allowing them to live on fish blood. Due to being hyper specialized, they have systems that are  highly intolerant to the richer, warmer blood of mammals. &lt;br /&gt;
&lt;br /&gt;
Such blood makes them throw up or suffer from diarrhea. They have hepatic cell clots adapted for filtering out the heavy tannins, rotting plant toxins and rotting animal remains of the breal waters. In the chest, the collarbones and rib junctions  have dense iron-infused calcium plates adapted to anchor the heavy muscle groups for powerful swimming stokes. The torso also contains a set of thick-walled, fluid-regulated ballast chambers to let them control their depth without using energy swimming. &lt;br /&gt;
&lt;br /&gt;
==Kinper Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kinper are adapted to the dense, humid woodlands of the [[Samgh Forest Hill]]. They are compact, with an  highly flexible skeletal frame and  shortened, powerfully built limbs. These are adapted to allow for swift movement though even the dense underbrush. These short limbs mean they have very short strides, and a struggle to keep up with their prey in wide open spaces. The skin is mottled in shades of bark brown and lichen grey for breaking up their outline in the tree trunks. The hair is dense, moss like and dark green in color.&lt;br /&gt;
&lt;br /&gt;
It grows on the head, shoulders and upper back. This hair is thick and sponge like and therefore retains moisture from the wet hair and is so a breeding ground for fungi. The eyes are large, black and  spherical, the pupils hypersensitive slits for tracking horizontal movement in the dense trees. These eyes are massive enough that they are highly vulnerable to wounds like scratches and blinding. The ears are wide, leaf shaped and having thin, highly vascularized skin adapted for hearing even the rustling of leaves and small game. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
The nostrils are wide and flared, with  hyper-developed nasal turbinates for filtering and isolating scents in the forest ait, but these wide, open nasal passages are also vulnerable to toxic spores, often used as weapons. The teeth are adapted to be sharp shearing blades for cutting though tough animal hides and sinew. These teeth are unable to crush of grind. The claws are short, thick and retractable, for climbing though trees or gripping. But these claws are also costly on the localized metabolic energy due to the complex muscular mechanism required.&lt;br /&gt;
&lt;br /&gt;
This leas to finger cramp if gripping is used for too long. The toes are long, flexible and hand like with opposable toes for grasping branches and roots. This also means that flat, rocky terrain is painful to walk on due to the unnatural angles the digit are forced into. &lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Internal Adaptations&lt;br /&gt;
Hyper-Flexible Rib Cage: Their ribs are connected by highly elastic, rubbery cartilage joints that allow the entire chest cavity to compress safely when squeezing through tight tree hollows.&lt;br /&gt;
&lt;br /&gt;
Weakness: This lack of rigid bone protection leaves their internal organs highly vulnerable to being crushed or punctured by direct blunt-force impacts.&lt;br /&gt;
&lt;br /&gt;
Enlarged Vestibular Balance Maculae: The balance centers of their inner ears feature expanded, fluid-filled chambers that provide a flawless sense of orientation while leaping through the canopy.&lt;br /&gt;
&lt;br /&gt;
Weakness: Sudden, violent head shakes or falls create lingering fluid turbulence in these large chambers, causing long-lasting vertigo and nausea.&lt;br /&gt;
&lt;br /&gt;
Modified Hemoglobin Recycling Glands: Their atrophied digestive tract is optimized to rapidly break down and assimilate the thick, hormone-rich blood of woodland mammals.&lt;br /&gt;
&lt;br /&gt;
Weakness: Their system lacks the enzymes to process the cold, low-iron blood of amphibians or reptiles, which causes violent internal rejection and cramping.&lt;br /&gt;
&lt;br /&gt;
Hepatic Tannin Filters: Their hepatic &#039;cell clots&#039; are uniquely adapted to neutralize the high levels of toxic tannins and plant alkaloids picked up from forest water sources.&lt;br /&gt;
&lt;br /&gt;
Weakness: This heavy specialization drastically reduces the liver&#039;s ability to process synthetic poisons or chemical toxins introduced by advanced weapons.&lt;br /&gt;
&lt;br /&gt;
Subcutaneous Oxygen-Storing Plexus: They have repurposed pockets of stem cells along their flanks into rich, oxygen-storing vascular networks to sustain muscle power during silent, breathless stalks.&lt;br /&gt;
&lt;br /&gt;
Weakness: These highly concentrated blood pockets form major internal hot spots that bleed uncontrollably if the flank is pierced or gashed.&lt;br /&gt;
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==Litara Kin&#039;toni Clan==&lt;br /&gt;
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==Luserkel Kin&#039;toni Clan==&lt;br /&gt;
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==Ninal Kin&#039;toni Clan== &lt;br /&gt;
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==Nyale Kin&#039;toni Clan==&lt;br /&gt;
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==Rilpertiadanbur Kin&#039;toni Clan==&lt;br /&gt;
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==Swutonsul Kin&#039;toni Clan==&lt;br /&gt;
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==Undmos Kin&#039;toni Clan==&lt;br /&gt;
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==Untburpol Kin&#039;toni Clan==&lt;br /&gt;
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==Urayachay Kin&#039;toni Clan==&lt;br /&gt;
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==Ustsulunt Kin&#039;toni Clan==&lt;br /&gt;
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==Wan&#039;rila Kin&#039;toni Clan==&lt;br /&gt;
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==Wor&#039;ardi Kin&#039;toni Clan==&lt;br /&gt;
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==Wyta Kin&#039;toni Clan==&lt;br /&gt;
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==Yoush Kin&#039;toni Clan==&lt;br /&gt;
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[[category: Project: Biology Rewrites]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1716</id>
		<title>Sandbox / Biology Rewrites</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1716"/>
		<updated>2026-06-03T10:01:28Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Kelet Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kelet Kin&#039;toni Clan are adapted to the subarctic, rocky, tree covered Wyrra Taiga Hills. They are lean, highly muscled, and long limbed of build. The torso is longer then normal. They are adapted for high-speed endurance running across uneven terrain. This elongated, high-leverage body makes them prone to getting stuck in dense bush or other small spaces. The skin is charcoal-gray in color to blend in with the trees, and it is  heavily reinforced using an  matrix of cross-linked collagen fibers  to lower the risk of tearing.&lt;br /&gt;
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The  hyper-dense, leathery hide lacks flexibility, making it even harder for them to fit into small spaces. The hair is steel grey and coarse in texture, and is an a long, shaggy mane going down their spines. It is adapted to shed freezing rain and heavy snowfall from their bodies. Their eyes are t emerald-green, and have an massive, horizontally elongated pupil in each eye. This gives them a wide view of the forest floor while running but also  severely limits their vertical field of vision.&lt;br /&gt;
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This leaves them vulnerable to foes dropping from the high canopy. Their ears are long, pointed and very mobile with specialized internal muscular rings  to lock that ears in diffident positions to track prey. The nose has a  specialized dual-valved vestibule  for trapping and recycling exhaled moisture in order to keep the olfactory lining wet in the cold, dry air. The  teeth are very long, slender and backward curved for sinking into and holding the thick furred taiga prey. These teeth are very brittle and prone to snapping if they hit bone. &lt;br /&gt;
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Their claws are short, thick and wedge shaped. These  non-retractable claws act as track spikes for gripping wet clay  clay and slippery needles. The claws are blunt, and cannot be used as a weapon. The feet are digitigrade and with flexible, independent outer toes for stabilizing themselves on the gravel slopes. These toe joints are hyperflexable but lack rigid structural support, making their toes easy to dislocate on flat hard ground. Inside, the blood vessels have  microscopic bypass valves that contain an thick, glucose-heavy protein fluid.&lt;br /&gt;
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By moving this fluid to their limbs, it stops their muscles from freezing. Thest chests contain air filled multi chambered shock absorber sacs for cushioning their internal organs. These protect from  violent impacts such as falling. The hepatic cell clots have adapted to  rapidly extract dietary iron from prey blood as an adaption to deal with cold, sluggish prey blood. The extreme iron concentration is also a metabolic burden that leads to  rapid, toxic organ failure, and this can only be stopped by flushing their system with fresh blood.&lt;br /&gt;
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The rib cage is interlocked and overlapping like roof riles as to protect the  thoracic cavity from impacts. Due to its interlocking structure, they have limited flexibility, and cannot bend or arch the upper body deeply. They are able to survive sudden, unexpected temperature drops  such as during blizzards using an temporary reduction in cellular energy expenditure. The blood vessels have  high-pressure, muscular contraction-points that can clamp shut to stop bleeding of fluids, but it also traps waste in the rest of the body. This leads to painful swelling and bruising. &lt;br /&gt;
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==Kelnysi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kelnysi are adapted to the  high-altitude, sub-zero, windy [[Isbelbur Autumnal Mountains Ridge]]. They are very lean, long-limbed and lightweight of build, with wing like shoulder blades, covered in a membrane of skin that stretches  to the buttocks. Being lightweight and fragile, they are easy to break with bone shattering trauma from bunt force and falls. They are mottled with deep amber and burnt orange, to hide along the fallen leaves and with fine, hydrophobic scales to stop the forest from sticking.&lt;br /&gt;
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Their hair is fiery copper-red color, and is a mane of long fur covering the head, neck and upper back to keep the brain and carotid arteries warm in the freezing alpine winds. This hair is very flammable, and acts as tinder making them easy to set alight. The eyes are amber gold in color, and have an  massive, spherical lens to allow them to see even the slightest shifts in high-altitude movement across long distances. These eyes are sensitive to sudden light, due to an lack of protective tinting, leading to short term blindness.&lt;br /&gt;
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Their ears are long, asymmetrical and very mobile, adapted for allowing them to calculate the exact elevation and distance of a sound echoing off the canyon walls. Insider the nose is an advanced internal humidity-reclaiming valve to allow them to reclaim water from their exhaled breaths to keep their olfactory membranes wet, even in the bone dry mountain air. They have long, slender, needle sharp teeth for piercing the thick wool-like coats of mountain prey to reach veins. These fangs are brittle and prone to snapping on bone and armor.&lt;br /&gt;
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Their claws are long, deeply hooked and needle sharp to act as permanent climbing anchors in sheer limestone crevices. These claws make flat ground running clumsy, given that they interfere with movement. Their feet are prehensile and wide, their toes long and splayed with  soft, spongy undersides in order to muffle them walking on leaves.  Lacking thick, protective callouses means on sharp terrain they are prone to wounds on their feet. Around the chest are  a series of interconnected, air-filled internal chambers.&lt;br /&gt;
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These are adapted to act as shock absorbent pads to save the internal organs from damage from violent high-altitude tumbles. Their lower cerebellum has been permanently expanded using their  totipotent stem cells. This grants them an  hyper-accurate, three-dimensional spatial awareness allowing them to calculates wind drift and slope angles with very little thinking. This also compresses the adjacent occipital lobes, leading to an dulled ability to see stationary objects that lack high-contrast movement.&lt;br /&gt;
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Inside the carotid arteries is an system of  expanded clusters of pressure-sensing baroreceptors. These are adapted to  adjust cranial blood pressure while the kin&#039;toni is leaping and dropping across deep mountain ravines. The shoulder blades are muscled and the upper thoracic vertebrate are fused in order to anchor the gliding-wings from the violet cross winds. These wings are movable by the kin&#039;toni in order to fit though smaller spaces and act like another pair of arms. The skin itself is thin and easy to tear, and so has to be carefully treated. &lt;br /&gt;
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==Keris Kin&#039;toni Clan==&lt;br /&gt;
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The Keris are adapted to the  sun-scorched, arid grasslands of the [[Waress Dry Field]], They are  very tall, thin and lean of build, with very long lower legs to make their walking stride and their heat dissipation as efficient as possible. This thin build is fagile, lacking  dense muscle shielding and easy to snap by blunt force. Their skin is dusty pale clay-yellow in color to camouflage in the dead grasses. This skin is highly leathery with creases and micro grooves for trapping evening moisture.&lt;br /&gt;
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This lack of deep pigment leads to  almost zero natural defense against UV radiation and leading to a painful, quick death if caught in sunlight. They have dry straw blond hair that is changed into short, needle like and coarse bristles. These lay flat on the scalp and deflect dust and wind-blown grit. The eyes are amber, with an  narrow, horizontal slit pupil. This pupil maximize side to side sight and tracking in the flat open horizon. This also  severely limits their vertical field of view.&lt;br /&gt;
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Due to this, they struggle to see threats attacking from elevated trees or ridges. These eyes also have an thick, nictitating membrane in order to sweep away the dust of the grasslands. Their ears are very large, thin and with heavy veins to biological cooling radiators. These shed the heat of the body into the cooler night air. The nose has a system of dry, scaly turbinate baffles in order to extract and reclaim moisture from both the dry air and their own breath to stop dehydration and lower the amount of water they need to drink. &lt;br /&gt;
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Their teeth are short, flat and broad, and are adapted to slice through the tough, fibrous, or leathery hides of the local wildlife. With an lack of deep puncturing fangs, they struggle  to lock onto or anchor themselves on large, struggling targets.  The claws are short, straight and heavily blunted as these caws work as rigid digging spikes to scrape into hard, baked clay. Lacking sharpness, means the claws are poor weapons. Their feet are very long, and with broad calloused toes for distributing weight on the loose sandy soul of the Dry Field. &lt;br /&gt;
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Inside, their blood vessels have specialized muscular bypass loops for redirecting warm blood out for cooling. The torso features an  dry, cellular wax lattice system of internal moisture-trapping chambers that can trap fluids and moisture sacs adapted to hold excess drinking water  throughout the torso, as an adaption to drought. The largest is located in next to the stomach. In the blood, the hepatic cell clots are adapted for taking molecule of moisture from drunk blood, what is stored in their moisture sacs. &lt;br /&gt;
&lt;br /&gt;
The lymphatic filters are hyper-efficient and are able to extract any left over water and excrete waste as dry, uric acid pellets. This also  buildup of thick, sluggish metabolic byproducts that can only be flushed with water or blood. Build ups lead to the kin&#039;toni sickening. Inside the skeletal muscles are large amounts of iron-rich myoglobin, able to store immense amounts of oxygen inside the tissue. The large amount of internal iron also makes them  susceptible to heavy electrical damage, as their muscle tissue is highly conductive. &lt;br /&gt;
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==Kimetdar Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kimetdar are adapted to the sheer, vertical drops of the [[Rysas Emerald Cliffs]]. They are hyper-compact and muscular build of with long forearms and a broad, low-centered pelvic structure. Being adapted for  climbing means they are slow, awkward and unaerodynamic on flat ground. Their skin is mottled forest-green and slate-grey tone to blend in to the moss and cliffs. The skin is also covered  in an  hydrophobic, micro-grooved lipid layer  that stops the heavy mist of the cliffs from waterlogging the skin and stopping  cutaneous oxygen absorption.&lt;br /&gt;
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Their hair is sparse, coarse and needle like, and dark green in color. It grows as downward angled tracts in order to channel air the rain and  coastal condensation from their eyes. This also leaves their epidermal layers exposed to the  abrasive gusts due to their lack of dense, insulating coat. The oversized eyes are dark color in color, with pupils as horizontal slits in order to accurately judge depth and vertical distance  on the high cliffs.  The ears are short, thick and backward curved with internal acoustic ridges.&lt;br /&gt;
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These ridges filter out the loud roars and crashes of the coastal waves and winds.  The nose has downward facing slits of nostrils that have fleshy, muscular valves. These valves can seal tightly to deal with the wind-driven sea spray, but while these valves are sealed, they lack an sense of smell. Without their enhanced sense of small,  they struggle to track prey. The teeth are hook like with backward-curved serrations, angled for locking onto the slippery and face moving prey of the cliffs. &lt;br /&gt;
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The claws are long, needle sharp and semi retractable talons containing  high-iron keratin, adapted for gripping into the cracks in the cliffs. These teeth are long enough and curved enough to make manual dexterity hard, making fine work impossible. The feet are  prehensile, hand-like structures, with opposable toes and high-friction suction pads on both toes and soles. These feet make running on flat surfaces hard. The inner eyes and sinus cavities have enlarged, fluid-filled equilibrium chambers to grant both absolute spatial awareness and an immunity to vertigo.&lt;br /&gt;
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This system is sensitive to sudden atmospheric pressure drops, such as those on coastal storm. This leads to the massive chambers swelling and severe disorientation and temporary loss of balance. Their tendons are able to look into place using an  specialized reflex loop to be able to hang in place for days. The vascular system has heavy muscular valves able to divert blood flow to the skin to maximize oxygen intake. The  peripheral blood routing is high pressure enough that even shallow slashes leads to rapid, explosive bleeding.&lt;br /&gt;
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The blood is sense with cryoprotectant proteins in order to survive the freezing, damp shadows of deep cliff fissures and winter nights by fully stopping cellular freezing. This blood, being thick and sludge like, moves slowly though the body. This leads the stem cells to move more slowly and slowed healing in the limbs. The body&#039;s hepatic cell clots have adapted to quickly filter and  neutralize marine toxins and salt form their marine and coastal prey. It is adapted for marine and coastal toxins and so has no effect on other toxins. &lt;br /&gt;
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==Kin&#039;ire Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kin&#039;ire are adapted to the extreme wind-scoured plains, baking daytime heat and freezing night temperatures of the [[Inawar Barren Lands]]. The clan are very lean, lanky and long limbed of build in order to become highly efficient at running long distances on the flat terrain. Due to lacking dense muscle mass, they are physically weak in close-quarters grappling or wrestling. The skin is a very dense, leathery  white color, and adapted to eflect as much ambient light and heat as it can.&lt;br /&gt;
&lt;br /&gt;
This skin lacks no natural UV-blocking pigments, leading to a swift death if caught in the daytime sun. The clan lacks all hair, to stop the  desert grit from trapping moisture and to stop hair chafing on their skin during their long treks. The eyes have a horizontally sweeping. semi-transparent, secondary nictitating membrane to keep dust out of their eyes. This thick, protective membrane means their fine detail vision is blurred meaning they struggle to see  camouflaged prey or subtle terrain hazards in their long range sight.&lt;br /&gt;
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&lt;br /&gt;
The ears are small, flat and pinned to the skull. These ears can seal tightly using specialized muscular flaps. The nasal passages are adapted to be highly elongated and tortuous. These act as a form of  counter-current moisture exchanger in order to trap and keep water vapor from the ambient airflow. The front incisors and canines are interlocking, serrated, and razor-sharp. These are adapted for cutting quickly though tough, leathery desert hides. The teeth&#039;s  delicate, thin serrations are prone to snapping off if they hit bone or mineral crusts. &lt;br /&gt;
&lt;br /&gt;
The claws are long, flat and spade like for digging quickly into the dirt or sand for underground shelter. These claws are too wide and blunt to be used for climbing. The feet are broad, long and with thick, calloused soles that act as built in snow shoes by spreading  their weight on shifting sands. These feet lead to loud footfalls on soild ground given their massive feet. Inside, they have blood that each night, is flooded with  specialized, low-temperature proteins to stop cell freezing.&lt;br /&gt;
&lt;br /&gt;
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Under the skin are pockets of dense fat to act as a form of buffering for the core from the  extreme, rapid temperature swings of the wastes. These fat deposits bulge from the skin in such a way that it gets in the way of movement.  The digestive tract is adapted to be an compressed, dry, highly efficient system for stripping the water from prey. It is able to filter even the smallest amount of fluid from their prey. The urine and feces comes out as hard dry pellets instead of a liquid from a fused cloaca. &lt;br /&gt;
&lt;br /&gt;
The  hepatic &#039;cell clots&#039; are much bigger then normal, also swelling the liver to an huge size. This allows them to sore vast amounts of metabolic waste, meaning they can go weeks without a need to purge stored toxins. This liver is swollen and toxin heavy and takes up a lot of abdominal space. This compresses the other organs, leading to a lower amount of stamina. The spleen is enlarged and muscular, and stores highly oxygenated, iron-rich blood cells. These blood cells are released only when needed, signaled by an hormone rush such as during hunting or combat. &lt;br /&gt;
&lt;br /&gt;
==Kin-ver Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kin-ver are adapted to the cold, dark aquatic environment of the [[Rymit Boreal Lake]].  They are very streamlined, barrel chested and dense of build to aid their bottom dwelling lifestyle. The thick heavy bones leads them to be slow, clumsy and awkward of land. The skin is mottled dark teal and muddy brown in color, adapted to blend with the decaying plants and rocks of the lake bottom. This waterproof skin dries out and cracks quickly in the open air, leading to pain and infection. &lt;br /&gt;
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The skin also produces an oil coating as to lower drag. They lack all hair, as to lower underwater drag. The eyes have dark blue in color, with jet back scleras and large lenses to capture the absolute minimum light  in the dark lake bottom. These eyes, being hyper dilated are easy to blind with flashes of light and during fall moons. They lack external ears, having in replacement slit like ear openings with a dense layer of water repealing cilla. These ears are good at detecting underwater vibrations, but poor at pinpointing sounds in the open ear,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The inner ears are adapted to be enlarged, dense and sensitive, in order to maintain a perfect sense of &amp;quot;up&amp;quot; and &amp;quot;down&amp;quot; in pitch-black water. These ears are also prone to motion sickness if forced to move quickly. The nostrils are tight muscular valves able to seal full while submerged as to stop water flooding the sinuses. The teeth are thin needle points with an backwards angle as to be able to catch   slippery, scaled aquatic prey and prevent them from wriggling free. The teeth are fragile, and struggle to bite though leathery land animal hides. &lt;br /&gt;
&lt;br /&gt;
The claws are short, flat and heavy to act as anchor hooks to aid in pulling their bodies on the lake floor against currants. These claws lack a sharp edge, making them poor weapons. The feet have become long, with long, thickly webbed toes to aid in maximize propulsion through the water. These feet make them clumsy on dry land. Under the skin, there is an  specialized internal gland network that moves antifreeze glycoproteins through the skin in order to stop their outer tissues from freezing in cold water. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This heavy protective mucus is heavy on metabolic energy, needing more feeding to sustain it. The sinus cavities are adapted to have  massive blood reservoirs for trapping and warming blood. This is done using dense vascular clusters. The  digestive tract has  enlarged iron-binding glands specialized in taking the nutrients from the cold food of fish, allowing them to live on fish blood. Due to being hyper specialized, they have systems that are  highly intolerant to the richer, warmer blood of mammals. &lt;br /&gt;
&lt;br /&gt;
Such blood makes them throw up or suffer from diarrhea. They have hepatic cell clots adapted for filtering out the heavy tannins, rotting plant toxins and rotting animal remains of the breal waters. In the chest, the collarbones and rib junctions  have dense iron-infused calcium plates adapted to anchor the heavy muscle groups for powerful swimming stokes. The torso also contains a set of thick-walled, fluid-regulated ballast chambers to let them control their depth without using energy swimming. &lt;br /&gt;
&lt;br /&gt;
==Kinper Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Litara Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Luserkel Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ninal Kin&#039;toni Clan== &lt;br /&gt;
&lt;br /&gt;
==Nyale Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Rilpertiadanbur Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Swutonsul Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Undmos Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Untburpol Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Urayachay Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ustsulunt Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wan&#039;rila Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wor&#039;ardi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wyta Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Yoush Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Project: Biology Rewrites]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1715</id>
		<title>Sandbox / Biology Rewrites</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1715"/>
		<updated>2026-06-03T09:02:43Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Kelet Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kelet Kin&#039;toni Clan are adapted to the subarctic, rocky, tree covered Wyrra Taiga Hills. They are lean, highly muscled, and long limbed of build. The torso is longer then normal. They are adapted for high-speed endurance running across uneven terrain. This elongated, high-leverage body makes them prone to getting stuck in dense bush or other small spaces. The skin is charcoal-gray in color to blend in with the trees, and it is  heavily reinforced using an  matrix of cross-linked collagen fibers  to lower the risk of tearing.&lt;br /&gt;
&lt;br /&gt;
The  hyper-dense, leathery hide lacks flexibility, making it even harder for them to fit into small spaces. The hair is steel grey and coarse in texture, and is an a long, shaggy mane going down their spines. It is adapted to shed freezing rain and heavy snowfall from their bodies. Their eyes are t emerald-green, and have an massive, horizontally elongated pupil in each eye. This gives them a wide view of the forest floor while running but also  severely limits their vertical field of vision.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This leaves them vulnerable to foes dropping from the high canopy. Their ears are long, pointed and very mobile with specialized internal muscular rings  to lock that ears in diffident positions to track prey. The nose has a  specialized dual-valved vestibule  for trapping and recycling exhaled moisture in order to keep the olfactory lining wet in the cold, dry air. The  teeth are very long, slender and backward curved for sinking into and holding the thick furred taiga prey. These teeth are very brittle and prone to snapping if they hit bone. &lt;br /&gt;
&lt;br /&gt;
Their claws are short, thick and wedge shaped. These  non-retractable claws act as track spikes for gripping wet clay  clay and slippery needles. The claws are blunt, and cannot be used as a weapon. The feet are digitigrade and with flexible, independent outer toes for stabilizing themselves on the gravel slopes. These toe joints are hyperflexable but lack rigid structural support, making their toes easy to dislocate on flat hard ground. Inside, the blood vessels have  microscopic bypass valves that contain an thick, glucose-heavy protein fluid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By moving this fluid to their limbs, it stops their muscles from freezing. Thest chests contain air filled multi chambered shock absorber sacs for cushioning their internal organs. These protect from  violent impacts such as falling. The hepatic cell clots have adapted to  rapidly extract dietary iron from prey blood as an adaption to deal with cold, sluggish prey blood. The extreme iron concentration is also a metabolic burden that leads to  rapid, toxic organ failure, and this can only be stopped by flushing their system with fresh blood.&lt;br /&gt;
&lt;br /&gt;
The rib cage is interlocked and overlapping like roof riles as to protect the  thoracic cavity from impacts. Due to its interlocking structure, they have limited flexibility, and cannot bend or arch the upper body deeply. They are able to survive sudden, unexpected temperature drops  such as during blizzards using an temporary reduction in cellular energy expenditure. The blood vessels have  high-pressure, muscular contraction-points that can clamp shut to stop bleeding of fluids, but it also traps waste in the rest of the body. This leads to painful swelling and bruising. &lt;br /&gt;
&lt;br /&gt;
==Kelnysi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kelnysi are adapted to the  high-altitude, sub-zero, windy [[Isbelbur Autumnal Mountains Ridge]]. They are very lean, long-limbed and lightweight of build, with wing like shoulder blades, covered in a membrane of skin that stretches  to the buttocks. Being lightweight and fragile, they are easy to break with bone shattering trauma from bunt force and falls. They are mottled with deep amber and burnt orange, to hide along the fallen leaves and with fine, hydrophobic scales to stop the forest from sticking.&lt;br /&gt;
&lt;br /&gt;
Their hair is fiery copper-red color, and is a mane of long fur covering the head, neck and upper back to keep the brain and carotid arteries warm in the freezing alpine winds. This hair is very flammable, and acts as tinder making them easy to set alight. The eyes are amber gold in color, and have an  massive, spherical lens to allow them to see even the slightest shifts in high-altitude movement across long distances. These eyes are sensitive to sudden light, due to an lack of protective tinting, leading to short term blindness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their ears are long, asymmetrical and very mobile, adapted for allowing them to calculate the exact elevation and distance of a sound echoing off the canyon walls. Insider the nose is an advanced internal humidity-reclaiming valve to allow them to reclaim water from their exhaled breaths to keep their olfactory membranes wet, even in the bone dry mountain air. They have long, slender, needle sharp teeth for piercing the thick wool-like coats of mountain prey to reach veins. These fangs are brittle and prone to snapping on bone and armor.&lt;br /&gt;
&lt;br /&gt;
Their claws are long, deeply hooked and needle sharp to act as permanent climbing anchors in sheer limestone crevices. These claws make flat ground running clumsy, given that they interfere with movement. Their feet are prehensile and wide, their toes long and splayed with  soft, spongy undersides in order to muffle them walking on leaves.  Lacking thick, protective callouses means on sharp terrain they are prone to wounds on their feet. Around the chest are  a series of interconnected, air-filled internal chambers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are adapted to act as shock absorbent pads to save the internal organs from damage from violent high-altitude tumbles. Their lower cerebellum has been permanently expanded using their  totipotent stem cells. This grants them an  hyper-accurate, three-dimensional spatial awareness allowing them to calculates wind drift and slope angles with very little thinking. This also compresses the adjacent occipital lobes, leading to an dulled ability to see stationary objects that lack high-contrast movement.&lt;br /&gt;
&lt;br /&gt;
Inside the carotid arteries is an system of  expanded clusters of pressure-sensing baroreceptors. These are adapted to  adjust cranial blood pressure while the kin&#039;toni is leaping and dropping across deep mountain ravines. The shoulder blades are muscled and the upper thoracic vertebrate are fused in order to anchor the gliding-wings from the violet cross winds. These wings are movable by the kin&#039;toni in order to fit though smaller spaces and act like another pair of arms. The skin itself is thin and easy to tear, and so has to be carefully treated. &lt;br /&gt;
&lt;br /&gt;
==Keris Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Keris are adapted to the  sun-scorched, arid grasslands of the [[Waress Dry Field]], They are  very tall, thin and lean of build, with very long lower legs to make their walking stride and their heat dissipation as efficient as possible. This thin build is fagile, lacking  dense muscle shielding and easy to snap by blunt force. Their skin is dusty pale clay-yellow in color to camouflage in the dead grasses. This skin is highly leathery with creases and micro grooves for trapping evening moisture.&lt;br /&gt;
&lt;br /&gt;
This lack of deep pigment leads to  almost zero natural defense against UV radiation and leading to a painful, quick death if caught in sunlight. They have dry straw blond hair that is changed into short, needle like and coarse bristles. These lay flat on the scalp and deflect dust and wind-blown grit. The eyes are amber, with an  narrow, horizontal slit pupil. This pupil maximize side to side sight and tracking in the flat open horizon. This also  severely limits their vertical field of view.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Due to this, they struggle to see threats attacking from elevated trees or ridges. These eyes also have an thick, nictitating membrane in order to sweep away the dust of the grasslands. Their ears are very large, thin and with heavy veins to biological cooling radiators. These shed the heat of the body into the cooler night air. The nose has a system of dry, scaly turbinate baffles in order to extract and reclaim moisture from both the dry air and their own breath to stop dehydration and lower the amount of water they need to drink. &lt;br /&gt;
&lt;br /&gt;
Their teeth are short, flat and broad, and are adapted to slice through the tough, fibrous, or leathery hides of the local wildlife. With an lack of deep puncturing fangs, they struggle  to lock onto or anchor themselves on large, struggling targets.  The claws are short, straight and heavily blunted as these caws work as rigid digging spikes to scrape into hard, baked clay. Lacking sharpness, means the claws are poor weapons. Their feet are very long, and with broad calloused toes for distributing weight on the loose sandy soul of the Dry Field. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inside, their blood vessels have specialized muscular bypass loops for redirecting warm blood out for cooling. The torso features an  dry, cellular wax lattice system of internal moisture-trapping chambers that can trap fluids and moisture sacs adapted to hold excess drinking water  throughout the torso, as an adaption to drought. The largest is located in next to the stomach. In the blood, the hepatic cell clots are adapted for taking molecule of moisture from drunk blood, what is stored in their moisture sacs. &lt;br /&gt;
&lt;br /&gt;
The lymphatic filters are hyper-efficient and are able to extract any left over water and excrete waste as dry, uric acid pellets. This also  buildup of thick, sluggish metabolic byproducts that can only be flushed with water or blood. Build ups lead to the kin&#039;toni sickening. Inside the skeletal muscles are large amounts of iron-rich myoglobin, able to store immense amounts of oxygen inside the tissue. The large amount of internal iron also makes them  susceptible to heavy electrical damage, as their muscle tissue is highly conductive. &lt;br /&gt;
&lt;br /&gt;
==Kimetdar Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kimetdar are adapted to the sheer, vertical drops of the [[Rysas Emerald Cliffs]]. They are hyper-compact and muscular build of with long forearms and a broad, low-centered pelvic structure. Being adapted for  climbing means they are slow, awkward and unaerodynamic on flat ground. Their skin is mottled forest-green and slate-grey tone to blend in to the moss and cliffs. The skin is also covered  in an  hydrophobic, micro-grooved lipid layer  that stops the heavy mist of the cliffs from waterlogging the skin and stopping  cutaneous oxygen absorption.&lt;br /&gt;
&lt;br /&gt;
Their hair is sparse, coarse and needle like, and dark green in color. It grows as downward angled tracts in order to channel air the rain and  coastal condensation from their eyes. This also leaves their epidermal layers exposed to the  abrasive gusts due to their lack of dense, insulating coat. The oversized eyes are dark color in color, with pupils as horizontal slits in order to accurately judge depth and vertical distance  on the high cliffs.  The ears are short, thick and backward curved with internal acoustic ridges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These ridges filter out the loud roars and crashes of the coastal waves and winds.  The nose has downward facing slits of nostrils that have fleshy, muscular valves. These valves can seal tightly to deal with the wind-driven sea spray, but while these valves are sealed, they lack an sense of smell. Without their enhanced sense of small,  they struggle to track prey. The teeth are hook like with backward-curved serrations, angled for locking onto the slippery and face moving prey of the cliffs. &lt;br /&gt;
&lt;br /&gt;
The claws are long, needle sharp and semi retractable talons containing  high-iron keratin, adapted for gripping into the cracks in the cliffs. These teeth are long enough and curved enough to make manual dexterity hard, making fine work impossible. The feet are  prehensile, hand-like structures, with opposable toes and high-friction suction pads on both toes and soles. These feet make running on flat surfaces hard. The inner eyes and sinus cavities have enlarged, fluid-filled equilibrium chambers to grant both absolute spatial awareness and an immunity to vertigo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This system is sensitive to sudden atmospheric pressure drops, such as those on coastal storm. This leads to the massive chambers swelling and severe disorientation and temporary loss of balance. Their tendons are able to look into place using an  specialized reflex loop to be able to hang in place for days. The vascular system has heavy muscular valves able to divert blood flow to the skin to maximize oxygen intake. The  peripheral blood routing is high pressure enough that even shallow slashes leads to rapid, explosive bleeding.&lt;br /&gt;
&lt;br /&gt;
The blood is sense with cryoprotectant proteins in order to survive the freezing, damp shadows of deep cliff fissures and winter nights by fully stopping cellular freezing. This blood, being thick and sludge like, moves slowly though the body. This leads the stem cells to move more slowly and slowed healing in the limbs. The body&#039;s hepatic cell clots have adapted to quickly filter and  neutralize marine toxins and salt form their marine and coastal prey. It is adapted for marine and coastal toxins and so has no effect on other toxins. &lt;br /&gt;
&lt;br /&gt;
==Kin&#039;ire Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kin&#039;ire are adapted to the extreme wind-scoured plains, baking daytime heat and freezing night temperatures of the [[Inawar Barren Lands]]. The clan are very lean, lanky and long limbed of build in order to become highly efficient at running long distances on the flat terrain. Due to lacking dense muscle mass, they are physically weak in close-quarters grappling or wrestling. The skin is a very dense, leathery  white color, and adapted to eflect as much ambient light and heat as it can.&lt;br /&gt;
&lt;br /&gt;
This skin lacks no natural UV-blocking pigments, leading to a swift death if caught in the daytime sun. The clan lacks all hair, to stop the  desert grit from trapping moisture and to stop hair chafing on their skin during their long treks. The eyes have a horizontally sweeping. semi-transparent, secondary nictitating membrane to keep dust out of their eyes. This thick, protective membrane means their fine detail vision is blurred meaning they struggle to see  camouflaged prey or subtle terrain hazards in their long range sight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The ears are small, flat and pinned to the skull. These ears can seal tightly using specialized muscular flaps. The nasal passages are adapted to be highly elongated and tortuous. These act as a form of  counter-current moisture exchanger in order to trap and keep water vapor from the ambient airflow. The front incisors and canines are interlocking, serrated, and razor-sharp. These are adapted for cutting quickly though tough, leathery desert hides. The teeth&#039;s  delicate, thin serrations are prone to snapping off if they hit bone or mineral crusts. &lt;br /&gt;
&lt;br /&gt;
The claws are long, flat and spade like for digging quickly into the dirt or sand for underground shelter. These claws are too wide and blunt to be used for climbing. The feet are broad, long and with thick, calloused soles that act as built in snow shoes by spreading  their weight on shifting sands. These feet lead to loud footfalls on soild ground given their massive feet. Inside, they have blood that each night, is flooded with  specialized, low-temperature proteins to stop cell freezing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Under the skin are pockets of dense fat to act as a form of buffering for the core from the  extreme, rapid temperature swings of the wastes. These fat deposits bulge from the skin in such a way that it gets in the way of movement.  The digestive tract is adapted to be an compressed, dry, highly efficient system for stripping the water from prey. It is able to filter even the smallest amount of fluid from their prey. The urine and feces comes out as hard dry pellets instead of a liquid from a fused cloaca. &lt;br /&gt;
&lt;br /&gt;
The  hepatic &#039;cell clots&#039; are much bigger then normal, also swelling the liver to an huge size. This allows them to sore vast amounts of metabolic waste, meaning they can go weeks without a need to purge stored toxins. This liver is swollen and toxin heavy and takes up a lot of abdominal space. This compresses the other organs, leading to a lower amount of stamina. The spleen is enlarged and muscular, and stores highly oxygenated, iron-rich blood cells. These blood cells are released only when needed, signaled by an hormone rush such as during hunting or combat. &lt;br /&gt;
&lt;br /&gt;
==Kin-ver Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kinper Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Litara Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Luserkel Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ninal Kin&#039;toni Clan== &lt;br /&gt;
&lt;br /&gt;
==Nyale Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Rilpertiadanbur Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Swutonsul Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Undmos Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Untburpol Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Urayachay Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ustsulunt Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wan&#039;rila Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wor&#039;ardi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wyta Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Yoush Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Project: Biology Rewrites]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1714</id>
		<title>Sandbox / Biology Rewrites</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1714"/>
		<updated>2026-06-02T14:16:31Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Kelet Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kelet Kin&#039;toni Clan are adapted to the subarctic, rocky, tree covered Wyrra Taiga Hills. They are lean, highly muscled, and long limbed of build. The torso is longer then normal. They are adapted for high-speed endurance running across uneven terrain. This elongated, high-leverage body makes them prone to getting stuck in dense bush or other small spaces. The skin is charcoal-gray in color to blend in with the trees, and it is  heavily reinforced using an  matrix of cross-linked collagen fibers  to lower the risk of tearing.&lt;br /&gt;
&lt;br /&gt;
The  hyper-dense, leathery hide lacks flexibility, making it even harder for them to fit into small spaces. The hair is steel grey and coarse in texture, and is an a long, shaggy mane going down their spines. It is adapted to shed freezing rain and heavy snowfall from their bodies. Their eyes are t emerald-green, and have an massive, horizontally elongated pupil in each eye. This gives them a wide view of the forest floor while running but also  severely limits their vertical field of vision.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This leaves them vulnerable to foes dropping from the high canopy. Their ears are long, pointed and very mobile with specialized internal muscular rings  to lock that ears in diffident positions to track prey. The nose has a  specialized dual-valved vestibule  for trapping and recycling exhaled moisture in order to keep the olfactory lining wet in the cold, dry air. The  teeth are very long, slender and backward curved for sinking into and holding the thick furred taiga prey. These teeth are very brittle and prone to snapping if they hit bone. &lt;br /&gt;
&lt;br /&gt;
Their claws are short, thick and wedge shaped. These  non-retractable claws act as track spikes for gripping wet clay  clay and slippery needles. The claws are blunt, and cannot be used as a weapon. The feet are digitigrade and with flexible, independent outer toes for stabilizing themselves on the gravel slopes. These toe joints are hyperflexable but lack rigid structural support, making their toes easy to dislocate on flat hard ground. Inside, the blood vessels have  microscopic bypass valves that contain an thick, glucose-heavy protein fluid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By moving this fluid to their limbs, it stops their muscles from freezing. Thest chests contain air filled multi chambered shock absorber sacs for cushioning their internal organs. These protect from  violent impacts such as falling. The hepatic cell clots have adapted to  rapidly extract dietary iron from prey blood as an adaption to deal with cold, sluggish prey blood. The extreme iron concentration is also a metabolic burden that leads to  rapid, toxic organ failure, and this can only be stopped by flushing their system with fresh blood.&lt;br /&gt;
&lt;br /&gt;
The rib cage is interlocked and overlapping like roof riles as to protect the  thoracic cavity from impacts. Due to its interlocking structure, they have limited flexibility, and cannot bend or arch the upper body deeply. They are able to survive sudden, unexpected temperature drops  such as during blizzards using an temporary reduction in cellular energy expenditure. The blood vessels have  high-pressure, muscular contraction-points that can clamp shut to stop bleeding of fluids, but it also traps waste in the rest of the body. This leads to painful swelling and bruising. &lt;br /&gt;
&lt;br /&gt;
==Kelnysi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kelnysi are adapted to the  high-altitude, sub-zero, windy [[Isbelbur Autumnal Mountains Ridge]]. They are very lean, long-limbed and lightweight of build, with wing like shoulder blades, covered in a membrane of skin that stretches  to the buttocks. Being lightweight and fragile, they are easy to break with bone shattering trauma from bunt force and falls. They are mottled with deep amber and burnt orange, to hide along the fallen leaves and with fine, hydrophobic scales to stop the forest from sticking.&lt;br /&gt;
&lt;br /&gt;
Their hair is fiery copper-red color, and is a mane of long fur covering the head, neck and upper back to keep the brain and carotid arteries warm in the freezing alpine winds. This hair is very flammable, and acts as tinder making them easy to set alight. The eyes are amber gold in color, and have an  massive, spherical lens to allow them to see even the slightest shifts in high-altitude movement across long distances. These eyes are sensitive to sudden light, due to an lack of protective tinting, leading to short term blindness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their ears are long, asymmetrical and very mobile, adapted for allowing them to calculate the exact elevation and distance of a sound echoing off the canyon walls. Insider the nose is an advanced internal humidity-reclaiming valve to allow them to reclaim water from their exhaled breaths to keep their olfactory membranes wet, even in the bone dry mountain air. They have long, slender, needle sharp teeth for piercing the thick wool-like coats of mountain prey to reach veins. These fangs are brittle and prone to snapping on bone and armor.&lt;br /&gt;
&lt;br /&gt;
Their claws are long, deeply hooked and needle sharp to act as permanent climbing anchors in sheer limestone crevices. These claws make flat ground running clumsy, given that they interfere with movement. Their feet are prehensile and wide, their toes long and splayed with  soft, spongy undersides in order to muffle them walking on leaves.  Lacking thick, protective callouses means on sharp terrain they are prone to wounds on their feet. Around the chest are  a series of interconnected, air-filled internal chambers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are adapted to act as shock absorbent pads to save the internal organs from damage from violent high-altitude tumbles. Their lower cerebellum has been permanently expanded using their  totipotent stem cells. This grants them an  hyper-accurate, three-dimensional spatial awareness allowing them to calculates wind drift and slope angles with very little thinking. This also compresses the adjacent occipital lobes, leading to an dulled ability to see stationary objects that lack high-contrast movement.&lt;br /&gt;
&lt;br /&gt;
Inside the carotid arteries is an system of  expanded clusters of pressure-sensing baroreceptors. These are adapted to  adjust cranial blood pressure while the kin&#039;toni is leaping and dropping across deep mountain ravines. The shoulder blades are muscled and the upper thoracic vertebrate are fused in order to anchor the gliding-wings from the violet cross winds. These wings are movable by the kin&#039;toni in order to fit though smaller spaces and act like another pair of arms. The skin itself is thin and easy to tear, and so has to be carefully treated. &lt;br /&gt;
&lt;br /&gt;
==Keris Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Keris are adapted to the  sun-scorched, arid grasslands of the [[Waress Dry Field]], They are  very tall, thin and lean of build, with very long lower legs to make their walking stride and their heat dissipation as efficient as possible. This thin build is fagile, lacking  dense muscle shielding and easy to snap by blunt force. Their skin is dusty pale clay-yellow in color to camouflage in the dead grasses. This skin is highly leathery with creases and micro grooves for trapping evening moisture.&lt;br /&gt;
&lt;br /&gt;
This lack of deep pigment leads to  almost zero natural defense against UV radiation and leading to a painful, quick death if caught in sunlight. They have dry straw blond hair that is changed into short, needle like and coarse bristles. These lay flat on the scalp and deflect dust and wind-blown grit. The eyes are amber, with an  narrow, horizontal slit pupil. This pupil maximize side to side sight and tracking in the flat open horizon. This also  severely limits their vertical field of view.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Due to this, they struggle to see threats attacking from elevated trees or ridges. These eyes also have an thick, nictitating membrane in order to sweep away the dust of the grasslands. Their ears are very large, thin and with heavy veins to biological cooling radiators. These shed the heat of the body into the cooler night air. The nose has a system of dry, scaly turbinate baffles in order to extract and reclaim moisture from both the dry air and their own breath to stop dehydration and lower the amount of water they need to drink. &lt;br /&gt;
&lt;br /&gt;
Their teeth are short, flat and broad, and are adapted to slice through the tough, fibrous, or leathery hides of the local wildlife. With an lack of deep puncturing fangs, they struggle  to lock onto or anchor themselves on large, struggling targets.  The claws are short, straight and heavily blunted as these caws work as rigid digging spikes to scrape into hard, baked clay. Lacking sharpness, means the claws are poor weapons. Their feet are very long, and with broad calloused toes for distributing weight on the loose sandy soul of the Dry Field. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inside, their blood vessels have specialized muscular bypass loops for redirecting warm blood out for cooling. The torso features an  dry, cellular wax lattice system of internal moisture-trapping chambers that can trap fluids and moisture sacs adapted to hold excess drinking water  throughout the torso, as an adaption to drought. The largest is located in next to the stomach. In the blood, the hepatic cell clots are adapted for taking molecule of moisture from drunk blood, what is stored in their moisture sacs. &lt;br /&gt;
&lt;br /&gt;
The lymphatic filters are hyper-efficient and are able to extract any left over water and excrete waste as dry, uric acid pellets. This also  buildup of thick, sluggish metabolic byproducts that can only be flushed with water or blood. Build ups lead to the kin&#039;toni sickening. Inside the skeletal muscles are large amounts of iron-rich myoglobin, able to store immense amounts of oxygen inside the tissue. The large amount of internal iron also makes them  susceptible to heavy electrical damage, as their muscle tissue is highly conductive. &lt;br /&gt;
&lt;br /&gt;
==Kimetdar Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kimetdar are adapted to the sheer, vertical drops of the [[Rysas Emerald Cliffs]]. They are hyper-compact and muscular build of with long forearms and a broad, low-centered pelvic structure. Being adapted for  climbing means they are slow, awkward and unaerodynamic on flat ground. Their skin is mottled forest-green and slate-grey tone to blend in to the moss and cliffs. The skin is also covered  in an  hydrophobic, micro-grooved lipid layer  that stops the heavy mist of the cliffs from waterlogging the skin and stopping  cutaneous oxygen absorption.&lt;br /&gt;
&lt;br /&gt;
Their hair is sparse, coarse and needle like, and dark green in color. It grows as downward angled tracts in order to channel air the rain and  coastal condensation from their eyes. This also leaves their epidermal layers exposed to the  abrasive gusts due to their lack of dense, insulating coat. The oversized eyes are dark color in color, with pupils as horizontal slits in order to accurately judge depth and vertical distance  on the high cliffs.  The ears are short, thick and backward curved with internal acoustic ridges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These ridges filter out the loud roars and crashes of the coastal waves and winds.  The nose has downward facing slits of nostrils that have fleshy, muscular valves. These valves can seal tightly to deal with the wind-driven sea spray, but while these valves are sealed, they lack an sense of smell. Without their enhanced sense of small,  they struggle to track prey. The teeth are hook like with backward-curved serrations, angled for locking onto the slippery and face moving prey of the cliffs. &lt;br /&gt;
&lt;br /&gt;
The claws are long, needle sharp and semi retractable talons containing  high-iron keratin, adapted for gripping into the cracks in the cliffs. These teeth are long enough and curved enough to make manual dexterity hard, making fine work impossible. The feet are  prehensile, hand-like structures, with opposable toes and high-friction suction pads on both toes and soles. These feet make running on flat surfaces hard. The inner eyes and sinus cavities have enlarged, fluid-filled equilibrium chambers to grant both absolute spatial awareness and an immunity to vertigo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This system is sensitive to sudden atmospheric pressure drops, such as those on coastal storm. This leads to the massive chambers swelling and severe disorientation and temporary loss of balance. Their tendons are able to look into place using an  specialized reflex loop to be able to hang in place for days. The vascular system has heavy muscular valves able to divert blood flow to the skin to maximize oxygen intake. The  peripheral blood routing is high pressure enough that even shallow slashes leads to rapid, explosive bleeding.&lt;br /&gt;
&lt;br /&gt;
The blood is sense with cryoprotectant proteins in order to survive the freezing, damp shadows of deep cliff fissures and winter nights by fully stopping cellular freezing. This blood, being thick and sludge like, moves slowly though the body. This leads the stem cells to move more slowly and slowed healing in the limbs. The body&#039;s hepatic cell clots have adapted to quickly filter and  neutralize marine toxins and salt form their marine and coastal prey. It is adapted for marine and coastal toxins and so has no effect on other toxins. &lt;br /&gt;
&lt;br /&gt;
==Kin&#039;ire Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin-ver Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kinper Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Litara Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Luserkel Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ninal Kin&#039;toni Clan== &lt;br /&gt;
&lt;br /&gt;
==Nyale Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Rilpertiadanbur Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Swutonsul Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Undmos Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Untburpol Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Urayachay Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ustsulunt Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wan&#039;rila Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wor&#039;ardi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wyta Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Yoush Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Project: Biology Rewrites]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1713</id>
		<title>Sandbox / Biology Rewrites</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1713"/>
		<updated>2026-06-02T14:15:10Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Kelet Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kelet Kin&#039;toni Clan are adapted to the subarctic, rocky, tree covered Wyrra Taiga Hills. They are lean, highly muscled, and long limbed of build. The torso is longer then normal. They are adapted for high-speed endurance running across uneven terrain. This elongated, high-leverage body makes them prone to getting stuck in dense bush or other small spaces. The skin is charcoal-gray in color to blend in with the trees, and it is  heavily reinforced using an  matrix of cross-linked collagen fibers  to lower the risk of tearing.&lt;br /&gt;
&lt;br /&gt;
The  hyper-dense, leathery hide lacks flexibility, making it even harder for them to fit into small spaces. The hair is steel grey and coarse in texture, and is an a long, shaggy mane going down their spines. It is adapted to shed freezing rain and heavy snowfall from their bodies. Their eyes are t emerald-green, and have an massive, horizontally elongated pupil in each eye. This gives them a wide view of the forest floor while running but also  severely limits their vertical field of vision.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This leaves them vulnerable to foes dropping from the high canopy. Their ears are long, pointed and very mobile with specialized internal muscular rings  to lock that ears in diffident positions to track prey. The nose has a  specialized dual-valved vestibule  for trapping and recycling exhaled moisture in order to keep the olfactory lining wet in the cold, dry air. The  teeth are very long, slender and backward curved for sinking into and holding the thick furred taiga prey. These teeth are very brittle and prone to snapping if they hit bone. &lt;br /&gt;
&lt;br /&gt;
Their claws are short, thick and wedge shaped. These  non-retractable claws act as track spikes for gripping wet clay  clay and slippery needles. The claws are blunt, and cannot be used as a weapon. The feet are digitigrade and with flexible, independent outer toes for stabilizing themselves on the gravel slopes. These toe joints are hyperflexable but lack rigid structural support, making their toes easy to dislocate on flat hard ground. Inside, the blood vessels have  microscopic bypass valves that contain an thick, glucose-heavy protein fluid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By moving this fluid to their limbs, it stops their muscles from freezing. Thest chests contain air filled multi chambered shock absorber sacs for cushioning their internal organs. These protect from  violent impacts such as falling. The hepatic cell clots have adapted to  rapidly extract dietary iron from prey blood as an adaption to deal with cold, sluggish prey blood. The extreme iron concentration is also a metabolic burden that leads to  rapid, toxic organ failure, and this can only be stopped by flushing their system with fresh blood.&lt;br /&gt;
&lt;br /&gt;
The rib cage is interlocked and overlapping like roof riles as to protect the  thoracic cavity from impacts. Due to its interlocking structure, they have limited flexibility, and cannot bend or arch the upper body deeply. They are able to survive sudden, unexpected temperature drops  such as during blizzards using an temporary reduction in cellular energy expenditure. The blood vessels have  high-pressure, muscular contraction-points that can clamp shut to stop bleeding of fluids, but it also traps waste in the rest of the body. This leads to painful swelling and bruising. &lt;br /&gt;
&lt;br /&gt;
==Kelnysi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kelnysi are adapted to the  high-altitude, sub-zero, windy [[Isbelbur Autumnal Mountains Ridge]]. They are very lean, long-limbed and lightweight of build, with wing like shoulder blades, covered in a membrane of skin that stretches  to the buttocks. Being lightweight and fragile, they are easy to break with bone shattering trauma from bunt force and falls. They are mottled with deep amber and burnt orange, to hide along the fallen leaves and with fine, hydrophobic scales to stop the forest from sticking.&lt;br /&gt;
&lt;br /&gt;
Their hair is fiery copper-red color, and is a mane of long fur covering the head, neck and upper back to keep the brain and carotid arteries warm in the freezing alpine winds. This hair is very flammable, and acts as tinder making them easy to set alight. The eyes are amber gold in color, and have an  massive, spherical lens to allow them to see even the slightest shifts in high-altitude movement across long distances. These eyes are sensitive to sudden light, due to an lack of protective tinting, leading to short term blindness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their ears are long, asymmetrical and very mobile, adapted for allowing them to calculate the exact elevation and distance of a sound echoing off the canyon walls. Insider the nose is an advanced internal humidity-reclaiming valve to allow them to reclaim water from their exhaled breaths to keep their olfactory membranes wet, even in the bone dry mountain air. They have long, slender, needle sharp teeth for piercing the thick wool-like coats of mountain prey to reach veins. These fangs are brittle and prone to snapping on bone and armor.&lt;br /&gt;
&lt;br /&gt;
Their claws are long, deeply hooked and needle sharp to act as permanent climbing anchors in sheer limestone crevices. These claws make flat ground running clumsy, given that they interfere with movement. Their feet are prehensile and wide, their toes long and splayed with  soft, spongy undersides in order to muffle them walking on leaves.  Lacking thick, protective callouses means on sharp terrain they are prone to wounds on their feet. Around the chest are  a series of interconnected, air-filled internal chambers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are adapted to act as shock absorbent pads to save the internal organs from damage from violent high-altitude tumbles. Their lower cerebellum has been permanently expanded using their  totipotent stem cells. This grants them an  hyper-accurate, three-dimensional spatial awareness allowing them to calculates wind drift and slope angles with very little thinking. This also compresses the adjacent occipital lobes, leading to an dulled ability to see stationary objects that lack high-contrast movement.&lt;br /&gt;
&lt;br /&gt;
Inside the carotid arteries is an system of  expanded clusters of pressure-sensing baroreceptors. These are adapted to  adjust cranial blood pressure while the kin&#039;toni is leaping and dropping across deep mountain ravines. The shoulder blades are muscled and the upper thoracic vertebrate are fused in order to anchor the gliding-wings from the violet cross winds. These wings are movable by the kin&#039;toni in order to fit though smaller spaces and act like another pair of arms. The skin itself is thin and easy to tear, and so has to be carefully treated. &lt;br /&gt;
&lt;br /&gt;
==Keris Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Keris are adapted to the  sun-scorched, arid grasslands of the [[Waress Dry Field]], They are  very tall, thin and lean of build, with very long lower legs to make their walking stride and their heat dissipation as efficient as possible. This thin build is fagile, lacking  dense muscle shielding and easy to snap by blunt force. Their skin is dusty pale clay-yellow in color to camouflage in the dead grasses. This skin is highly leathery with creases and micro grooves for trapping evening moisture.&lt;br /&gt;
&lt;br /&gt;
This lack of deep pigment leads to  almost zero natural defense against UV radiation and leading to a painful, quick death if caught in sunlight. They have dry straw blond hair that is changed into short, needle like and coarse bristles. These lay flat on the scalp and deflect dust and wind-blown grit. The eyes are amber, with an  narrow, horizontal slit pupil. This pupil maximize side to side sight and tracking in the flat open horizon. This also  severely limits their vertical field of view.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Due to this, they struggle to see threats attacking from elevated trees or ridges. These eyes also have an thick, nictitating membrane in order to sweep away the dust of the grasslands. Their ears are very large, thin and with heavy veins to biological cooling radiators. These shed the heat of the body into the cooler night air. The nose has a system of dry, scaly turbinate baffles in order to extract and reclaim moisture from both the dry air and their own breath to stop dehydration and lower the amount of water they need to drink. &lt;br /&gt;
&lt;br /&gt;
Their teeth are short, flat and broad, and are adapted to slice through the tough, fibrous, or leathery hides of the local wildlife. With an lack of deep puncturing fangs, they struggle  to lock onto or anchor themselves on large, struggling targets.  The claws are short, straight and heavily blunted as these caws work as rigid digging spikes to scrape into hard, baked clay. Lacking sharpness, means the claws are poor weapons. Their feet are very long, and with broad calloused toes for distributing weight on the loose sandy soul of the Dry Field. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inside, their blood vessels have specialized muscular bypass loops for redirecting warm blood out for cooling. The torso features an  dry, cellular wax lattice system of internal moisture-trapping chambers that can trap fluids and moisture sacs adapted to hold excess drinking water  throughout the torso, as an adaption to drought. The largest is located in next to the stomach. In the blood, the hepatic cell clots are adapted for taking molecule of moisture from drunk blood, what is stored in their moisture sacs. &lt;br /&gt;
&lt;br /&gt;
The lymphatic filters are hyper-efficient and are able to extract any left over water and excrete waste as dry, uric acid pellets. This also  buildup of thick, sluggish metabolic byproducts that can only be flushed with water or blood. Build ups lead to the kin&#039;toni sickening. Inside the skeletal muscles are large amounts of iron-rich myoglobin, able to store immense amounts of oxygen inside the tissue. The large amount of internal iron also makes them  susceptible to heavy electrical damage, as their muscle tissue is highly conductive. &lt;br /&gt;
&lt;br /&gt;
==Kimetdar Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kimetdar are adapted to the sheer, vertical drops of the [[Rysas Emerald Cliffs]]. They are hyper-compact and muscular build of with long forearms and a broad, low-centered pelvic structure. This build, being adapted for climbing, makes them, very slow, awkward and aerodynamically drag-heavy if forced to run on flat open ground. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
External Adaptations&lt;br /&gt;
Build&lt;br /&gt;
&lt;br /&gt;
Adaptation: The Kimetdar possess a low-gravity, hyper-compact muscular build with elongated forearms and a broad, low-centered pelvic structure designed for rapid, three-dimensional vertical climbing. Due to being adapted for climbing, they are slow, awkward and unaerodynamic on flat ground. Their skin is mottled forest-green and slate-grey tone to blend in to the moss and cliffs. The skin is also covered  in an  hydrophobic, micro-grooved lipid layer  that stops the heavy mist of the cliffs from waterlogging the skin and stopping  cutaneous oxygen absorption.&lt;br /&gt;
&lt;br /&gt;
Their hair is sparse, coarse and needle like, and dark green in color. It grows as downward angled tracts in order to channel air the rain and  coastal condensation from their eyes. This also leaves their epidermal layers exposed to the  abrasive gusts due to their lack of dense, insulating coat. The oversized eyes are dark color in color, with pupils as horizontal slits in order to accurately judge depth and vertical distance  on the high cliffs.  The ears are short, thick and backward curved with internal acoustic ridges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These ridges filter out the loud roars and crashes of the coastal waves and winds.  The nose has downward facing slits of nostrils that have fleshy, muscular valves. These valves can seal tightly to deal with the wind-driven sea spray, but while these valves are sealed, they lack an sense of smell. Without their enhanced sense of small,  they struggle to track prey. The teeth are hook like with backward-curved serrations, angled for locking onto the slippery and face moving prey of the cliffs. &lt;br /&gt;
&lt;br /&gt;
The claws are long, needle sharp and semi retractable talons containing  high-iron keratin, adapted for gripping into the cracks in the cliffs. These teeth are long enough and curved enough to make manual dexterity hard, making fine work impossible. The feet are  prehensile, hand-like structures, with opposable toes and high-friction suction pads on both toes and soles. These feet make running on flat surfaces hard. The inner eyes and sinus cavities have enlarged, fluid-filled equilibrium chambers to grant both absolute spatial awareness and an immunity to vertigo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This system is sensitive to sudden atmospheric pressure drops, such as those on coastal storm. This leads to the massive chambers swelling and severe disorientation and temporary loss of balance. Their tendons are able to look into place using an  specialized reflex loop to be able to hang in place for days. The vascular system has heavy muscular valves able to divert blood flow to the skin to maximize oxygen intake. The  peripheral blood routing is high pressure enough that even shallow slashes leads to rapid, explosive bleeding.&lt;br /&gt;
&lt;br /&gt;
The blood is sense with cryoprotectant proteins in order to survive the freezing, damp shadows of deep cliff fissures and winter nights by fully stopping cellular freezing. This blood, being thick and sludge like, moves slowly though the body. This leads the stem cells to move more slowly and slowed healing in the limbs. The body&#039;s hepatic cell clots have adapted to quickly filter and  neutralize marine toxins and salt form their marine and coastal prey. It is adapted for marine and coastal toxins and so has no effect on other toxins. &lt;br /&gt;
&lt;br /&gt;
==Kin&#039;ire Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin-ver Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kinper Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Litara Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Luserkel Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ninal Kin&#039;toni Clan== &lt;br /&gt;
&lt;br /&gt;
==Nyale Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Rilpertiadanbur Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Swutonsul Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Undmos Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Untburpol Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Urayachay Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ustsulunt Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wan&#039;rila Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wor&#039;ardi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wyta Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Yoush Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Project: Biology Rewrites]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1712</id>
		<title>Sandbox / Biology Rewrites</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1712"/>
		<updated>2026-06-02T13:06:13Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Kelet Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kelet Kin&#039;toni Clan are adapted to the subarctic, rocky, tree covered Wyrra Taiga Hills. They are lean, highly muscled, and long limbed of build. The torso is longer then normal. They are adapted for high-speed endurance running across uneven terrain. This elongated, high-leverage body makes them prone to getting stuck in dense bush or other small spaces. The skin is charcoal-gray in color to blend in with the trees, and it is  heavily reinforced using an  matrix of cross-linked collagen fibers  to lower the risk of tearing.&lt;br /&gt;
&lt;br /&gt;
The  hyper-dense, leathery hide lacks flexibility, making it even harder for them to fit into small spaces. The hair is steel grey and coarse in texture, and is an a long, shaggy mane going down their spines. It is adapted to shed freezing rain and heavy snowfall from their bodies. Their eyes are t emerald-green, and have an massive, horizontally elongated pupil in each eye. This gives them a wide view of the forest floor while running but also  severely limits their vertical field of vision.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This leaves them vulnerable to foes dropping from the high canopy. Their ears are long, pointed and very mobile with specialized internal muscular rings  to lock that ears in diffident positions to track prey. The nose has a  specialized dual-valved vestibule  for trapping and recycling exhaled moisture in order to keep the olfactory lining wet in the cold, dry air. The  teeth are very long, slender and backward curved for sinking into and holding the thick furred taiga prey. These teeth are very brittle and prone to snapping if they hit bone. &lt;br /&gt;
&lt;br /&gt;
Their claws are short, thick and wedge shaped. These  non-retractable claws act as track spikes for gripping wet clay  clay and slippery needles. The claws are blunt, and cannot be used as a weapon. The feet are digitigrade and with flexible, independent outer toes for stabilizing themselves on the gravel slopes. These toe joints are hyperflexable but lack rigid structural support, making their toes easy to dislocate on flat hard ground. Inside, the blood vessels have  microscopic bypass valves that contain an thick, glucose-heavy protein fluid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By moving this fluid to their limbs, it stops their muscles from freezing. Thest chests contain air filled multi chambered shock absorber sacs for cushioning their internal organs. These protect from  violent impacts such as falling. The hepatic cell clots have adapted to  rapidly extract dietary iron from prey blood as an adaption to deal with cold, sluggish prey blood. The extreme iron concentration is also a metabolic burden that leads to  rapid, toxic organ failure, and this can only be stopped by flushing their system with fresh blood.&lt;br /&gt;
&lt;br /&gt;
The rib cage is interlocked and overlapping like roof riles as to protect the  thoracic cavity from impacts. Due to its interlocking structure, they have limited flexibility, and cannot bend or arch the upper body deeply. They are able to survive sudden, unexpected temperature drops  such as during blizzards using an temporary reduction in cellular energy expenditure. The blood vessels have  high-pressure, muscular contraction-points that can clamp shut to stop bleeding of fluids, but it also traps waste in the rest of the body. This leads to painful swelling and bruising. &lt;br /&gt;
&lt;br /&gt;
==Kelnysi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kelnysi are adapted to the  high-altitude, sub-zero, windy [[Isbelbur Autumnal Mountains Ridge]]. They are very lean, long-limbed and lightweight of build, with wing like shoulder blades, covered in a membrane of skin that stretches  to the buttocks. Being lightweight and fragile, they are easy to break with bone shattering trauma from bunt force and falls. They are mottled with deep amber and burnt orange, to hide along the fallen leaves and with fine, hydrophobic scales to stop the forest from sticking.&lt;br /&gt;
&lt;br /&gt;
Their hair is fiery copper-red color, and is a mane of long fur covering the head, neck and upper back to keep the brain and carotid arteries warm in the freezing alpine winds. This hair is very flammable, and acts as tinder making them easy to set alight. The eyes are amber gold in color, and have an  massive, spherical lens to allow them to see even the slightest shifts in high-altitude movement across long distances. These eyes are sensitive to sudden light, due to an lack of protective tinting, leading to short term blindness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their ears are long, asymmetrical and very mobile, adapted for allowing them to calculate the exact elevation and distance of a sound echoing off the canyon walls. Insider the nose is an advanced internal humidity-reclaiming valve to allow them to reclaim water from their exhaled breaths to keep their olfactory membranes wet, even in the bone dry mountain air. They have long, slender, needle sharp teeth for piercing the thick wool-like coats of mountain prey to reach veins. These fangs are brittle and prone to snapping on bone and armor.&lt;br /&gt;
&lt;br /&gt;
Their claws are long, deeply hooked and needle sharp to act as permanent climbing anchors in sheer limestone crevices. These claws make flat ground running clumsy, given that they interfere with movement. Their feet are prehensile and wide, their toes long and splayed with  soft, spongy undersides in order to muffle them walking on leaves.  Lacking thick, protective callouses means on sharp terrain they are prone to wounds on their feet. Around the chest are  a series of interconnected, air-filled internal chambers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are adapted to act as shock absorbent pads to save the internal organs from damage from violent high-altitude tumbles. Their lower cerebellum has been permanently expanded using their  totipotent stem cells. This grants them an  hyper-accurate, three-dimensional spatial awareness allowing them to calculates wind drift and slope angles with very little thinking. This also compresses the adjacent occipital lobes, leading to an dulled ability to see stationary objects that lack high-contrast movement.&lt;br /&gt;
&lt;br /&gt;
Inside the carotid arteries is an system of  expanded clusters of pressure-sensing baroreceptors. These are adapted to  adjust cranial blood pressure while the kin&#039;toni is leaping and dropping across deep mountain ravines. The shoulder blades are muscled and the upper thoracic vertebrate are fused in order to anchor the gliding-wings from the violet cross winds. These wings are movable by the kin&#039;toni in order to fit though smaller spaces and act like another pair of arms. The skin itself is thin and easy to tear, and so has to be carefully treated. &lt;br /&gt;
&lt;br /&gt;
==Keris Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Keris are adapted to the  sun-scorched, arid grasslands of the [[Waress Dry Field]], They are  very tall, thin and lean of build, with very long lower legs to make their walking stride and their heat dissipation as efficient as possible. This thin build is fagile, lacking  dense muscle shielding and easy to snap by blunt force. Their skin is dusty pale clay-yellow in color to camouflage in the dead grasses. This skin is highly leathery with creases and micro grooves for trapping evening moisture.&lt;br /&gt;
&lt;br /&gt;
This lack of deep pigment leads to  almost zero natural defense against UV radiation and leading to a painful, quick death if caught in sunlight. They have dry straw blond hair that is changed into short, needle like and coarse bristles. These lay flat on the scalp and deflect dust and wind-blown grit. The eyes are amber, with an  narrow, horizontal slit pupil. This pupil maximize side to side sight and tracking in the flat open horizon. This also  severely limits their vertical field of view.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Due to this, they struggle to see threats attacking from elevated trees or ridges. These eyes also have an thick, nictitating membrane in order to sweep away the dust of the grasslands. Their ears are very large, thin and with heavy veins to biological cooling radiators. These shed the heat of the body into the cooler night air. The nose has a system of dry, scaly turbinate baffles in order to extract and reclaim moisture from both the dry air and their own breath to stop dehydration and lower the amount of water they need to drink. &lt;br /&gt;
&lt;br /&gt;
Their teeth are short, flat and broad, and are adapted to slice through the tough, fibrous, or leathery hides of the local wildlife. With an lack of deep puncturing fangs, they struggle  to lock onto or anchor themselves on large, struggling targets.  The claws are short, straight and heavily blunted as these caws work as rigid digging spikes to scrape into hard, baked clay. Lacking sharpness, means the claws are poor weapons. Their feet are very long, and with broad calloused toes for distributing weight on the loose sandy soul of the Dry Field. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inside, their blood vessels have specialized muscular bypass loops for redirecting warm blood out for cooling. The torso features an  dry, cellular wax lattice system of internal moisture-trapping chambers that can trap fluids and moisture sacs adapted to hold excess drinking water  throughout the torso, as an adaption to drought. The largest is located in next to the stomach. In the blood, the hepatic cell clots are adapted for taking molecule of moisture from drunk blood, what is stored in their moisture sacs. &lt;br /&gt;
&lt;br /&gt;
The lymphatic filters are hyper-efficient and are able to extract any left over water and excrete waste as dry, uric acid pellets. This also  buildup of thick, sluggish metabolic byproducts that can only be flushed with water or blood. Build ups lead to the kin&#039;toni sickening. Inside the skeletal muscles are large amounts of iron-rich myoglobin, able to store immense amounts of oxygen inside the tissue. The large amount of internal iron also makes them  susceptible to heavy electrical damage, as their muscle tissue is highly conductive. &lt;br /&gt;
&lt;br /&gt;
==Kimetdar Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin&#039;ire Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin-ver Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kinper Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Litara Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Luserkel Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ninal Kin&#039;toni Clan== &lt;br /&gt;
&lt;br /&gt;
==Nyale Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Rilpertiadanbur Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Swutonsul Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Undmos Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Untburpol Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Urayachay Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ustsulunt Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wan&#039;rila Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wor&#039;ardi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wyta Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Yoush Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Project: Biology Rewrites]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1711</id>
		<title>Sandbox / Biology Rewrites</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1711"/>
		<updated>2026-06-02T12:46:18Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Kelet Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kelet Kin&#039;toni Clan are adapted to the subarctic, rocky, tree covered Wyrra Taiga Hills. They are lean, highly muscled, and long limbed of build. The torso is longer then normal. They are adapted for high-speed endurance running across uneven terrain. This elongated, high-leverage body makes them prone to getting stuck in dense bush or other small spaces. The skin is charcoal-gray in color to blend in with the trees, and it is  heavily reinforced using an  matrix of cross-linked collagen fibers  to lower the risk of tearing.&lt;br /&gt;
&lt;br /&gt;
The  hyper-dense, leathery hide lacks flexibility, making it even harder for them to fit into small spaces. The hair is steel grey and coarse in texture, and is an a long, shaggy mane going down their spines. It is adapted to shed freezing rain and heavy snowfall from their bodies. Their eyes are t emerald-green, and have an massive, horizontally elongated pupil in each eye. This gives them a wide view of the forest floor while running but also  severely limits their vertical field of vision.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This leaves them vulnerable to foes dropping from the high canopy. Their ears are long, pointed and very mobile with specialized internal muscular rings  to lock that ears in diffident positions to track prey. The nose has a  specialized dual-valved vestibule  for trapping and recycling exhaled moisture in order to keep the olfactory lining wet in the cold, dry air. The  teeth are very long, slender and backward curved for sinking into and holding the thick furred taiga prey. These teeth are very brittle and prone to snapping if they hit bone. &lt;br /&gt;
&lt;br /&gt;
Their claws are short, thick and wedge shaped. These  non-retractable claws act as track spikes for gripping wet clay  clay and slippery needles. The claws are blunt, and cannot be used as a weapon. The feet are digitigrade and with flexible, independent outer toes for stabilizing themselves on the gravel slopes. These toe joints are hyperflexable but lack rigid structural support, making their toes easy to dislocate on flat hard ground. Inside, the blood vessels have  microscopic bypass valves that contain an thick, glucose-heavy protein fluid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By moving this fluid to their limbs, it stops their muscles from freezing. Thest chests contain air filled multi chambered shock absorber sacs for cushioning their internal organs. These protect from  violent impacts such as falling. The hepatic cell clots have adapted to  rapidly extract dietary iron from prey blood as an adaption to deal with cold, sluggish prey blood. The extreme iron concentration is also a metabolic burden that leads to  rapid, toxic organ failure, and this can only be stopped by flushing their system with fresh blood.&lt;br /&gt;
&lt;br /&gt;
The rib cage is interlocked and overlapping like roof riles as to protect the  thoracic cavity from impacts. Due to its interlocking structure, they have limited flexibility, and cannot bend or arch the upper body deeply. They are able to survive sudden, unexpected temperature drops  such as during blizzards using an temporary reduction in cellular energy expenditure. The blood vessels have  high-pressure, muscular contraction-points that can clamp shut to stop bleeding of fluids, but it also traps waste in the rest of the body. This leads to painful swelling and bruising. &lt;br /&gt;
&lt;br /&gt;
==Kelnysi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kelnysi are adapted to the  high-altitude, sub-zero, windy [[Isbelbur Autumnal Mountains Ridge]]. They are very lean, long-limbed and lightweight of build, with wing like shoulder blades, covered in a membrane of skin that stretches  to the buttocks. Being lightweight and fragile, they are easy to break with bone shattering trauma from bunt force and falls. They are mottled with deep amber and burnt orange, to hide along the fallen leaves and with fine, hydrophobic scales to stop the forest from sticking.&lt;br /&gt;
&lt;br /&gt;
Their hair is fiery copper-red color, and is a mane of long fur covering the head, neck and upper back to keep the brain and carotid arteries warm in the freezing alpine winds. This hair is very flammable, and acts as tinder making them easy to set alight. The eyes are amber gold in color, and have an  massive, spherical lens to allow them to see even the slightest shifts in high-altitude movement across long distances. These eyes are sensitive to sudden light, due to an lack of protective tinting, leading to short term blindness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their ears are long, asymmetrical and very mobile, adapted for allowing them to calculate the exact elevation and distance of a sound echoing off the canyon walls. Insider the nose is an advanced internal humidity-reclaiming valve to allow them to reclaim water from their exhaled breaths to keep their olfactory membranes wet, even in the bone dry mountain air. They have long, slender, needle sharp teeth for piercing the thick wool-like coats of mountain prey to reach veins. These fangs are brittle and prone to snapping on bone and armor.&lt;br /&gt;
&lt;br /&gt;
Their claws are long, deeply hooked and needle sharp to act as permanent climbing anchors in sheer limestone crevices. These claws make flat ground running clumsy, given that they interfere with movement. Their feet are prehensile and wide, their toes long and splayed with  soft, spongy undersides in order to muffle them walking on leaves.  Lacking thick, protective callouses means on sharp terrain they are prone to wounds on their feet. Around the chest are  a series of interconnected, air-filled internal chambers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are adapted to act as shock absorbent pads to save the internal organs from damage from violent high-altitude tumbles. Their lower cerebellum has been permanently expanded using their  totipotent stem cells. This grants them an  hyper-accurate, three-dimensional spatial awareness allowing them to calculates wind drift and slope angles with very little thinking. This also compresses the adjacent occipital lobes, leading to an dulled ability to see stationary objects that lack high-contrast movement.&lt;br /&gt;
&lt;br /&gt;
Inside the carotid arteries is an system of  expanded clusters of pressure-sensing baroreceptors. These are adapted to  adjust cranial blood pressure while the kin&#039;toni is leaping and dropping across deep mountain ravines. The shoulder blades are muscled and the upper thoracic vertebrate are fused in order to anchor the gliding-wings from the violet cross winds. These wings are movable by the kin&#039;toni in order to fit though smaller spaces and act like another pair of arms. The skin itself is thin and easy to tear, and so has to be carefully treated. &lt;br /&gt;
&lt;br /&gt;
==Keris Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Keris are adapted to the  sun-scorched, arid grasslands of the [[Waress Dry Field]], They are  very tall, thin and lean of build, with very long lower legs to make their walking stride and their heat dissipation as efficient as possible. This thin build is fagile, lacking  dense muscle shielding and easy to snap by blunt force. Their skin is dusty pale clay-yellow in color to camouflage in the dead grasses. This skin is highly leathery with creases and micro grooves for trapping evening moisture.&lt;br /&gt;
&lt;br /&gt;
This lack of deep pigment leads to  almost zero natural defense against UV radiation and leading to a painful, quick death if caught in sunlight. They have dry straw blond hair that is changed into short, needle like and coarse bristles. These lay flat on the scalp and deflect dust and wind-blown grit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weakness: The long, thin skeletal structure lacks dense muscle shielding, making their limbs highly fragile and easily snapped by heavy blunt force.&lt;br /&gt;
&lt;br /&gt;
Skin: The skin is a dusty, pale clay-yellow color for camouflage against dead grasses, highly leathery and creased with deep micro-grooves that trap evening moisture.&lt;br /&gt;
&lt;br /&gt;
Weakness: The pale, clay-like pigmentation provides almost zero natural defense against UV radiation, causing them to blister and burn instantly if caught in the daytime sun.&lt;br /&gt;
&lt;br /&gt;
Hair: The hair is a dry, straw-blonde color, modified into short, coarse, needle-like bristles that lay flat against the scalp to deflect dust and wind-blown grit.&lt;br /&gt;
&lt;br /&gt;
Weakness: This coarse, sparse hair offers completely inadequate insulation against the biting, sub-zero wind chills of late-night field storms.&lt;br /&gt;
&lt;br /&gt;
Eyes: The eyes are a pale, glassy amber color with a narrow, horizontal slit pupil that maximizes side-to-side tracking across the flat, open horizon.&lt;br /&gt;
&lt;br /&gt;
Weakness: This horizontal orientation severely limits their vertical field of view, rendering them highly vulnerable to threats attacking from elevated trees or ridges.&lt;br /&gt;
&lt;br /&gt;
Ears: The external ears are oversized, thin, and heavily veined, functioning like biological cooling radiators to shed internal heat into the evening breeze.&lt;br /&gt;
&lt;br /&gt;
Weakness: The large, thin tissue is exceptionally delicate and prone to severe tearing or frostbite when nighttime temperatures plummet.&lt;br /&gt;
&lt;br /&gt;
Nose: The nasal cavity features a series of dry, scaly turbinate baffles that extract and reclaim moisture from their own breath, preventing dehydration in the arid wind.&lt;br /&gt;
&lt;br /&gt;
Weakness: This dry, scaly lining deadens their olfactory sensitivity, making them highly inefficient at tracking subtle airborne scent trails over long distances.&lt;br /&gt;
&lt;br /&gt;
Teeth: The canine teeth are short, flat, and broad, acting like industrial wire-cutters to slice through the tough, fibrous, or leathery hides of arid plains game.&lt;br /&gt;
&lt;br /&gt;
Weakness: They completely lack deep-puncturing fangs, preventing them from easily locking onto or anchoring themselves to a large, struggling target.&lt;br /&gt;
&lt;br /&gt;
Claws: They possess short, straight, and heavily blunted claws that are fused to the fingertips, functioning as rigid digging spikes to scrape into hard, baked clay.&lt;br /&gt;
&lt;br /&gt;
Weakness: The blunt, straight design lacks any slicing edge or grasping capability, rendering their hands entirely useless for fine motor tasks or climbing.&lt;br /&gt;
&lt;br /&gt;
Feet: The feet are exceptionally long and digitigrade, featuring broad, calloused toes that distribute weight across loose, sandy topsoil to prevent sinking during high-speed sprints.&lt;br /&gt;
&lt;br /&gt;
Weakness: The lack of a supportive, cushioned arch makes running on hard, rocky ground highly exhausting and mechanically damaging to their ankles.&lt;br /&gt;
&lt;br /&gt;
Internal Adaptations&lt;br /&gt;
Arterial Cooling Shunts: The thickened blood vessels feature specialized muscular bypass loops that redirect warm core fluid out to their large ears and long limbs for rapid cooling.&lt;br /&gt;
&lt;br /&gt;
Weakness: This constant peripheral shunting drastically drops their core blood pressure, leaving them highly prone to sudden muscular cramping and fainting spells.&lt;br /&gt;
&lt;br /&gt;
Repurposed Lungs (Dehydration Buffers): The atrophied lungs are completely hollowed out and lined with a dry, cellular wax lattice, acting as an internal moisture-trapping chamber to prevent respiratory fluid loss.&lt;br /&gt;
&lt;br /&gt;
Weakness: This structural shift leaves them with zero internal oxygen reserves, making them entirely dependent on continuous, uninterrupted cutaneous (skin-based) respiration.&lt;br /&gt;
&lt;br /&gt;
Hepatic Iron-Desiccator Nodes: The hepatic cell clots are modified to squeeze every molecule of moisture out of consumed blood, storing it as a thick, high-viscosity plasma.&lt;br /&gt;
&lt;br /&gt;
Weakness: The sluggish, syrupy nature of this iron-heavy blood forces the circulatory system to work under extreme hydraulic pressure, slowing down their overall reflex speed.&lt;br /&gt;
&lt;br /&gt;
Skeletal Elastic Tendon Latches: The major tendons in their long legs are laced with spring-like elastic proteins that physically lock when crouched, storing kinetic energy for sudden, explosive forward leaps.&lt;br /&gt;
&lt;br /&gt;
Weakness: If a latch is forced to unlock prematurely by a sudden sideways strike, the tendon snaps violently, causing immediate, disabling muscle detachment.&lt;br /&gt;
&lt;br /&gt;
Exothermic Torpor Control: Their altered mitochondria can intentionally trigger a state of daytime cryogenic-like torpor, shutting down all non-essential cellular functions when hiding in deep, sun-baked burrows.&lt;br /&gt;
&lt;br /&gt;
Weakness: While in this daytime torpor state, their reaction times are entirely non-existent, leaving them completely defenseless if their hiding spot is uncovered.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kimetdar Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin&#039;ire Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin-ver Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kinper Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Litara Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Luserkel Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ninal Kin&#039;toni Clan== &lt;br /&gt;
&lt;br /&gt;
==Nyale Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Rilpertiadanbur Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Swutonsul Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Undmos Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Untburpol Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Urayachay Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ustsulunt Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wan&#039;rila Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wor&#039;ardi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wyta Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Yoush Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Project: Biology Rewrites]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1710</id>
		<title>Sandbox / Biology Rewrites</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1710"/>
		<updated>2026-06-01T17:13:50Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Kelet Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kelet Kin&#039;toni Clan are adapted to the subarctic, rocky, tree covered Wyrra Taiga Hills. They are lean, highly muscled, and long limbed of build. The torso is longer then normal. They are adapted for high-speed endurance running across uneven terrain. This elongated, high-leverage body makes them prone to getting stuck in dense bush or other small spaces. The skin is charcoal-gray in color to blend in with the trees, and it is  heavily reinforced using an  matrix of cross-linked collagen fibers  to lower the risk of tearing.&lt;br /&gt;
&lt;br /&gt;
The  hyper-dense, leathery hide lacks flexibility, making it even harder for them to fit into small spaces. The hair is steel grey and coarse in texture, and is an a long, shaggy mane going down their spines. It is adapted to shed freezing rain and heavy snowfall from their bodies. Their eyes are t emerald-green, and have an massive, horizontally elongated pupil in each eye. This gives them a wide view of the forest floor while running but also  severely limits their vertical field of vision.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This leaves them vulnerable to foes dropping from the high canopy. Their ears are long, pointed and very mobile with specialized internal muscular rings  to lock that ears in diffident positions to track prey. The nose has a  specialized dual-valved vestibule  for trapping and recycling exhaled moisture in order to keep the olfactory lining wet in the cold, dry air. The  teeth are very long, slender and backward curved for sinking into and holding the thick furred taiga prey. These teeth are very brittle and prone to snapping if they hit bone. &lt;br /&gt;
&lt;br /&gt;
Their claws are short, thick and wedge shaped. These  non-retractable claws act as track spikes for gripping wet clay  clay and slippery needles. The claws are blunt, and cannot be used as a weapon. The feet are digitigrade and with flexible, independent outer toes for stabilizing themselves on the gravel slopes. These toe joints are hyperflexable but lack rigid structural support, making their toes easy to dislocate on flat hard ground. Inside, the blood vessels have  microscopic bypass valves that contain an thick, glucose-heavy protein fluid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By moving this fluid to their limbs, it stops their muscles from freezing. Thest chests contain air filled multi chambered shock absorber sacs for cushioning their internal organs. These protect from  violent impacts such as falling. The hepatic cell clots have adapted to  rapidly extract dietary iron from prey blood as an adaption to deal with cold, sluggish prey blood. The extreme iron concentration is also a metabolic burden that leads to  rapid, toxic organ failure, and this can only be stopped by flushing their system with fresh blood.&lt;br /&gt;
&lt;br /&gt;
The rib cage is interlocked and overlapping like roof riles as to protect the  thoracic cavity from impacts. Due to its interlocking structure, they have limited flexibility, and cannot bend or arch the upper body deeply. They are able to survive sudden, unexpected temperature drops  such as during blizzards using an temporary reduction in cellular energy expenditure. The blood vessels have  high-pressure, muscular contraction-points that can clamp shut to stop bleeding of fluids, but it also traps waste in the rest of the body. This leads to painful swelling and bruising. &lt;br /&gt;
&lt;br /&gt;
==Kelnysi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kelnysi are adapted to the  high-altitude, sub-zero, windy [[Isbelbur Autumnal Mountains Ridge]]. They are very lean, long-limbed and lightweight of build, with wing like shoulder blades, covered in a membrane of skin that stretches  to the buttocks. Being lightweight and fragile, they are easy to break with bone shattering trauma from bunt force and falls. They are mottled with deep amber and burnt orange, to hide along the fallen leaves and with fine, hydrophobic scales to stop the forest from sticking.&lt;br /&gt;
&lt;br /&gt;
Their hair is fiery copper-red color, and is a mane of long fur covering the head, neck and upper back to keep the brain and carotid arteries warm in the freezing alpine winds. This hair is very flammable, and acts as tinder making them easy to set alight. The eyes are amber gold in color, and have an  massive, spherical lens to allow them to see even the slightest shifts in high-altitude movement across long distances. These eyes are sensitive to sudden light, due to an lack of protective tinting, leading to short term blindness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their ears are long, asymmetrical and very mobile, adapted for allowing them to calculate the exact elevation and distance of a sound echoing off the canyon walls. Insider the nose is an advanced internal humidity-reclaiming valve to allow them to reclaim water from their exhaled breaths to keep their olfactory membranes wet, even in the bone dry mountain air. They have long, slender, needle sharp teeth for piercing the thick wool-like coats of mountain prey to reach veins. These fangs are brittle and prone to snapping on bone and armor.&lt;br /&gt;
&lt;br /&gt;
Their claws are long, deeply hooked and needle sharp to act as permanent climbing anchors in sheer limestone crevices. These claws make flat ground running clumsy, given that they interfere with movement. Their feet are prehensile and wide, their toes long and splayed with  soft, spongy undersides in order to muffle them walking on leaves.  Lacking thick, protective callouses means on sharp terrain they are prone to wounds on their feet. Around the chest are  a series of interconnected, air-filled internal chambers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are adapted to act as shock absorbent pads to save the internal organs from damage from violent high-altitude tumbles. Their lower cerebellum has been permanently expanded using their  totipotent stem cells. This grants them an  hyper-accurate, three-dimensional spatial awareness allowing them to calculates wind drift and slope angles with very little thinking. This also compresses the adjacent occipital lobes, leading to an dulled ability to see stationary objects that lack high-contrast movement.&lt;br /&gt;
&lt;br /&gt;
Inside the carotid arteries is an system of  expanded clusters of pressure-sensing baroreceptors. These are adapted to  adjust cranial blood pressure while the kin&#039;toni is leaping and dropping across deep mountain ravines. The shoulder blades are muscled and the upper thoracic vertebrate are fused in order to anchor the gliding-wings from the violet cross winds. These wings are movable by the kin&#039;toni in order to fit though smaller spaces and act like another pair of arms. The skin itself is thin and easy to tear, and so has to be carefully treated. &lt;br /&gt;
&lt;br /&gt;
==Keris Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kimetdar Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin&#039;ire Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin-ver Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kinper Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Litara Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Luserkel Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ninal Kin&#039;toni Clan== &lt;br /&gt;
&lt;br /&gt;
==Nyale Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Rilpertiadanbur Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Swutonsul Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Undmos Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Untburpol Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Urayachay Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ustsulunt Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wan&#039;rila Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wor&#039;ardi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wyta Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Yoush Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Project: Biology Rewrites]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1709</id>
		<title>Sandbox / Biology Rewrites</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1709"/>
		<updated>2026-06-01T17:03:12Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Kelet Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kelet Kin&#039;toni Clan are adapted to the subarctic, rocky, tree covered Wyrra Taiga Hills. They are lean, highly muscled, and long limbed of build. The torso is longer then normal. They are adapted for high-speed endurance running across uneven terrain. This elongated, high-leverage body makes them prone to getting stuck in dense bush or other small spaces. The skin is charcoal-gray in color to blend in with the trees, and it is  heavily reinforced using an  matrix of cross-linked collagen fibers  to lower the risk of tearing.&lt;br /&gt;
&lt;br /&gt;
The  hyper-dense, leathery hide lacks flexibility, making it even harder for them to fit into small spaces. The hair is steel grey and coarse in texture, and is an a long, shaggy mane going down their spines. It is adapted to shed freezing rain and heavy snowfall from their bodies. Their eyes are t emerald-green, and have an massive, horizontally elongated pupil in each eye. This gives them a wide view of the forest floor while running but also  severely limits their vertical field of vision.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This leaves them vulnerable to foes dropping from the high canopy. Their ears are long, pointed and very mobile with specialized internal muscular rings  to lock that ears in diffident positions to track prey. The nose has a  specialized dual-valved vestibule  for trapping and recycling exhaled moisture in order to keep the olfactory lining wet in the cold, dry air. The  teeth are very long, slender and backward curved for sinking into and holding the thick furred taiga prey. These teeth are very brittle and prone to snapping if they hit bone. &lt;br /&gt;
&lt;br /&gt;
Their claws are short, thick and wedge shaped. These  non-retractable claws act as track spikes for gripping wet clay  clay and slippery needles. The claws are blunt, and cannot be used as a weapon. The feet are digitigrade and with flexible, independent outer toes for stabilizing themselves on the gravel slopes. These toe joints are hyperflexable but lack rigid structural support, making their toes easy to dislocate on flat hard ground. Inside, the blood vessels have  microscopic bypass valves that contain an thick, glucose-heavy protein fluid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By moving this fluid to their limbs, it stops their muscles from freezing. Thest chests contain air filled multi chambered shock absorber sacs for cushioning their internal organs. These protect from  violent impacts such as falling. The hepatic cell clots have adapted to  rapidly extract dietary iron from prey blood as an adaption to deal with cold, sluggish prey blood. The extreme iron concentration is also a metabolic burden that leads to  rapid, toxic organ failure, and this can only be stopped by flushing their system with fresh blood.&lt;br /&gt;
&lt;br /&gt;
The rib cage is interlocked and overlapping like roof riles as to protect the  thoracic cavity from impacts. Due to its interlocking structure, they have limited flexibility, and cannot bend or arch the upper body deeply. They are able to survive sudden, unexpected temperature drops  such as during blizzards using an temporary reduction in cellular energy expenditure. The blood vessels have  high-pressure, muscular contraction-points that can clamp shut to stop bleeding of fluids, but it also traps waste in the rest of the body. This leads to painful swelling and bruising. &lt;br /&gt;
&lt;br /&gt;
==Kelnysi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kelnysi are adapted to the  high-altitude, sub-zero, windy [[Isbelbur Autumnal Mountains Ridge]]. They are very lean, long-limbed and lightweight of build, with wing like shoulder blades, covered in a membrane of skin that stretches  to the buttocks. Being lightweight and fragile, they are easy to break with bone shattering trauma from bunt force and falls. They are mottled with deep amber and burnt orange, to hide along the fallen leaves and with fine, hydrophobic scales to stop the forest from sticking.&lt;br /&gt;
&lt;br /&gt;
Their hair is fiery copper-red color, and is a mane of long fur covering the head, neck and upper back to keep the brain and carotid arteries warm in the freezing alpine winds. This hair is very flammable, and acts as tinder making them easy to set alight. The eyes are amber gold in color, and have an  massive, spherical lens to allow them to see even the slightest shifts in high-altitude movement across long distances. These eyes are sensitive to sudden light, due to an lack of protective tinting, leading to short term blindness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their ears are long, asymmetrical and very mobile, adapted for allowing them to calculate the exact elevation and distance of a sound echoing off the canyon walls. Insider the nose is an advanced internal humidity-reclaiming valve to allow them to reclaim water from their exhaled breaths to keep their olfactory membranes wet, even in the bone dry mountain air. They have long, slender, needle sharp teeth for piercing the thick wool-like coats of mountain prey to reach veins. These fangs are brittle and prone to snapping on bone and armor.&lt;br /&gt;
&lt;br /&gt;
Their claws are long, deeply hooked and needle sharp to act as permanent climbing anchors in sheer limestone crevices. These claws make flat ground running clumsy, given that they interfere with movement. Their feet are prehensile and wide, their toes long and splayed with  soft, spongy undersides in order to muffle them walking on leaves.  Lacking thick, protective callouses means on sharp terrain they are prone to wounds on their feet. Around the chest are  a series of interconnected, air-filled internal chambers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are adapted to act as shock absorbent pads to save the internal organs from damage from violent high-altitude tumbles.&lt;br /&gt;
&lt;br /&gt;
==Keris Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kimetdar Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin&#039;ire Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin-ver Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kinper Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Litara Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Luserkel Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ninal Kin&#039;toni Clan== &lt;br /&gt;
&lt;br /&gt;
==Nyale Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Rilpertiadanbur Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Swutonsul Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Undmos Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Untburpol Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Urayachay Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ustsulunt Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wan&#039;rila Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wor&#039;ardi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wyta Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Yoush Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Project: Biology Rewrites]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1708</id>
		<title>Tales of a Grimdark World Notepad 1</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1708"/>
		<updated>2026-06-01T10:06:06Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After the exodus from Panem to the Exoplanet Aeterna, the Gamemakers are divided into three societies, the hive city of Primus, in Craven-001, the Maddened in the shanty town around the Exile Spire and the Clan-Kin of the surface. &lt;br /&gt;
&lt;br /&gt;
==Hive Primus==&lt;br /&gt;
&lt;br /&gt;
The hive city of Primus is ruled by the Gamemaker Order, still following the same caste system and culture as they did in Panam, on Earth. The humans have also been assigned to castes of their own. Hive Primus is located in Craven-001, a forest of Gothic spires growing from the floor. Built from concrete made from the silicate rock. The settlement is divided into sectors that have differing purpose, such as A-2, a hydroponics sector containing former District Eleven settlers and B-32, a electronics making sector containing setters from District Three.  &lt;br /&gt;
&lt;br /&gt;
Each sector is a a spire of its own, growing from the floor like jagged teeth. The spires are predicted to  merge in times to come. Life in the spires is highly regimented, and living areas tight. Each setter gets a small pod to sleep in and that is it, shared via hot bunking. Clothing is caste uniforms constituting of colored tunics and  pants similar to those worn by the Avoxes of Panam. Food consists of nutri-paste and water, strictly rationed. Everybody follows a strict schedule that is in a chip implanted in their arm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Castes:===&lt;br /&gt;
&lt;br /&gt;
Makers-of-Parts: Former members of District One and District Three, their role is to make the machines, electronics and electrics that the    Gamemaker Order relies on. They wear dark blue. &lt;br /&gt;
&lt;br /&gt;
Workers-of-Darkness: Often CI-Class Avoxes, along with people from the former District Four and Six, their role is sewer maintenance, waterworks, tunnel repair, waste incineration and grid relay inspection. They wear black, waterproofed canvas. &lt;br /&gt;
&lt;br /&gt;
Labors-of-Need: The ones assigned to heavy labor, such as quarry hauling, foundry work, rail shifting, construction support and structural demolition, are often IHL-Class Avoxes and people from former District Seven. They wear bright orange, with harnesses for equipment. &lt;br /&gt;
&lt;br /&gt;
Growers-of-Food: Working in the hydroponics farms, these former District Nine, and Eleven people grow the food for Hive Primus. Their role to is to grow, pack and ship the food the Hive relies on. They wear dark green. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Givers-of-Parts: For people with disabilities, the conically lazy, the elderly or ill who cannot work, a grim fate waits them. Shuffled into this caste, they serve as test subjects, organ banks, blood banks and  experimental labor, hazard testing. The Order considers them useless for anything else. They wear mid-blue. &lt;br /&gt;
&lt;br /&gt;
Servers-of-Gamemakers: Serving the Gamemakers directly are SD-Class Avoxes who wait on the needs of the High Nobility and Royal Family. They also operate the lifts that connect the floors of the hives. They wear muted cream. &lt;br /&gt;
&lt;br /&gt;
Keepers-of-Law: The Peacekeepers, and those who support them. Most hail from the former District Two and are of Nepali blood. They wear white.&lt;br /&gt;
&lt;br /&gt;
Maintainers-of-Water: Hailing from the former District Four, their role is to maintain and fix water systems, piped in from the nearby Lux Sea and down to Hive Primus. They wear powder blue. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Builders-of-Space, the people of District 12 are assigned to mine and build in order to grow the Hive and as a punishment for their rebel past. &lt;br /&gt;
&lt;br /&gt;
Harnessers-of-Light, former members of District Five, their duties is to maintain the power grids, care for the fusion reactors and keep the artificial UV lights running for the hydroponics sectors. They wear bright yellow. &lt;br /&gt;
&lt;br /&gt;
Weavers-of-Shroud: District Eight has become the caste who use the automated looms and processing plants to make people&#039;s caste uniforms, heavy industrial materials like filters for the water systems, the waterproof clothing of the  Workers-of-Darkness, and insulating liners for the pod bunks. They wear muted grey.&lt;br /&gt;
&lt;br /&gt;
Wardens-of-Vats: The people of District Ten gained the duty of looking after the insect protein, biochemical fluids such as Gamemaker nutri-fluid and corpse reclamation vats. They wear maroon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Maddened==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a Gamemaker develops GDS, they are cast out to the surface via a spire containing a high speed, automatic lift. This Gothic spire pokes from the hive city below, though rock and to Aeterna&#039;s surface. This area of the surface is a plains biome with the spire being the only notable feature. The spire is built from the same  silicate rock concrete  and is surrounded by the ruins of the first landing and a shanty town made from scrap metal, plastics and other sheets of material. These roughly made shacks contain GDS Stage 1 and Stage 2 suffers. &lt;br /&gt;
&lt;br /&gt;
Inside, Stage 1 Gamemakers try to carry on their normal routines and the Stage 2 Gamemakers sit trapped in their hallucinations, obsessions and compulsions. The Stage 1 Gamemakers are the ones looking after their Stage 2 kin, feeding them, giving them hydrogen and protecting them. They also maintain crude machines to produce hydrogen from water and mushroom patches for nutri-fluid. Around the shanty town is a ring of earth cleared of all life by the Order and the Stage 1 Gamemakers, to protect from the ferals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Maddened are divided by hair color in varying parts of the shanty town, eg a yellow district or a red district as it is instinct for Gamemakers to do this. They lack hair color roles, with all colors and shades going the same roles.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mushroom-Walkers===&lt;br /&gt;
&lt;br /&gt;
Past this clearing, are the embryonic beginnings of mushroom forests made by the Gamemaker nanites eating organic matter. Once a Gamemaker hits Stage 3 GDS, they are cast from the shanty town to join the Mushroom-Walkers. The Mushroom-Walker Tribes use the mushrooms as their main source of food, weapons, armor, tools and other things. Like the Clan-Kin of Panam&#039;s Hall of the Forgotten, the Mushroom-Walkers are divided into hair color delimited tribes.  These tribes stick to the biome that suits their hair color. &lt;br /&gt;
&lt;br /&gt;
Within that, like Clan-Kin, the pastel haired Gamemakers look after the Den, the dark haired Gamemakers are the hunters and the bright haired Gamemakers are the warriors. The Mushroom-Walkers often wield mushroom-wood spears and  atlal darts. Often, they raid the Shanty Town in order to drag away Stage 2 Gamemakers to join their ranks. Given that Gamemakers burn in sunlight, they hide under the four-five feet of mushrooms or in caves. The Mushroom-Walkers communicate though sign languages, but have not been known to devise tap codes.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Mushroom-Walkers eat mushroom based nutri fluid made from mushrooms turned into dried and turned into powder in mushroom-wood mortars and pestles. These mushrooms are then mixed with water and cold digested in hollow mushroom trunks. The pastel-hairs are assigned to stir the pots and tend to then mushroom  patches. Rivel Gamemakers are used as food for their mushroom patches. The Mushroom-Walkers also have prosthetic limb technology: Lost limbs are replaced with  wooden analogs with Gamemaker hair tendons.  &lt;br /&gt;
&lt;br /&gt;
Some known Mushroom-Walker Tribes include the Watchers-On-The-High-Peaks, Sitters-In-The-Desert-Caves and Guards-Of-The-Yellow-Beach. The Watchers-On-The-High-Peaks have hair ranging from powder blue, to bright blue to dark midnight blue. The Sitters-In-The-Desert-Caves  have colors such as sand-yellow, butter-cup yellow and dark yellow. The Guards-Of-The-Yellow-Beach are known for hair ranging from pastel green, to forest green to jewel green.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hair Colors along the Mushroom-Walkers===&lt;br /&gt;
&lt;br /&gt;
====Common Colors====&lt;br /&gt;
&lt;br /&gt;
====Uncommon Colors====&lt;br /&gt;
&lt;br /&gt;
The Uncommon Colors are considered abnormalities as they are not one color, but instead are layers, cycling or gradients of color. With the Gamemakers being defined by their color, they are considered an unique fascination. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase Drift (“Color-Shift”)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Color-Shifts are Gamemakers who&#039;s hair cycles slowly though the colors of their temperature band over hours or weeks. They are used as a lure to hunt as their shifting hair can  entrance prey like other ferals or human escapees. They are also used as living calendars, given that Gamemakers cannot use sun-clocks. By the colors of their hair, the tribe tracks months and seasons to know when they should migrate, harvest specific mushroom patches, or prepare for shifts in surface weather.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Banded Growth (“Layer-Band”)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gamemakers with hair with distinct, clear color segments growing along the length of the strands as if they was tree rings, made from fluctuating phases during the nanite conversion process. These Gamemakers are considered the Paste-Keepers of the tribe given that they lack paper and books. The hair is considered an unalterable record of past events and climate anomalies. By studying the  width and vibrancy of the colored bands, the tribe can read the story of the environmental history of the place and time that they was turned. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They are also considered  keepers of tribal law and borders, as their hair bands represent distinct phases of stabilization. The multi-segmented hair stands out to neighboring tribes and acts as an neutral visual marker able to stop accidental territorial wars when crossing mushroom biome to mushroom biome. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gradient (“Mist-Wave”)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With hair of one color at the scalp and another at the tips, fading between the two, this is caused by electromagnetic interference warping the crystallization of the smart-strands. They are considered the diplomats of the Mushroom-Walkers, as they embody two distinct colors at once. They are considered bridges between tribes that have hair colors matching theirs and are  exempt from the rigid geographic boundaries of hair color. Often, they serve as messengers, scouts and trade-negotiators allowed to move somewhat freely.&lt;br /&gt;
&lt;br /&gt;
They also are considered prized warriors as their dual or triple toned appearance breaks up their physical silhouette in the uneven lighting of the mushroom forest. Blending perfectly into  the  transition zones where one colorful fungal biome blends into another, they serve as ambush predators. &lt;br /&gt;
&lt;br /&gt;
====Rare Colors====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Very Hot Biomes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Photonic Overdrive (&amp;quot;Glow-Heart&amp;quot;):&#039;&#039;&#039; These glowing haired and eyed Gamemakers are treated as walking deities and are used as living hearths. The Mushroom-Walkers view them as blessed by the fire, and use their glow as a beacon in the dark. Often, they appear in volcanic or hot desert regions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ember-Black Phase (&amp;quot;Ember-Hair&amp;quot;):&#039;&#039;&#039; These solid black haired Gamemakers with glowing orange points due to their nanofiber lattice venting thermal energy are seen as walking volcano and therefore treat them with immense caution and respect. Due to the  glowing thermal vents looking like  trapped embers, the Mushroom-Walkers think they have an unstable core that could explode. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hot Biomes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refractive Burn (&amp;quot;Mirage-Strand&amp;quot;):&#039;&#039;&#039; These Gamemakers with their chaotic refractive indices have hair that warps light as it passes though. These Gamemakers are seen with superstitious fear given their shimming and melting appearance. They are considered deeply unsettling and treated as trickster spirts or considered as slipping out of reality. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oxidation Bloom (&amp;quot;Old-Metal&amp;quot;):&#039;&#039;&#039; Their hair has a base of  a warm tone, but is overlaid with a mottled tarnished appearance layer and they are treated as omens and with reverence. The weathered ancient machinery like look leads them to be seen as living relics and so are often brought up to the status of a shaman or elder, even the young ones. Their hair&#039;s mottled, oxidized look is considered a sign of profound wisdom. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cold biomes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Polarized Sheen (&amp;quot;Light-Change&amp;quot;):&#039;&#039;&#039; With hair that changes color strongly and instantly depending on viewing angle, due to polarization-specific lattices are hated and distrusted. The Mushroom-Walkers are very color coded, and tribes are defined by color. As the Light-Change break this rule, and are varying colors from varying angles, they are not trusted. They are treated with deep hostility and paranoia, and are seen as deceitful changelings or spies who are hiding under a false face. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Frost Fracture Pattern (&amp;quot;Cracked-Hair&amp;quot;)&#039;&#039;&#039;: Pale blue or white haired Gamemakers with branching, dark micro-fractures, caused by rapid thermal contraction. These cracks look like  fracturing ice and lead them to be seen as tragic figures with fragile souls, broken by their out casting. The Tribes care for them, but they are kept away from conflict as they are seen as likely to shatter under physical or emotional stress. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Very Cold Biomes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirror-Hair:&#039;&#039;&#039; With hair, eyes and claws of pure, highly reflective metallic silver that are perfect mirrors reflecting but not carrying color. They are considered things of awe and terror, as a looking Mushroom-Kin sees only an distorted reflection of themselves. They are seen as walking ghosts, but also perfect hunters due to them reflecting any environment they crawl though. The Mushroom-Kin refuse to look them in the eyes, thinking their souls will be trapped in the mirror if they make eye contact.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transparent Morphology (&amp;quot;Blood-See&amp;quot;):&#039;&#039;&#039; Gamemakers with clear, hair and claws,  with silver irises due to the silver Gamemaker blood showing though clear irises, they are seen as voids. They are treated with absolute taboo as lacking color, they belong to no Tribe. Seen as unborn or hollow shells, rejected by the nanites, they are outcast into the unclaimed biomes and forced to wander alone as signs of bad luck. &lt;br /&gt;
&lt;br /&gt;
==The Mushroom forests.==&lt;br /&gt;
&lt;br /&gt;
Around the shanty town are &amp;quot;mushrooms&amp;quot; made of Gamemaker parts as the nanites only know how to make those. These mushrooms eat biological matter and turn it into the mushrooms. The caps are skinned in Gamemaker synth skin, within that are layers of Gamemaker hair, giving the mushrooms their colors, and then Gamemaker teeth to stiffen. The layers then reverse, another layer of hair and then another layer of synth skin. These mushrooms act as food, shelter, and tool/weapon parts for the Clan-Kin that dwell along these mushrooms. &lt;br /&gt;
&lt;br /&gt;
These mushrooms burned in sunlight like Gamemakers until natural selection weeded out those unable to survive sunlight. The ones that survived grew a thick layer of Gamemaker organ tissue under the hair, colored white to reflect sunlight. In the mushroom forests, the air is saturated with the Gamemaker nanites, leading anybody who breathes them in to be infected. If a person dies after being infected, as long as the brain is not gone, they will rise again as an Gamemaker after a month. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This leads to escaped rebels, Avoxes and other escapees to end up joining the feral Gamemaker ranks and makes settling the wilds very hard. The Order also scouts the  forests close to the Spire to press gang any newborns it can to join the ranks of the Low Nobility.  Such Gamemakers are dragged underground, dressed in the white rags and assigned to a mentor to begin training. &lt;br /&gt;
&lt;br /&gt;
[[category:Stevie&#039;s Stuff]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1707</id>
		<title>Tales of a Grimdark World Notepad 1</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1707"/>
		<updated>2026-06-01T10:04:13Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After the exodus from Panem to the Exoplanet Aeterna, the Gamemakers are divided into three societies, the hive city of Primus, in Craven-001, the Maddened in the shanty town around the Exile Spire and the Clan-Kin of the surface. &lt;br /&gt;
&lt;br /&gt;
==Hive Primus==&lt;br /&gt;
&lt;br /&gt;
The hive city of Primus is ruled by the Gamemaker Order, still following the same caste system and culture as they did in Panam, on Earth. The humans have also been assigned to castes of their own. Hive Primus is located in Craven-001, a forest of Gothic spires growing from the floor. Built from concrete made from the silicate rock. The settlement is divided into sectors that have differing purpose, such as A-2, a hydroponics sector containing former District Eleven settlers and B-32, a electronics making sector containing setters from District Three.  &lt;br /&gt;
&lt;br /&gt;
Each sector is a a spire of its own, growing from the floor like jagged teeth. The spires are predicted to  merge in times to come. Life in the spires is highly regimented, and living areas tight. Each setter gets a small pod to sleep in and that is it, shared via hot bunking. Clothing is caste uniforms constituting of colored tunics and  pants similar to those worn by the Avoxes of Panam. Food consists of nutri-paste and water, strictly rationed. Everybody follows a strict schedule that is in a chip implanted in their arm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Castes:===&lt;br /&gt;
&lt;br /&gt;
Makers-of-Parts: Former members of District One and District Three, their role is to make the machines, electronics and electrics that the    Gamemaker Order relies on. They wear dark blue. &lt;br /&gt;
&lt;br /&gt;
Workers-of-Darkness: Often CI-Class Avoxes, along with people from the former District Four and Six, their role is sewer maintenance, waterworks, tunnel repair, waste incineration and grid relay inspection. They wear black, waterproofed canvas. &lt;br /&gt;
&lt;br /&gt;
Labors-of-Need: The ones assigned to heavy labor, such as quarry hauling, foundry work, rail shifting, construction support and structural demolition, are often IHL-Class Avoxes and people from former District Seven. They wear bright orange, with harnesses for equipment. &lt;br /&gt;
&lt;br /&gt;
Growers-of-Food: Working in the hydroponics farms, these former District Nine, and Eleven people grow the food for Hive Primus. Their role to is to grow, pack and ship the food the Hive relies on. They wear dark green. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Givers-of-Parts: For people with disabilities, the conically lazy, the elderly or ill who cannot work, a grim fate waits them. Shuffled into this caste, they serve as test subjects, organ banks, blood banks and  experimental labor, hazard testing. The Order considers them useless for anything else. They wear mid-blue. &lt;br /&gt;
&lt;br /&gt;
Servers-of-Gamemakers: Serving the Gamemakers directly are SD-Class Avoxes who wait on the needs of the High Nobility and Royal Family. They also operate the lifts that connect the floors of the hives. They wear muted cream. &lt;br /&gt;
&lt;br /&gt;
Keepers-of-Law: The Peacekeepers, and those who support them. Most hail from the former District Two and are of Nepali blood. They wear white.&lt;br /&gt;
&lt;br /&gt;
Maintainers-of-Water: Hailing from the former District Four, their role is to maintain and fix water systems, piped in from the nearby Lux Sea and down to Hive Primus. They wear powder blue. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Builders-of-Space, the people of District 12 are assigned to mine and build in order to grow the Hive and as a punishment for their rebel past. &lt;br /&gt;
&lt;br /&gt;
Harnessers-of-Light, former members of District Five, their duties is to maintain the power grids, care for the fusion reactors and keep the artificial UV lights running for the hydroponics sectors. They wear bright yellow. &lt;br /&gt;
&lt;br /&gt;
Weavers-of-Shroud: District Eight has become the caste who use the automated looms and processing plants to make people&#039;s caste uniforms, heavy industrial materials like filters for the water systems, the waterproof clothing of the  Workers-of-Darkness, and insulating liners for the pod bunks. They wear muted grey.&lt;br /&gt;
&lt;br /&gt;
Wardens-of-Vats: The people of District Ten gained the duty of looking after the insect protein, biochemical fluids such as Gamemaker nutri-fluid and corpse reclamation vats. They wear maroon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Maddened==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a Gamemaker develops GDS, they are cast out to the surface via a spire containing a high speed, automatic lift. This Gothic spire pokes from the hive city below, though rock and to Aeterna&#039;s surface. This area of the surface is a plains biome with the spire being the only notable feature. The spire is built from the same  silicate rock concrete  and is surrounded by the ruins of the first landing and a shanty town made from scrap metal, plastics and other sheets of material. These roughly made shacks contain GDS Stage 1 and Stage 2 suffers. &lt;br /&gt;
&lt;br /&gt;
Inside, Stage 1 Gamemakers try to carry on their normal routines and the Stage 2 Gamemakers sit trapped in their hallucinations, obsessions and compulsions. The Stage 1 Gamemakers are the ones looking after their Stage 2 kin, feeding them, giving them hydrogen and protecting them. They also maintain crude machines to produce hydrogen from water and mushroom patches for nutri-fluid. Around the shanty town is a ring of earth cleared of all life by the Order and the Stage 1 Gamemakers, to protect from the ferals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mushroom-Walkers===&lt;br /&gt;
&lt;br /&gt;
Past this clearing, are the embryonic beginnings of mushroom forests made by the Gamemaker nanites eating organic matter. Once a Gamemaker hits Stage 3 GDS, they are cast from the shanty town to join the Mushroom-Walkers. The Mushroom-Walker Tribes use the mushrooms as their main source of food, weapons, armor, tools and other things. Like the Clan-Kin of Panam&#039;s Hall of the Forgotten, the Mushroom-Walkers are divided into hair color delimited tribes.  These tribes stick to the biome that suits their hair color. &lt;br /&gt;
&lt;br /&gt;
Within that, like Clan-Kin, the pastel haired Gamemakers look after the Den, the dark haired Gamemakers are the hunters and the bright haired Gamemakers are the warriors. The Mushroom-Walkers often wield mushroom-wood spears and  atlal darts. Often, they raid the Shanty Town in order to drag away Stage 2 Gamemakers to join their ranks. Given that Gamemakers burn in sunlight, they hide under the four-five feet of mushrooms or in caves. The Mushroom-Walkers communicate though sign languages, but have not been known to devise tap codes.   &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Mushroom-Walkers eat mushroom based nutri fluid made from mushrooms turned into dried and turned into powder in mushroom-wood mortars and pestles. These mushrooms are then mixed with water and cold digested in hollow mushroom trunks. The pastel-hairs are assigned to stir the pots and tend to then mushroom  patches. Rivel Gamemakers are used as food for their mushroom patches. The Mushroom-Walkers also have prosthetic limb technology: Lost limbs are replaced with  wooden analogs with Gamemaker hair tendons.  &lt;br /&gt;
&lt;br /&gt;
Some known Mushroom-Walker Tribes include the Watchers-On-The-High-Peaks, Sitters-In-The-Desert-Caves and Guards-Of-The-Yellow-Beach. The Watchers-On-The-High-Peaks have hair ranging from powder blue, to bright blue to dark midnight blue. The Sitters-In-The-Desert-Caves  have colors such as sand-yellow, butter-cup yellow and dark yellow. The Guards-Of-The-Yellow-Beach are known for hair ranging from pastel green, to forest green to jewel green.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hair Colors along the Mushroom-Walkers===&lt;br /&gt;
&lt;br /&gt;
====Common Colors====&lt;br /&gt;
&lt;br /&gt;
====Uncommon Colors====&lt;br /&gt;
&lt;br /&gt;
The Uncommon Colors are considered abnormalities as they are not one color, but instead are layers, cycling or gradients of color. With the Gamemakers being defined by their color, they are considered an unique fascination. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase Drift (“Color-Shift”)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Color-Shifts are Gamemakers who&#039;s hair cycles slowly though the colors of their temperature band over hours or weeks. They are used as a lure to hunt as their shifting hair can  entrance prey like other ferals or human escapees. They are also used as living calendars, given that Gamemakers cannot use sun-clocks. By the colors of their hair, the tribe tracks months and seasons to know when they should migrate, harvest specific mushroom patches, or prepare for shifts in surface weather.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Banded Growth (“Layer-Band”)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gamemakers with hair with distinct, clear color segments growing along the length of the strands as if they was tree rings, made from fluctuating phases during the nanite conversion process. These Gamemakers are considered the Paste-Keepers of the tribe given that they lack paper and books. The hair is considered an unalterable record of past events and climate anomalies. By studying the  width and vibrancy of the colored bands, the tribe can read the story of the environmental history of the place and time that they was turned. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They are also considered  keepers of tribal law and borders, as their hair bands represent distinct phases of stabilization. The multi-segmented hair stands out to neighboring tribes and acts as an neutral visual marker able to stop accidental territorial wars when crossing mushroom biome to mushroom biome. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gradient (“Mist-Wave”)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With hair of one color at the scalp and another at the tips, fading between the two, this is caused by electromagnetic interference warping the crystallization of the smart-strands. They are considered the diplomats of the Mushroom-Walkers, as they embody two distinct colors at once. They are considered bridges between tribes that have hair colors matching theirs and are  exempt from the rigid geographic boundaries of hair color. Often, they serve as messengers, scouts and trade-negotiators allowed to move somewhat freely.&lt;br /&gt;
&lt;br /&gt;
They also are considered prized warriors as their dual or triple toned appearance breaks up their physical silhouette in the uneven lighting of the mushroom forest. Blending perfectly into  the  transition zones where one colorful fungal biome blends into another, they serve as ambush predators. &lt;br /&gt;
&lt;br /&gt;
====Rare Colors====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Very Hot Biomes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Photonic Overdrive (&amp;quot;Glow-Heart&amp;quot;):&#039;&#039;&#039; These glowing haired and eyed Gamemakers are treated as walking deities and are used as living hearths. The Mushroom-Walkers view them as blessed by the fire, and use their glow as a beacon in the dark. Often, they appear in volcanic or hot desert regions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ember-Black Phase (&amp;quot;Ember-Hair&amp;quot;):&#039;&#039;&#039; These solid black haired Gamemakers with glowing orange points due to their nanofiber lattice venting thermal energy are seen as walking volcano and therefore treat them with immense caution and respect. Due to the  glowing thermal vents looking like  trapped embers, the Mushroom-Walkers think they have an unstable core that could explode. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hot Biomes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refractive Burn (&amp;quot;Mirage-Strand&amp;quot;):&#039;&#039;&#039; These Gamemakers with their chaotic refractive indices have hair that warps light as it passes though. These Gamemakers are seen with superstitious fear given their shimming and melting appearance. They are considered deeply unsettling and treated as trickster spirts or considered as slipping out of reality. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oxidation Bloom (&amp;quot;Old-Metal&amp;quot;):&#039;&#039;&#039; Their hair has a base of  a warm tone, but is overlaid with a mottled tarnished appearance layer and they are treated as omens and with reverence. The weathered ancient machinery like look leads them to be seen as living relics and so are often brought up to the status of a shaman or elder, even the young ones. Their hair&#039;s mottled, oxidized look is considered a sign of profound wisdom. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cold biomes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Polarized Sheen (&amp;quot;Light-Change&amp;quot;):&#039;&#039;&#039; With hair that changes color strongly and instantly depending on viewing angle, due to polarization-specific lattices are hated and distrusted. The Mushroom-Walkers are very color coded, and tribes are defined by color. As the Light-Change break this rule, and are varying colors from varying angles, they are not trusted. They are treated with deep hostility and paranoia, and are seen as deceitful changelings or spies who are hiding under a false face. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Frost Fracture Pattern (&amp;quot;Cracked-Hair&amp;quot;)&#039;&#039;&#039;: Pale blue or white haired Gamemakers with branching, dark micro-fractures, caused by rapid thermal contraction. These cracks look like  fracturing ice and lead them to be seen as tragic figures with fragile souls, broken by their out casting. The Tribes care for them, but they are kept away from conflict as they are seen as likely to shatter under physical or emotional stress. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Very Cold Biomes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirror-Hair:&#039;&#039;&#039; With hair, eyes and claws of pure, highly reflective metallic silver that are perfect mirrors reflecting but not carrying color. They are considered things of awe and terror, as a looking Mushroom-Kin sees only an distorted reflection of themselves. They are seen as walking ghosts, but also perfect hunters due to them reflecting any environment they crawl though. The Mushroom-Kin refuse to look them in the eyes, thinking their souls will be trapped in the mirror if they make eye contact.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transparent Morphology (&amp;quot;Blood-See&amp;quot;):&#039;&#039;&#039; Gamemakers with clear, hair and claws,  with silver irises due to the silver Gamemaker blood showing though clear irises, they are seen as voids. They are treated with absolute taboo as lacking color, they belong to no Tribe. Seen as unborn or hollow shells, rejected by the nanites, they are outcast into the unclaimed biomes and forced to wander alone as signs of bad luck. &lt;br /&gt;
&lt;br /&gt;
==The Mushroom forests.==&lt;br /&gt;
&lt;br /&gt;
Around the shanty town are &amp;quot;mushrooms&amp;quot; made of Gamemaker parts as the nanites only know how to make those. These mushrooms eat biological matter and turn it into the mushrooms. The caps are skinned in Gamemaker synth skin, within that are layers of Gamemaker hair, giving the mushrooms their colors, and then Gamemaker teeth to stiffen. The layers then reverse, another layer of hair and then another layer of synth skin. These mushrooms act as food, shelter, and tool/weapon parts for the Clan-Kin that dwell along these mushrooms. &lt;br /&gt;
&lt;br /&gt;
These mushrooms burned in sunlight like Gamemakers until natural selection weeded out those unable to survive sunlight. The ones that survived grew a thick layer of Gamemaker organ tissue under the hair, colored white to reflect sunlight. In the mushroom forests, the air is saturated with the Gamemaker nanites, leading anybody who breathes them in to be infected. If a person dies after being infected, as long as the brain is not gone, they will rise again as an Gamemaker after a month. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This leads to escaped rebels, Avoxes and other escapees to end up joining the feral Gamemaker ranks and makes settling the wilds very hard. The Order also scouts the  forests close to the Spire to press gang any newborns it can to join the ranks of the Low Nobility.  Such Gamemakers are dragged underground, dressed in the white rags and assigned to a mentor to begin training. &lt;br /&gt;
&lt;br /&gt;
[[category:Stevie&#039;s Stuff]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1706</id>
		<title>Tales of a Grimdark World Notepad 1</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1706"/>
		<updated>2026-06-01T09:40:08Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After the exodus from Panem to the Exoplanet Aeterna, the Gamemakers are divided into three societies, the hive city of Primus, in Craven-001, the Maddened in the shanty town around the Exile Spire and the Clan-Kin of the surface. &lt;br /&gt;
&lt;br /&gt;
==Hive Primus==&lt;br /&gt;
&lt;br /&gt;
The hive city of Primus is ruled by the Gamemaker Order, still following the same caste system and culture as they did in Panam, on Earth. The humans have also been assigned to castes of their own. Hive Primus is located in Craven-001, a forest of Gothic spires growing from the floor. Built from concrete made from the silicate rock. The settlement is divided into sectors that have differing purpose, such as A-2, a hydroponics sector containing former District Eleven settlers and B-32, a electronics making sector containing setters from District Three.  &lt;br /&gt;
&lt;br /&gt;
Each sector is a a spire of its own, growing from the floor like jagged teeth. The spires are predicted to  merge in times to come. Life in the spires is highly regimented, and living areas tight. Each setter gets a small pod to sleep in and that is it, shared via hot bunking. Clothing is caste uniforms constituting of colored tunics and  pants similar to those worn by the Avoxes of Panam. Food consists of nutri-paste and water, strictly rationed. Everybody follows a strict schedule that is in a chip implanted in their arm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Castes:===&lt;br /&gt;
&lt;br /&gt;
Makers-of-Parts: Former members of District One and District Three, their role is to make the machines, electronics and electrics that the    Gamemaker Order relies on. They wear dark blue. &lt;br /&gt;
&lt;br /&gt;
Workers-of-Darkness: Often CI-Class Avoxes, along with people from the former District Four and Six, their role is sewer maintenance, waterworks, tunnel repair, waste incineration and grid relay inspection. They wear black, waterproofed canvas. &lt;br /&gt;
&lt;br /&gt;
Labors-of-Need: The ones assigned to heavy labor, such as quarry hauling, foundry work, rail shifting, construction support and structural demolition, are often IHL-Class Avoxes and people from former District Seven. They wear bright orange, with harnesses for equipment. &lt;br /&gt;
&lt;br /&gt;
Growers-of-Food: Working in the hydroponics farms, these former District Nine, and Eleven people grow the food for Hive Primus. Their role to is to grow, pack and ship the food the Hive relies on. They wear dark green. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Givers-of-Parts: For people with disabilities, the conically lazy, the elderly or ill who cannot work, a grim fate waits them. Shuffled into this caste, they serve as test subjects, organ banks, blood banks and  experimental labor, hazard testing. The Order considers them useless for anything else. They wear mid-blue. &lt;br /&gt;
&lt;br /&gt;
Servers-of-Gamemakers: Serving the Gamemakers directly are SD-Class Avoxes who wait on the needs of the High Nobility and Royal Family. They also operate the lifts that connect the floors of the hives. They wear muted cream. &lt;br /&gt;
&lt;br /&gt;
Keepers-of-Law: The Peacekeepers, and those who support them. Most hail from the former District Two and are of Nepali blood. They wear white.&lt;br /&gt;
&lt;br /&gt;
Maintainers-of-Water: Hailing from the former District Four, their role is to maintain and fix water systems, piped in from the nearby Lux Sea and down to Hive Primus. They wear powder blue. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Builders-of-Space, the people of District 12 are assigned to mine and build in order to grow the Hive and as a punishment for their rebel past. &lt;br /&gt;
&lt;br /&gt;
Harnessers-of-Light, former members of District Five, their duties is to maintain the power grids, care for the fusion reactors and keep the artificial UV lights running for the hydroponics sectors. They wear bright yellow. &lt;br /&gt;
&lt;br /&gt;
Weavers-of-Shroud: District Eight has become the caste who use the automated looms and processing plants to make people&#039;s caste uniforms, heavy industrial materials like filters for the water systems, the waterproof clothing of the  Workers-of-Darkness, and insulating liners for the pod bunks. They wear muted grey.&lt;br /&gt;
&lt;br /&gt;
Wardens-of-Vats: The people of District Ten gained the duty of looking after the insect protein, biochemical fluids such as Gamemaker nutri-fluid and corpse reclamation vats. They wear maroon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Maddened==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a Gamemaker develops GDS, they are cast out to the surface via a spire containing a high speed, automatic lift. This Gothic spire pokes from the hive city below, though rock and to Aeterna&#039;s surface. This area of the surface is a plains biome with the spire being the only notable feature. The spire is built from the same  silicate rock concrete  and is surrounded by the ruins of the first landing and a shanty town made from scrap metal, plastics and other sheets of material. These roughly made shacks contain GDS Stage 1 and Stage 2 suffers. &lt;br /&gt;
&lt;br /&gt;
Inside, Stage 1 Gamemakers try to carry on their normal routines and the Stage 2 Gamemakers sit trapped in their hallucinations, obsessions and compulsions. The Stage 1 Gamemakers are the ones looking after their Stage 2 kin, feeding them, giving them hydrogen and protecting them. They also maintain crude machines to produce hydrogen from water and mushroom patches for nutri-fluid. Around the shanty town is a ring of earth cleared of all life by the Order and the Stage 1 Gamemakers, to protect from the ferals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mushroom-Walkers===&lt;br /&gt;
&lt;br /&gt;
Past this clearing, are the embryonic beginnings of mushroom forests made by the Gamemaker nanites eating organic matter. Once a Gamemaker hits Stage 3 GDS, they are cast from the shanty town to join the Mushroom-Walkers. The Mushroom-Walker Tribes use the mushrooms as their main source of food, weapons, armor, tools and other things. Like the Clan-Kin of Panam&#039;s Hall of the Forgotten, the Mushroom-Walkers are divided into hair color delimited tribes. These tribes stick to the biome that suits their hair color. &lt;br /&gt;
&lt;br /&gt;
Within that, like Clan-Kin, the pastel haired Gamemakers look after the Den, the dark haired Gamemakers are the hunters and the bright haired Gamemakers are the warriors. The Mushroom-Walkers often wield mushroom-wood spears and  atlal darts. Often, they raid the Shanty Town in order to drag away Stage 2 Gamemakers to join their ranks. Given that Gamemakers burn in sunlight, they hide under the four-five feet of mushrooms or in caves. The Mushroom-Walkers communicate though sign languages, but have not been known to devise tap codes.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some known Mushroom-Walker Tribes include the Watchers-On-The-High-Peaks, Sitters-In-The-Desert-Caves and Guards-Of-The-Yellow-Beach. The Watchers-On-The-High-Peaks have hair ranging from powder blue, to bright blue to dark midnight blue. The Sitters-In-The-Desert-Caves  have colors such as sand-yellow, butter-cup yellow and dark yellow. The Guards-Of-The-Yellow-Beach are known for hair ranging from pastel green, to forest green to jewel green.  &lt;br /&gt;
&lt;br /&gt;
===Hair Colors along the Mushroom-Walkers===&lt;br /&gt;
&lt;br /&gt;
====Common Colors====&lt;br /&gt;
&lt;br /&gt;
====Uncommon Colors====&lt;br /&gt;
&lt;br /&gt;
The Uncommon Colors are considered abnormalities as they are not one color, but instead are layers, cycling or gradients of color. With the Gamemakers being defined by their color, they are considered an unique fascination. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phase Drift (“Color-Shift”)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Color-Shifts are Gamemakers who&#039;s hair cycles slowly though the colors of their temperature band over hours or weeks. They are used as a lure to hunt as their shifting hair can  entrance prey like other ferals or human escapees. They are also used as living calendars, given that Gamemakers cannot use sun-clocks. By the colors of their hair, the tribe tracks months and seasons to know when they should migrate, harvest specific mushroom patches, or prepare for shifts in surface weather.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Banded Growth (“Layer-Band”)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Gamemakers with hair with distinct, clear color segments growing along the length of the strands as if they was tree rings, made from fluctuating phases during the nanite conversion process. These Gamemakers are considered the Paste-Keepers of the tribe given that they lack paper and books. The hair is considered an unalterable record of past events and climate anomalies. By studying the  width and vibrancy of the colored bands, the tribe can read the story of the environmental history of the place and time that they was turned. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They are also considered  keepers of tribal law and borders, as their hair bands represent distinct phases of stabilization. The multi-segmented hair stands out to neighboring tribes and acts as an neutral visual marker able to stop accidental territorial wars when crossing mushroom biome to mushroom biome. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gradient (“Mist-Wave”)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With hair of one color at the scalp and another at the tips, fading between the two, this is caused by electromagnetic interference warping the crystallization of the smart-strands. They are considered the diplomats of the Mushroom-Walkers, as they embody two distinct colors at once. They are considered bridges between tribes that have hair colors matching theirs and are  exempt from the rigid geographic boundaries of hair color. Often, they serve as messengers, scouts and trade-negotiators allowed to move somewhat freely.&lt;br /&gt;
&lt;br /&gt;
They also are considered prized warriors as their dual or triple toned appearance breaks up their physical silhouette in the uneven lighting of the mushroom forest. Blending perfectly into  the  transition zones where one colorful fungal biome blends into another, they serve as ambush predators. &lt;br /&gt;
&lt;br /&gt;
====Rare Colors====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Very Hot Biomes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Photonic Overdrive (&amp;quot;Glow-Heart&amp;quot;):&#039;&#039;&#039; These glowing haired and eyed Gamemakers are treated as walking deities and are used as living hearths. The Mushroom-Walkers view them as blessed by the fire, and use their glow as a beacon in the dark. Often, they appear in volcanic or hot desert regions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ember-Black Phase (&amp;quot;Ember-Hair&amp;quot;):&#039;&#039;&#039; These solid black haired Gamemakers with glowing orange points due to their nanofiber lattice venting thermal energy are seen as walking volcano and therefore treat them with immense caution and respect. Due to the  glowing thermal vents looking like  trapped embers, the Mushroom-Walkers think they have an unstable core that could explode. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hot Biomes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refractive Burn (&amp;quot;Mirage-Strand&amp;quot;):&#039;&#039;&#039; These Gamemakers with their chaotic refractive indices have hair that warps light as it passes though. These Gamemakers are seen with superstitious fear given their shimming and melting appearance. They are considered deeply unsettling and treated as trickster spirts or considered as slipping out of reality. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oxidation Bloom (&amp;quot;Old-Metal&amp;quot;):&#039;&#039;&#039; Their hair has a base of  a warm tone, but is overlaid with a mottled tarnished appearance layer and they are treated as omens and with reverence. The weathered ancient machinery like look leads them to be seen as living relics and so are often brought up to the status of a shaman or elder, even the young ones. Their hair&#039;s mottled, oxidized look is considered a sign of profound wisdom. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cold biomes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Polarized Sheen (&amp;quot;Light-Change&amp;quot;):&#039;&#039;&#039; With hair that changes color strongly and instantly depending on viewing angle, due to polarization-specific lattices are hated and distrusted. The Mushroom-Walkers are very color coded, and tribes are defined by color. As the Light-Change break this rule, and are varying colors from varying angles, they are not trusted. They are treated with deep hostility and paranoia, and are seen as deceitful changelings or spies who are hiding under a false face. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Frost Fracture Pattern (&amp;quot;Cracked-Hair&amp;quot;)&#039;&#039;&#039;: Pale blue or white haired Gamemakers with branching, dark micro-fractures, caused by rapid thermal contraction. These cracks look like  fracturing ice and lead them to be seen as tragic figures with fragile souls, broken by their out casting. The Tribes care for them, but they are kept away from conflict as they are seen as likely to shatter under physical or emotional stress. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Very Cold Biomes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirror-Hair:&#039;&#039;&#039; With hair, eyes and claws of pure, highly reflective metallic silver that are perfect mirrors reflecting but not carrying color. They are considered things of awe and terror, as a looking Mushroom-Kin sees only an distorted reflection of themselves. They are seen as walking ghosts, but also perfect hunters due to them reflecting any environment they crawl though. The Mushroom-Kin refuse to look them in the eyes, thinking their souls will be trapped in the mirror if they make eye contact.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transparent Morphology (&amp;quot;Blood-See&amp;quot;):&#039;&#039;&#039; Gamemakers with clear, hair and claws,  with silver irises due to the silver Gamemaker blood showing though clear irises, they are seen as voids. They are treated with absolute taboo as lacking color, they belong to no Tribe. Seen as unborn or hollow shells, rejected by the nanites, they are outcast into the unclaimed biomes and forced to wander alone as signs of bad luck. &lt;br /&gt;
&lt;br /&gt;
==The Mushroom forests.==&lt;br /&gt;
&lt;br /&gt;
Around the shanty town are &amp;quot;mushrooms&amp;quot; made of Gamemaker parts as the nanites only know how to make those. These mushrooms eat biological matter and turn it into the mushrooms. The caps are skinned in Gamemaker synth skin, within that are layers of Gamemaker hair, giving the mushrooms their colors, and then Gamemaker teeth to stiffen. The layers then reverse, another layer of hair and then another layer of synth skin. These mushrooms act as food, shelter, and tool/weapon parts for the Clan-Kin that dwell along these mushrooms. &lt;br /&gt;
&lt;br /&gt;
These mushrooms burned in sunlight like Gamemakers until natural selection weeded out those unable to survive sunlight. The ones that survived grew a thick layer of Gamemaker organ tissue under the hair, colored white to reflect sunlight. In the mushroom forests, the air is saturated with the Gamemaker nanites, leading anybody who breathes them in to be infected. If a person dies after being infected, as long as the brain is not gone, they will rise again as an Gamemaker after a month. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This leads to escaped rebels, Avoxes and other escapees to end up joining the feral Gamemaker ranks and makes settling the wilds very hard. The Order also scouts the  forests close to the Spire to press gang any newborns it can to join the ranks of the Low Nobility.  Such Gamemakers are dragged underground, dressed in the white rags and assigned to a mentor to begin training. &lt;br /&gt;
&lt;br /&gt;
[[category:Stevie&#039;s Stuff]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1705</id>
		<title>Tales of a Grimdark World Notepad 1</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1705"/>
		<updated>2026-06-01T09:16:27Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After the exodus from Panem to the Exoplanet Aeterna, the Gamemakers are divided into three societies, the hive city of Primus, in Craven-001, the Maddened in the shanty town around the Exile Spire and the Clan-Kin of the surface. &lt;br /&gt;
&lt;br /&gt;
==Hive Primus==&lt;br /&gt;
&lt;br /&gt;
The hive city of Primus is ruled by the Gamemaker Order, still following the same caste system and culture as they did in Panam, on Earth. The humans have also been assigned to castes of their own. Hive Primus is located in Craven-001, a forest of Gothic spires growing from the floor. Built from concrete made from the silicate rock. The settlement is divided into sectors that have differing purpose, such as A-2, a hydroponics sector containing former District Eleven settlers and B-32, a electronics making sector containing setters from District Three.  &lt;br /&gt;
&lt;br /&gt;
Each sector is a a spire of its own, growing from the floor like jagged teeth. The spires are predicted to  merge in times to come. Life in the spires is highly regimented, and living areas tight. Each setter gets a small pod to sleep in and that is it, shared via hot bunking. Clothing is caste uniforms constituting of colored tunics and  pants similar to those worn by the Avoxes of Panam. Food consists of nutri-paste and water, strictly rationed. Everybody follows a strict schedule that is in a chip implanted in their arm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Castes:===&lt;br /&gt;
&lt;br /&gt;
Makers-of-Parts: Former members of District One and District Three, their role is to make the machines, electronics and electrics that the    Gamemaker Order relies on. They wear dark blue. &lt;br /&gt;
&lt;br /&gt;
Workers-of-Darkness: Often CI-Class Avoxes, along with people from the former District Four and Six, their role is sewer maintenance, waterworks, tunnel repair, waste incineration and grid relay inspection. They wear black, waterproofed canvas. &lt;br /&gt;
&lt;br /&gt;
Labors-of-Need: The ones assigned to heavy labor, such as quarry hauling, foundry work, rail shifting, construction support and structural demolition, are often IHL-Class Avoxes and people from former District Seven. They wear bright orange, with harnesses for equipment. &lt;br /&gt;
&lt;br /&gt;
Growers-of-Food: Working in the hydroponics farms, these former District Nine, and Eleven people grow the food for Hive Primus. Their role to is to grow, pack and ship the food the Hive relies on. They wear dark green. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Givers-of-Parts: For people with disabilities, the conically lazy, the elderly or ill who cannot work, a grim fate waits them. Shuffled into this caste, they serve as test subjects, organ banks, blood banks and  experimental labor, hazard testing. The Order considers them useless for anything else. They wear mid-blue. &lt;br /&gt;
&lt;br /&gt;
Servers-of-Gamemakers: Serving the Gamemakers directly are SD-Class Avoxes who wait on the needs of the High Nobility and Royal Family. They also operate the lifts that connect the floors of the hives. They wear muted cream. &lt;br /&gt;
&lt;br /&gt;
Keepers-of-Law: The Peacekeepers, and those who support them. Most hail from the former District Two and are of Nepali blood. They wear white.&lt;br /&gt;
&lt;br /&gt;
Maintainers-of-Water: Hailing from the former District Four, their role is to maintain and fix water systems, piped in from the nearby Lux Sea and down to Hive Primus. They wear powder blue. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Builders-of-Space, the people of District 12 are assigned to mine and build in order to grow the Hive and as a punishment for their rebel past. &lt;br /&gt;
&lt;br /&gt;
Harnessers-of-Light, former members of District Five, their duties is to maintain the power grids, care for the fusion reactors and keep the artificial UV lights running for the hydroponics sectors. They wear bright yellow. &lt;br /&gt;
&lt;br /&gt;
Weavers-of-Shroud: District Eight has become the caste who use the automated looms and processing plants to make people&#039;s caste uniforms, heavy industrial materials like filters for the water systems, the waterproof clothing of the  Workers-of-Darkness, and insulating liners for the pod bunks. They wear muted grey.&lt;br /&gt;
&lt;br /&gt;
Wardens-of-Vats: The people of District Ten gained the duty of looking after the insect protein, biochemical fluids such as Gamemaker nutri-fluid and corpse reclamation vats. They wear maroon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Maddened==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a Gamemaker develops GDS, they are cast out to the surface via a spire containing a high speed, automatic lift. This Gothic spire pokes from the hive city below, though rock and to Aeterna&#039;s surface. This area of the surface is a plains biome with the spire being the only notable feature. The spire is built from the same  silicate rock concrete  and is surrounded by the ruins of the first landing and a shanty town made from scrap metal, plastics and other sheets of material. These roughly made shacks contain GDS Stage 1 and Stage 2 suffers. &lt;br /&gt;
&lt;br /&gt;
Inside, Stage 1 Gamemakers try to carry on their normal routines and the Stage 2 Gamemakers sit trapped in their hallucinations, obsessions and compulsions. The Stage 1 Gamemakers are the ones looking after their Stage 2 kin, feeding them, giving them hydrogen and protecting them. They also maintain crude machines to produce hydrogen from water and mushroom patches for nutri-fluid. Around the shanty town is a ring of earth cleared of all life by the Order and the Stage 1 Gamemakers, to protect from the ferals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mushroom-Walkers===&lt;br /&gt;
&lt;br /&gt;
Past this clearing, are the embryonic beginnings of mushroom forests made by the Gamemaker nanites eating organic matter. Once a Gamemaker hits Stage 3 GDS, they are cast from the shanty town to join the Mushroom-Walkers. The Mushroom-Walker Tribes use the mushrooms as their main source of food, weapons, armor, tools and other things. Like the Clan-Kin of Panam&#039;s Hall of the Forgotten, the Mushroom-Walkers are divided into hair color delimited tribes. These tribes stick to the biome that suits their hair color. &lt;br /&gt;
&lt;br /&gt;
Within that, like Clan-Kin, the pastel haired Gamemakers look after the Den, the dark haired Gamemakers are the hunters and the bright haired Gamemakers are the warriors. The Mushroom-Walkers often wield mushroom-wood spears and  atlal darts. Often, they raid the Shanty Town in order to drag away Stage 2 Gamemakers to join their ranks. Given that Gamemakers burn in sunlight, they hide under the four-five feet of mushrooms or in caves. The Mushroom-Walkers communicate though sign languages, but have not been known to devise tap codes.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some known Mushroom-Walker Tribes include the Watchers-On-The-High-Peaks, Sitters-In-The-Desert-Caves and Guards-Of-The-Yellow-Beach. The Watchers-On-The-High-Peaks have hair ranging from powder blue, to bright blue to dark midnight blue. The Sitters-In-The-Desert-Caves  have colors such as sand-yellow, butter-cup yellow and dark yellow. The Guards-Of-The-Yellow-Beach are known for hair ranging from pastel green, to forest green to jewel green.  &lt;br /&gt;
&lt;br /&gt;
===Hair Colors along the Mushroom-Walkers===&lt;br /&gt;
&lt;br /&gt;
====Common Colors====&lt;br /&gt;
&lt;br /&gt;
====Uncommon Colors====&lt;br /&gt;
&lt;br /&gt;
====Rare Colors====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Very Hot Biomes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Photonic Overdrive (&amp;quot;Glow-Heart&amp;quot;):&#039;&#039;&#039; These glowing haired and eyed Gamemakers are treated as walking deities and are used as living hearths. The Mushroom-Walkers view them as blessed by the fire, and use their glow as a beacon in the dark. Often, they appear in volcanic or hot desert regions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ember-Black Phase (&amp;quot;Ember-Hair&amp;quot;):&#039;&#039;&#039; These solid black haired Gamemakers with glowing orange points due to their nanofiber lattice venting thermal energy are seen as walking volcano and therefore treat them with immense caution and respect. Due to the  glowing thermal vents looking like  trapped embers, the Mushroom-Walkers think they have an unstable core that could explode. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hot Biomes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refractive Burn (&amp;quot;Mirage-Strand&amp;quot;):&#039;&#039;&#039; These Gamemakers with their chaotic refractive indices have hair that warps light as it passes though. These Gamemakers are seen with superstitious fear given their shimming and melting appearance. They are considered deeply unsettling and treated as trickster spirts or considered as slipping out of reality. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oxidation Bloom (&amp;quot;Old-Metal&amp;quot;):&#039;&#039;&#039; Their hair has a base of  a warm tone, but is overlaid with a mottled tarnished appearance layer and they are treated as omens and with reverence. The weathered ancient machinery like look leads them to be seen as living relics and so are often brought up to the status of a shaman or elder, even the young ones. Their hair&#039;s mottled, oxidized look is considered a sign of profound wisdom. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cold biomes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Polarized Sheen (&amp;quot;Light-Change&amp;quot;):&#039;&#039;&#039; With hair that changes color strongly and instantly depending on viewing angle, due to polarization-specific lattices are hated and distrusted. The Mushroom-Walkers are very color coded, and tribes are defined by color. As the Light-Change break this rule, and are varying colors from varying angles, they are not trusted. They are treated with deep hostility and paranoia, and are seen as deceitful changelings or spies who are hiding under a false face. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Frost Fracture Pattern (&amp;quot;Cracked-Hair&amp;quot;)&#039;&#039;&#039;: Pale blue or white haired Gamemakers with branching, dark micro-fractures, caused by rapid thermal contraction. These cracks look like  fracturing ice and lead them to be seen as tragic figures with fragile souls, broken by their out casting. The Tribes care for them, but they are kept away from conflict as they are seen as likely to shatter under physical or emotional stress. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Very Cold Biomes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirror-Hair:&#039;&#039;&#039; With hair, eyes and claws of pure, highly reflective metallic silver that are perfect mirrors reflecting but not carrying color. They are considered things of awe and terror, as a looking Mushroom-Kin sees only an distorted reflection of themselves. They are seen as walking ghosts, but also perfect hunters due to them reflecting any environment they crawl though. The Mushroom-Kin refuse to look them in the eyes, thinking their souls will be trapped in the mirror if they make eye contact.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transparent Morphology (&amp;quot;Blood-See&amp;quot;):&#039;&#039;&#039; Gamemakers with clear, hair and claws,  with silver irises due to the silver Gamemaker blood showing though clear irises, they are seen as voids. They are treated with absolute taboo as lacking color, they belong to no Tribe. Seen as unborn or hollow shells, rejected by the nanites, they are outcast into the unclaimed biomes and forced to wander alone as signs of bad luck. &lt;br /&gt;
&lt;br /&gt;
==The Mushroom forests.==&lt;br /&gt;
&lt;br /&gt;
Around the shanty town are &amp;quot;mushrooms&amp;quot; made of Gamemaker parts as the nanites only know how to make those. These mushrooms eat biological matter and turn it into the mushrooms. The caps are skinned in Gamemaker synth skin, within that are layers of Gamemaker hair, giving the mushrooms their colors, and then Gamemaker teeth to stiffen. The layers then reverse, another layer of hair and then another layer of synth skin. These mushrooms act as food, shelter, and tool/weapon parts for the Clan-Kin that dwell along these mushrooms. &lt;br /&gt;
&lt;br /&gt;
These mushrooms burned in sunlight like Gamemakers until natural selection weeded out those unable to survive sunlight. The ones that survived grew a thick layer of Gamemaker organ tissue under the hair, colored white to reflect sunlight. In the mushroom forests, the air is saturated with the Gamemaker nanites, leading anybody who breathes them in to be infected. If a person dies after being infected, as long as the brain is not gone, they will rise again as an Gamemaker after a month. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This leads to escaped rebels, Avoxes and other escapees to end up joining the feral Gamemaker ranks and makes settling the wilds very hard. The Order also scouts the  forests close to the Spire to press gang any newborns it can to join the ranks of the Low Nobility.  Such Gamemakers are dragged underground, dressed in the white rags and assigned to a mentor to begin training. &lt;br /&gt;
&lt;br /&gt;
[[category:Stevie&#039;s Stuff]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1704</id>
		<title>Tales of a Grimdark World Notepad 1</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1704"/>
		<updated>2026-06-01T09:12:00Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After the exodus from Panem to the Exoplanet Aeterna, the Gamemakers are divided into three societies, the hive city of Primus, in Craven-001, the Maddened in the shanty town around the Exile Spire and the Clan-Kin of the surface. &lt;br /&gt;
&lt;br /&gt;
==Hive Primus==&lt;br /&gt;
&lt;br /&gt;
The hive city of Primus is ruled by the Gamemaker Order, still following the same caste system and culture as they did in Panam, on Earth. The humans have also been assigned to castes of their own. Hive Primus is located in Craven-001, a forest of Gothic spires growing from the floor. Built from concrete made from the silicate rock. The settlement is divided into sectors that have differing purpose, such as A-2, a hydroponics sector containing former District Eleven settlers and B-32, a electronics making sector containing setters from District Three.  &lt;br /&gt;
&lt;br /&gt;
Each sector is a a spire of its own, growing from the floor like jagged teeth. The spires are predicted to  merge in times to come. Life in the spires is highly regimented, and living areas tight. Each setter gets a small pod to sleep in and that is it, shared via hot bunking. Clothing is caste uniforms constituting of colored tunics and  pants similar to those worn by the Avoxes of Panam. Food consists of nutri-paste and water, strictly rationed. Everybody follows a strict schedule that is in a chip implanted in their arm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Castes:===&lt;br /&gt;
&lt;br /&gt;
Makers-of-Parts: Former members of District One and District Three, their role is to make the machines, electronics and electrics that the    Gamemaker Order relies on. They wear dark blue. &lt;br /&gt;
&lt;br /&gt;
Workers-of-Darkness: Often CI-Class Avoxes, along with people from the former District Four and Six, their role is sewer maintenance, waterworks, tunnel repair, waste incineration and grid relay inspection. They wear black, waterproofed canvas. &lt;br /&gt;
&lt;br /&gt;
Labors-of-Need: The ones assigned to heavy labor, such as quarry hauling, foundry work, rail shifting, construction support and structural demolition, are often IHL-Class Avoxes and people from former District Seven. They wear bright orange, with harnesses for equipment. &lt;br /&gt;
&lt;br /&gt;
Growers-of-Food: Working in the hydroponics farms, these former District Nine, and Eleven people grow the food for Hive Primus. Their role to is to grow, pack and ship the food the Hive relies on. They wear dark green. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Givers-of-Parts: For people with disabilities, the conically lazy, the elderly or ill who cannot work, a grim fate waits them. Shuffled into this caste, they serve as test subjects, organ banks, blood banks and  experimental labor, hazard testing. The Order considers them useless for anything else. They wear mid-blue. &lt;br /&gt;
&lt;br /&gt;
Servers-of-Gamemakers: Serving the Gamemakers directly are SD-Class Avoxes who wait on the needs of the High Nobility and Royal Family. They also operate the lifts that connect the floors of the hives. They wear muted cream. &lt;br /&gt;
&lt;br /&gt;
Keepers-of-Law: The Peacekeepers, and those who support them. Most hail from the former District Two and are of Nepali blood. They wear white.&lt;br /&gt;
&lt;br /&gt;
Maintainers-of-Water: Hailing from the former District Four, their role is to maintain and fix water systems, piped in from the nearby Lux Sea and down to Hive Primus. They wear powder blue. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Builders-of-Space, the people of District 12 are assigned to mine and build in order to grow the Hive and as a punishment for their rebel past. &lt;br /&gt;
&lt;br /&gt;
Harnessers-of-Light, former members of District Five, their duties is to maintain the power grids, care for the fusion reactors and keep the artificial UV lights running for the hydroponics sectors. They wear bright yellow. &lt;br /&gt;
&lt;br /&gt;
Weavers-of-Shroud: District Eight has become the caste who use the automated looms and processing plants to make people&#039;s caste uniforms, heavy industrial materials like filters for the water systems, the waterproof clothing of the  Workers-of-Darkness, and insulating liners for the pod bunks. They wear muted grey.&lt;br /&gt;
&lt;br /&gt;
Wardens-of-Vats: The people of District Ten gained the duty of looking after the insect protein, biochemical fluids such as Gamemaker nutri-fluid and corpse reclamation vats. They wear maroon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Maddened==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a Gamemaker develops GDS, they are cast out to the surface via a spire containing a high speed, automatic lift. This Gothic spire pokes from the hive city below, though rock and to Aeterna&#039;s surface. This area of the surface is a plains biome with the spire being the only notable feature. The spire is built from the same  silicate rock concrete  and is surrounded by the ruins of the first landing and a shanty town made from scrap metal, plastics and other sheets of material. These roughly made shacks contain GDS Stage 1 and Stage 2 suffers. &lt;br /&gt;
&lt;br /&gt;
Inside, Stage 1 Gamemakers try to carry on their normal routines and the Stage 2 Gamemakers sit trapped in their hallucinations, obsessions and compulsions. The Stage 1 Gamemakers are the ones looking after their Stage 2 kin, feeding them, giving them hydrogen and protecting them. They also maintain crude machines to produce hydrogen from water and mushroom patches for nutri-fluid. Around the shanty town is a ring of earth cleared of all life by the Order and the Stage 1 Gamemakers, to protect from the ferals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mushroom-Walkers===&lt;br /&gt;
&lt;br /&gt;
Past this clearing, are the embryonic beginnings of mushroom forests made by the Gamemaker nanites eating organic matter. Once a Gamemaker hits Stage 3 GDS, they are cast from the shanty town to join the Mushroom-Walkers. The Mushroom-Walker Tribes use the mushrooms as their main source of food, weapons, armor, tools and other things. Like the Clan-Kin of Panam&#039;s Hall of the Forgotten, the Mushroom-Walkers are divided into hair color delimited tribes. These tribes stick to the biome that suits their hair color. &lt;br /&gt;
&lt;br /&gt;
Within that, like Clan-Kin, the pastel haired Gamemakers look after the Den, the dark haired Gamemakers are the hunters and the bright haired Gamemakers are the warriors. The Mushroom-Walkers often wield mushroom-wood spears and  atlal darts. Often, they raid the Shanty Town in order to drag away Stage 2 Gamemakers to join their ranks. Given that Gamemakers burn in sunlight, they hide under the four-five feet of mushrooms or in caves. The Mushroom-Walkers communicate though sign languages, but have not been known to devise tap codes.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some known Mushroom-Walker Tribes include the Watchers-On-The-High-Peaks, Sitters-In-The-Desert-Caves and Guards-Of-The-Yellow-Beach. The Watchers-On-The-High-Peaks have hair ranging from powder blue, to bright blue to dark midnight blue. The Sitters-In-The-Desert-Caves  have colors such as sand-yellow, butter-cup yellow and dark yellow. The Guards-Of-The-Yellow-Beach are known for hair ranging from pastel green, to forest green to jewel green.  &lt;br /&gt;
&lt;br /&gt;
===Hair Colors along the Mushroom-Walkers===&lt;br /&gt;
&lt;br /&gt;
====Common Colors====&lt;br /&gt;
&lt;br /&gt;
====Uncommon Colors====&lt;br /&gt;
&lt;br /&gt;
====Rare Colors====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Very Hot Biomes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Photonic Overdrive (&amp;quot;Glow-Heart&amp;quot;):&#039;&#039;&#039; These glowing haired and eyed Gamemakers are treated as walking deities and are used as living hearths. The Mushroom-Walkers view them as blessed by the fire, and use their glow as a beacon in the dark. Often, they appear in volcanic or hot desert regions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ember-Black Phase (&amp;quot;Ember-Hair&amp;quot;):&#039;&#039;&#039; These solid black haired Gamemakers with glowing orange points due to their nanofiber lattice venting thermal energy are seen as walking volcano and therefore treat them with immense caution and respect. Due to the  glowing thermal vents looking like  trapped embers, the Mushroom-Walkers think they have an unstable core that could explode. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hot Biomes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refractive Burn (&amp;quot;Mirage-Strand&amp;quot;):&#039;&#039;&#039; These Gamemakers with their chaotic refractive indices have hair that warps light as it passes though. These Gamemakers are seen with superstitious fear given their shimming and melting appearance. They are considered deeply unsettling and treated as trickster spirts or considered as slipping out of reality. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oxidation Bloom (&amp;quot;Old-Metal&amp;quot;):&#039;&#039;&#039; Their hair has a base of  a warm tone, but is overlaid with a mottled tarnished appearance layer and they are treated as omens and with reverence. The weathered ancient machinery like look leads them to be seen as living relics and so are often brought up to the status of a shaman or elder, even the young ones. Their hair&#039;s mottled, oxidized look is considered a sign of profound wisdom. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cold biomes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Polarized Sheen (&amp;quot;Light-Change&amp;quot;):&#039;&#039;&#039; With hair that changes color strongly and instantly depending on viewing angle, due to polarization-specific lattices are hated and distrusted. The Mushroom-Walkers are very color coded, and tribes are defined by color. As the Light-Change break this rule, and are varying colors from varying angles, they are not trusted. They are treated with deep hostility and paranoia, and are seen as deceitful changelings or spies who are hiding under a false face. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;Frost Fracture Pattern (&amp;quot;Cracked-Hair&amp;quot;)&#039;&#039;&#039;: Pale blue or white haired Gamemakers with branching, dark micro-fractures, caused by rapid thermal contraction. These cracks look like  fracturing ice and lead them to be seen as tragic figures with fragile souls, broken by their out casting. The Tribes care for them, but they are kept away from conflict as they are seen as likely to shatter under physical or emotional stress. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Very Cold Biomes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Mirror-Hair&lt;br /&gt;
The Physical Manifestation: Their hair, eyes, and claws are made of pure, highly reflective metallic silver, functioning as flawless mirrors rather than carrying pigment.&lt;br /&gt;
&lt;br /&gt;
Clan-Kin Treatment (Awe/Terror): Against their pale white skin, the absolute chrome reflection of &amp;quot;Mirror-Hair&amp;quot; makes them look like terrifying, faceless spirits. When a Clan-Kin looks at them, they only see a distorted reflection of themselves. They are viewed as walking ghosts. Because they perfectly reflect whatever environment they walk through, they are prized as ultimate, supernatural hunters, but the clan will rarely look them directly in the eye, fearing their own souls will be trapped in the chrome lenses.&lt;br /&gt;
&lt;br /&gt;
4. Transparent Morphology (&amp;quot;Blood-See&amp;quot;)&lt;br /&gt;
The Physical Manifestation: Their hair, eyes, and claws are completely glass-like and clear. Because the iris is transparent, the silver color of their Gamemaker blood flows visibly behind it, giving them striking, metallic silver eyes set against their clear frames and white skin.&lt;br /&gt;
&lt;br /&gt;
Clan-Kin Treatment (Exile/Taboo): This is the most extreme anomaly. Because they have no color at all, they do not belong to the blue peaks, the yellow caves, or the green beaches. They are a complete void in the pattern of the world. The Kin-Bands treat them with absolute taboo. They are seen as &amp;quot;unborn&amp;quot; or hollow shells that the planetary nanites rejected. Most clans will violently cast them out into the plains, forcing these silver-eyed outcasts to wander alone as omens of bad luck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Mushroom forests.==&lt;br /&gt;
&lt;br /&gt;
Around the shanty town are &amp;quot;mushrooms&amp;quot; made of Gamemaker parts as the nanites only know how to make those. These mushrooms eat biological matter and turn it into the mushrooms. The caps are skinned in Gamemaker synth skin, within that are layers of Gamemaker hair, giving the mushrooms their colors, and then Gamemaker teeth to stiffen. The layers then reverse, another layer of hair and then another layer of synth skin. These mushrooms act as food, shelter, and tool/weapon parts for the Clan-Kin that dwell along these mushrooms. &lt;br /&gt;
&lt;br /&gt;
These mushrooms burned in sunlight like Gamemakers until natural selection weeded out those unable to survive sunlight. The ones that survived grew a thick layer of Gamemaker organ tissue under the hair, colored white to reflect sunlight. In the mushroom forests, the air is saturated with the Gamemaker nanites, leading anybody who breathes them in to be infected. If a person dies after being infected, as long as the brain is not gone, they will rise again as an Gamemaker after a month. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This leads to escaped rebels, Avoxes and other escapees to end up joining the feral Gamemaker ranks and makes settling the wilds very hard. The Order also scouts the  forests close to the Spire to press gang any newborns it can to join the ranks of the Low Nobility.  Such Gamemakers are dragged underground, dressed in the white rags and assigned to a mentor to begin training. &lt;br /&gt;
&lt;br /&gt;
[[category:Stevie&#039;s Stuff]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1703</id>
		<title>Tales of a Grimdark World Notepad 1</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1703"/>
		<updated>2026-06-01T08:51:09Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After the exodus from Panem to the Exoplanet Aeterna, the Gamemakers are divided into three societies, the hive city of Primus, in Craven-001, the Maddened in the shanty town around the Exile Spire and the Clan-Kin of the surface. &lt;br /&gt;
&lt;br /&gt;
==Hive Primus==&lt;br /&gt;
&lt;br /&gt;
The hive city of Primus is ruled by the Gamemaker Order, still following the same caste system and culture as they did in Panam, on Earth. The humans have also been assigned to castes of their own. Hive Primus is located in Craven-001, a forest of Gothic spires growing from the floor. Built from concrete made from the silicate rock. The settlement is divided into sectors that have differing purpose, such as A-2, a hydroponics sector containing former District Eleven settlers and B-32, a electronics making sector containing setters from District Three.  &lt;br /&gt;
&lt;br /&gt;
Each sector is a a spire of its own, growing from the floor like jagged teeth. The spires are predicted to  merge in times to come. Life in the spires is highly regimented, and living areas tight. Each setter gets a small pod to sleep in and that is it, shared via hot bunking. Clothing is caste uniforms constituting of colored tunics and  pants similar to those worn by the Avoxes of Panam. Food consists of nutri-paste and water, strictly rationed. Everybody follows a strict schedule that is in a chip implanted in their arm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Castes:===&lt;br /&gt;
&lt;br /&gt;
Makers-of-Parts: Former members of District One and District Three, their role is to make the machines, electronics and electrics that the    Gamemaker Order relies on. They wear dark blue. &lt;br /&gt;
&lt;br /&gt;
Workers-of-Darkness: Often CI-Class Avoxes, along with people from the former District Four and Six, their role is sewer maintenance, waterworks, tunnel repair, waste incineration and grid relay inspection. They wear black, waterproofed canvas. &lt;br /&gt;
&lt;br /&gt;
Labors-of-Need: The ones assigned to heavy labor, such as quarry hauling, foundry work, rail shifting, construction support and structural demolition, are often IHL-Class Avoxes and people from former District Seven. They wear bright orange, with harnesses for equipment. &lt;br /&gt;
&lt;br /&gt;
Growers-of-Food: Working in the hydroponics farms, these former District Nine, and Eleven people grow the food for Hive Primus. Their role to is to grow, pack and ship the food the Hive relies on. They wear dark green. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Givers-of-Parts: For people with disabilities, the conically lazy, the elderly or ill who cannot work, a grim fate waits them. Shuffled into this caste, they serve as test subjects, organ banks, blood banks and  experimental labor, hazard testing. The Order considers them useless for anything else. They wear mid-blue. &lt;br /&gt;
&lt;br /&gt;
Servers-of-Gamemakers: Serving the Gamemakers directly are SD-Class Avoxes who wait on the needs of the High Nobility and Royal Family. They also operate the lifts that connect the floors of the hives. They wear muted cream. &lt;br /&gt;
&lt;br /&gt;
Keepers-of-Law: The Peacekeepers, and those who support them. Most hail from the former District Two and are of Nepali blood. They wear white.&lt;br /&gt;
&lt;br /&gt;
Maintainers-of-Water: Hailing from the former District Four, their role is to maintain and fix water systems, piped in from the nearby Lux Sea and down to Hive Primus. They wear powder blue. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Builders-of-Space, the people of District 12 are assigned to mine and build in order to grow the Hive and as a punishment for their rebel past. &lt;br /&gt;
&lt;br /&gt;
Harnessers-of-Light, former members of District Five, their duties is to maintain the power grids, care for the fusion reactors and keep the artificial UV lights running for the hydroponics sectors. They wear bright yellow. &lt;br /&gt;
&lt;br /&gt;
Weavers-of-Shroud: District Eight has become the caste who use the automated looms and processing plants to make people&#039;s caste uniforms, heavy industrial materials like filters for the water systems, the waterproof clothing of the  Workers-of-Darkness, and insulating liners for the pod bunks. They wear muted grey.&lt;br /&gt;
&lt;br /&gt;
Wardens-of-Vats: The people of District Ten gained the duty of looking after the insect protein, biochemical fluids such as Gamemaker nutri-fluid and corpse reclamation vats. They wear maroon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Maddened==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a Gamemaker develops GDS, they are cast out to the surface via a spire containing a high speed, automatic lift. This Gothic spire pokes from the hive city below, though rock and to Aeterna&#039;s surface. This area of the surface is a plains biome with the spire being the only notable feature. The spire is built from the same  silicate rock concrete  and is surrounded by the ruins of the first landing and a shanty town made from scrap metal, plastics and other sheets of material. These roughly made shacks contain GDS Stage 1 and Stage 2 suffers. &lt;br /&gt;
&lt;br /&gt;
Inside, Stage 1 Gamemakers try to carry on their normal routines and the Stage 2 Gamemakers sit trapped in their hallucinations, obsessions and compulsions. The Stage 1 Gamemakers are the ones looking after their Stage 2 kin, feeding them, giving them hydrogen and protecting them. They also maintain crude machines to produce hydrogen from water and mushroom patches for nutri-fluid. Around the shanty town is a ring of earth cleared of all life by the Order and the Stage 1 Gamemakers, to protect from the ferals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mushroom-Walkers===&lt;br /&gt;
&lt;br /&gt;
Past this clearing, are the embryonic beginnings of mushroom forests made by the Gamemaker nanites eating organic matter. Once a Gamemaker hits Stage 3 GDS, they are cast from the shanty town to join the Mushroom-Walkers. The Mushroom-Walker Tribes use the mushrooms as their main source of food, weapons, armor, tools and other things. Like the Clan-Kin of Panam&#039;s Hall of the Forgotten, the Mushroom-Walkers are divided into hair color delimited tribes. These tribes stick to the biome that suits their hair color. &lt;br /&gt;
&lt;br /&gt;
Within that, like Clan-Kin, the pastel haired Gamemakers look after the Den, the dark haired Gamemakers are the hunters and the bright haired Gamemakers are the warriors. The Mushroom-Walkers often wield mushroom-wood spears and  atlal darts. Often, they raid the Shanty Town in order to drag away Stage 2 Gamemakers to join their ranks. Given that Gamemakers burn in sunlight, they hide under the four-five feet of mushrooms or in caves. The Mushroom-Walkers communicate though sign languages, but have not been known to devise tap codes.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some known Mushroom-Walker Tribes include the Watchers-On-The-High-Peaks, Sitters-In-The-Desert-Caves and Guards-Of-The-Yellow-Beach. The Watchers-On-The-High-Peaks have hair ranging from powder blue, to bright blue to dark midnight blue. The Sitters-In-The-Desert-Caves  have colors such as sand-yellow, butter-cup yellow and dark yellow. The Guards-Of-The-Yellow-Beach are known for hair ranging from pastel green, to forest green to jewel green.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Mushroom forests.==&lt;br /&gt;
&lt;br /&gt;
Around the shanty town are &amp;quot;mushrooms&amp;quot; made of Gamemaker parts as the nanites only know how to make those. These mushrooms eat biological matter and turn it into the mushrooms. The caps are skinned in Gamemaker synth skin, within that are layers of Gamemaker hair, giving the mushrooms their colors, and then Gamemaker teeth to stiffen. The layers then reverse, another layer of hair and then another layer of synth skin. These mushrooms act as food, shelter, and tool/weapon parts for the Clan-Kin that dwell along these mushrooms. &lt;br /&gt;
&lt;br /&gt;
These mushrooms burned in sunlight like Gamemakers until natural selection weeded out those unable to survive sunlight. The ones that survived grew a thick layer of Gamemaker organ tissue under the hair, colored white to reflect sunlight. In the mushroom forests, the air is saturated with the Gamemaker nanites, leading anybody who breathes them in to be infected. If a person dies after being infected, as long as the brain is not gone, they will rise again as an Gamemaker after a month. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This leads to escaped rebels, Avoxes and other escapees to end up joining the feral Gamemaker ranks and makes settling the wilds very hard. The Order also scouts the  forests close to the Spire to press gang any newborns it can to join the ranks of the Low Nobility.  Such Gamemakers are dragged underground, dressed in the white rags and assigned to a mentor to begin training. &lt;br /&gt;
&lt;br /&gt;
[[category:Stevie&#039;s Stuff]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1702</id>
		<title>Tales of a Grimdark World Notepad 1</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1702"/>
		<updated>2026-06-01T08:42:06Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After the exodus from Panem to the Exoplanet Aeterna, the Gamemakers are divided into three societies, the hive city of Primus, in Craven-001, the Maddened in the shanty town around the Exile Spire and the Clan-Kin of the surface. &lt;br /&gt;
&lt;br /&gt;
==Hive Primus==&lt;br /&gt;
&lt;br /&gt;
The hive city of Primus is ruled by the Gamemaker Order, still following the same caste system and culture as they did in Panam, on Earth. The humans have also been assigned to castes of their own. Hive Primus is located in Craven-001, a forest of Gothic spires growing from the floor. Built from concrete made from the silicate rock. The settlement is divided into sectors that have differing purpose, such as A-2, a hydroponics sector containing former District Eleven settlers and B-32, a electronics making sector containing setters from District Three.  &lt;br /&gt;
&lt;br /&gt;
Each sector is a a spire of its own, growing from the floor like jagged teeth. The spires are predicted to  merge in times to come. Life in the spires is highly regimented, and living areas tight. Each setter gets a small pod to sleep in and that is it, shared via hot bunking. Clothing is caste uniforms constituting of colored tunics and  pants similar to those worn by the Avoxes of Panam. Food consists of nutri-paste and water, strictly rationed. Everybody follows a strict schedule that is in a chip implanted in their arm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Castes:===&lt;br /&gt;
&lt;br /&gt;
Makers-of-Parts: Former members of District One and District Three, their role is to make the machines, electronics and electrics that the    Gamemaker Order relies on. They wear dark blue. &lt;br /&gt;
&lt;br /&gt;
Workers-of-Darkness: Often CI-Class Avoxes, along with people from the former District Four and Six, their role is sewer maintenance, waterworks, tunnel repair, waste incineration and grid relay inspection. They wear black, waterproofed canvas. &lt;br /&gt;
&lt;br /&gt;
Labors-of-Need: The ones assigned to heavy labor, such as quarry hauling, foundry work, rail shifting, construction support and structural demolition, are often IHL-Class Avoxes and people from former District Seven. They wear bright orange, with harnesses for equipment. &lt;br /&gt;
&lt;br /&gt;
Growers-of-Food: Working in the hydroponics farms, these former District Nine, and Eleven people grow the food for Hive Primus. Their role to is to grow, pack and ship the food the Hive relies on. They wear dark green. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Givers-of-Parts: For people with disabilities, the conically lazy, the elderly or ill who cannot work, a grim fate waits them. Shuffled into this caste, they serve as test subjects, organ banks, blood banks and  experimental labor, hazard testing. The Order considers them useless for anything else. They wear mid-blue. &lt;br /&gt;
&lt;br /&gt;
Servers-of-Gamemakers: Serving the Gamemakers directly are SD-Class Avoxes who wait on the needs of the High Nobility and Royal Family. They also operate the lifts that connect the floors of the hives. They wear muted cream. &lt;br /&gt;
&lt;br /&gt;
Keepers-of-Law: The Peacekeepers, and those who support them. Most hail from the former District Two and are of Nepali blood. They wear white.&lt;br /&gt;
&lt;br /&gt;
Maintainers-of-Water: Hailing from the former District Four, their role is to maintain and fix water systems, piped in from the nearby Lux Sea and down to Hive Primus. They wear powder blue. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Builders-of-Space, the people of District 12 are assigned to mine and build in order to grow the Hive and as a punishment for their rebel past. &lt;br /&gt;
&lt;br /&gt;
Harnessers-of-Light, former members of District Five, their duties is to maintain the power grids, care for the fusion reactors and keep the artificial UV lights running for the hydroponics sectors. They wear bright yellow. &lt;br /&gt;
&lt;br /&gt;
Weavers-of-Shroud: District Eight has become the caste who use the automated looms and processing plants to make people&#039;s caste uniforms, heavy industrial materials like filters for the water systems, the waterproof clothing of the  Workers-of-Darkness, and insulating liners for the pod bunks. They wear muted grey.&lt;br /&gt;
&lt;br /&gt;
Wardens-of-Vats: The people of District Ten gained the duty of looking after the insect protein, biochemical fluids such as Gamemaker nutri-fluid and corpse reclamation vats. They wear maroon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Maddened==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a Gamemaker develops GDS, they are cast out to the surface via a spire containing a high speed, automatic lift. This Gothic spire pokes from the hive city below, though rock and to Aeterna&#039;s surface. This area of the surface is a plains biome with the spire being the only notable feature. The spire is built from the same  silicate rock concrete  and is surrounded by the ruins of the first landing and a shanty town made from scrap metal, plastics and other sheets of material. These roughly made shacks contain GDS Stage 1 and Stage 2 suffers. &lt;br /&gt;
&lt;br /&gt;
Inside, Stage 1 Gamemakers try to carry on their normal routines and the Stage 2 Gamemakers sit trapped in their hallucinations, obsessions and compulsions. The Stage 1 Gamemakers are the ones looking after their Stage 2 kin, feeding them, giving them hydrogen and protecting them. They also maintain crude machines to produce hydrogen from water and mushroom patches for nutri-fluid. Around the shanty town is a ring of earth cleared of all life by the Order and the Stage 1 Gamemakers, to protect from the ferals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mushroom-Walkers===&lt;br /&gt;
&lt;br /&gt;
Past this clearing, are the embryonic beginnings of mushroom forests made by the Gamemaker nanites eating organic matter. Once a Gamemaker hits Stage 3 GDS, they are cast from the shanty town to join the Mushroom-Walkers. The Mushroom-Walker Tribes use the mushrooms as their main source of food, weapons, armor, tools and other things. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some known Mushroom-Walker Tribes include the Watchers-On-The-High-Peaks, Sitters-In-The-Desert-Caves and Guards-Of-The-Yellow-Beach. The Watchers-On-The-High-Peaks have hair ranging from powder blue, to bright blue to dark midnight blue. The Sitters-In-The-Desert-Caves  have colors such as sand-yellow, butter-cup yellow and dark yellow. The Guards-Of-The-Yellow-Beach are known for hair ranging from pastel green, to forest green to jewel green. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Mushroom forests.==&lt;br /&gt;
&lt;br /&gt;
Around the shanty town are &amp;quot;mushrooms&amp;quot; made of Gamemaker parts as the nanites only know how to make those. These mushrooms eat biological matter and turn it into the mushrooms. The caps are skinned in Gamemaker synth skin, within that are layers of Gamemaker hair, giving the mushrooms their colors, and then Gamemaker teeth to stiffen. The layers then reverse, another layer of hair and then another layer of synth skin. These mushrooms act as food, shelter, and tool/weapon parts for the Clan-Kin that dwell along these mushrooms. &lt;br /&gt;
&lt;br /&gt;
In the mushroom forests, the air is saturated with the Gamemaker nanites, leading anybody who breathes them in to be infected. If a person dies after being infected, as long as the brain is not gone, they will rise again as an Gamemaker after a month. This leads to escaped rebels, Avoxes and other escapees to end up joining the feral Gamemaker ranks and makes settling the wilds very hard. The Order also scouts the  forests close to the Spire to press gang any newborns it can to join the ranks of the Low Nobility. &lt;br /&gt;
&lt;br /&gt;
Such Gamemakers are dragged underground, dressed in the white rags and assigned to a mentor to begin training. &lt;br /&gt;
&lt;br /&gt;
[[category:Stevie&#039;s Stuff]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1701</id>
		<title>Tales of a Grimdark World Notepad 1</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1701"/>
		<updated>2026-06-01T08:38:17Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After the exodus from Panem to the Exoplanet Aeterna, the Gamemakers are divided into three societies, the hive city of Primus, in Craven-001, the Maddened in the shanty town around the Exile Spire and the Clan-Kin of the surface. &lt;br /&gt;
&lt;br /&gt;
==Hive Primus==&lt;br /&gt;
&lt;br /&gt;
The hive city of Primus is ruled by the Gamemaker Order, still following the same caste system and culture as they did in Panam, on Earth. The humans have also been assigned to castes of their own. Hive Primus is located in Craven-001, a forest of Gothic spires growing from the floor. Built from concrete made from the silicate rock. The settlement is divided into sectors that have differing purpose, such as A-2, a hydroponics sector containing former District Eleven settlers and B-32, a electronics making sector containing setters from District Three.  &lt;br /&gt;
&lt;br /&gt;
Each sector is a a spire of its own, growing from the floor like jagged teeth. The spires are predicted to  merge in times to come. Life in the spires is highly regimented, and living areas tight. Each setter gets a small pod to sleep in and that is it, shared via hot bunking. Clothing is caste uniforms constituting of colored tunics and  pants similar to those worn by the Avoxes of Panam. Food consists of nutri-paste and water, strictly rationed. Everybody follows a strict schedule that is in a chip implanted in their arm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Castes:===&lt;br /&gt;
&lt;br /&gt;
Makers-of-Parts: Former members of District One and District Three, their role is to make the machines, electronics and electrics that the    Gamemaker Order relies on. They wear dark blue. &lt;br /&gt;
&lt;br /&gt;
Workers-of-Darkness: Often CI-Class Avoxes, along with people from the former District Four and Six, their role is sewer maintenance, waterworks, tunnel repair, waste incineration and grid relay inspection. They wear black, waterproofed canvas. &lt;br /&gt;
&lt;br /&gt;
Labors-of-Need: The ones assigned to heavy labor, such as quarry hauling, foundry work, rail shifting, construction support and structural demolition, are often IHL-Class Avoxes and people from former District Seven. They wear bright orange, with harnesses for equipment. &lt;br /&gt;
&lt;br /&gt;
Growers-of-Food: Working in the hydroponics farms, these former District Nine, and Eleven people grow the food for Hive Primus. Their role to is to grow, pack and ship the food the Hive relies on. They wear dark green. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Givers-of-Parts: For people with disabilities, the conically lazy, the elderly or ill who cannot work, a grim fate waits them. Shuffled into this caste, they serve as test subjects, organ banks, blood banks and  experimental labor, hazard testing. The Order considers them useless for anything else. They wear mid-blue. &lt;br /&gt;
&lt;br /&gt;
Servers-of-Gamemakers: Serving the Gamemakers directly are SD-Class Avoxes who wait on the needs of the High Nobility and Royal Family. They also operate the lifts that connect the floors of the hives. They wear muted cream. &lt;br /&gt;
&lt;br /&gt;
Keepers-of-Law: The Peacekeepers, and those who support them. Most hail from the former District Two and are of Nepali blood. They wear white.&lt;br /&gt;
&lt;br /&gt;
Maintainers-of-Water: Hailing from the former District Four, their role is to maintain and fix water systems, piped in from the nearby Lux Sea and down to Hive Primus. They wear powder blue. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Builders-of-Space, the people of District 12 are assigned to mine and build in order to grow the Hive and as a punishment for their rebel past. &lt;br /&gt;
&lt;br /&gt;
Harnessers-of-Light, former members of District Five, their duties is to maintain the power grids, care for the fusion reactors and keep the artificial UV lights running for the hydroponics sectors. They wear bright yellow. &lt;br /&gt;
&lt;br /&gt;
Weavers-of-Shroud: District Eight has become the caste who use the automated looms and processing plants to make people&#039;s caste uniforms, heavy industrial materials like filters for the water systems, the waterproof clothing of the  Workers-of-Darkness, and insulating liners for the pod bunks. They wear muted grey.&lt;br /&gt;
&lt;br /&gt;
Wardens-of-Vats: The people of District Ten gained the duty of looking after the insect protein, biochemical fluids such as Gamemaker nutri-fluid and corpse reclamation vats. They wear maroon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Maddened and the Mushroom-Walkers===&lt;br /&gt;
&lt;br /&gt;
When a Gamemaker develops GDS, they are cast out to the surface via a spire containing a high speed, automatic lift. This Gothic spire pokes from the hive city below, though rock and to Aeterna&#039;s surface. This area of the surface is a plains biome with the spire being the only notable feature. The spire is built from the same  silicate rock concrete  and is surrounded by the ruins of the first landing and a shanty town made from scrap metal, plastics and other sheets of material. These roughly made shacks contain GDS Stage 1 and Stage 2 suffers. &lt;br /&gt;
&lt;br /&gt;
Inside, Stage 1 Gamemakers try to carry on their normal routines and the Stage 2 Gamemakers sit trapped in their hallucinations, obsessions and compulsions. The Stage 1 Gamemakers are the ones looking after their Stage 2 kin, feeding them, giving them hydrogen and protecting them. They also maintain crude machines to produce hydrogen from water and mushroom patches for nutri-fluid. Around the shanty town is a ring of earth cleared of all life by the Order and the Stage 1 Gamemakers, to protect from the ferals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Past this clearing, are the embryonic beginnings of mushroom forests made by the Gamemaker nanites eating organic matter. The caps are skinned in Gamemaker synth skin, within that are layers of Gamemaker hair, giving the mushrooms their colors, and then Gamemaker teeth to stiffen. The layers then reverse, another layer of hair and then another layer of synth skin. These mushrooms act as food, shelter, and tool/weapon parts for the Clan-Kin that dwell along these mushrooms. Once a Gamemaker hits Stage 3 GDS, they are cast from the shanty town to join the Clan-Kin.&lt;br /&gt;
&lt;br /&gt;
The Clan-Kin are like those in the Hall of the Forgotten, besides the fact the colors are separated by biome and not by height. Some known Clan-Kin Clans include the Watchers-On-The-High-Peaks, Sitters-In-The-Desert-Caves and Guards-Of-The-Yellow-Beach. The Watchers-On-The-High-Peaks have hair ranging from powder blue, to bright blue to dark midnight blue. The Sitters-In-The-Desert-Caves  have colors such as sand-yellow, butter-cup yellow and dark yellow. The Guards-Of-The-Yellow-Beach are known for hair ranging from pastel green, to forest green to jewel green. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the mushroom forests, the air is saturated with the Gamemaker nanites, leading anybody who breathes them in to be infected. If a person dies after being infected, as long as the brain is not gone, they will rise again as an Gamemaker after a month. This leads to escaped rebels, Avoxes and other escapees to end up joining the feral Gamemaker ranks and makes settling the wilds very hard. The Order also scouts the  forests close to the Spire to press gang any newborns it can to join the ranks of the Low Nobility. &lt;br /&gt;
&lt;br /&gt;
Such Gamemakers are dragged underground, dressed in the white rags and assigned to a mentor to begin training. &lt;br /&gt;
&lt;br /&gt;
[[category:Stevie&#039;s Stuff]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1700</id>
		<title>Tales of a Grimdark World Notepad 1</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1700"/>
		<updated>2026-06-01T08:37:04Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After the exodus from Panem to the Exoplanet Aeterna, the Gamemakers are divided into three societies, the hive city of Primus, in Craven-001, the Maddened in the shanty town around the Exile Spire and the Clan-Kin of the surface. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hive city of Primus is ruled by the Gamemaker Order, still following the same caste system and culture as they did in Panam, on Earth. The humans have also been assigned to castes of their own. Hive Primus is located in Craven-001, a forest of Gothic spires growing from the floor. Built from concrete made from the silicate rock. The settlement is divided into sectors that have differing purpose, such as A-2, a hydroponics sector containing former District Eleven settlers and B-32, a electronics making sector containing setters from District Three.  &lt;br /&gt;
&lt;br /&gt;
Each sector is a a spire of its own, growing from the floor like jagged teeth. The spires are predicted to  merge in times to come. Life in the spires is highly regimented, and living areas tight. Each setter gets a small pod to sleep in and that is it, shared via hot bunking. Clothing is caste uniforms constituting of colored tunics and  pants similar to those worn by the Avoxes of Panam. Food consists of nutri-paste and water, strictly rationed. Everybody follows a strict schedule that is in a chip implanted in their arm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Castes:&lt;br /&gt;
&lt;br /&gt;
Makers-of-Parts: Former members of District One and District Three, their role is to make the machines, electronics and electrics that the    Gamemaker Order relies on. They wear dark blue. &lt;br /&gt;
&lt;br /&gt;
Workers-of-Darkness: Often CI-Class Avoxes, along with people from the former District Four and Six, their role is sewer maintenance, waterworks, tunnel repair, waste incineration and grid relay inspection. They wear black, waterproofed canvas. &lt;br /&gt;
&lt;br /&gt;
Labors-of-Need: The ones assigned to heavy labor, such as quarry hauling, foundry work, rail shifting, construction support and structural demolition, are often IHL-Class Avoxes and people from former District Seven. They wear bright orange, with harnesses for equipment. &lt;br /&gt;
&lt;br /&gt;
Growers-of-Food: Working in the hydroponics farms, these former District Nine, and Eleven people grow the food for Hive Primus. Their role to is to grow, pack and ship the food the Hive relies on. They wear dark green. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Givers-of-Parts: For people with disabilities, the conically lazy, the elderly or ill who cannot work, a grim fate waits them. Shuffled into this caste, they serve as test subjects, organ banks, blood banks and  experimental labor, hazard testing. The Order considers them useless for anything else. They wear mid-blue. &lt;br /&gt;
&lt;br /&gt;
Servers-of-Gamemakers: Serving the Gamemakers directly are SD-Class Avoxes who wait on the needs of the High Nobility and Royal Family. They also operate the lifts that connect the floors of the hives. They wear muted cream. &lt;br /&gt;
&lt;br /&gt;
Keepers-of-Law: The Peacekeepers, and those who support them. Most hail from the former District Two and are of Nepali blood. They wear white.&lt;br /&gt;
&lt;br /&gt;
Maintainers-of-Water: Hailing from the former District Four, their role is to maintain and fix water systems, piped in from the nearby Lux Sea and down to Hive Primus. They wear powder blue. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Builders-of-Space, the people of District 12 are assigned to mine and build in order to grow the Hive and as a punishment for their rebel past. &lt;br /&gt;
&lt;br /&gt;
Harnessers-of-Light, former members of District Five, their duties is to maintain the power grids, care for the fusion reactors and keep the artificial UV lights running for the hydroponics sectors. They wear bright yellow. &lt;br /&gt;
&lt;br /&gt;
Weavers-of-Shroud: District Eight has become the caste who use the automated looms and processing plants to make people&#039;s caste uniforms, heavy industrial materials like filters for the water systems, the waterproof clothing of the  Workers-of-Darkness, and insulating liners for the pod bunks. They wear muted grey.&lt;br /&gt;
&lt;br /&gt;
Wardens-of-Vats: The people of District Ten gained the duty of looking after the insect protein, biochemical fluids such as Gamemaker nutri-fluid and corpse reclamation vats. They wear maroon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
When a Gamemaker develops GDS, they are cast out to the surface via a spire containing a high speed, automatic lift. This Gothic spire pokes from the hive city below, though rock and to Aeterna&#039;s surface. This area of the surface is a plains biome with the spire being the only notable feature. The spire is built from the same  silicate rock concrete  and is surrounded by the ruins of the first landing and a shanty town made from scrap metal, plastics and other sheets of material. These roughly made shacks contain GDS Stage 1 and Stage 2 suffers. &lt;br /&gt;
&lt;br /&gt;
Inside, Stage 1 Gamemakers try to carry on their normal routines and the Stage 2 Gamemakers sit trapped in their hallucinations, obsessions and compulsions. The Stage 1 Gamemakers are the ones looking after their Stage 2 kin, feeding them, giving them hydrogen and protecting them. They also maintain crude machines to produce hydrogen from water and mushroom patches for nutri-fluid. Around the shanty town is a ring of earth cleared of all life by the Order and the Stage 1 Gamemakers, to protect from the ferals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Past this clearing, are the embryonic beginnings of mushroom forests made by the Gamemaker nanites eating organic matter. The caps are skinned in Gamemaker synth skin, within that are layers of Gamemaker hair, giving the mushrooms their colors, and then Gamemaker teeth to stiffen. The layers then reverse, another layer of hair and then another layer of synth skin. These mushrooms act as food, shelter, and tool/weapon parts for the Clan-Kin that dwell along these mushrooms. Once a Gamemaker hits Stage 3 GDS, they are cast from the shanty town to join the Clan-Kin.&lt;br /&gt;
&lt;br /&gt;
The Clan-Kin are like those in the Hall of the Forgotten, besides the fact the colors are separated by biome and not by height. Some known Clan-Kin Clans include the Watchers-On-The-High-Peaks, Sitters-In-The-Desert-Caves and Guards-Of-The-Yellow-Beach. The Watchers-On-The-High-Peaks have hair ranging from powder blue, to bright blue to dark midnight blue. The Sitters-In-The-Desert-Caves  have colors such as sand-yellow, butter-cup yellow and dark yellow. The Guards-Of-The-Yellow-Beach are known for hair ranging from pastel green, to forest green to jewel green. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the mushroom forests, the air is saturated with the Gamemaker nanites, leading anybody who breathes them in to be infected. If a person dies after being infected, as long as the brain is not gone, they will rise again as an Gamemaker after a month. This leads to escaped rebels, Avoxes and other escapees to end up joining the feral Gamemaker ranks and makes settling the wilds very hard. The Order also scouts the  forests close to the Spire to press gang any newborns it can to join the ranks of the Low Nobility. &lt;br /&gt;
&lt;br /&gt;
Such Gamemakers are dragged underground, dressed in the white rags and assigned to a mentor to begin training. &lt;br /&gt;
&lt;br /&gt;
[[category:Stevie&#039;s Stuff]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1699</id>
		<title>Tales of a Grimdark World Notepad 1</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1699"/>
		<updated>2026-06-01T08:35:29Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After the exodus from Panem to the Exoplanet Aeterna, the Gamemakers are divided into three societies, the hive city of Primus, in Craven-001, the Maddened in the shanty town around the Exile Spire and the Clan-Kin of the surface. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hive city of Primus is ruled by the Gamemaker Order, still following the same caste system and culture as they did in Panam, on Earth. The humans have also been assigned to castes of their own. Hive Primus is located in Craven-001, a forest of Gothic spires growing from the floor. Built from concrete made from the silicate rock. The settlement is divided into sectors that have differing purpose, such as A-2, a hydroponics sector containing former District Eleven settlers and B-32, a electronics making sector containing setters from District Three.  &lt;br /&gt;
&lt;br /&gt;
Each sector is a a spire of its own, growing from the floor like jagged teeth. The spires are predicted to  merge in times to come. Life in the spires is highly regimented, and living areas tight. Each setter gets a small pod to sleep in and that is it, shared via hot bunking. Clothing is caste uniforms constituting of colored tunics and  pants similar to those worn by the Avoxes of Panam. Food consists of nutri-paste and water, strictly rationed. Everybody follows a strict schedule that is in a chip implanted in their arm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Castes:&lt;br /&gt;
&lt;br /&gt;
Makers-of-Parts: Former members of District One and District Three, their role is to make the machines, electronics and electrics that the    Gamemaker Order relies on. They wear dark blue. &lt;br /&gt;
&lt;br /&gt;
Workers-of-Darkness: Often CI-Class Avoxes, along with people from the former District Four and Six, their role is sewer maintenance, waterworks, tunnel repair, waste incineration and grid relay inspection. They wear black, waterproofed canvas. &lt;br /&gt;
&lt;br /&gt;
Labors-of-Need: The ones assigned to heavy labor, such as quarry hauling, foundry work, rail shifting, construction support and structural demolition, are often IHL-Class Avoxes and people from former District Seven. They wear bright orange, with harnesses for equipment. &lt;br /&gt;
&lt;br /&gt;
Growers-of-Food: Working in the hydroponics farms, these former District Nine, and Eleven people grow the food for Hive Primus. Their role to is to grow, pack and ship the food the Hive relies on. They wear dark green. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Givers-of-Parts: For people with disabilities, the conically lazy, the elderly or ill who cannot work, a grim fate waits them. Shuffled into this caste, they serve as test subjects, organ banks, blood banks and  experimental labor, hazard testing. The Order considers them useless for anything else. They wear mid-blue. &lt;br /&gt;
&lt;br /&gt;
Servers-of-Gamemakers: Serving the Gamemakers directly are SD-Class Avoxes who wait on the needs of the High Nobility and Royal Family. They also operate the lifts that connect the floors of the hives. They wear muted cream. &lt;br /&gt;
&lt;br /&gt;
Keepers-of-Law: The Peacekeepers, and those who support them. Most hail from the former District Two and are of Nepali blood. They wear white.&lt;br /&gt;
&lt;br /&gt;
Maintainers-of-Water: Hailing from the former District Four, their role is to maintain and fix water systems, piped in from the nearby Lux Sea and down to Hive Primus. They wear powder blue. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Builders-of-Space, the people of District 12 are assigned to mine and build in order to grow the Hive and as a punishment for their rebel past. &lt;br /&gt;
&lt;br /&gt;
Harnessers-of-Light, former members of District Five, their duties is to maintain the power grids, care for the fusion reactors and keep the artificial UV lights running for the hydroponics sectors. They wear bright yellow. &lt;br /&gt;
&lt;br /&gt;
Weavers-of-Shroud: District Eight has become the caste who use the automated looms and processing plants to make people&#039;s caste uniforms, heavy industrial materials like filters for the water systems, the waterproof clothing of the  Workers-of-Darkness, and insulating liners for the pod bunks. They wear muted grey.&lt;br /&gt;
&lt;br /&gt;
Wardens-of-Vats: The people of District Ten gained the duty of looking after the insect protein, biochemical fluids such as Gamemaker nutri-fluid and corpse reclamation vats. They wear maroon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
When a Gamemaker develops GDS, they are cast out to the surface via a spire containing a high speed, automatic lift. This Gothic spire pokes from the hive city below, though rock and to Aeterna&#039;s surface. This area of the surface is a plains biome with the spire being the only notable feature. The spire is built from the same  silicate rock concrete  and is surrounded by the ruins of the first landing and a shanty town made from scrap metal, plastics and other sheets of material. These roughly made shacks contain GDS Stage 1 and Stage 2 suffers. &lt;br /&gt;
&lt;br /&gt;
Inside, Stage 1 Gamemakers try to carry on their normal routines and the Stage 2 Gamemakers sit trapped in their hallucinations, obsessions and compulsions. The Stage 1 Gamemakers are the ones looking after their Stage 2 kin, feeding them, giving them hydrogen and protecting them. They also maintain crude machines to produce hydrogen from water and mushroom patches for nutri-fluid. Around the shanty town is a ring of earth cleared of all life by the Order and the Stage 1 Gamemakers, to protect from the ferals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Past this clearing, are the embryonic beginnings of mushroom forests made by the Gamemaker nanites eating organic matter. The caps are skinned in Gamemaker synth skin, within that are layers of Gamemaker hair, giving the mushrooms their colors, and then Gamemaker teeth to stiffen. The layers then reverse, another layer of hair and then another layer of synth skin. These mushrooms act as food, shelter, and tool/weapon parts for the Clan-Kin that dwell along these mushrooms. Once a Gamemaker hits Stage 3 GDS, they are cast from the shanty town to join the Clan-Kin.&lt;br /&gt;
&lt;br /&gt;
The Clan-Kin are like those in the Hall of the Forgotten, besides the fact the colors are separated by biome and not by height. Some known Clan-Kin Clans include the Watchers-On-The-High-Peaks, Sitters-In-The-Desert-Caves and Guards-Of-The-Yellow-Beach. The Watchers-On-The-High-Peaks have hair ranging from powder blue, to bright blue to dark midnight blue. The Sitters-In-The-Desert-Caves  have colors such as sand-yellow, butter-cup yellow and dark yellow. The Guards-Of-The-Yellow-Beach are known for hair ranging from pastel green, to forest green to jewel green. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the mushroom forests, anybody who dies will rise again as an Gamemaker after the normal turning time. This leads to escaped rebels, Avoxes and other escapees to end up joining the feral Gamemaker ranks. The Order also scouts the  forests close to the Spire to press gang any newborns it can to join the ranks of the Low Nobility. Such Gamemakers are dragged underground, dressed in the white rags and assigned to a mentor to begin training. &lt;br /&gt;
&lt;br /&gt;
[[category:Stevie&#039;s Stuff]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1698</id>
		<title>Sandbox / Biology Rewrites</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1698"/>
		<updated>2026-05-31T19:28:57Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Kelet Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kelet Kin&#039;toni Clan are adapted to the subarctic, rocky, tree covered Wyrra Taiga Hills. They are lean, highly muscled, and long limbed of build. The torso is longer then normal. They are adapted for high-speed endurance running across uneven terrain. This elongated, high-leverage body makes them prone to getting stuck in dense bush or other small spaces. The skin is charcoal-gray in color to blend in with the trees, and it is  heavily reinforced using an  matrix of cross-linked collagen fibers  to lower the risk of tearing.&lt;br /&gt;
&lt;br /&gt;
The  hyper-dense, leathery hide lacks flexibility, making it even harder for them to fit into small spaces. The hair is steel grey and coarse in texture, and is an a long, shaggy mane going down their spines. It is adapted to shed freezing rain and heavy snowfall from their bodies. Their eyes are t emerald-green, and have an massive, horizontally elongated pupil in each eye. This gives them a wide view of the forest floor while running but also  severely limits their vertical field of vision.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This leaves them vulnerable to foes dropping from the high canopy. Their ears are long, pointed and very mobile with specialized internal muscular rings  to lock that ears in diffident positions to track prey. The nose has a  specialized dual-valved vestibule  for trapping and recycling exhaled moisture in order to keep the olfactory lining wet in the cold, dry air. The  teeth are very long, slender and backward curved for sinking into and holding the thick furred taiga prey. These teeth are very brittle and prone to snapping if they hit bone. &lt;br /&gt;
&lt;br /&gt;
Their claws are short, thick and wedge shaped. These  non-retractable claws act as track spikes for gripping wet clay  clay and slippery needles. The claws are blunt, and cannot be used as a weapon. The feet are digitigrade and with flexible, independent outer toes for stabilizing themselves on the gravel slopes. These toe joints are hyperflexable but lack rigid structural support, making their toes easy to dislocate on flat hard ground. Inside, the blood vessels have  microscopic bypass valves that contain an thick, glucose-heavy protein fluid.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By moving this fluid to their limbs, it stops their muscles from freezing. Thest chests contain air filled multi chambered shock absorber sacs for cushioning their internal organs. These protect from  violent impacts such as falling. The hepatic cell clots have adapted to  rapidly extract dietary iron from prey blood as an adaption to deal with cold, sluggish prey blood. The extreme iron concentration is also a metabolic burden that leads to  rapid, toxic organ failure, and this can only be stopped by flushing their system with fresh blood.&lt;br /&gt;
&lt;br /&gt;
The rib cage is interlocked and overlapping like roof riles as to protect the  thoracic cavity from impacts. Due to its interlocking structure, they have limited flexibility, and cannot bend or arch the upper body deeply. They are able to survive sudden, unexpected temperature drops  such as during blizzards using an temporary reduction in cellular energy expenditure. The blood vessels have  high-pressure, muscular contraction-points that can clamp shut to stop bleeding of fluids, but it also traps waste in the rest of the body. This leads to painful swelling and bruising. &lt;br /&gt;
&lt;br /&gt;
==Kelnysi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Keris Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kimetdar Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin&#039;ire Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin-ver Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kinper Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Litara Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Luserkel Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ninal Kin&#039;toni Clan== &lt;br /&gt;
&lt;br /&gt;
==Nyale Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Rilpertiadanbur Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Swutonsul Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Undmos Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Untburpol Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Urayachay Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ustsulunt Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wan&#039;rila Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wor&#039;ardi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wyta Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Yoush Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Project: Biology Rewrites]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1697</id>
		<title>Sandbox / Biology Rewrites</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1697"/>
		<updated>2026-05-31T18:56:16Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Kelet Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kelet Kin&#039;toni Clan are adapted to the subarctic, rocky, tree covered Wyrra Taiga Hills. They are lean, highly muscled, and long limbed of build. The torso is longer then normal. They are adapted for high-speed endurance running across uneven terrain. This elongated, high-leverage body makes them prone to getting stuck in dense bush or other small spaces. The skin is charcoal-gray in color to blend in with the trees, and it is  heavily reinforced using an  matrix of cross-linked collagen fibers  to lower the risk of tearing.&lt;br /&gt;
&lt;br /&gt;
The  hyper-dense, leathery hide lacks flexibility, making it even harder for them to fit into small spaces. The hair is steel grey and coarse in texture, and is an a long, shaggy mane going down their spines. It is adapted to shed freezing rain and heavy snowfall from their bodies. Their eyes are t emerald-green, and have an massive, horizontally elongated pupil in each eye. This gives them a wide view of the forest floor while running but also  severely limits their vertical field of vision.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This leaves them vulnerable to foes dropping from the high canopy. Their ears are long, pointed and very mobile with specialized internal muscular rings  to lock that ears in diffident positions to track prey. The nose has a  specialized dual-valved vestibule  for trapping and recycling exhaled moisture in order to keep the olfactory lining wet in the cold, dry air. The  teeth are very long, slender and backward curved for sinking into and holding the thick furred taiga prey. These teeth are very brittle and prone to snapping if they hit bone. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Claws: They possess short, thick, wedge-shaped claws that are non-retractable and rock-hard, acting like athletic track spikes to grip slippery pine needles and wet clay.&lt;br /&gt;
&lt;br /&gt;
Weakness: The short, blunt wedge design lacks any slicing edge, rendering their hands completely useless for slashing attacks or tearing open prey hides.&lt;br /&gt;
&lt;br /&gt;
Feet: The feet are long and digitigrade with highly flexible, independent outer toes that wrap around loose rocks, stabilizing their stance on steep, shifting gravel slopes.&lt;br /&gt;
&lt;br /&gt;
Weakness: The hyper-flexible toe joints lack rigid structural support, making them highly susceptible to severe dislocations if they land awkwardly on flat, hard ground.&lt;br /&gt;
&lt;br /&gt;
Internal Adaptations&lt;br /&gt;
Vascular Antifreeze Crystallization Shunts: The thickened blood vessels feature specialized microscopic bypass valves that channel a thick, glucose-heavy protein fluid to the extremities to keep muscles from freezing.&lt;br /&gt;
&lt;br /&gt;
Weakness: This thick, syrupy fluid drastically slows their overall nerve conduction velocity, resulting in significantly delayed physical reaction times.&lt;br /&gt;
&lt;br /&gt;
Repurposed Lungs (Pneumatic Shock Buffers): The atrophied lungs are transformed into twin, air-filled, multi-chambered shock-absorbing sacs that cushion their internal organs against violent impacts during tumbles down rocky hills.&lt;br /&gt;
&lt;br /&gt;
Weakness: This complete structural conversion strips away their internal oxygen reserves, making them entirely dependent on real-time, uninterrupted cutaneous (skin-based) respiration.&lt;br /&gt;
&lt;br /&gt;
Hepatic Iron-Sling Filters: The hepatic cell clots are hyper-developed to rapidly extract and concentrate massive amounts of dietary iron from cold, sluggish prey blood.&lt;br /&gt;
&lt;br /&gt;
Weakness: This extreme iron concentration creates a severe metabolic burden, causing rapid, toxic organ failure if they do not constantly flush their system by consuming fresh, uncoagulated blood.&lt;br /&gt;
&lt;br /&gt;
Skeletal Rib-Cage Interlocking: The RNA rewrite drives additional calcium to the ribs, causing them to partially overlap like roof shingles to protect the thoracic cavity during high-speed crashes on rocky terrain.&lt;br /&gt;
&lt;br /&gt;
Weakness: This interlocking structure severely limits their chest expansion and flexibility, leaving them unable to deeply bend or arch their upper body.&lt;br /&gt;
&lt;br /&gt;
Exothermic Metabolic Torpor Brake: Their altered mitochondria can trigger an automatic, temporary reduction in cellular energy expenditure to survive sudden, unexpected temperature drops during arctic blizzards.&lt;br /&gt;
&lt;br /&gt;
Weakness: While this metabolic brake is active, their physical movement is reduced to a agonizingly slow crawl, leaving them completely defenseless if discovered by enemies.&lt;br /&gt;
&lt;br /&gt;
Lymphatic Valvular Lock: The modified lymphatic system contains high-pressure, muscular contraction-points that lock tight to prevent internal fluid bleeding when a limb is completely severed.&lt;br /&gt;
&lt;br /&gt;
Weakness: This localized lockdown traps stagnant cellular waste in the rest of the body, causing agonizing, systemic chemical swelling that lasts for days after the injury.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kelnysi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Keris Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kimetdar Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin&#039;ire Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin-ver Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kinper Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Litara Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Luserkel Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ninal Kin&#039;toni Clan== &lt;br /&gt;
&lt;br /&gt;
==Nyale Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Rilpertiadanbur Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Swutonsul Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Undmos Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Untburpol Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Urayachay Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ustsulunt Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wan&#039;rila Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wor&#039;ardi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wyta Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Yoush Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Project: Biology Rewrites]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1696</id>
		<title>Sandbox / Biology Rewrites</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1696"/>
		<updated>2026-05-31T18:45:46Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Kelet Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
Kelet Kin&#039;toni Clan adapted to the Wyrra Taiga Hills&lt;br /&gt;
&lt;br /&gt;
The Wyrra Taiga Hills present a challenging subarctic landscape of rolling, rocky elevations covered in dense stands of larch, spruce, and pine. The ground is characterized by a mix of permafrost, treacherous loose scree, and a thick carpet of slippery pine needles. Because kin&#039;toni are strictly exothermic and absolute nocturnal creatures who cannot walk in daylight, this clan faces the dual challenge of freezing subarctic nights and chasing swift prey up and down steep, rugged slopes under the cover of darkness.&lt;br /&gt;
&lt;br /&gt;
Here are the specific external and internal adaptations for a Wyrra Kelet kin&#039;toni, along with the precise biological cost or weakness of each:&lt;br /&gt;
&lt;br /&gt;
External Adaptations&lt;br /&gt;
Build: They feature a lean, highly muscled, and long-limbed mesomorphic frame with an elongated torso, built for high-speed endurance running across uneven uphill and downhill terrain.&lt;br /&gt;
&lt;br /&gt;
Weakness: The elongated, high-leverage frame requires a vast amount of physical clearance, making them clumsy and prone to getting stuck in tight, claustrophobic caves or dense brush.&lt;br /&gt;
&lt;br /&gt;
Skin: The skin is a dark, frosted charcoal-gray color to blend with moonlit pine trunks, heavily reinforced with a dense matrix of cross-linked collagen fibers that resist tearing from jagged rocks and pine branches.&lt;br /&gt;
&lt;br /&gt;
Weakness: This hyper-dense, leathery hide has almost zero flexibility, severely restricting their ability to twist or contort their spine during defensive maneuvers.&lt;br /&gt;
&lt;br /&gt;
Hair: The hair is a coarse, steel-gray color that grows as a long, shaggy mane extending down the spine, serving to shed freezing rain and heavy snowfall away from their core.&lt;br /&gt;
&lt;br /&gt;
Weakness: This long, shaggy hair easily snags on jagged tree bark and low-hanging branches, leaving them vulnerable to being temporarily trapped during a high-speed chase.&lt;br /&gt;
&lt;br /&gt;
Eyes: The eyes are a brilliant, luminescent emerald-green color with massive, horizontally elongated pupils that provide a panoramic view of the dark forest floor while running.&lt;br /&gt;
&lt;br /&gt;
Weakness: The horizontal pupil structure severely limits their vertical field of vision, making them highly vulnerable to aerial predators or threats dropping from the high canopy.&lt;br /&gt;
&lt;br /&gt;
Ears: The external ears are elongated, pointed, and highly mobile, featuring specialized internal muscular rings that can lock the ears forward to track the acoustic crunch of footsteps through snow.&lt;br /&gt;
&lt;br /&gt;
Weakness: Locking the ears forward creates a total auditory blind spot directly behind them, allowing rivals to easily stalk them from the rear.&lt;br /&gt;
&lt;br /&gt;
Nose: The nasal passage contains a specialized dual-valved vestibule that traps exhaled moisture and recycles it to keep the olfactory lining wet in the arid, subarctic air.&lt;br /&gt;
&lt;br /&gt;
Weakness: This moisture-trapping design produces a constant, low-frequency wheezing sound that compromises their stealth when hiding in dead silence.&lt;br /&gt;
&lt;br /&gt;
Teeth: The canine teeth are exceptionally long, slender, and curved backward like ice picks, perfectly adapted to sink deep into and hold onto thick-furred taiga prey.&lt;br /&gt;
&lt;br /&gt;
Weakness: The slender, elongated shape makes these teeth highly brittle and prone to snapping off entirely if they strike heavy frozen bone.&lt;br /&gt;
&lt;br /&gt;
Claws: They possess short, thick, wedge-shaped claws that are non-retractable and rock-hard, acting like athletic track spikes to grip slippery pine needles and wet clay.&lt;br /&gt;
&lt;br /&gt;
Weakness: The short, blunt wedge design lacks any slicing edge, rendering their hands completely useless for slashing attacks or tearing open prey hides.&lt;br /&gt;
&lt;br /&gt;
Feet: The feet are long and digitigrade with highly flexible, independent outer toes that wrap around loose rocks, stabilizing their stance on steep, shifting gravel slopes.&lt;br /&gt;
&lt;br /&gt;
Weakness: The hyper-flexible toe joints lack rigid structural support, making them highly susceptible to severe dislocations if they land awkwardly on flat, hard ground.&lt;br /&gt;
&lt;br /&gt;
Internal Adaptations&lt;br /&gt;
Vascular Antifreeze Crystallization Shunts: The thickened blood vessels feature specialized microscopic bypass valves that channel a thick, glucose-heavy protein fluid to the extremities to keep muscles from freezing.&lt;br /&gt;
&lt;br /&gt;
Weakness: This thick, syrupy fluid drastically slows their overall nerve conduction velocity, resulting in significantly delayed physical reaction times.&lt;br /&gt;
&lt;br /&gt;
Repurposed Lungs (Pneumatic Shock Buffers): The atrophied lungs are transformed into twin, air-filled, multi-chambered shock-absorbing sacs that cushion their internal organs against violent impacts during tumbles down rocky hills.&lt;br /&gt;
&lt;br /&gt;
Weakness: This complete structural conversion strips away their internal oxygen reserves, making them entirely dependent on real-time, uninterrupted cutaneous (skin-based) respiration.&lt;br /&gt;
&lt;br /&gt;
Hepatic Iron-Sling Filters: The hepatic cell clots are hyper-developed to rapidly extract and concentrate massive amounts of dietary iron from cold, sluggish prey blood.&lt;br /&gt;
&lt;br /&gt;
Weakness: This extreme iron concentration creates a severe metabolic burden, causing rapid, toxic organ failure if they do not constantly flush their system by consuming fresh, uncoagulated blood.&lt;br /&gt;
&lt;br /&gt;
Skeletal Rib-Cage Interlocking: The RNA rewrite drives additional calcium to the ribs, causing them to partially overlap like roof shingles to protect the thoracic cavity during high-speed crashes on rocky terrain.&lt;br /&gt;
&lt;br /&gt;
Weakness: This interlocking structure severely limits their chest expansion and flexibility, leaving them unable to deeply bend or arch their upper body.&lt;br /&gt;
&lt;br /&gt;
Exothermic Metabolic Torpor Brake: Their altered mitochondria can trigger an automatic, temporary reduction in cellular energy expenditure to survive sudden, unexpected temperature drops during arctic blizzards.&lt;br /&gt;
&lt;br /&gt;
Weakness: While this metabolic brake is active, their physical movement is reduced to a agonizingly slow crawl, leaving them completely defenseless if discovered by enemies.&lt;br /&gt;
&lt;br /&gt;
Lymphatic Valvular Lock: The modified lymphatic system contains high-pressure, muscular contraction-points that lock tight to prevent internal fluid bleeding when a limb is completely severed.&lt;br /&gt;
&lt;br /&gt;
Weakness: This localized lockdown traps stagnant cellular waste in the rest of the body, causing agonizing, systemic chemical swelling that lasts for days after the injury.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kelnysi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Keris Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kimetdar Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin&#039;ire Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin-ver Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kinper Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Litara Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Luserkel Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ninal Kin&#039;toni Clan== &lt;br /&gt;
&lt;br /&gt;
==Nyale Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Rilpertiadanbur Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Swutonsul Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Undmos Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Untburpol Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Urayachay Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ustsulunt Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wan&#039;rila Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wor&#039;ardi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wyta Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Yoush Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Project: Biology Rewrites]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Finished_/_Biology_Rewrites&amp;diff=1695</id>
		<title>Finished / Biology Rewrites</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Finished_/_Biology_Rewrites&amp;diff=1695"/>
		<updated>2026-05-31T17:45:58Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==Kalor Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kalor are adapted to the [[Yryna Old Coniferous Forest]]. They are bulk,  endomorphic, and compact of build, with shortened limbs as to minimize surface-area-to-mass ratio. This build  significantly reduces their overall agility and flexibility, leading them to be poor at climbing.  Their skin is white in color, thick, and  covered in a dense layer of specialized sebaceous glands. This allows them to make an a thick, tallow-like wax to seal out freezing moisture.This skin struggles with direct oxygen absorption, making them rely on their lungs more. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This happens due to the heavy, waxy lipid barrier severely clogging the cutaneous pores. Their hair is an thick, double coat of coarse, hollow, white hair strands. These are for trapping the stagnant air pockets for maximum structural insulation, to deal with cold winds and sub zero temperatures. The coat is highly flammable, and acts like tinder, leading them being weak to fire and burns. Their eyes are dark brown in color, with an  permanent, thick nictitating membrane. The  permanent, thick nictitating membrane works as an polarized lens. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This allows them to not get slow blindness from night UV glare. The  downside of this is an clouding of fine, close-range depth perception. The ears are small, and flat against the skull. These ears have thick, dense, oily fur as stop the ear  canal from freezing. They have long,  highly vascularized nasal passages to act as a form of heat exchange to warm the air they breathe. The teeth are shout, wedge shaped and with deep iron-mineralized roots. These teeth are adapted to crack through frozen flesh and bone.&lt;br /&gt;
&lt;br /&gt;
The downside of this is a lack of sharper edges to sear though soft flesh flesh such as rival kin&#039;toni. The claws are thick, straight and shade like, being broad and unable to retract. The claws act as climbing crampons on hard ice. The claws are pool at gripping or grasping, leading them to be bad at fine mortar tasks. Their feet are huge, and very padded, having stiff, splayed toes to act as snowshoes for spreading  weight over deep snowdrifts. Inside, their livers and bloodstreams make a large amount of specialized thermal-hysteresis proteins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These proteins aggressively lower the freezing point of cellular water. These allow them to not freeze in the cold forest. This high viscosity, protein dense blood leads to an  circulatory system having to work under great constant hydraulic pressure. This means they are more likely to have heart attacks and strokes. Around their internal organs, is an dry cellular fat lattice, that also contains air. This acts as an thermal buffer protecting the vital organs. Their modified lymphatic filters are hyper-developed in order to hoard iron.&lt;br /&gt;
&lt;br /&gt;
The iron is deposited into the bones to make them denser and more frost resistant. The vascular contraction-points are heavily muscularized. These are able to stop blood flow to the limbs if needed to preserve core fluid pressure., lowing the risk of death from blood loss or frostbite. The downside, is that if a limb is cut off for too long, it is likely to develop necrosis, needing it to be removed.  They have altered mitochondria for generating explosive bursts of cellular kinetic energy in order to help with muscular binding in the cold. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kalraku Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kalraku are adapted to the hyper-arid highlands of the [[Oria Dry Mountain]]. They are elongated, spindly, and skeletal of build, as to have more surface area for rapid heat dissipation. These thin, long limbs have a lack of muscle leverage. This makes them poor at wrestling and dealing with high-impact physical strikes. The skin is ash-white in color, with thick, overlapping, keratinized plates that contain reflective mineral ash to reflect away heat. The downside of this is a lack of  skin flexibility.&lt;br /&gt;
&lt;br /&gt;
This means their skin can tear open painfully if pulled too far. They lack all hair, having just bald flesh with  micro-grooved epidermal ridges. These ridges are for funneling sparse morning dew toward absorbing pores. The eyes are yellow, and deeply recessed inside heavy brow ridges. The eyes have an vertical slit pupil that can  constrict completely in order to protect from blinding high-altitude glare. The outside of the ears are huge, thin, and with large amounts of veins that act as biological radiators to dump unneeded heat into the wind.&lt;br /&gt;
&lt;br /&gt;
Their skulls and clavicles are adapted to have hollow, honeycombed acoustic chambers, that along with their adapted inner ears, act as  amplifier chambers for low-frequency sound waves. These bones are fragile, and lead to the bones being easy to break. The nose has a nasal passages lined with specialized dry-mucosa scales. These are adapted to reclaim water from the blood they feed on in order to stop respiratory fluid loss. The downside of this is an lower ability to track less-noticeable airborne scent trails over long distances. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The teeth are adapted to be short, flat and broad, and are adapted to scrape even the last drops of blood off bones and rocks and to crush hard shells. The teeth lack long fangs and therefore are unable to dig well into soft targets. The claws are long, needle sharp and hard. They are made of dense keratin, and are adapted for climbing solid granite crevices. These claws are easy to break in tight spaces and made walking on flat surfaces clumsy and awkward. The feet have adapted into cloven hooves, with rough, high-friction undersides. &lt;br /&gt;
&lt;br /&gt;
These hooves struggle in soft terrain and lead to the kin&#039;toni sinking in mud and loose sand. The limbs are adapted to have  specialized bypass loops for moving the warm core blood into the ears and limbs for cooling.The bones are adapted to have a large amount of iron in the bones, making them heavy and mineralized in order to  anchor them against high mountain winds. This weight makes them unable to swim, leading them to have to walk along the bottom. The  digestive tract and lymphatic filters have changed in order to take as much water out of food as possible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This water is stored in large sacs in the back as water reserves. These sacs are vulnerable to damage, and busting them is both painful and damaging. The body is able to  trigger a state of daytime cryogenic-like torpor using their modified mitochondria. This state shuts down all unneeded cellular functions to save on blood, water and energy. This daytime torpor makes them helpless and unconscious.  &lt;br /&gt;
&lt;br /&gt;
==Kaxod Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kaxod are adapted to the dense, tangled [[Ler&#039;ther Bushy Grove]]. They are low slung, dwarf-like and  quadrupedal-leaning of of build, in order to move under thorn canopy without standing. This also means they have very poor vertical reach, meaning they are unable to climb trees. Their skin is dull, mottled and lichen-green in order to blend into the forest floor, and is thick and fibrous to deflect slicing briars. This skin is so thick and leathery, that it lacks fine tactile sense, meaning they have very little sense of touch.&lt;br /&gt;
&lt;br /&gt;
The hair is short, coarse, and patch like, being muddy brown bristles that are able to produce an slippery, high-gloss oil. This allows them to slide though the thick bush. Their eyes are small, and milky white in color, with a thick third eyelid to shield to the eyes from sharp twigs. This semi opaque eyelid also leads to an lack of long-range visual acuity, making them almost blind past 100 meters. The ears are small, and flat to the skull in order to stop them catching on thorns while moving through the brush.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The nose has  external fleshy flaps, able to close shut as to expose vomeronasal organs inside the upper lip for tasting the air for blood. Their teeth are short, backward curved and needle sharp, adapted for catching struggling prey even in tight spaces. These teeth are hard to disengage from bites quickly, leading them to be able to be attacked in that time. Their claws are thick, blunt and trowel like, but also  non-retractable. These claws are adapted for caring away dense roots and carving tunnels through the brush.&lt;br /&gt;
&lt;br /&gt;
The claws are blunt, making them unable to be used as weapons. The feet are long and digitigrade, with heavy padding and thick leathery soles in order to protect from sharp sticks and rocks. Inside, their spines are connected via  oversized, fluid-filled fibrocartilage discs to allow for the spine to bend horizontally at extreme angles. This also means the spine is prone to snapping under heavy weight, making it hard for them to carry heavy loads. The blood vessels are coated in highly elastic muscular sheaths.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This allows them to cut off blood supplies if a blood vessel is damaged suchas from razor-thorns. The blood messages are not adapted to be constricted for long amounts of time, leading to  localized tissue ischemia  and muscle cramping. In their liver, the  hepatic &amp;quot;cell clots&amp;quot; are highly specialized in order to find, and neutralize neurotoxic plant saps and secretions from the grove. With the rib cage, it is fused at the sternum to become set of  broad, shield-like bony plates to protect their organs from being impaled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The plate is segmented to allow the hyperflexable spine to bend, as if it was scale mail armor.  The lymphatic filters and hemoglobin recycling glands are flatted and highly pressurized. These are set along their flanks in order to fit their narrow body shape. These are narrow, highly pressurized slits are prone to damage, and if they bust, the body suffers from bad internal bleeding. The internal throat sack is able to make loud, low-frequency clicks that allow them to echo locate through the dense undergrowth.&lt;br /&gt;
&lt;br /&gt;
==Kel&#039;ony Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kel&#039;ony are adapted to the steep, jagged crags, sub-zero winds, permafrost terrain of the [[Ilshlia Boreal Highland]]. They are very dense, broad shouldered and stocky of build having an low center of gravity  as to resist the mountain gales. With their high bone and muscle density, they are not built to be agile, being slow and clumsy in tight, cramped environments like caves or thick brush. The skin is frosted slate blue, to blend with the glaciers, it is thick and lined with cross-hatched epidermal folders in order to keep in a layer of insulating air.&lt;br /&gt;
&lt;br /&gt;
The skin is rigid and heavily folded, leading to be  inelastic and prone to tearing such as along the flanks during quick physical movements. Their hair is snow-white, and is dense, long and woolly. It grows as an double-coat over the scalp, neck, and shoulders and is adapted to shield against frost and hold in body moisture. Their eyes are dark green in color, with an oversized pupil. It also has an  dense layer of dark-tinted ocular proteins in order to filter the blinding glare of moonlit snow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These filters lower the amount of light they harvest, leading them to lack night sight in places without snow. The ears are small, flat and with thick white fur to stop heat loss and frostbite to the inner ear. The nose has an expansive, dual-chambered warming labyrinth containing  a large amount of hyper-vascularized tissue. This warms the sub zero air before it reaches the core. Their teeth are short, thick and with an  heavy outer layer of iron-bound enamel for crushing though frozen flesh and ice.&lt;br /&gt;
&lt;br /&gt;
These teeth being blunt and crushing lack slicing capability. Their claws are long, heavy, non retractable claws, broad and spade like in shape to act as ice axes for scaling the sheer frozen cliffs. These claws are long enough to make fine manipulation hard, and makes using small objects hard. Their feet are wide, with tough leathery soles containing stiff micro bristles to have traction on sheer ice sheets. Inside, their thickened blood vessels have been adapted to have hyper-developed muscular constriction valves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These lock down the limbs in extreme cold to preserve core fluid pressure. The body&#039;s  hepatic cell clots have adapted to release an vascular system with a dense glycoprotein that can stop cellular freezing. Around the lungs and other torso organs is an dense, spongy matrix of fat cells. This helps to keep the internal organs warm, but in hot environments, leads to overheating. The skeleton is adapted to have massive quantities of dietary iron to make the bones stronger in order to  high-altitude falls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The downside of this is being very heavy, and lacking any buoyancy, leading them struggle with water and fragile ice. Their bodies are able to go into deep torpor, allowing them to do dormant without food or water. This also means they are easy to kill being torpid and unresponsive.  The changes in the digestive tract have oversized lymphatic filters in order to  isolate and compress hemoglobin to turn it into an dense, oxygen-rich sludge. This iron-heavy sludge  tends to clot, leading to blockages, unless flushed out by fresh feeding. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Umvera Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Umvera Kin&#039;toni Clan are adapted to the [[Elmatai Sullen Grove]]. They are hyperflexable and lean of build, with an ectomorphic frame and elongated clavicles to make it easy to slip through dense, tangled undergrowth. Their lower dense skeletal mass leads to them being strongly hindered by bone fractures from high-impact crushing damage or heavy blunt force as the bones are easy to break. Their skin is dark green and brown using phlobaphene pigments. This allows them to blend well with the wet tree bark and moss but also leads them to blister and burn significantly faster in sunlight. &lt;br /&gt;
&lt;br /&gt;
Their hair is sparse, coarse and bristly, with an layer of hydrophobic sebum to stop waterlogging and fungal growth in the humid grove.  The eyes are grossly oversized with an highly developed tapetum lucidum to allow them to capture even the faintest light under the trees. The eyes, having extremely sensitive retinas are vulnerable to bright light. Such light inc fire, can bring on blinding photoflash optical shock. The ears have large, high mobile pinnae to allow them to pinpoint the  the sounds of prey in the thick leaf litter. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These ears are sensitive to high-frequency noises or concussive sonic blasts, leading to severe disorientation and temporary loss of hearing. Their noses are deeply convoluted and adapted for filtering and concentrating the iron smell of blood, even in the heavy, damp forest musk. The teeth are long, with deep grooves having  micro-serrations for sawing though the tough hides of forest life. These  thin, micro-serrated enamel edges are brittle and are easy to break by biting down on bone or armor. &lt;br /&gt;
&lt;br /&gt;
The claws are short, heavily curved, and semi-retractable with  thick fibrous ligaments. These claws are good for gripping wet tree bark and moss, but are poor at digging. They have splayed toes with soft, calloused pads on  their broad and prehensile feet. Along with their claws, their  lack of a rigid, supportive arch makes s long-distance sprinting on flat, open ground tiring and mechanically inefficient. Inside, their lungs have been repurposed into high-surface-area vascular sacks to become highly efficient at dealing with the stagnant forest air. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The joints are hypermobile, with  collagen fibers in ligaments laced with elastic proteins. These allow the joints to partially dislocate and bend while not tearing to allow for movement in tight places. The joints being so lax, leads to a lack of ability to lift or push heavy structural loads. The liver is adapted into an hyper-dense cluster of &amp;quot;cell clots&amp;quot;  for dealing quickly with forest toxins, local plant poisons, and mold spores. This system is adapted to local toxins and does not work for those outside.&lt;br /&gt;
&lt;br /&gt;
The body also has an endocrine system that shuts down thermogenesis in order to match the  exact ambient temperature. Being able to match the  ambient temperature of the cold and damp forest allows them to be invisible to the thermal senses owned by some animals and kin&#039;toni. This also makes them sluggish and prone to  muscular lethargy in places colder or hotter then the grove. &lt;br /&gt;
[[Category:Project: Biology Rewrites]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1694</id>
		<title>Sandbox / Biology Rewrites</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1694"/>
		<updated>2026-05-31T17:45:54Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Kelet Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kelnysi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Keris Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kimetdar Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin&#039;ire Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin-ver Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kinper Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Litara Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Luserkel Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ninal Kin&#039;toni Clan== &lt;br /&gt;
&lt;br /&gt;
==Nyale Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Rilpertiadanbur Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Swutonsul Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Undmos Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Untburpol Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Urayachay Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ustsulunt Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wan&#039;rila Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wor&#039;ardi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wyta Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Yoush Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Project: Biology Rewrites]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1693</id>
		<title>Sandbox / Biology Rewrites</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1693"/>
		<updated>2026-05-31T17:45:20Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Kelet Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kelnysi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Keris Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kimetdar Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin&#039;ire Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin-ver Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kinper Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Litara Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Luserkel Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ninal Kin&#039;toni Clan== &lt;br /&gt;
&lt;br /&gt;
==Nyale Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Rilpertiadanbur Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Swutonsul Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Umvera Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Umvera Kin&#039;toni Clan are adapted to the [[Elmatai Sullen Grove]]. They are hyperflexable and lean of build, with an ectomorphic frame and elongated clavicles to make it easy to slip through dense, tangled undergrowth. Their lower dense skeletal mass leads to them being strongly hindered by bone fractures from high-impact crushing damage or heavy blunt force as the bones are easy to break. Their skin is dark green and brown using phlobaphene pigments. This allows them to blend well with the wet tree bark and moss but also leads them to blister and burn significantly faster in sunlight. &lt;br /&gt;
&lt;br /&gt;
Their hair is sparse, coarse and bristly, with an layer of hydrophobic sebum to stop waterlogging and fungal growth in the humid grove.  The eyes are grossly oversized with an highly developed tapetum lucidum to allow them to capture even the faintest light under the trees. The eyes, having extremely sensitive retinas are vulnerable to bright light. Such light inc fire, can bring on blinding photoflash optical shock. The ears have large, high mobile pinnae to allow them to pinpoint the  the sounds of prey in the thick leaf litter. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These ears are sensitive to high-frequency noises or concussive sonic blasts, leading to severe disorientation and temporary loss of hearing. Their noses are deeply convoluted and adapted for filtering and concentrating the iron smell of blood, even in the heavy, damp forest musk. The teeth are long, with deep grooves having  micro-serrations for sawing though the tough hides of forest life. These  thin, micro-serrated enamel edges are brittle and are easy to break by biting down on bone or armor. &lt;br /&gt;
&lt;br /&gt;
The claws are short, heavily curved, and semi-retractable with  thick fibrous ligaments. These claws are good for gripping wet tree bark and moss, but are poor at digging. They have splayed toes with soft, calloused pads on  their broad and prehensile feet. Along with their claws, their  lack of a rigid, supportive arch makes s long-distance sprinting on flat, open ground tiring and mechanically inefficient. Inside, their lungs have been repurposed into high-surface-area vascular sacks to become highly efficient at dealing with the stagnant forest air. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The joints are hypermobile, with  collagen fibers in ligaments laced with elastic proteins. These allow the joints to partially dislocate and bend while not tearing to allow for movement in tight places. The joints being so lax, leads to a lack of ability to lift or push heavy structural loads. The liver is adapted into an hyper-dense cluster of &amp;quot;cell clots&amp;quot;  for dealing quickly with forest toxins, local plant poisons, and mold spores. This system is adapted to local toxins and does not work for those outside.&lt;br /&gt;
&lt;br /&gt;
The body also has an endocrine system that shuts down thermogenesis in order to match the  exact ambient temperature. Being able to match the  ambient temperature of the cold and damp forest allows them to be invisible to the thermal senses owned by some animals and kin&#039;toni. This also makes them sluggish and prone to  muscular lethargy in places colder or hotter then the grove. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Undmos Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Untburpol Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Urayachay Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ustsulunt Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wan&#039;rila Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wor&#039;ardi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wyta Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Yoush Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Project: Biology Rewrites]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1692</id>
		<title>Sandbox / Biology Rewrites</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1692"/>
		<updated>2026-05-31T17:43:39Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==Kalor Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kalor are adapted to the [[Yryna Old Coniferous Forest]]. They are bulk,  endomorphic, and compact of build, with shortened limbs as to minimize surface-area-to-mass ratio. This build  significantly reduces their overall agility and flexibility, leading them to be poor at climbing.  Their skin is white in color, thick, and  covered in a dense layer of specialized sebaceous glands. This allows them to make an a thick, tallow-like wax to seal out freezing moisture.This skin struggles with direct oxygen absorption, making them rely on their lungs more. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This happens due to the heavy, waxy lipid barrier severely clogging the cutaneous pores. Their hair is an thick, double coat of coarse, hollow, white hair strands. These are for trapping the stagnant air pockets for maximum structural insulation, to deal with cold winds and sub zero temperatures. The coat is highly flammable, and acts like tinder, leading them being weak to fire and burns. Their eyes are dark brown in color, with an  permanent, thick nictitating membrane. The  permanent, thick nictitating membrane works as an polarized lens. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This allows them to not get slow blindness from night UV glare. The  downside of this is an clouding of fine, close-range depth perception. The ears are small, and flat against the skull. These ears have thick, dense, oily fur as stop the ear  canal from freezing. They have long,  highly vascularized nasal passages to act as a form of heat exchange to warm the air they breathe. The teeth are shout, wedge shaped and with deep iron-mineralized roots. These teeth are adapted to crack through frozen flesh and bone.&lt;br /&gt;
&lt;br /&gt;
The downside of this is a lack of sharper edges to sear though soft flesh flesh such as rival kin&#039;toni. The claws are thick, straight and shade like, being broad and unable to retract. The claws act as climbing crampons on hard ice. The claws are pool at gripping or grasping, leading them to be bad at fine mortar tasks. Their feet are huge, and very padded, having stiff, splayed toes to act as snowshoes for spreading  weight over deep snowdrifts. Inside, their livers and bloodstreams make a large amount of specialized thermal-hysteresis proteins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These proteins aggressively lower the freezing point of cellular water. These allow them to not freeze in the cold forest. This high viscosity, protein dense blood leads to an  circulatory system having to work under great constant hydraulic pressure. This means they are more likely to have heart attacks and strokes. Around their internal organs, is an dry cellular fat lattice, that also contains air. This acts as an thermal buffer protecting the vital organs. Their modified lymphatic filters are hyper-developed in order to hoard iron.&lt;br /&gt;
&lt;br /&gt;
The iron is deposited into the bones to make them denser and more frost resistant. The vascular contraction-points are heavily muscularized. These are able to stop blood flow to the limbs if needed to preserve core fluid pressure., lowing the risk of death from blood loss or frostbite. The downside, is that if a limb is cut off for too long, it is likely to develop necrosis, needing it to be removed.  They have altered mitochondria for generating explosive bursts of cellular kinetic energy in order to help with muscular binding in the cold. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kalraku Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kalraku are adapted to the hyper-arid highlands of the [[Oria Dry Mountain]]. They are elongated, spindly, and skeletal of build, as to have more surface area for rapid heat dissipation. These thin, long limbs have a lack of muscle leverage. This makes them poor at wrestling and dealing with high-impact physical strikes. The skin is ash-white in color, with thick, overlapping, keratinized plates that contain reflective mineral ash to reflect away heat. The downside of this is a lack of  skin flexibility.&lt;br /&gt;
&lt;br /&gt;
This means their skin can tear open painfully if pulled too far. They lack all hair, having just bald flesh with  micro-grooved epidermal ridges. These ridges are for funneling sparse morning dew toward absorbing pores. The eyes are yellow, and deeply recessed inside heavy brow ridges. The eyes have an vertical slit pupil that can  constrict completely in order to protect from blinding high-altitude glare. The outside of the ears are huge, thin, and with large amounts of veins that act as biological radiators to dump unneeded heat into the wind.&lt;br /&gt;
&lt;br /&gt;
Their skulls and clavicles are adapted to have hollow, honeycombed acoustic chambers, that along with their adapted inner ears, act as  amplifier chambers for low-frequency sound waves. These bones are fragile, and lead to the bones being easy to break. The nose has a nasal passages lined with specialized dry-mucosa scales. These are adapted to reclaim water from the blood they feed on in order to stop respiratory fluid loss. The downside of this is an lower ability to track less-noticeable airborne scent trails over long distances. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The teeth are adapted to be short, flat and broad, and are adapted to scrape even the last drops of blood off bones and rocks and to crush hard shells. The teeth lack long fangs and therefore are unable to dig well into soft targets. The claws are long, needle sharp and hard. They are made of dense keratin, and are adapted for climbing solid granite crevices. These claws are easy to break in tight spaces and made walking on flat surfaces clumsy and awkward. The feet have adapted into cloven hooves, with rough, high-friction undersides. &lt;br /&gt;
&lt;br /&gt;
These hooves struggle in soft terrain and lead to the kin&#039;toni sinking in mud and loose sand. The limbs are adapted to have  specialized bypass loops for moving the warm core blood into the ears and limbs for cooling.The bones are adapted to have a large amount of iron in the bones, making them heavy and mineralized in order to  anchor them against high mountain winds. This weight makes them unable to swim, leading them to have to walk along the bottom. The  digestive tract and lymphatic filters have changed in order to take as much water out of food as possible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This water is stored in large sacs in the back as water reserves. These sacs are vulnerable to damage, and busting them is both painful and damaging. The body is able to  trigger a state of daytime cryogenic-like torpor using their modified mitochondria. This state shuts down all unneeded cellular functions to save on blood, water and energy. This daytime torpor makes them helpless and unconscious.  &lt;br /&gt;
&lt;br /&gt;
==Kaxod Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kaxod are adapted to the dense, tangled [[Ler&#039;ther Bushy Grove]]. They are low slung, dwarf-like and  quadrupedal-leaning of of build, in order to move under thorn canopy without standing. This also means they have very poor vertical reach, meaning they are unable to climb trees. Their skin is dull, mottled and lichen-green in order to blend into the forest floor, and is thick and fibrous to deflect slicing briars. This skin is so thick and leathery, that it lacks fine tactile sense, meaning they have very little sense of touch.&lt;br /&gt;
&lt;br /&gt;
The hair is short, coarse, and patch like, being muddy brown bristles that are able to produce an slippery, high-gloss oil. This allows them to slide though the thick bush. Their eyes are small, and milky white in color, with a thick third eyelid to shield to the eyes from sharp twigs. This semi opaque eyelid also leads to an lack of long-range visual acuity, making them almost blind past 100 meters. The ears are small, and flat to the skull in order to stop them catching on thorns while moving through the brush.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The nose has  external fleshy flaps, able to close shut as to expose vomeronasal organs inside the upper lip for tasting the air for blood. Their teeth are short, backward curved and needle sharp, adapted for catching struggling prey even in tight spaces. These teeth are hard to disengage from bites quickly, leading them to be able to be attacked in that time. Their claws are thick, blunt and trowel like, but also  non-retractable. These claws are adapted for caring away dense roots and carving tunnels through the brush.&lt;br /&gt;
&lt;br /&gt;
The claws are blunt, making them unable to be used as weapons. The feet are long and digitigrade, with heavy padding and thick leathery soles in order to protect from sharp sticks and rocks. Inside, their spines are connected via  oversized, fluid-filled fibrocartilage discs to allow for the spine to bend horizontally at extreme angles. This also means the spine is prone to snapping under heavy weight, making it hard for them to carry heavy loads. The blood vessels are coated in highly elastic muscular sheaths.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This allows them to cut off blood supplies if a blood vessel is damaged suchas from razor-thorns. The blood messages are not adapted to be constricted for long amounts of time, leading to  localized tissue ischemia  and muscle cramping. In their liver, the  hepatic &amp;quot;cell clots&amp;quot; are highly specialized in order to find, and neutralize neurotoxic plant saps and secretions from the grove. With the rib cage, it is fused at the sternum to become set of  broad, shield-like bony plates to protect their organs from being impaled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The plate is segmented to allow the hyperflexable spine to bend, as if it was scale mail armor.  The lymphatic filters and hemoglobin recycling glands are flatted and highly pressurized. These are set along their flanks in order to fit their narrow body shape. These are narrow, highly pressurized slits are prone to damage, and if they bust, the body suffers from bad internal bleeding. The internal throat sack is able to make loud, low-frequency clicks that allow them to echo locate through the dense undergrowth.&lt;br /&gt;
&lt;br /&gt;
==Kel&#039;ony Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kel&#039;ony are adapted to the steep, jagged crags, sub-zero winds, permafrost terrain of the [[Ilshlia Boreal Highland]]. They are very dense, broad shouldered and stocky of build having an low center of gravity  as to resist the mountain gales. With their high bone and muscle density, they are not built to be agile, being slow and clumsy in tight, cramped environments like caves or thick brush. The skin is frosted slate blue, to blend with the glaciers, it is thick and lined with cross-hatched epidermal folders in order to keep in a layer of insulating air.&lt;br /&gt;
&lt;br /&gt;
The skin is rigid and heavily folded, leading to be  inelastic and prone to tearing such as along the flanks during quick physical movements. Their hair is snow-white, and is dense, long and woolly. It grows as an double-coat over the scalp, neck, and shoulders and is adapted to shield against frost and hold in body moisture. Their eyes are dark green in color, with an oversized pupil. It also has an  dense layer of dark-tinted ocular proteins in order to filter the blinding glare of moonlit snow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These filters lower the amount of light they harvest, leading them to lack night sight in places without snow. The ears are small, flat and with thick white fur to stop heat loss and frostbite to the inner ear. The nose has an expansive, dual-chambered warming labyrinth containing  a large amount of hyper-vascularized tissue. This warms the sub zero air before it reaches the core. Their teeth are short, thick and with an  heavy outer layer of iron-bound enamel for crushing though frozen flesh and ice.&lt;br /&gt;
&lt;br /&gt;
These teeth being blunt and crushing lack slicing capability. Their claws are long, heavy, non retractable claws, broad and spade like in shape to act as ice axes for scaling the sheer frozen cliffs. These claws are long enough to make fine manipulation hard, and makes using small objects hard. Their feet are wide, with tough leathery soles containing stiff micro bristles to have traction on sheer ice sheets. Inside, their thickened blood vessels have been adapted to have hyper-developed muscular constriction valves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These lock down the limbs in extreme cold to preserve core fluid pressure. The body&#039;s  hepatic cell clots have adapted to release an vascular system with a dense glycoprotein that can stop cellular freezing. Around the lungs and other torso organs is an dense, spongy matrix of fat cells. This helps to keep the internal organs warm, but in hot environments, leads to overheating. The skeleton is adapted to have massive quantities of dietary iron to make the bones stronger in order to  high-altitude falls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The downside of this is being very heavy, and lacking any buoyancy, leading them struggle with water and fragile ice. Their bodies are able to go into deep torpor, allowing them to do dormant without food or water. This also means they are easy to kill being torpid and unresponsive.  The changes in the digestive tract have oversized lymphatic filters in order to  isolate and compress hemoglobin to turn it into an dense, oxygen-rich sludge. This iron-heavy sludge  tends to clot, leading to blockages, unless flushed out by fresh feeding. &lt;br /&gt;
&lt;br /&gt;
==Kelet Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kelnysi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Keris Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kimetdar Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin&#039;ire Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin-ver Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kinper Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Litara Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Luserkel Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ninal Kin&#039;toni Clan== &lt;br /&gt;
&lt;br /&gt;
==Nyale Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Rilpertiadanbur Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Swutonsul Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Umvera Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Umvera Kin&#039;toni Clan are adapted to the [[Elmatai Sullen Grove]]. They are hyperflexable and lean of build, with an ectomorphic frame and elongated clavicles to make it easy to slip through dense, tangled undergrowth. Their lower dense skeletal mass leads to them being strongly hindered by bone fractures from high-impact crushing damage or heavy blunt force as the bones are easy to break. Their skin is dark green and brown using phlobaphene pigments. This allows them to blend well with the wet tree bark and moss but also leads them to blister and burn significantly faster in sunlight. &lt;br /&gt;
&lt;br /&gt;
Their hair is sparse, coarse and bristly, with an layer of hydrophobic sebum to stop waterlogging and fungal growth in the humid grove.  The eyes are grossly oversized with an highly developed tapetum lucidum to allow them to capture even the faintest light under the trees. The eyes, having extremely sensitive retinas are vulnerable to bright light. Such light inc fire, can bring on blinding photoflash optical shock. The ears have large, high mobile pinnae to allow them to pinpoint the  the sounds of prey in the thick leaf litter. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These ears are sensitive to high-frequency noises or concussive sonic blasts, leading to severe disorientation and temporary loss of hearing. Their noses are deeply convoluted and adapted for filtering and concentrating the iron smell of blood, even in the heavy, damp forest musk. The teeth are long, with deep grooves having  micro-serrations for sawing though the tough hides of forest life. These  thin, micro-serrated enamel edges are brittle and are easy to break by biting down on bone or armor. &lt;br /&gt;
&lt;br /&gt;
The claws are short, heavily curved, and semi-retractable with  thick fibrous ligaments. These claws are good for gripping wet tree bark and moss, but are poor at digging. They have splayed toes with soft, calloused pads on  their broad and prehensile feet. Along with their claws, their  lack of a rigid, supportive arch makes s long-distance sprinting on flat, open ground tiring and mechanically inefficient. Inside, their lungs have been repurposed into high-surface-area vascular sacks to become highly efficient at dealing with the stagnant forest air. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The joints are hypermobile, with  collagen fibers in ligaments laced with elastic proteins. These allow the joints to partially dislocate and bend while not tearing to allow for movement in tight places. The joints being so lax, leads to a lack of ability to lift or push heavy structural loads. The liver is adapted into an hyper-dense cluster of &amp;quot;cell clots&amp;quot;  for dealing quickly with forest toxins, local plant poisons, and mold spores. This system is adapted to local toxins and does not work for those outside.&lt;br /&gt;
&lt;br /&gt;
The body also has an endocrine system that shuts down thermogenesis in order to match the  exact ambient temperature. Being able to match the  ambient temperature of the cold and damp forest allows them to be invisible to the thermal senses owned by some animals and kin&#039;toni. This also makes them sluggish and prone to  muscular lethargy in places colder or hotter then the grove. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Undmos Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Untburpol Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Urayachay Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ustsulunt Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wan&#039;rila Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wor&#039;ardi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wyta Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Yoush Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Project: Biology Rewrites]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1691</id>
		<title>Sandbox / Biology Rewrites</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1691"/>
		<updated>2026-05-30T20:30:41Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==Kalor Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kalor are adapted to the [[Yryna Old Coniferous Forest]]. They are bulk,  endomorphic, and compact of build, with shortened limbs as to minimize surface-area-to-mass ratio. This build  significantly reduces their overall agility and flexibility, leading them to be poor at climbing.  Their skin is white in color, thick, and  covered in a dense layer of specialized sebaceous glands. This allows them to make an a thick, tallow-like wax to seal out freezing moisture.This skin struggles with direct oxygen absorption, making them rely on their lungs more. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This happens due to the heavy, waxy lipid barrier severely clogging the cutaneous pores. Their hair is an thick, double coat of coarse, hollow, white hair strands. These are for trapping the stagnant air pockets for maximum structural insulation, to deal with cold winds and sub zero temperatures. The coat is highly flammable, and acts like tinder, leading them being weak to fire and burns. Their eyes are dark brown in color, with an  permanent, thick nictitating membrane. The  permanent, thick nictitating membrane works as an polarized lens. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This allows them to not get slow blindness from night UV glare. The  downside of this is an clouding of fine, close-range depth perception. The ears are small, and flat against the skull. These ears have thick, dense, oily fur as stop the ear  canal from freezing. They have long,  highly vascularized nasal passages to act as a form of heat exchange to warm the air they breathe. The teeth are shout, wedge shaped and with deep iron-mineralized roots. These teeth are adapted to crack through frozen flesh and bone.&lt;br /&gt;
&lt;br /&gt;
The downside of this is a lack of sharper edges to sear though soft flesh flesh such as rival kin&#039;toni. The claws are thick, straight and shade like, being broad and unable to retract. The claws act as climbing crampons on hard ice. The claws are pool at gripping or grasping, leading them to be bad at fine mortar tasks. Their feet are huge, and very padded, having stiff, splayed toes to act as snowshoes for spreading  weight over deep snowdrifts. Inside, their livers and bloodstreams make a large amount of specialized thermal-hysteresis proteins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These proteins aggressively lower the freezing point of cellular water. These allow them to not freeze in the cold forest. This high viscosity, protein dense blood leads to an  circulatory system having to work under great constant hydraulic pressure. This means they are more likely to have heart attacks and strokes. Around their internal organs, is an dry cellular fat lattice, that also contains air. This acts as an thermal buffer protecting the vital organs. Their modified lymphatic filters are hyper-developed in order to hoard iron.&lt;br /&gt;
&lt;br /&gt;
The iron is deposited into the bones to make them denser and more frost resistant. The vascular contraction-points are heavily muscularized. These are able to stop blood flow to the limbs if needed to preserve core fluid pressure., lowing the risk of death from blood loss or frostbite. The downside, is that if a limb is cut off for too long, it is likely to develop necrosis, needing it to be removed.  They have altered mitochondria for generating explosive bursts of cellular kinetic energy in order to help with muscular binding in the cold. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kalraku Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kalraku are adapted to the hyper-arid highlands of the [[Oria Dry Mountain]]. They are elongated, spindly, and skeletal of build, as to have more surface area for rapid heat dissipation. These thin, long limbs have a lack of muscle leverage. This makes them poor at wrestling and dealing with high-impact physical strikes. The skin is ash-white in color, with thick, overlapping, keratinized plates that contain reflective mineral ash to reflect away heat. The downside of this is a lack of  skin flexibility.&lt;br /&gt;
&lt;br /&gt;
This means their skin can tear open painfully if pulled too far. They lack all hair, having just bald flesh with  micro-grooved epidermal ridges. These ridges are for funneling sparse morning dew toward absorbing pores. The eyes are yellow, and deeply recessed inside heavy brow ridges. The eyes have an vertical slit pupil that can  constrict completely in order to protect from blinding high-altitude glare. The outside of the ears are huge, thin, and with large amounts of veins that act as biological radiators to dump unneeded heat into the wind.&lt;br /&gt;
&lt;br /&gt;
Their skulls and clavicles are adapted to have hollow, honeycombed acoustic chambers, that along with their adapted inner ears, act as  amplifier chambers for low-frequency sound waves. These bones are fragile, and lead to the bones being easy to break. The nose has a nasal passages lined with specialized dry-mucosa scales. These are adapted to reclaim water from the blood they feed on in order to stop respiratory fluid loss. The downside of this is an lower ability to track less-noticeable airborne scent trails over long distances. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The teeth are adapted to be short, flat and broad, and are adapted to scrape even the last drops of blood off bones and rocks and to crush hard shells. The teeth lack long fangs and therefore are unable to dig well into soft targets. The claws are long, needle sharp and hard. They are made of dense keratin, and are adapted for climbing solid granite crevices. These claws are easy to break in tight spaces and made walking on flat surfaces clumsy and awkward. The feet have adapted into cloven hooves, with rough, high-friction undersides. &lt;br /&gt;
&lt;br /&gt;
These hooves struggle in soft terrain and lead to the kin&#039;toni sinking in mud and loose sand. The limbs are adapted to have  specialized bypass loops for moving the warm core blood into the ears and limbs for cooling.The bones are adapted to have a large amount of iron in the bones, making them heavy and mineralized in order to  anchor them against high mountain winds. This weight makes them unable to swim, leading them to have to walk along the bottom. The  digestive tract and lymphatic filters have changed in order to take as much water out of food as possible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This water is stored in large sacs in the back as water reserves. These sacs are vulnerable to damage, and busting them is both painful and damaging. The body is able to  trigger a state of daytime cryogenic-like torpor using their modified mitochondria. This state shuts down all unneeded cellular functions to save on blood, water and energy. This daytime torpor makes them helpless and unconscious.  &lt;br /&gt;
&lt;br /&gt;
==Kaxod Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kaxod are adapted to the dense, tangled [[Ler&#039;ther Bushy Grove]]. They are low slung, dwarf-like and  quadrupedal-leaning of of build, in order to move under thorn canopy without standing. This also means they have very poor vertical reach, meaning they are unable to climb trees. Their skin is dull, mottled and lichen-green in order to blend into the forest floor, and is thick and fibrous to deflect slicing briars. This skin is so thick and leathery, that it lacks fine tactile sense, meaning they have very little sense of touch.&lt;br /&gt;
&lt;br /&gt;
The hair is short, coarse, and patch like, being muddy brown bristles that are able to produce an slippery, high-gloss oil. This allows them to slide though the thick bush. Their eyes are small, and milky white in color, with a thick third eyelid to shield to the eyes from sharp twigs. This semi opaque eyelid also leads to an lack of long-range visual acuity, making them almost blind past 100 meters. The ears are small, and flat to the skull in order to stop them catching on thorns while moving through the brush.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The nose has  external fleshy flaps, able to close shut as to expose vomeronasal organs inside the upper lip for tasting the air for blood. Their teeth are short, backward curved and needle sharp, adapted for catching struggling prey even in tight spaces. These teeth are hard to disengage from bites quickly, leading them to be able to be attacked in that time. Their claws are thick, blunt and trowel like, but also  non-retractable. These claws are adapted for caring away dense roots and carving tunnels through the brush.&lt;br /&gt;
&lt;br /&gt;
The claws are blunt, making them unable to be used as weapons. The feet are long and digitigrade, with heavy padding and thick leathery soles in order to protect from sharp sticks and rocks. Inside, their spines are connected via  oversized, fluid-filled fibrocartilage discs to allow for the spine to bend horizontally at extreme angles. This also means the spine is prone to snapping under heavy weight, making it hard for them to carry heavy loads. The blood vessels are coated in highly elastic muscular sheaths.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This allows them to cut off blood supplies if a blood vessel is damaged suchas from razor-thorns. The blood messages are not adapted to be constricted for long amounts of time, leading to  localized tissue ischemia  and muscle cramping. In their liver, the  hepatic &amp;quot;cell clots&amp;quot; are highly specialized in order to find, and neutralize neurotoxic plant saps and secretions from the grove. With the rib cage, it is fused at the sternum to become set of  broad, shield-like bony plates to protect their organs from being impaled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The plate is segmented to allow the hyperflexable spine to bend, as if it was scale mail armor.  The lymphatic filters and hemoglobin recycling glands are flatted and highly pressurized. These are set along their flanks in order to fit their narrow body shape. These are narrow, highly pressurized slits are prone to damage, and if they bust, the body suffers from bad internal bleeding. The internal throat sack is able to make loud, low-frequency clicks that allow them to echo locate through the dense undergrowth.&lt;br /&gt;
&lt;br /&gt;
==Kel&#039;ony Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kelet Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kelnysi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Keris Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kimetdar Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin&#039;ire Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin-ver Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kinper Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Litara Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Luserkel Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ninal Kin&#039;toni Clan== &lt;br /&gt;
&lt;br /&gt;
==Nyale Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Rilpertiadanbur Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Swutonsul Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Umvera Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Umvera Kin&#039;toni Clan are adapted to the [[Elmatai Sullen Grove]]. They are hyperflexable and lean of build, with an ectomorphic frame and elongated clavicles to make it easy to slip through dense, tangled undergrowth. Their lower dense skeletal mass leads to them being strongly hindered by bone fractures from high-impact crushing damage or heavy blunt force as the bones are easy to break. Their skin is dark green and brown using phlobaphene pigments. This allows them to blend well with the wet tree bark and moss but also leads them to blister and burn significantly faster in sunlight. &lt;br /&gt;
&lt;br /&gt;
Their hair is sparse, coarse and bristly, with an layer of hydrophobic sebum to stop waterlogging and fungal growth in the humid grove.  The eyes are grossly oversized with an highly developed tapetum lucidum to allow them to capture even the faintest light under the trees. The eyes, having extremely sensitive retinas are vulnerable to bright light. Such light inc fire, can bring on blinding photoflash optical shock. The ears have large, high mobile pinnae to allow them to pinpoint the  the sounds of prey in the thick leaf litter. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These ears are sensitive to high-frequency noises or concussive sonic blasts, leading to severe disorientation and temporary loss of hearing. Their noses are deeply convoluted and adapted for filtering and concentrating the iron smell of blood, even in the heavy, damp forest musk. The teeth are long, with deep grooves having  micro-serrations for sawing though the tough hides of forest life. These  thin, micro-serrated enamel edges are brittle and are easy to break by biting down on bone or armor. &lt;br /&gt;
&lt;br /&gt;
The claws are short, heavily curved, and semi-retractable with  thick fibrous ligaments. These claws are good for gripping wet tree bark and moss, but are poor at digging. They have splayed toes with soft, calloused pads on  their broad and prehensile feet. Along with their claws, their  lack of a rigid, supportive arch makes s long-distance sprinting on flat, open ground tiring and mechanically inefficient. Inside, their lungs have been repurposed into high-surface-area vascular sacks to become highly efficient at dealing with the stagnant forest air. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The joints are hypermobile, with  collagen fibers in ligaments laced with elastic proteins. These allow the joints to partially dislocate and bend while not tearing to allow for movement in tight places. The joints being so lax, leads to a lack of ability to lift or push heavy structural loads. The liver is adapted into an hyper-dense cluster of &amp;quot;cell clots&amp;quot;  for dealing quickly with forest toxins, local plant poisons, and mold spores. This system is adapted to local toxins and does not work for those outside.&lt;br /&gt;
&lt;br /&gt;
The body also has an endocrine system that shuts down thermogenesis in order to match the  exact ambient temperature. Being able to match the  ambient temperature of the cold and damp forest allows them to be invisible to the thermal senses owned by some animals and kin&#039;toni. This also makes them sluggish and prone to  muscular lethargy in places colder or hotter then the grove. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Undmos Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Untburpol Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Urayachay Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ustsulunt Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wan&#039;rila Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wor&#039;ardi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wyta Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Yoush Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Project: Biology Rewrites]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1690</id>
		<title>Sandbox / Biology Rewrites</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1690"/>
		<updated>2026-05-30T20:22:08Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==Kalor Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kalor are adapted to the [[Yryna Old Coniferous Forest]]. They are bulk,  endomorphic, and compact of build, with shortened limbs as to minimize surface-area-to-mass ratio. This build  significantly reduces their overall agility and flexibility, leading them to be poor at climbing.  Their skin is white in color, thick, and  covered in a dense layer of specialized sebaceous glands. This allows them to make an a thick, tallow-like wax to seal out freezing moisture.This skin struggles with direct oxygen absorption, making them rely on their lungs more. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This happens due to the heavy, waxy lipid barrier severely clogging the cutaneous pores. Their hair is an thick, double coat of coarse, hollow, white hair strands. These are for trapping the stagnant air pockets for maximum structural insulation, to deal with cold winds and sub zero temperatures. The coat is highly flammable, and acts like tinder, leading them being weak to fire and burns. Their eyes are dark brown in color, with an  permanent, thick nictitating membrane. The  permanent, thick nictitating membrane works as an polarized lens. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This allows them to not get slow blindness from night UV glare. The  downside of this is an clouding of fine, close-range depth perception. The ears are small, and flat against the skull. These ears have thick, dense, oily fur as stop the ear  canal from freezing. They have long,  highly vascularized nasal passages to act as a form of heat exchange to warm the air they breathe. The teeth are shout, wedge shaped and with deep iron-mineralized roots. These teeth are adapted to crack through frozen flesh and bone.&lt;br /&gt;
&lt;br /&gt;
The downside of this is a lack of sharper edges to sear though soft flesh flesh such as rival kin&#039;toni. The claws are thick, straight and shade like, being broad and unable to retract. The claws act as climbing crampons on hard ice. The claws are pool at gripping or grasping, leading them to be bad at fine mortar tasks. Their feet are huge, and very padded, having stiff, splayed toes to act as snowshoes for spreading  weight over deep snowdrifts. Inside, their livers and bloodstreams make a large amount of specialized thermal-hysteresis proteins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These proteins aggressively lower the freezing point of cellular water. These allow them to not freeze in the cold forest. This high viscosity, protein dense blood leads to an  circulatory system having to work under great constant hydraulic pressure. This means they are more likely to have heart attacks and strokes. Around their internal organs, is an dry cellular fat lattice, that also contains air. This acts as an thermal buffer protecting the vital organs. Their modified lymphatic filters are hyper-developed in order to hoard iron.&lt;br /&gt;
&lt;br /&gt;
The iron is deposited into the bones to make them denser and more frost resistant. The vascular contraction-points are heavily muscularized. These are able to stop blood flow to the limbs if needed to preserve core fluid pressure., lowing the risk of death from blood loss or frostbite. The downside, is that if a limb is cut off for too long, it is likely to develop necrosis, needing it to be removed.  They have altered mitochondria for generating explosive bursts of cellular kinetic energy in order to help with muscular binding in the cold. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kalraku Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kalraku are adapted to the hyper-arid highlands of the [[Oria Dry Mountain]]. They are elongated, spindly, and skeletal of build, as to have more surface area for rapid heat dissipation. These thin, long limbs have a lack of muscle leverage. This makes them poor at wrestling and dealing with high-impact physical strikes. The skin is ash-white in color, with thick, overlapping, keratinized plates that contain reflective mineral ash to reflect away heat. The downside of this is a lack of  skin flexibility.&lt;br /&gt;
&lt;br /&gt;
This means their skin can tear open painfully if pulled too far. They lack all hair, having just bald flesh with  micro-grooved epidermal ridges. These ridges are for funneling sparse morning dew toward absorbing pores. The eyes are yellow, and deeply recessed inside heavy brow ridges. The eyes have an vertical slit pupil that can  constrict completely in order to protect from blinding high-altitude glare. The outside of the ears are huge, thin, and with large amounts of veins that act as biological radiators to dump unneeded heat into the wind.&lt;br /&gt;
&lt;br /&gt;
Their skulls and clavicles are adapted to have hollow, honeycombed acoustic chambers, that along with their adapted inner ears, act as  amplifier chambers for low-frequency sound waves. These bones are fragile, and lead to the bones being easy to break. The nose has a nasal passages lined with specialized dry-mucosa scales. These are adapted to reclaim water from the blood they feed on in order to stop respiratory fluid loss. The downside of this is an lower ability to track less-noticeable airborne scent trails over long distances. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The teeth are adapted to be short, flat and broad, and are adapted to scrape even the last drops of blood off bones and rocks and to crush hard shells. The teeth lack long fangs and therefore are unable to dig well into soft targets. The claws are long, needle sharp and hard. They are made of dense keratin, and are adapted for climbing solid granite crevices. These claws are easy to break in tight spaces and made walking on flat surfaces clumsy and awkward. The feet have adapted into cloven hooves, with rough, high-friction undersides. &lt;br /&gt;
&lt;br /&gt;
These hooves struggle in soft terrain and lead to the kin&#039;toni sinking in mud and loose sand. The limbs are adapted to have  specialized bypass loops for moving the warm core blood into the ears and limbs for cooling.The bones are adapted to have a large amount of iron in the bones, making them heavy and mineralized in order to  anchor them against high mountain winds. This weight makes them unable to swim, leading them to have to walk along the bottom. The  digestive tract and lymphatic filters have changed in order to take as much water out of food as possible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This water is stored in large sacs in the back as water reserves. These sacs are vulnerable to damage, and busting them is both painful and damaging. The body is able to  trigger a state of daytime cryogenic-like torpor using their modified mitochondria. This state shuts down all unneeded cellular functions to save on blood, water and energy. This daytime torpor makes them helpless and unconscious.  &lt;br /&gt;
&lt;br /&gt;
==Kaxod Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kaxod are adapted to the dense, tangled [[Ler&#039;ther Bushy Grove]]. They are low slung, dwarf-like and  quadrupedal-leaning of of build, in order to move under thorn canopy without standing. This also means they have very poor vertical reach, meaning they are unable to climb trees. Their skin is dull, mottled and lichen-green in order to blend into the forest floor, and is thick and fibrous to deflect slicing briars. This skin is so thick and leathery, that it lacks fine tactile sense, meaning they have very little sense of touch.&lt;br /&gt;
&lt;br /&gt;
The hair is short, coarse, and patch like, being muddy brown bristles that are able to produce an slippery, high-gloss oil. This allows them to slide though the thick bush. Their eyes are small, and milky white in color, with a thick third eyelid to shield to the eyes from sharp twigs. This semi opaque eyelid also leads to an lack of long-range visual acuity, making them almost blind past 100 meters. The ears are small, and flat to the skull in order to stop them catching on thorns while moving through the brush.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The nose has  external fleshy flaps, able to close shut as to expose vomeronasal organs inside the upper lip for tasting the air for blood. Their teeth are short, backward curved and needle sharp, adapted for catching struggling prey even in tight spaces. These teeth are hard to disengage from bites quickly, leading them to be able to be attacked in that time. Their claws are thick, blunt and trowel like, but also  non-retractable. These claws are adapted for caring away dense roots and carving tunnels through the brush.&lt;br /&gt;
&lt;br /&gt;
The claws are blunt, making them unable to be used as weapons. The feet are long and digitigrade, with heavy padding and thick leathery soles in order to protect from sharp sticks and rocks. Inside, their spines are connected via  oversized, fluid-filled fibrocartilage discs to allow for the spine to bend horizontally at extreme angles. This also means the spine is prone to snapping under heavy weight, making it hard for them to carry heavy loads. The blood vessels are coated in highly elastic muscular sheaths.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Internal Adaptations&lt;br /&gt;
Segmented Spine Flexure: The spinal columns are connected by oversized, fluid-filled fibrocartilage discs that allow their backs to bend horizontally at extreme angles.&lt;br /&gt;
&lt;br /&gt;
Weakness: This severe vertical-to-horizontal flexibility drastically reduces their axial loading capacity, making their backs highly prone to snapping under heavy downward weight.&lt;br /&gt;
&lt;br /&gt;
Elastic Vascular Reserve: The thickened blood vessels in their extremities are surrounded by highly elastic muscular sheaths that instantly constrict to isolate deep puncture wounds from thorns.&lt;br /&gt;
&lt;br /&gt;
Weakness: Continuous constriction of these peripheral vessels rapidly induces localized tissue ischemia (blood starvation), causing muscle cramping during prolonged chases.&lt;br /&gt;
&lt;br /&gt;
Hepatic Toxin Desensitizers: The hepatic &amp;quot;cell clots&amp;quot; are highly specialized to instantly isolate and neutralize neurotoxic plant sap and venomous briar secretions common to the grove.&lt;br /&gt;
&lt;br /&gt;
Weakness: This hyper-focused metabolic path leaves the liver unable to process synthetic acids or mineral poisons, causing rapid organ failure if ingested.&lt;br /&gt;
&lt;br /&gt;
Sternal Armor Plate: The rib cage is fused at the sternum into a singular, broad, shield-like bony plate that protects their vital organs from being impaled during forward rushes.&lt;br /&gt;
&lt;br /&gt;
Weakness: This rigid chest plate completely eliminates thoracic flexibility, drastically restricting their twisting and rolling defensive maneuvers.&lt;br /&gt;
&lt;br /&gt;
Compressed Lymphatic Slit System: Their lymphatic filters and hemoglobin recycling glands are compressed into flattened, highly pressurized slits along the flanks to fit their narrow body shape.&lt;br /&gt;
&lt;br /&gt;
Weakness: The narrow, highly pressurized slits are easily blocked by minor cellular debris, causing painful internal fluid buildup and swelling after high-exertion hunts.&lt;br /&gt;
&lt;br /&gt;
Vocal Resonance Pouch: They feature an expandable internal throat sack capable of producing intense, low-frequency clicks for localized echolocation through the dense undergrowth.&lt;br /&gt;
&lt;br /&gt;
Weakness: Utilizing this low-frequency resonance immediately alerts nearby macro-predators or rivals to their exact location within the grove.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kel&#039;ony Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kelet Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kelnysi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Keris Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kimetdar Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin&#039;ire Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin-ver Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kinper Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Litara Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Luserkel Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ninal Kin&#039;toni Clan== &lt;br /&gt;
&lt;br /&gt;
==Nyale Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Rilpertiadanbur Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Swutonsul Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Umvera Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Umvera Kin&#039;toni Clan are adapted to the [[Elmatai Sullen Grove]]. They are hyperflexable and lean of build, with an ectomorphic frame and elongated clavicles to make it easy to slip through dense, tangled undergrowth. Their lower dense skeletal mass leads to them being strongly hindered by bone fractures from high-impact crushing damage or heavy blunt force as the bones are easy to break. Their skin is dark green and brown using phlobaphene pigments. This allows them to blend well with the wet tree bark and moss but also leads them to blister and burn significantly faster in sunlight. &lt;br /&gt;
&lt;br /&gt;
Their hair is sparse, coarse and bristly, with an layer of hydrophobic sebum to stop waterlogging and fungal growth in the humid grove.  The eyes are grossly oversized with an highly developed tapetum lucidum to allow them to capture even the faintest light under the trees. The eyes, having extremely sensitive retinas are vulnerable to bright light. Such light inc fire, can bring on blinding photoflash optical shock. The ears have large, high mobile pinnae to allow them to pinpoint the  the sounds of prey in the thick leaf litter. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These ears are sensitive to high-frequency noises or concussive sonic blasts, leading to severe disorientation and temporary loss of hearing. Their noses are deeply convoluted and adapted for filtering and concentrating the iron smell of blood, even in the heavy, damp forest musk. The teeth are long, with deep grooves having  micro-serrations for sawing though the tough hides of forest life. These  thin, micro-serrated enamel edges are brittle and are easy to break by biting down on bone or armor. &lt;br /&gt;
&lt;br /&gt;
The claws are short, heavily curved, and semi-retractable with  thick fibrous ligaments. These claws are good for gripping wet tree bark and moss, but are poor at digging. They have splayed toes with soft, calloused pads on  their broad and prehensile feet. Along with their claws, their  lack of a rigid, supportive arch makes s long-distance sprinting on flat, open ground tiring and mechanically inefficient. Inside, their lungs have been repurposed into high-surface-area vascular sacks to become highly efficient at dealing with the stagnant forest air. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The joints are hypermobile, with  collagen fibers in ligaments laced with elastic proteins. These allow the joints to partially dislocate and bend while not tearing to allow for movement in tight places. The joints being so lax, leads to a lack of ability to lift or push heavy structural loads. The liver is adapted into an hyper-dense cluster of &amp;quot;cell clots&amp;quot;  for dealing quickly with forest toxins, local plant poisons, and mold spores. This system is adapted to local toxins and does not work for those outside.&lt;br /&gt;
&lt;br /&gt;
The body also has an endocrine system that shuts down thermogenesis in order to match the  exact ambient temperature. Being able to match the  ambient temperature of the cold and damp forest allows them to be invisible to the thermal senses owned by some animals and kin&#039;toni. This also makes them sluggish and prone to  muscular lethargy in places colder or hotter then the grove. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Undmos Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Untburpol Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Urayachay Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ustsulunt Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wan&#039;rila Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wor&#039;ardi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wyta Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Yoush Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Project: Biology Rewrites]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1689</id>
		<title>Tales of a Grimdark World Notepad 1</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1689"/>
		<updated>2026-05-30T16:35:02Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After the exodus from Panem to the Exoplanet Aeterna, the Gamemakers are divided into three societies, the hive city of Primus, in Craven-001, the Maddened in the shanty town around the Exile Spire and the Clan-Kin of the surface. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hive city of Primus is ruled by the Gamemaker Order, still following the same caste system and culture as they did in Panam, on Earth. The humans have also been assigned to castes of their own. Hive Primus is located in Craven-001, a forest of Gothic spires growing from the floor. Built from concrete made from the silicate rock. The settlement is divided into sectors that have differing purpose, such as A-2, a hydroponics sector containing former District Eleven settlers and B-32, a electronics making sector containing setters from District Three.  &lt;br /&gt;
&lt;br /&gt;
Each sector is a a spire of its own, growing from the floor like jagged teeth. The spires are predicted to  merge in times to come. Life in the spires is highly regimented, and living areas tight. Each setter gets a small pod to sleep in and that is it, shared via hot bunking. Clothing is caste uniforms constituting of colored tunics and  pants similar to those worn by the Avoxes of Panam. Food consists of nutri-paste and water, strictly rationed. Everybody follows a strict schedule that is in a chip implanted in their arm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Castes:&lt;br /&gt;
&lt;br /&gt;
Makers-of-Parts: Former members of District One and District Three, their role is to make the machines, electronics and electrics that the    Gamemaker Order relies on. They wear dark blue. &lt;br /&gt;
&lt;br /&gt;
Workers-of-Darkness: Often CI-Class Avoxes, along with people from the former District Four and Six, their role is sewer maintenance, waterworks, tunnel repair, waste incineration and grid relay inspection. They wear black, waterproofed canvas. &lt;br /&gt;
&lt;br /&gt;
Labors-of-Need: The ones assigned to heavy labor, such as quarry hauling, foundry work, rail shifting, construction support and structural demolition, are often IHL-Class Avoxes and people from former District Seven. They wear bright orange, with harnesses for equipment. &lt;br /&gt;
&lt;br /&gt;
Growers-of-Food: Working in the hydroponics farms, these former District Nine, and Eleven people grow the food for Hive Primus. Their role to is to grow, pack and ship the food the Hive relies on. They wear dark green. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Givers-of-Parts: For people with disabilities, the conically lazy, the elderly or ill who cannot work, a grim fate waits them. Shuffled into this caste, they serve as test subjects, organ banks, blood banks and  experimental labor, hazard testing. The Order considers them useless for anything else. They wear mid-blue. &lt;br /&gt;
&lt;br /&gt;
Servers-of-Gamemakers: Serving the Gamemakers directly are SD-Class Avoxes who wait on the needs of the High Nobility and Royal Family. They also operate the lifts that connect the floors of the hives. They wear muted cream. &lt;br /&gt;
&lt;br /&gt;
Keepers-of-Law: The Peacekeepers, and those who support them. Most hail from the former District Two and are of Nepali blood. They wear white.&lt;br /&gt;
&lt;br /&gt;
Maintainers-of-Water: Hailing from the former District Four, their role is to maintain and fix water systems, piped in from the nearby Lux Sea and down to Hive Primus. They wear powder blue. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Builders-of-Space, the people of District 12 are assigned to mine and build in order to grow the Hive and as a punishment for their rebel past. &lt;br /&gt;
&lt;br /&gt;
Harnessers-of-Light, former members of District Five, their duties is to maintain the power grids, care for the fusion reactors and keep the artificial UV lights running for the hydroponics sectors. They wear bright yellow. &lt;br /&gt;
&lt;br /&gt;
Weavers-of-Shroud: District Eight has become the caste who use the automated looms and processing plants to make people&#039;s caste uniforms, heavy industrial materials like filters for the water systems, the waterproof clothing of the  Workers-of-Darkness, and insulating liners for the pod bunks. They wear muted grey.&lt;br /&gt;
&lt;br /&gt;
Wardens-of-Vats: The people of District Ten gained the duty of looking after the insect protein, biochemical fluids such as Gamemaker nutri-fluid and corpse reclamation vats. They wear maroon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
When a Gamemaker develops GDS, they are cast out to the surface via a spire containing a high speed, automatic lift. This Gothic spire pokes from the hive city below, though rock and to Aeterna&#039;s surface. This area of the surface is a plains biome with the spire being the only notable feature. The spire is built from the same  silicate rock concrete  and is surrounded by the ruins of the first landing and a shanty town made from scrap metal, plastics and other sheets of material. These roughly made shacks contain GDS Stage 1 and Stage 2 suffers. &lt;br /&gt;
&lt;br /&gt;
Inside, Stage 1 Gamemakers try to carry on their normal routines and the Stage 2 Gamemakers sit trapped in their hallucinations, obsessions and compulsions. The Stage 1 Gamemakers are the ones looking after their Stage 2 kin, feeding them, giving them hydrogen and protecting them. They also maintain crude machines to produce hydrogen from water and mushroom patches for nutri-fluid. Around the shanty town is a ring of earth cleared of all life by the Order and the Stage 1 Gamemakers, to protect from the ferals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Past this clearing, are the embryonic beginnings of mushroom forests made by the Gamemaker nanites eating organic matter. The caps are skinned in Gamemaker synth skin, within that are layers of Gamemaker hair, giving the mushrooms their colors, and then Gamemaker teeth to stiffen. The layers then reverse, another layer of hair and then another layer of synth skin. These mushrooms act as food, shelter, and tool/weapon parts for the Clan-Kin that dwell along these mushrooms. Once a Gamemaker hits Stage 3 GDS, they are cast from the shanty town to join the Clan-Kin.&lt;br /&gt;
&lt;br /&gt;
The Clan-Kin are like those in the Hall of the Forgotten, besides the fact the colors are separated by biome and not by height. Some known Clan-Kin Clans include the Watchers-On-The-High-Peaks, Sitters-In-The-Desert-Caves and Guards-Of-The-Yellow-Beach. The Watchers-On-The-High-Peaks have hair ranging from powder blue, to bright blue to dark midnight blue. The Sitters-In-The-Desert-Caves  have colors such as sand-yellow, butter-cup yellow and dark yellow. The Guards-Of-The-Yellow-Beach are known for hair ranging from pastel green, to forest green to jewel green. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Stevie&#039;s Stuff]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1688</id>
		<title>Tales of a Grimdark World Notepad 1</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1688"/>
		<updated>2026-05-30T16:28:31Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After the exodus from Panem to the Exoplanet Aeterna, the Gamemakers are divided into three societies, the hive city of Primus, in Craven-001, the Maddened in the shanty town around the Exile Spire and the Clan-Kin of the surface. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hive city of Primus is ruled by the Gamemaker Order, still following the same caste system and culture as they did in Panam, on Earth. The humans have also been assigned to castes of their own. Hive Primus is located in Craven-001, a forest of Gothic spires growing from the floor. Built from concrete made from the silicate rock. The settlement is divided into sectors that have differing purpose, such as A-2, a hydroponics sector containing former District Eleven settlers and B-32, a electronics making sector containing setters from District Three.  &lt;br /&gt;
&lt;br /&gt;
Each sector is a a spire of its own, growing from the floor like jagged teeth. The spires are predicted to  merge in times to come. Life in the spires is highly regimented, and living areas tight. Each setter gets a small pod to sleep in and that is it, shared via hot bunking. Clothing is caste uniforms constituting of colored tunics and  pants similar to those worn by the Avoxes of Panam. Food consists of nutri-paste and water, strictly rationed. Everybody follows a strict schedule that is in a chip implanted in their arm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Castes:&lt;br /&gt;
&lt;br /&gt;
Makers-of-Parts: Former members of District Four and District Three, their role is to make the machines, electronics and electrics that the    Gamemaker Order relies on. They wear dark blue. &lt;br /&gt;
&lt;br /&gt;
Workers-of-Darkness: Often CI-Class Avoxes, along with people from the former District Four and Six, their role is sewer maintenance, waterworks, tunnel repair, waste incineration and grid relay inspection. They wear black, waterproofed canvas. &lt;br /&gt;
&lt;br /&gt;
Labors-of-Need: The ones assigned to heavy labor, such as quarry hauling, foundry work, rail shifting, construction support and structural demolition, are often IHL-Class Avoxes and people from former District Seven. They wear bright orange, with harnesses for equipment. &lt;br /&gt;
&lt;br /&gt;
Growers-of-Food: Working in the hydroponics farms, these former District Nine, and Eleven people grow the food for Hive Primus. Their role to is to grow, pack and ship the food the Hive relies on. They wear dark green. &lt;br /&gt;
&lt;br /&gt;
Givers-of-Parts: For people with disabilities, the conically lazy, the elderly or ill who cannot work, a grim fate waits them. Shuffled into this caste, they serve as test subjects, organ banks, blood banks and  experimental labor, hazard testing. The Order considers them useless for anything else. They wear mid-blue. &lt;br /&gt;
&lt;br /&gt;
Servers-of-Gamemakers: Serving the Gamemakers directly are SD-Class Avoxes who wait on the needs of the High Nobility and Royal Family. They also operate the lifts that connect the floors of the hives. They wear muted cream. &lt;br /&gt;
&lt;br /&gt;
Keepers-of-Law: The Peacekeepers, and those who support them. Most hail from the former District Two and are of Nepali blood. They wear white.&lt;br /&gt;
&lt;br /&gt;
Maintainers-of-Water: Hailing from the former District Four, their role is to maintain and fix water systems, piped in from the nearby Lux Sea and down to Hive Primus. They wear powder blue. &lt;br /&gt;
&lt;br /&gt;
Builders-of-Space, the people of District 12 are assigned to mine and build in order to grow the Hive and as a punishment for their rebel past. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
When a Gamemaker develops GDS, they are cast out to the surface via a spire containing a high speed, automatic lift. This Gothic spire pokes from the hive city below, though rock and to Aeterna&#039;s surface. This area of the surface is a plains biome with the spire being the only notable feature. The spire is built from the same  silicate rock concrete  and is surrounded by the ruins of the first landing and a shanty town made from scrap metal, plastics and other sheets of material. These roughly made shacks contain GDS Stage 1 and Stage 2 suffers. &lt;br /&gt;
&lt;br /&gt;
Inside, Stage 1 Gamemakers try to carry on their normal routines and the Stage 2 Gamemakers sit trapped in their hallucinations, obsessions and compulsions. The Stage 1 Gamemakers are the ones looking after their Stage 2 kin, feeding them, giving them hydrogen and protecting them. They also maintain crude machines to produce hydrogen from water and mushroom patches for nutri-fluid. Around the shanty town is a ring of earth cleared of all life by the Order and the Stage 1 Gamemakers, to protect from the ferals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Past this clearing, are the embryonic beginnings of mushroom forests made by the Gamemaker nanites eating organic matter. The caps are skinned in Gamemaker synth skin, within that are layers of Gamemaker hair, giving the mushrooms their colors, and then Gamemaker teeth to stiffen. The layers then reverse, another layer of hair and then another layer of synth skin. These mushrooms act as food, shelter, and tool/weapon parts for the Clan-Kin that dwell along these mushrooms. Once a Gamemaker hits Stage 3 GDS, they are cast from the shanty town to join the Clan-Kin.&lt;br /&gt;
&lt;br /&gt;
The Clan-Kin are like those in the Hall of the Forgotten, besides the fact the colors are separated by biome and not by height. Some known Clan-Kin Clans include the Watchers-On-The-High-Peaks, Sitters-In-The-Desert-Caves and Guards-Of-The-Yellow-Beach. The Watchers-On-The-High-Peaks have hair ranging from powder blue, to bright blue to dark midnight blue. The Sitters-In-The-Desert-Caves  have colors such as sand-yellow, butter-cup yellow and dark yellow. The Guards-Of-The-Yellow-Beach are known for hair ranging from pastel green, to forest green to jewel green. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Stevie&#039;s Stuff]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1687</id>
		<title>Tales of a Grimdark World Notepad 1</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1687"/>
		<updated>2026-05-30T16:21:05Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After the exodus from Panem to the Exoplanet Aeterna, the Gamemakers are divided into three societies, the hive city of Primus, in Craven-001, the Maddened in the shanty town around the Exile Spire and the Clan-Kin of the surface. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hive city of Primus is ruled by the Gamemaker Order, still following the same caste system and culture as they did in Panam, on Earth. The humans have also been assigned to castes of their own. Hive Primus is located in Craven-001, a forest of Gothic spires growing from the floor. Built from concrete made from the silicate rock. The settlement is divided into sectors that have differing purpose, such as A-2, a hydroponics sector containing former District Eleven settlers and B-32, a electronics making sector containing setters from District Three.  &lt;br /&gt;
&lt;br /&gt;
Each sector is a a spire of its own, growing from the floor like jagged teeth. The spires are predicted to  merge in times to come. Life in the spires is highly regimented, and living areas tight. Each setter gets a small pod to sleep in and that is it, shared via hot bunking. Clothing is caste uniforms constituting of colored tunics and  pants similar to those worn by the Avoxes of Panam. Food consists of nutri-paste and water, strictly rationed. Everybody follows a strict schedule that is in a chip implanted in their arm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Castes:&lt;br /&gt;
&lt;br /&gt;
Makers-of-Parts: Former members of D1 and D3, their role is to make the machines, electronics and electrics that the    Gamemaker Order relies on. They wear dark blue. &lt;br /&gt;
&lt;br /&gt;
Workers-of-Darkness: Often CI-Class Avoxes, along with people from the former District Four, their role is sewer maintenance, waterworks, tunnel repair, waste incineration and grid relay inspection. They wear black, waterproofed canvas. &lt;br /&gt;
&lt;br /&gt;
Labors-of-Need: The ones assigned to heavy labor, such as quarry hauling, foundry work, rail shifting, construction support and structural demolition, are often IHL-Class Avoxes and people from former XXX. They wear bright orange, with harnesses for equipment. &lt;br /&gt;
&lt;br /&gt;
Growers-of-Food: Working in the hydroponics farms, these former District Nine, and Eleven people grow the food for Hive Primus. Their role to is to grow, pack and ship the food the Hive relies on. They wear dark green. &lt;br /&gt;
&lt;br /&gt;
Givers-of-Parts: For people with disabilities, the conically lazy, the elderly or ill who cannot work, a grim fate waits them. Shuffled into this caste, they serve as test subjects, organ banks, blood banks and  experimental labor, hazard testing. The Order considers them useless for anything else. They wear mid-blue. &lt;br /&gt;
&lt;br /&gt;
Servers-of-Gamemakers: Serving the Gamemakers directly are SD-Class Avoxes who wait on the needs of the High Nobility and Royal Family. They also operate the lifts that connect the floors of the hives. They wear muted cream. &lt;br /&gt;
&lt;br /&gt;
Keepers-of-Law: The Peacekeepers, and those who support them. Most hail from the former District Two and are of Nepali blood. They wear white.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
When a Gamemaker develops GDS, they are cast out to the surface via a spire containing a high speed, automatic lift. This Gothic spire pokes from the hive city below, though rock and to Aeterna&#039;s surface. This area of the surface is a plains biome with the spire being the only notable feature. The spire is built from the same  silicate rock concrete  and is surrounded by the ruins of the first landing and a shanty town made from scrap metal, plastics and other sheets of material. These roughly made shacks contain GDS Stage 1 and Stage 2 suffers. &lt;br /&gt;
&lt;br /&gt;
Inside, Stage 1 Gamemakers try to carry on their normal routines and the Stage 2 Gamemakers sit trapped in their hallucinations, obsessions and compulsions. The Stage 1 Gamemakers are the ones looking after their Stage 2 kin, feeding them, giving them hydrogen and protecting them. They also maintain crude machines to produce hydrogen from water and mushroom patches for nutri-fluid. Around the shanty town is a ring of earth cleared of all life by the Order and the Stage 1 Gamemakers, to protect from the ferals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Past this clearing, are the embryonic beginnings of mushroom forests made by the Gamemaker nanites eating organic matter. The caps are skinned in Gamemaker synth skin, within that are layers of Gamemaker hair, giving the mushrooms their colors, and then Gamemaker teeth to stiffen. The layers then reverse, another layer of hair and then another layer of synth skin. These mushrooms act as food, shelter, and tool/weapon parts for the Clan-Kin that dwell along these mushrooms. Once a Gamemaker hits Stage 3 GDS, they are cast from the shanty town to join the Clan-Kin.&lt;br /&gt;
&lt;br /&gt;
The Clan-Kin are like those in the Hall of the Forgotten, besides the fact the colors are separated by biome and not by height. Some known Clan-Kin Clans include the Watchers-On-The-High-Peaks, Sitters-In-The-Desert-Caves and Guards-Of-The-Yellow-Beach. The Watchers-On-The-High-Peaks have hair ranging from powder blue, to bright blue to dark midnight blue. The Sitters-In-The-Desert-Caves  have colors such as sand-yellow, butter-cup yellow and dark yellow. The Guards-Of-The-Yellow-Beach are known for hair ranging from pastel green, to forest green to jewel green. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Stevie&#039;s Stuff]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1686</id>
		<title>Tales of a Grimdark World Notepad 1</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1686"/>
		<updated>2026-05-30T16:16:10Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After the exodus from Panem to the Exoplanet Aeterna, the Gamemakers are divided into three societies, the hive city of Primus, in Craven-001, the Maddened in the shanty town around the Exile Spire and the Clan-Kin of the surface. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hive city of Primus is ruled by the Gamemaker Order, still following the same caste system and culture as they did in Panam, on Earth. The humans have also been assigned to castes of their own. Hive Primus is located in Craven-001, a forest of Gothic spires growing from the floor. Built from concrete made from the silicate rock. The settlement is divided into sectors that have differing purpose, such as A-2, a hydroponics sector containing former District Eleven settlers and B-32, a electronics making sector containing setters from District Three.  &lt;br /&gt;
&lt;br /&gt;
Each sector is a a spire of its own, growing from the floor like jagged teeth. The spires are predicted to  merge in times to come. Life in the spires is highly regimented, and living areas tight. Each setter gets a small pod to sleep in and that is it, shared via hot bunking. Clothing is caste uniforms constituting of colored tunics and  pants similar to those worn by the Avoxes of Panam. Food consists of nutri-paste and water, strictly rationed. Everybody follows a strict schedule that is in a chip implanted in their arm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Castes:&lt;br /&gt;
&lt;br /&gt;
Makers-of-Parts: Former members of D1 and D3, their role is to make the machines, electronics and electrics that the    Gamemaker Order relies on. They wear dark blue. &lt;br /&gt;
&lt;br /&gt;
Workers-of-Darkness: Often CI-Class Avoxes, along with people from the former District Four, their role is sewer maintenance, waterworks, tunnel repair, waste incineration and grid relay inspection. They wear black, waterproofed canvas. &lt;br /&gt;
&lt;br /&gt;
Labors-of-Need: The ones assigned to heavy labor, such as quarry hauling, foundry work, rail shifting, construction support and structural demolition, are often IHL-Class Avoxes and people from former XXX. They wear bright orange, with harnesses for equipment. &lt;br /&gt;
&lt;br /&gt;
Growers-of-Food: Working in the hydroponics farms, these former District Nine, and Eleven people grow the food for Hive Primus. Their role to is to grow, pack and ship the food the Hive relies on. They wear dark green. &lt;br /&gt;
&lt;br /&gt;
Givers-of-Parts: For people with disabilities, the conically lazy, the elderly or ill who cannot work, a grim fate waits them. Shuffled into this caste, they serve as test subjects, organ banks, blood banks and  experimental labor, hazard testing. The Order considers them useless for anything else. They wear mid-blue. &lt;br /&gt;
&lt;br /&gt;
Servers-of-Gamemakers: Serving the Gamemakers directly are SD-Class Avoxes who wait on the needs of the High Nobility and Royal Family. They also operate the lifts that connect the floors of the hives. They wear muted cream. &lt;br /&gt;
&lt;br /&gt;
Keepers-of-Law: The Peacekeepers, and those who support them. Most hail from the former District Two and are of Nepali blood. They wear white.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
When a Gamemaker develops GDS, they are cast out to the surface via a spire containing a high speed, automatic lift. This Gothic spire pokes from the hive city below, though rock and to Aeterna&#039;s surface. This area of the surface is a plains biome with the spire being the only notable feature. The spire is built from the same  silicate rock concrete  and is surrounded by the ruins of the first landing and a shanty town made from scrap metal, plastics and other sheets of material. These roughly made shacks contain GDS Stage 1 and Stage 2 suffers. &lt;br /&gt;
&lt;br /&gt;
Inside, Stage 1 Gamemakers try to carry on their normal routines and the Stage 2 Gamemakers sit trapped in their hallucinations, obsessions and compulsions. The Stage 1 Gamemakers are the ones looking after their Stage 2 kin, feeding them, giving them hydrogen and protecting them. They also maintain crude machines to produce hydrogen from water and mushroom patches for nutri-fluid. Around the shanty town is a ring of earth cleared of all life by the Order and the Stage 1 Gamemakers, to protect from the ferals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Past this clearing, are the embryonic beginnings of mushroom forests made by the Gamemaker nanites eating organic matter. The caps are skinned in Gamemaker synth skin, within that are layers of Gamemaker hair, giving the mushrooms their colors, and then Gamemaker teeth to stiffen. The layers then reverse, another layer of hair and then another layer of synth skin. These mushrooms act as food, shelter, and tool/weapon parts for the Clan-Kin that dwell along these mushrooms. Once a Gamemaker hits Stage 3 GDS, they are cast from the shanty town to join the Clan-Kin.&lt;br /&gt;
&lt;br /&gt;
The Clan-Kin are like those in the Hall of the Forgotten, besides the fact the colors are separated by biome and not by height.&lt;br /&gt;
&lt;br /&gt;
[[category:Stevie&#039;s Stuff]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1685</id>
		<title>Tales of a Grimdark World Notepad 1</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1685"/>
		<updated>2026-05-30T16:08:50Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After the exodus from Panem to the Exoplanet Aeterna, the Gamemakers are divided into three societies, the hive city of Primus, in Craven-001, the Maddened in the shanty town around the Exile Spire and the Clan-Kin of the surface. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hive city of Primus is ruled by the Gamemaker Order, still following the same caste system and culture as they did in Panam, on Earth. The humans have also been assigned to castes of their own. Hive Primus is located in Craven-001, a forest of Gothic spires growing from the floor. Built from concrete made from the silicate rock. The settlement is divided into sectors that have differing purpose, such as A-2, a hydroponics sector containing former District Eleven settlers and B-32, a electronics making sector containing setters from District Three.  &lt;br /&gt;
&lt;br /&gt;
Each sector is a a spire of its own, growing from the floor like jagged teeth. The spires are predicted to  merge in times to come. Life in the spires is highly regimented, and living areas tight. Each setter gets a small pod to sleep in and that is it, shared via hot bunking. Clothing is caste uniforms constituting of colored tunics and  pants similar to those worn by the Avoxes of Panam. Food consists of nutri-paste and water, strictly rationed. Everybody follows a strict schedule that is in a chip implanted in their arm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Castes:&lt;br /&gt;
&lt;br /&gt;
Makers-of-Parts: Former members of D1 and D3, their role is to make the machines, electronics and electrics that the    Gamemaker Order relies on. They wear dark blue. &lt;br /&gt;
&lt;br /&gt;
Workers-of-Darkness: Often CI-Class Avoxes, along with people from the former District Four, their role is sewer maintenance, waterworks, tunnel repair, waste incineration and grid relay inspection. They wear black, waterproofed canvas. &lt;br /&gt;
&lt;br /&gt;
Labors-of-Need: The ones assigned to heavy labor, such as quarry hauling, foundry work, rail shifting, construction support and structural demolition, are often IHL-Class Avoxes and people from former XXX. They wear bright orange, with harnesses for equipment. &lt;br /&gt;
&lt;br /&gt;
Growers-of-Food: Working in the hydroponics farms, these former District Nine, and Eleven people grow the food for Hive Primus. Their role to is to grow, pack and ship the food the Hive relies on. They wear dark green. &lt;br /&gt;
&lt;br /&gt;
Givers-of-Parts: For people with disabilities, the conically lazy, the elderly or ill who cannot work, a grim fate waits them. Shuffled into this caste, they serve as test subjects, organ banks, blood banks and  experimental labor, hazard testing. The Order considers them useless for anything else. They wear mid-blue. &lt;br /&gt;
&lt;br /&gt;
Servers-of-Gamemakers: Serving the Gamemakers directly are SD-Class Avoxes who wait on the needs of the High Nobility and Royal Family. They also operate the lifts that connect the floors of the hives. They wear muted cream. &lt;br /&gt;
&lt;br /&gt;
Keepers-of-Law: The Peacekeepers, and those who support them. Most hail from the former District Two and are of Nepali blood. They wear white.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
When a Gamemaker develops GDS, they are cast out to the surface via a spire containing a high speed, automatic lift. This Gothic spire pokes from the hive city below, though rock and to Aeterna&#039;s surface. This area of the surface is a plains biome with the spire being the only notable feature. The spire is built from the same  silicate rock concrete  and is surrounded by the ruins of the first landing and a shanty town made from scrap metal, plastics and other sheets of material. These roughly made shacks contain GDS Stage 1 and Stage 2 suffers. &lt;br /&gt;
&lt;br /&gt;
Inside, Stage 1 Gamemakers try to carry on their normal routines and the Stage 2 Gamemakers sit trapped in their hallucinations, obsessions and compulsions. The Stage 1 Gamemakers are the ones looking after their Stage 2 kin, feeding them, giving them hydrogen and protecting them. They also maintain crude machines to produce hydrogen from water and mushroom patches for nutri-fluid. Around the shanty town is a ring of earth cleared of all life by the Order and the Stage 1 Gamemakers, to protect from the ferals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Past this clearing, are the embryonic beginnings of mushroom forests made by the Gamemaker nanites eating organic matter. The caps are skinned in Gamemaker synth skin, within that are layers of Gamemaker hair, giving the mushrooms their colors, and then Gamemaker teeth to stiffen. The layers then reverse, another layer of hair and then another layer of synth skin. These mushrooms act as food, shelter, and tool/weapon parts for the Clan-Kin that dwell along these mushrooms. Once a Gamemaker hits Stage 3 GDS, they are cast from the shanty town to join the Clan-Kin.&lt;br /&gt;
&lt;br /&gt;
The Clan-Kin are like those in the Hall of the Forgotten, besides the fact the colors are separated by biome and not by height.&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1684</id>
		<title>Tales of a Grimdark World Notepad 1</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1684"/>
		<updated>2026-05-30T16:07:44Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On Aetena the Gamemakers are divided into three societies, the hive city of Primus, in Craven-001, the Maddened in the shanty town around the Exile Spire and the Clan-Kin of the surface. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hive city of Primus is ruled by the Gamemaker Order, still following the same caste system and culture as they did in Panam, on Earth. The humans have also been assigned to castes of their own. Hive Primus is located in Craven-001, a forest of Gothic spires growing from the floor. Built from concrete made from the silicate rock. The settlement is divided into sectors that have differing purpose, such as A-2, a hydroponics sector containing former District Eleven settlers and B-32, a electronics making sector containing setters from District Three.  &lt;br /&gt;
&lt;br /&gt;
Each sector is a a spire of its own, growing from the floor like jagged teeth. The spires are predicted to  merge in times to come. Life in the spires is highly regimented, and living areas tight. Each setter gets a small pod to sleep in and that is it, shared via hot bunking. Clothing is caste uniforms constituting of colored tunics and  pants similar to those worn by the Avoxes of Panam. Food consists of nutri-paste and water, strictly rationed. Everybody follows a strict schedule that is in a chip implanted in their arm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Castes:&lt;br /&gt;
&lt;br /&gt;
Makers-of-Parts: Former members of D1 and D3, their role is to make the machines, electronics and electrics that the    Gamemaker Order relies on. They wear dark blue. &lt;br /&gt;
&lt;br /&gt;
Workers-of-Darkness: Often CI-Class Avoxes, along with people from the former District Four, their role is sewer maintenance, waterworks, tunnel repair, waste incineration and grid relay inspection. They wear black, waterproofed canvas. &lt;br /&gt;
&lt;br /&gt;
Labors-of-Need: The ones assigned to heavy labor, such as quarry hauling, foundry work, rail shifting, construction support and structural demolition, are often IHL-Class Avoxes and people from former XXX. They wear bright orange, with harnesses for equipment. &lt;br /&gt;
&lt;br /&gt;
Growers-of-Food: Working in the hydroponics farms, these former District Nine, and Eleven people grow the food for Hive Primus. Their role to is to grow, pack and ship the food the Hive relies on. They wear dark green. &lt;br /&gt;
&lt;br /&gt;
Givers-of-Parts: For people with disabilities, the conically lazy, the elderly or ill who cannot work, a grim fate waits them. Shuffled into this caste, they serve as test subjects, organ banks, blood banks and  experimental labor, hazard testing. The Order considers them useless for anything else. They wear mid-blue. &lt;br /&gt;
&lt;br /&gt;
Servers-of-Gamemakers: Serving the Gamemakers directly are SD-Class Avoxes who wait on the needs of the High Nobility and Royal Family. They also operate the lifts that connect the floors of the hives. They wear muted cream. &lt;br /&gt;
&lt;br /&gt;
Keepers-of-Law: The Peacekeepers, and those who support them. Most hail from the former District Two and are of Nepali blood. They wear white.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
When a Gamemaker develops GDS, they are cast out to the surface via a spire containing a high speed, automatic lift. This Gothic spire pokes from the hive city below, though rock and to Aeterna&#039;s surface. This area of the surface is a plains biome with the spire being the only notable feature. The spire is built from the same  silicate rock concrete  and is surrounded by the ruins of the first landing and a shanty town made from scrap metal, plastics and other sheets of material. These roughly made shacks contain GDS Stage 1 and Stage 2 suffers. &lt;br /&gt;
&lt;br /&gt;
Inside, Stage 1 Gamemakers try to carry on their normal routines and the Stage 2 Gamemakers sit trapped in their hallucinations, obsessions and compulsions. The Stage 1 Gamemakers are the ones looking after their Stage 2 kin, feeding them, giving them hydrogen and protecting them. They also maintain crude machines to produce hydrogen from water and mushroom patches for nutri-fluid. Around the shanty town is a ring of earth cleared of all life by the Order and the Stage 1 Gamemakers, to protect from the ferals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Past this clearing, are the embryonic beginnings of mushroom forests made by the Gamemaker nanites eating organic matter. The caps are skinned in Gamemaker synth skin, within that are layers of Gamemaker hair, giving the mushrooms their colors, and then Gamemaker teeth to stiffen. The layers then reverse, another layer of hair and then another layer of synth skin. These mushrooms act as food, shelter, and tool/weapon parts for the Clan-Kin that dwell along these mushrooms. Once a Gamemaker hits Stage 3 GDS, they are cast from the shanty town to join the Clan-Kin.&lt;br /&gt;
&lt;br /&gt;
The Clan-Kin are like those in the Hall of the Forgotten, besides the fact the colors are separated by biome and not by height.&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1683</id>
		<title>Tales of a Grimdark World Notepad 1</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1683"/>
		<updated>2026-05-30T15:48:37Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On Aetena the Gamemakers are divided into three societies, the hive city of Primus, in Craven-001, the Maddened in the shanty town around the Exile Spire and the Clan-Kin of the surface. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hive city of Primus is ruled by the Gamemaker Order, still following the same caste system and culture as they did in Panam, on Earth. The humans have also been assigned to castes of their own. Hive Primus is located in Craven-001, a forest of Gothic spires growing from the floor. Built from concrete made from the silicate rock. The settlement is divided into sectors that have differing purpose, such as A-2, a hydroponics sector containing former District Eleven settlers and B-32, a electronics making sector containing setters from District Three.  &lt;br /&gt;
&lt;br /&gt;
Each sector is a a spire of its own, growing from the floor like jagged teeth. The spires are predicted to  merge in times to come. Life in the spires is highly regimented, and living areas tight. Each setter gets a small pod to sleep in and that is it, shared via hot bunking. Clothing is caste uniforms constituting of colored tunics and  pants similar to those worn by the Avoxes of Panam. Food consists of nutri-paste and water, strictly rationed. Everybody follows a strict schedule that is in a chip implanted in their arm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Castes:&lt;br /&gt;
&lt;br /&gt;
Makers-of-Parts: Former members of D1 and D3, their role is to make the machines, electronics and electrics that the    Gamemaker Order relies on. They wear dark blue. &lt;br /&gt;
&lt;br /&gt;
Workers-of-Darkness: Often CI-Class Avoxes, along with people from the former District Four, their role is sewer maintenance, waterworks, tunnel repair, waste incineration and grid relay inspection. They wear black, waterproofed canvas. &lt;br /&gt;
&lt;br /&gt;
Labors-of-Need: The ones assigned to heavy labor, such as quarry hauling, foundry work, rail shifting, construction support and structural demolition, are often IHL-Class Avoxes and people from former XXX. They wear bright orange, with harnesses for equipment. &lt;br /&gt;
&lt;br /&gt;
Growers-of-Food: Working in the hydroponics farms, these former District Nine, and Eleven people grow the food for Hive Primus. Their role to is to grow, pack and ship the food the Hive relies on. They wear dark green. &lt;br /&gt;
&lt;br /&gt;
Givers-of-Parts: For people with disabilities, the conically lazy, the elderly or ill who cannot work, a grim fate waits them. Shuffled into this caste, they serve as test subjects, organ banks, blood banks and  experimental labor, hazard testing. The Order considers them useless for anything else. They wear mid-blue. &lt;br /&gt;
&lt;br /&gt;
Servers-of-Gamemakers: Serving the Gamemakers directly are SD-Class Avoxes who wait on the needs of the High Nobility and Royal Family. They also operate the lifts that connect the floors of the hives. They wear muted cream. &lt;br /&gt;
&lt;br /&gt;
Keepers-of-Law: The Peacekeepers, and those who support them. Most hail from the former District Two and are of Nepali blood. They wear white.&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1682</id>
		<title>Tales of a Grimdark World Notepad 1</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1682"/>
		<updated>2026-05-30T15:47:12Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On Aetena the Gamemakers are divided into three societies, the hive city of Primus, in Craven-001, the Maddened in the shanty town around the Exile Spire and the Clan-Kin of the surface. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hive city of Primus is ruled by the Gamemaker Order, still following the same caste system and culture as they did in Panam, on Earth. The humans have also been assigned to castes of their own. Hive Primus is located in Craven-001, a forest of Gothic spires growing from the floor. Built from concrete made from the silicate rock. The settlement is divided into sectors that have differing purpose, such as A-2, a hydroponics sector containing former District Eleven settlers and B-32, a electronics making sector containing setters from District Three.  &lt;br /&gt;
&lt;br /&gt;
Each sector is a a spire of its own, growing from the floor like jagged teeth. The spires are predicted to  merge in times to come. Life in the spires is highly regimented, and living areas tight. Each setter gets a small pod to sleep in and that is it, shared via hot bunking. Clothing is caste uniforms constituting of colored tunics and  pants similar to those worn by the Avoxes of Panam. Food consists of nutri-paste and water, strictly rationed. Everybody follows a strict schedule that is in a chip implanted in their arm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Castes:&lt;br /&gt;
&lt;br /&gt;
Makers-of-Parts: Former members of D1 and D3, their role is to make the machines, electronics and electrics that the    Gamemaker Order relies on. They wear dark blue. &lt;br /&gt;
&lt;br /&gt;
Workers-of-Darkness: Often CI-Class Avoxes, along with people from the former District Four, their role is sewer maintenance, waterworks, tunnel repair, waste incineration and grid relay inspection. They wear black, waterproofed canvas. &lt;br /&gt;
&lt;br /&gt;
Labors-of-Need: The ones assigned to heavy labor, such as quarry hauling, foundry work, rail shifting, construction support and structural demolition, are often IHL-Class Avoxes and people from former XXX. They wear bright orange, with harnesses for equipment. &lt;br /&gt;
&lt;br /&gt;
Growers-of-Food: Working in the hydroponics farms, these former District Nine, and Eleven people grow the food for Hive Primus. Their role to is to grow, pack and ship the food the Hive relies on. They wear dark green. &lt;br /&gt;
&lt;br /&gt;
Givers-of-Parts: For people with disabilities, the conically lazy, the elderly or ill who cannot work, a grim fate waits them. Shuffled into this caste, they serve as test subjects, organ banks, blood banks and  experimental labor, hazard testing. The Order considers them useless for anything else. They wear mid-blue. &lt;br /&gt;
&lt;br /&gt;
Servers-of-Gamemakers: Serving the Gamemakers directly are SD-Class Avoxes who wait on the needs of the High Nobility and Royal Family. They also operate the lifts that connect the floors of the hives. They wear muted cream. &lt;br /&gt;
&lt;br /&gt;
Keepers-of-Law: The Peacekeepers, and those who support them. Most hail from the former District Two and are of Nepali blood. They wear white.&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1681</id>
		<title>Tales of a Grimdark World Notepad 1</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1681"/>
		<updated>2026-05-30T15:46:30Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On Aetena the Gamemakers are divided into three societies, the hive city of Primus, in Craven-001, the Maddened in the shanty town around the Exile Spire and the Clan-Kin of the surface. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hive city of Primus is ruled by the Gamemaker Order, still following the same caste system and culture as they did in Panam, on Earth. The humans have also been assigned to castes of their own. Hive Primus is located in Craven-001, a forest of Gothic spires growing from the floor. Built from concrete made from the silicate rock. The settlement is divided into sectors that have differing purpose, such as A-2, a hydroponics sector containing former District Eleven settlers and B-32, a electronics making sector containing setters from District Three.  &lt;br /&gt;
&lt;br /&gt;
Each sector is a a spire of its own, growing from the floor like jagged teeth. The spires are predicted to  merge in times to come. Life in the spires is highly regimented, and living areas tight. Each setter gets a small pod to sleep in and that is it, shared via hot bunking. Clothing is caste uniforms constituting of colored tunics and  pants similar to those worn by the Avoxes of Panam. Food consists of nutri-paste and water, strictly rationed. Everybody follows a strict schedule that is in a chip implanted in their arm.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Castes:&lt;br /&gt;
&lt;br /&gt;
Makers-of-Parts: Former members of D1 and D3, their role is to make the machines, electronics and electrics that the    Gamemaker Order relies on. They wear dark blue. &lt;br /&gt;
&lt;br /&gt;
Workers-of-Darkness: Often CI-Class Avoxes, along with people from the former District Four, their role is sewer maintenance, waterworks, tunnel repair, waste incineration and grid relay inspection. They wear black, waterproofed canvas. &lt;br /&gt;
&lt;br /&gt;
Labors-of-Need: The ones assigned to heavy labor, such as quarry hauling, foundry work, rail shifting, construction support and structural demolition, are often IHL-Class Avoxes and people from former XXX. They wear bright orange, with harnesses for equipment. &lt;br /&gt;
&lt;br /&gt;
Growers-of-Food: Working in the hydroponics farms, these former District Nine, and Eleven people grow the food for Hive Primus. Their role to is to grow, pack and ship the food the Hive relies on. They wear dark green. &lt;br /&gt;
&lt;br /&gt;
Givers-of-Parts: For people with disabilities, the conically lazy, the elderly or ill who cannot work, a grim fate waits them. Shuffled into this caste, they serve as test subjects, organ banks, blood banks and  experimental labor, hazard testing. The Order considers them useless for anything else. They wear white. &lt;br /&gt;
&lt;br /&gt;
Servers-of-Gamemakers: Serving the Gamemakers directly are SD-Class Avoxes who wait on the needs of the High Nobility and Royal Family. They also operate the lifts that connect the floors of the hives. They wear muted cream. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Keepers-of-Law: The Peacekeepers, and those who support them. Most hail from the former District Two.&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1680</id>
		<title>Tales of a Grimdark World Notepad 1</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Tales_of_a_Grimdark_World_Notepad_1&amp;diff=1680"/>
		<updated>2026-05-30T15:26:01Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On Aetena the Gamemakers are divided into three societies, the hive city of Primus, in Craven-001, the Maddened in the shanty town around the Exile Spire and the Clan-Kin of the surface. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hive city of Primus is ruled by the Gamemaker Order, still following the same caste system and culture as they did in Panam, on Earth. The humans have also been assigned to castes of their own. Hive Primus is located in Craven-001, a forest of Gothic spires growing from the floor. Built from concrete made from the silicate rock. The settlement is divided into sectors that have differing purpose, such as A-2, a hydroponics sector containing former District Eleven settlers and B-32, a electronics making sector containing setters from District Three.  &lt;br /&gt;
&lt;br /&gt;
Each sector is a a spire of its own, growing from the floor like jagged teeth. The spires are predicted to  merge in times to come. Life in the spires is highly regimented, and living areas tight. Each setter gets a small pod to sleep in and that is it, shared via hot bunking. Clothing is caste uniforms constituting of colored tunics and  pants similar to those worn by the Avoxes of Panam.&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1679</id>
		<title>Sandbox / Biology Rewrites</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1679"/>
		<updated>2026-05-30T13:04:47Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==Kalor Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kalor are adapted to the [[Yryna Old Coniferous Forest]]. They are bulk,  endomorphic, and compact of build, with shortened limbs as to minimize surface-area-to-mass ratio. This build  significantly reduces their overall agility and flexibility, leading them to be poor at climbing.  Their skin is white in color, thick, and  covered in a dense layer of specialized sebaceous glands. This allows them to make an a thick, tallow-like wax to seal out freezing moisture.This skin struggles with direct oxygen absorption, making them rely on their lungs more. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This happens due to the heavy, waxy lipid barrier severely clogging the cutaneous pores. Their hair is an thick, double coat of coarse, hollow, white hair strands. These are for trapping the stagnant air pockets for maximum structural insulation, to deal with cold winds and sub zero temperatures. The coat is highly flammable, and acts like tinder, leading them being weak to fire and burns. Their eyes are dark brown in color, with an  permanent, thick nictitating membrane. The  permanent, thick nictitating membrane works as an polarized lens. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This allows them to not get slow blindness from night UV glare. The  downside of this is an clouding of fine, close-range depth perception. The ears are small, and flat against the skull. These ears have thick, dense, oily fur as stop the ear  canal from freezing. They have long,  highly vascularized nasal passages to act as a form of heat exchange to warm the air they breathe. The teeth are shout, wedge shaped and with deep iron-mineralized roots. These teeth are adapted to crack through frozen flesh and bone.&lt;br /&gt;
&lt;br /&gt;
The downside of this is a lack of sharper edges to sear though soft flesh flesh such as rival kin&#039;toni. The claws are thick, straight and shade like, being broad and unable to retract. The claws act as climbing crampons on hard ice. The claws are pool at gripping or grasping, leading them to be bad at fine mortar tasks. Their feet are huge, and very padded, having stiff, splayed toes to act as snowshoes for spreading  weight over deep snowdrifts. Inside, their livers and bloodstreams make a large amount of specialized thermal-hysteresis proteins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These proteins aggressively lower the freezing point of cellular water. These allow them to not freeze in the cold forest. This high viscosity, protein dense blood leads to an  circulatory system having to work under great constant hydraulic pressure. This means they are more likely to have heart attacks and strokes. Around their internal organs, is an dry cellular fat lattice, that also contains air. This acts as an thermal buffer protecting the vital organs. Their modified lymphatic filters are hyper-developed in order to hoard iron.&lt;br /&gt;
&lt;br /&gt;
The iron is deposited into the bones to make them denser and more frost resistant. The vascular contraction-points are heavily muscularized. These are able to stop blood flow to the limbs if needed to preserve core fluid pressure., lowing the risk of death from blood loss or frostbite. The downside, is that if a limb is cut off for too long, it is likely to develop necrosis, needing it to be removed.  They have altered mitochondria for generating explosive bursts of cellular kinetic energy in order to help with muscular binding in the cold. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kalraku Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kalraku are adapted to the hyper-arid highlands of the [[Oria Dry Mountain]]. They are elongated, spindly, and skeletal of build, as to have more surface area for rapid heat dissipation. These thin, long limbs have a lack of muscle leverage. This makes them poor at wrestling and dealing with high-impact physical strikes. The skin is ash-white in color, with thick, overlapping, keratinized plates that contain reflective mineral ash to reflect away heat. The downside of this is a lack of  skin flexibility.&lt;br /&gt;
&lt;br /&gt;
This means their skin can tear open painfully if pulled too far. They lack all hair, having just bald flesh with  micro-grooved epidermal ridges. These ridges are for funneling sparse morning dew toward absorbing pores. The eyes are yellow, and deeply recessed inside heavy brow ridges. The eyes have an vertical slit pupil that can  constrict completely in order to protect from blinding high-altitude glare. The outside of the ears are huge, thin, and with large amounts of veins that act as biological radiators to dump unneeded heat into the wind.&lt;br /&gt;
&lt;br /&gt;
Their skulls and clavicles are adapted to have hollow, honeycombed acoustic chambers, that along with their adapted inner ears, act as  amplifier chambers for low-frequency sound waves. These bones are fragile, and lead to the bones being easy to break. The nose has a nasal passages lined with specialized dry-mucosa scales. These are adapted to reclaim water from the blood they feed on in order to stop respiratory fluid loss. The downside of this is an lower ability to track less-noticeable airborne scent trails over long distances. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The teeth are adapted to be short, flat and broad, and are adapted to scrape even the last drops of blood off bones and rocks and to crush hard shells. The teeth lack long fangs and therefore are unable to dig well into soft targets. The claws are long, needle sharp and hard. They are made of dense keratin, and are adapted for climbing solid granite crevices. These claws are easy to break in tight spaces and made walking on flat surfaces clumsy and awkward. The feet have adapted into cloven hooves, with rough, high-friction undersides. &lt;br /&gt;
&lt;br /&gt;
These hooves struggle in soft terrain and lead to the kin&#039;toni sinking in mud and loose sand. The limbs are adapted to have  specialized bypass loops for moving the warm core blood into the ears and limbs for cooling.The bones are adapted to have a large amount of iron in the bones, making them heavy and mineralized in order to  anchor them against high mountain winds. This weight makes them unable to swim, leading them to have to walk along the bottom. The  digestive tract and lymphatic filters have changed in order to take as much water out of food as possible. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This water is stored in large sacs in the back as water reserves. These sacs are vulnerable to damage, and busting them is both painful and damaging. The body is able to  trigger a state of daytime cryogenic-like torpor using their modified mitochondria. This state shuts down all unneeded cellular functions to save on blood, water and energy. This daytime torpor makes them helpless and unconscious.  &lt;br /&gt;
&lt;br /&gt;
==Kaxod Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kel&#039;ony Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kelet Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kelnysi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Keris Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kimetdar Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin&#039;ire Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin-ver Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kinper Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Litara Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Luserkel Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ninal Kin&#039;toni Clan== &lt;br /&gt;
&lt;br /&gt;
==Nyale Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Rilpertiadanbur Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Swutonsul Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Umvera Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Umvera Kin&#039;toni Clan are adapted to the [[Elmatai Sullen Grove]]. They are hyperflexable and lean of build, with an ectomorphic frame and elongated clavicles to make it easy to slip through dense, tangled undergrowth. Their lower dense skeletal mass leads to them being strongly hindered by bone fractures from high-impact crushing damage or heavy blunt force as the bones are easy to break. Their skin is dark green and brown using phlobaphene pigments. This allows them to blend well with the wet tree bark and moss but also leads them to blister and burn significantly faster in sunlight. &lt;br /&gt;
&lt;br /&gt;
Their hair is sparse, coarse and bristly, with an layer of hydrophobic sebum to stop waterlogging and fungal growth in the humid grove.  The eyes are grossly oversized with an highly developed tapetum lucidum to allow them to capture even the faintest light under the trees. The eyes, having extremely sensitive retinas are vulnerable to bright light. Such light inc fire, can bring on blinding photoflash optical shock. The ears have large, high mobile pinnae to allow them to pinpoint the  the sounds of prey in the thick leaf litter. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These ears are sensitive to high-frequency noises or concussive sonic blasts, leading to severe disorientation and temporary loss of hearing. Their noses are deeply convoluted and adapted for filtering and concentrating the iron smell of blood, even in the heavy, damp forest musk. The teeth are long, with deep grooves having  micro-serrations for sawing though the tough hides of forest life. These  thin, micro-serrated enamel edges are brittle and are easy to break by biting down on bone or armor. &lt;br /&gt;
&lt;br /&gt;
The claws are short, heavily curved, and semi-retractable with  thick fibrous ligaments. These claws are good for gripping wet tree bark and moss, but are poor at digging. They have splayed toes with soft, calloused pads on  their broad and prehensile feet. Along with their claws, their  lack of a rigid, supportive arch makes s long-distance sprinting on flat, open ground tiring and mechanically inefficient. Inside, their lungs have been repurposed into high-surface-area vascular sacks to become highly efficient at dealing with the stagnant forest air. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The joints are hypermobile, with  collagen fibers in ligaments laced with elastic proteins. These allow the joints to partially dislocate and bend while not tearing to allow for movement in tight places. The joints being so lax, leads to a lack of ability to lift or push heavy structural loads. The liver is adapted into an hyper-dense cluster of &amp;quot;cell clots&amp;quot;  for dealing quickly with forest toxins, local plant poisons, and mold spores. This system is adapted to local toxins and does not work for those outside.&lt;br /&gt;
&lt;br /&gt;
The body also has an endocrine system that shuts down thermogenesis in order to match the  exact ambient temperature. Being able to match the  ambient temperature of the cold and damp forest allows them to be invisible to the thermal senses owned by some animals and kin&#039;toni. This also makes them sluggish and prone to  muscular lethargy in places colder or hotter then the grove. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Undmos Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Untburpol Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Urayachay Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ustsulunt Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wan&#039;rila Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wor&#039;ardi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wyta Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Yoush Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Project: Biology Rewrites]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1675</id>
		<title>Sandbox / Biology Rewrites</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1675"/>
		<updated>2026-05-29T18:48:54Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==Kalor Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
The Kalor are adapted to the [[Yryna Old Coniferous Forest]]. They are bulk,  endomorphic, and compact of build, with shortened limbs as to minimize surface-area-to-mass ratio. This build  significantly reduces their overall agility and flexibility, leading them to be poor at climbing.  Their skin is white in color, thick, and  covered in a dense layer of specialized sebaceous glands. This allows them to make an a thick, tallow-like wax to seal out freezing moisture.This skin struggles with direct oxygen absorption, making them rely on their lungs more. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This happens due to the heavy, waxy lipid barrier severely clogging the cutaneous pores. Their hair is an thick, double coat of coarse, hollow, white hair strands. These are for trapping the stagnant air pockets for maximum structural insulation, to deal with cold winds and sub zero temperatures. The coat is highly flammable, and acts like tinder, leading them being weak to fire and burns. Their eyes are dark brown in color, with an  permanent, thick nictitating membrane. The  permanent, thick nictitating membrane works as an polarized lens. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This allows them to not get slow blindness from night UV glare. The  downside of this is an clouding of fine, close-range depth perception. The ears are small, and flat against the skull. These ears have thick, dense, oily fur as stop the ear  canal from freezing. They have long,  highly vascularized nasal passages to act as a form of heat exchange to warm the air they breathe. The teeth are shout, wedge shaped and with deep iron-mineralized roots. These teeth are adapted to crack through frozen flesh and bone.&lt;br /&gt;
&lt;br /&gt;
The downside of this is a lack of sharper edges to sear though soft flesh flesh such as rival kin&#039;toni. The claws are thick, straight and shade like, being broad and unable to retract. The claws act as climbing crampons on hard ice. The claws are pool at gripping or grasping, leading them to be bad at fine mortar tasks. Their feet are huge, and very padded, having stiff, splayed toes to act as snowshoes for spreading  weight over deep snowdrifts. Inside, their livers and bloodstreams make a large amount of specialized thermal-hysteresis proteins.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These proteins aggressively lower the freezing point of cellular water. These allow them to not freeze in the cold forest. This high viscosity, protein dense blood leads to an  circulatory system having to work under great constant hydraulic pressure. This means they are more likely to have heart attacks and strokes. Around their internal organs, is an dry cellular fat lattice, that also contains air. This acts as an thermal buffer protecting the vital organs. Their modified lymphatic filters are hyper-developed in order to hoard iron.&lt;br /&gt;
&lt;br /&gt;
The iron is deposited into the bones to make them denser and more frost resistant. The vascular contraction-points are heavily muscularized. These are able to stop blood flow to the limbs if needed to preserve core fluid pressure., lowing the risk of death from blood loss or frostbite. The downside, is that if a limb is cut off for too long, it is likely to develop necrosis, needing it to be removed.  They have altered mitochondria for generating explosive bursts of cellular kinetic energy in order to help with muscular binding in the cold. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kalraku Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kaxod Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kel&#039;ony Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kelet Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kelnysi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Keris Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kimetdar Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin&#039;ire Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin-ver Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kinper Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Litara Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Luserkel Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ninal Kin&#039;toni Clan== &lt;br /&gt;
&lt;br /&gt;
==Nyale Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Rilpertiadanbur Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Swutonsul Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Umvera Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Umvera Kin&#039;toni Clan are adapted to the [[Elmatai Sullen Grove]]. They are hyperflexable and lean of build, with an ectomorphic frame and elongated clavicles to make it easy to slip through dense, tangled undergrowth. Their lower dense skeletal mass leads to them being strongly hindered by bone fractures from high-impact crushing damage or heavy blunt force as the bones are easy to break. Their skin is dark green and brown using phlobaphene pigments. This allows them to blend well with the wet tree bark and moss but also leads them to blister and burn significantly faster in sunlight. &lt;br /&gt;
&lt;br /&gt;
Their hair is sparse, coarse and bristly, with an layer of hydrophobic sebum to stop waterlogging and fungal growth in the humid grove.  The eyes are grossly oversized with an highly developed tapetum lucidum to allow them to capture even the faintest light under the trees. The eyes, having extremely sensitive retinas are vulnerable to bright light. Such light inc fire, can bring on blinding photoflash optical shock. The ears have large, high mobile pinnae to allow them to pinpoint the  the sounds of prey in the thick leaf litter. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These ears are sensitive to high-frequency noises or concussive sonic blasts, leading to severe disorientation and temporary loss of hearing. Their noses are deeply convoluted and adapted for filtering and concentrating the iron smell of blood, even in the heavy, damp forest musk. The teeth are long, with deep grooves having  micro-serrations for sawing though the tough hides of forest life. These  thin, micro-serrated enamel edges are brittle and are easy to break by biting down on bone or armor. &lt;br /&gt;
&lt;br /&gt;
The claws are short, heavily curved, and semi-retractable with  thick fibrous ligaments. These claws are good for gripping wet tree bark and moss, but are poor at digging. They have splayed toes with soft, calloused pads on  their broad and prehensile feet. Along with their claws, their  lack of a rigid, supportive arch makes s long-distance sprinting on flat, open ground tiring and mechanically inefficient. Inside, their lungs have been repurposed into high-surface-area vascular sacks to become highly efficient at dealing with the stagnant forest air. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The joints are hypermobile, with  collagen fibers in ligaments laced with elastic proteins. These allow the joints to partially dislocate and bend while not tearing to allow for movement in tight places. The joints being so lax, leads to a lack of ability to lift or push heavy structural loads. The liver is adapted into an hyper-dense cluster of &amp;quot;cell clots&amp;quot;  for dealing quickly with forest toxins, local plant poisons, and mold spores. This system is adapted to local toxins and does not work for those outside.&lt;br /&gt;
&lt;br /&gt;
The body also has an endocrine system that shuts down thermogenesis in order to match the  exact ambient temperature. Being able to match the  ambient temperature of the cold and damp forest allows them to be invisible to the thermal senses owned by some animals and kin&#039;toni. This also makes them sluggish and prone to  muscular lethargy in places colder or hotter then the grove. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Undmos Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Untburpol Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Urayachay Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ustsulunt Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wan&#039;rila Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wor&#039;ardi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wyta Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Yoush Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Project: Biology Rewrites]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Category:Project:_Biology_Rewrites&amp;diff=1674</id>
		<title>Category:Project: Biology Rewrites</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Category:Project:_Biology_Rewrites&amp;diff=1674"/>
		<updated>2026-05-29T18:31:39Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[category:Stevie&#039;s Stuff]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1673</id>
		<title>Sandbox / Biology Rewrites</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1673"/>
		<updated>2026-05-28T18:08:19Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==Kalor Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kalraku Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kaxod Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kel&#039;ony Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kelet Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kelnysi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Keris Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kimetdar Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin&#039;ire Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin-ver Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kinper Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Litara Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Luserkel Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ninal Kin&#039;toni Clan== &lt;br /&gt;
&lt;br /&gt;
==Nyale Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Rilpertiadanbur Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Swutonsul Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Umvera Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Umvera Kin&#039;toni Clan are adapted to the [[Elmatai Sullen Grove]]. They are hyperflexable and lean of build, with an ectomorphic frame and elongated clavicles to make it easy to slip through dense, tangled undergrowth. Their lower dense skeletal mass leads to them being strongly hindered by bone fractures from high-impact crushing damage or heavy blunt force as the bones are easy to break. Their skin is dark green and brown using phlobaphene pigments. This allows them to blend well with the wet tree bark and moss but also leads them to blister and burn significantly faster in sunlight. &lt;br /&gt;
&lt;br /&gt;
Their hair is sparse, coarse and bristly, with an layer of hydrophobic sebum to stop waterlogging and fungal growth in the humid grove.  The eyes are grossly oversized with an highly developed tapetum lucidum to allow them to capture even the faintest light under the trees. The eyes, having extremely sensitive retinas are vulnerable to bright light. Such light inc fire, can bring on blinding photoflash optical shock. The ears have large, high mobile pinnae to allow them to pinpoint the  the sounds of prey in the thick leaf litter. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These ears are sensitive to high-frequency noises or concussive sonic blasts, leading to severe disorientation and temporary loss of hearing. Their noses are deeply convoluted and adapted for filtering and concentrating the iron smell of blood, even in the heavy, damp forest musk. The teeth are long, with deep grooves having  micro-serrations for sawing though the tough hides of forest life. These  thin, micro-serrated enamel edges are brittle and are easy to break by biting down on bone or armor. &lt;br /&gt;
&lt;br /&gt;
The claws are short, heavily curved, and semi-retractable with  thick fibrous ligaments. These claws are good for gripping wet tree bark and moss, but are poor at digging. They have splayed toes with soft, calloused pads on  their broad and prehensile feet. Along with their claws, their  lack of a rigid, supportive arch makes s long-distance sprinting on flat, open ground tiring and mechanically inefficient. Inside, their lungs have been repurposed into high-surface-area vascular sacks to become highly efficient at dealing with the stagnant forest air. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The joints are hypermobile, with  collagen fibers in ligaments laced with elastic proteins. These allow the joints to partially dislocate and bend while not tearing to allow for movement in tight places. The joints being so lax, leads to a lack of ability to lift or push heavy structural loads. The liver is adapted into an hyper-dense cluster of &amp;quot;cell clots&amp;quot;  for dealing quickly with forest toxins, local plant poisons, and mold spores. This system is adapted to local toxins and does not work for those outside.&lt;br /&gt;
&lt;br /&gt;
The body also has an endocrine system that shuts down thermogenesis in order to match the  exact ambient temperature. Being able to match the  ambient temperature of the cold and damp forest allows them to be invisible to the thermal senses owned by some animals and kin&#039;toni. This also makes them sluggish and prone to  muscular lethargy in places colder or hotter then the grove. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Undmos Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Untburpol Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Urayachay Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ustsulunt Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wan&#039;rila Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wor&#039;ardi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wyta Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Yoush Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Project: Biology Rewrites]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
	<entry>
		<id>https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1672</id>
		<title>Sandbox / Biology Rewrites</title>
		<link rel="alternate" type="text/html" href="https://taerel.com/StevieWiki/index.php?title=Sandbox_/_Biology_Rewrites&amp;diff=1672"/>
		<updated>2026-05-28T18:01:01Z</updated>

		<summary type="html">&lt;p&gt;Stevie Lambert: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
==Kalor Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Kalraku Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kaxod Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kel&#039;ony Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kelet Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kelnysi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Keris Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kimetdar Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin&#039;ire Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kin-ver Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Kinper Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Litara Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Luserkel Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ninal Kin&#039;toni Clan== &lt;br /&gt;
&lt;br /&gt;
==Nyale Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Rilpertiadanbur Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Swutonsul Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Umvera Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Umvera Kin&#039;toni Clan are adapted to the [[Elmatai Sullen Grove]]. They are hyperflexable and lean of build, with an ectomorphic frame and elongated clavicles to make it easy to slip through dense, tangled undergrowth. Their lower dense skeletal mass leads to them being strongly hindered by bone fractures from high-impact crushing damage or heavy blunt force as the bones are easy to break.&lt;br /&gt;
&lt;br /&gt;
Their skin is dark green and brown using phlobaphene pigments. This allows them to blend well with the wet tree bark and moss but also leads them to blister and burn significantly faster in sunlight. Their hair is sparse, coarse and bristly, with an layer of hydrophobic sebum to stop waterlogging and fungal growth in the humid grove.  The eyes are grossly oversized with an highly developed tapetum lucidum to allow them to capture even the faintest light under the trees. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The eyes, having extremely sensitive retinas are vulnerable to bright light. Such light inc fire, can bring on blinding photoflash optical shock. The ears have large, high mobile pinnae to allow them to pinpoint the  the sounds of prey in the thick leaf litter. These ears are sensitive to high-frequency noises or concussive sonic blasts, leading to severe disorientation and temporary loss of hearing. &lt;br /&gt;
&lt;br /&gt;
Their noses are deeply convoluted and adapted for filtering and concentrating the iron smell of blood, even in the heavy, damp forest musk. The teeth are long, with deep grooves having  micro-serrations for sawing though the tough hides of forest life. These  thin, micro-serrated enamel edges are brittle and are easy to break by biting down on bone or armor. The claws are short, heavily curved, and semi-retractable with  thick fibrous ligaments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These claws are good for gripping wet tree bark and moss, but are poor at digging. They have splayed toes with soft, calloused pads on  their broad and prehensile feet. Along with their claws, their  lack of a rigid, supportive arch makes s long-distance sprinting on flat, open ground tiring and mechanically inefficient.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Internal Adaptations&lt;br /&gt;
Lungs/Oxygen Absorption Gland: The atrophied lungs are repurposed into high-surface-area vascular sacks that directly process the oxygen absorbed through their leathery skin, maximizing efficiency in stagnant forest air.&lt;br /&gt;
&lt;br /&gt;
Weakness: Thick mud, stagnant swamp water, or dense smoke coating the skin will rapidly suffocate the creature by blocking cutaneous (skin-based) oxygen transfer.&lt;br /&gt;
&lt;br /&gt;
Skeletal Joints (Hypermobility): The collagen fibers in their ligaments are laced with elastic proteins that allow their joints to partially dislocate and bend without tearing, aiding in tight forest maneuvers.&lt;br /&gt;
&lt;br /&gt;
Weakness: This extreme joint laxity drastically reduces mechanical leverage, making it incredibly difficult for them to lift or push heavy structural loads.&lt;br /&gt;
&lt;br /&gt;
Acoustic Sinus Chambers: A portion of the facial sinuses is lined with vibration-sensitive mechanoreceptors that act as a biological seismograph to detect ground vibrations through the skull.&lt;br /&gt;
&lt;br /&gt;
Weakness: Heavy downpours, thunder, or stampedes create a deafening internal echo chamber that disrupts their spatial awareness.&lt;br /&gt;
&lt;br /&gt;
Modified Hepatic Filtering: The liver is entirely converted into a hyper-dense cluster of &amp;quot;cell clots&amp;quot; that rapidly neutralize damp-forest toxins, specialized plant poisons, and blood-borne mold spores.&lt;br /&gt;
&lt;br /&gt;
Weakness: This hyper-focused specialization leaves the system completely unable to process synthetic or industrial chemical poisons, leading to rapid systemic shock if ingested.&lt;br /&gt;
&lt;br /&gt;
Metabolic Endothermy Supression: The endocrine system entirely shuts down thermogenesis, matching the exact ambient temperature of the cold, damp grove to grant them total invisibility to thermal-imaging predators.&lt;br /&gt;
&lt;br /&gt;
Weakness: Because they are strictly exothermic (relying on external temperature), entering a freezing environment causes immediate, profound muscular lethargy and sluggish reflexes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Undmos Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Untburpol Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Urayachay Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Ustsulunt Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wan&#039;rila Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wor&#039;ardi Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Wyta Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
==Yoush Kin&#039;toni Clan==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category: Project: Biology Rewrites]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
</feed>