Add a brief description of the race.
During the old age, before the diaspora arrived upon the Arcas-Atlas protocontinent, there existed a strange native species known as the Wonks. Much similar to frogs, they had life but little purpose, wandering the lands of their Wonkawoods, never viewed as more than curiosities or dumb animals. However, despite their lesser souls, the Wonks had the capacity to learn. As their culture evolved, they discovered how to communicate, and built a society. As such, slowly, the Wonks began to piece together their own little world.
A small part of the Wonk populations separated from their home in the Wonkawoods, migrating across all of the lands of the connected Atlas and Arcas. They formed their own tribal societies and groups, in swamps and jungles throughout the realm. They were some of the few wonks who would escape the fanatical grip of Khurmt in the years to come and make their way to Arcas before the great ice wall rose and separated Atlas Wonks from Arcas Wonks.
Some of the first people these isolated Wonk groups came to interact with were the children of Krug, the Orcs. In a turn of accident, these Orcs helped the Wonks develop their own tribalistic culture.
Thousands of years later, when the Descendants arrived upon Arcas, these Wonks were reintroduced to civilization. Though most Wonks would keep to their tribal ways, several few grew deeply fascinated with civilization, and departed the swamps to explore these new cultures. This is what separates Reformed Wonks from Tribal Wonks.
Once and only once during their adult life, Wonk may find themselves carrying eggs. This happens seemingly though seemingly only at times when the Wonk is safe and in no danger. There is no distinction between male and female, and Wonks are incapable of procreating with others. The Wonk will carry the eggs in tiny ridges and bumps across their back, with start at the size of marbles and swell into something close to the size of tennis balls. Anywhere between five to ten of these bumps may form, each one being an egg. Once these eggs have grown to their full size, within a four to six day period, the Wonk will expel them from their skin by flexing their back muscles, resulting in several formations, like burst bubbles, that remain on the back. Usually the Wonk’s back will return to its original state within several years. If the Wonk lives in a Wonk community, they would drop them into a community pond or pool, but if it’s an isolated Wonk, any body of freshwater will do. One day later, these eggs will hatch, several of them likely dying or not being born properly. The ones that live will, within a five year period, grow from a simple, large tadpole into a fully grown Wonk. A Wonk of a specific subtype will always take their parent’s subtype, for instance a Frog Wonk would always create new Frog Wonks, and the same applies to Toad Wonks.
Wonks have physical strength similar to that of the average human, though they find it difficult to put on any additional muscle mass. Their hands and feet are disproportionate to their bodies, larger and slightly bulbous. Their heads are also larger, without much of a neck and simply an extension of their torso into their heads. Upon their limbs, mostly around the hands and feet, Wonks can hold a different colour to the rest of their skin, e.g. green skin but with red tinted hands. Additionally, the hands and feet of a Wonk are ever so slightly sticky to an extent one would find uncomfortable if they were to touch it, like the dried stain of spilt soda. This stick is however not strong enough to hold anything heavier than a pebble. Both their hands and feet only have four digits, more frog-like than Descendant-like in appearance. And similar to the creatures they originate from, they have notable tongues. They can extend outwards at about 4x the length of a normal human tongue, and can be moved easily enough by a Wonk, but is only as strong as a Wonk’s finger, and much more precarious to use in a combat like situation given how vulnerable and weak the tongue tissue is. In Character, their voices are rough. You could say they have a frog in their throat. However, for typing purposes, this doesn’t influence how one types words or letters when emoting.
Wonks exhibit no sort of poison through their skin, as some species of frog might. The slight, slimy texture of their skin has no sort of advantage or ability, and simply feels a bit gross to the touch. Wonk blood, however, exhibits some special properties. Depending on the temperature of the Wonk’s location, their blood will alter in color. In warmer, more comfortable climates, Wonk blood will be a bright, cherry red. In colder climates, Wonk blood will quickly become a deep blue. Consumption of Wonk blood, to any non-Wonk, will result in a light high if the blood is red. If the Wonk is cold, however, and the blood is blue, then it will only cause a feeling of being ill and an intense dizziness.
Wonks have a maximum lifespan of 120 years, after having been born as a tadpole in a communal pond or lake. You are not able to play a Wonk until they are 5 years old, though at that point they are fully physically mature. They appear to get physically older, but what is really happening is their skin is starting to dry out as their ability to retain moisture decreases. A Wonk always feels tied to the water, but as they age, their skin dries quicker. At around 50, a Wonk will begin to feel their skin being more leathery and dry, cracking more easily. At 75, they would constantly have cracks and flakes on their skin, spending most of their free time in the water. By 100, a Wonk is rather elderly in appearance from their skin being almost unable to retain moisture at all, beyond for brief periods. They can maintain this for another 20 years to the age of 120, but at that point it’s too much. They return to the water to die, feeding the tadpoles with their nutrients to create another generation.
Wonks have two major cultures, Reformed and tribal.
Tribal Wonks remain in their swamp tribes and do not venture like the reformed Wonks, they live in a much more close-knit society which is primitive. They see the Descendants that arrived on Arcas-Atlas protocontinent as unfamiliar. They also lack a written history.
Reformed Wonks have a distinct curiosity with Descendant culture. Traditions, clothing, even phrases and architecture. These Wonks have modeled their own mixed society, and as a result, their habits, on the descendants around them. This usually takes the form of mimicking all sorts of habits and style of Descendants, but in a more placid and peaceful lifestyle sort of way. Suits, jackets, tanned plads, or really any other nice clothing are all favorites of the Wonks. However, given their status in life and where they choose to live, the material which clothing is made out of is rather simple. Tweed, simple and easy to acquire cloth, among other things, make up the vast majority of Wonk attire.
As a whole, these Wonks are a simple, not warring people, though of course the exception may exist. Classy but shabby clothing, nice but simple homes, and overall quiet lives a Wonk might live, though if they find themselves too attracted to the habits of Descendants, they may find themselves fully indoctrinated to their habits and tendencies, even the violent and destructive ones. These Wonks tend to live away from Reformed villages, with whatever Descendant group they’ve grown fond of. Reformed Wonks are the only type of playable Wonk.
Communities of Reformed Wonks, those that are neither fully indoctrinated into Descendant societies nor Tribal, tend to band together and develop small villages. These villages are a mixture of new Descendant values and old Wonk ones. There are a couple of virtually universal traits, however. The vast majority of these villages exist within wetlands, given the Wonks reliance on wet areas and heat, as well as such areas being the most comfortable to Wonks. Communities tend to build out around a single pond or lake, of which eggs are traditionally laid as a central and communal area to raise new Wonks as a village.
These communities generally remain rather small, with most Wonks choosing to live in groups and clusters in a single building. The social structure of these villages is similarly lax and group focused, resources and food freely distributed among Wonks yet guarded jealously from non-Wonks. The buildings themselves tend to be rather simple and shabby structures on the surface, but large underground rooms and tunnels are an essential part of any Wonk villages. The vast majority of buildings are all interconnected just under the surface, tunnels held firm in the wetlands via perfected Wonk techniques.
The culture of these villages ranges a bit, depending on the location and what other, stronger groups may nearby. Powerful groups could likely exercise some control over the lifestyle of the Wonks in the area, with their own Descendant customs and beliefs. Yet, some things are virtually universal. A reverence for nature and the wetlands are prevalent among virtually all Wonks. Wonks emerged from the wilds, and for everything they are they thank nature, which they view with an intense reverence. This is particularly the case in the wetlands, where many Wonks make their home. The water and the heat are important for the health of a Wonk, so they view areas that can supply both of these needs as sacred. As such, Wonks will take care of these areas and any attempt to harm the location around a Wonk village will be met with staunch resistance and incredible stubbornness.
In short, Reformed Wonks can range from independent Wonks who follow the habits of Descendants, to village Wonks who focus primarily on living in and protecting their land. Despite this, it’s not uncommon for village Wonks to wander, particularly in groups. Village Wonks are, additionally, not prone to aggression unless goaded. Individual Wonks may be, of course, aggressive, but the general attitude and vibe of a Reformed Wonk village will be much more relaxed, if guarded towards nosy outsiders. A surefire way to cause the otherwise placid Wonks to grow aggressive, through, is to interfere with the area they call home, as well as whatever meager possessions they may cherish.
The Tribal Wonks are those who remain in their swampish abodes and tribes, and do not venture out like their Reformed brethren. They live in a close-knit society seemingly locked in a primitive time, who see the newly arrived Descendant races as ones unfamiliar, with their lack of written history to remember such encounters outside of tales. Tribal Wonks are at core gatherers and to an extent, hunters also. They frequently forage through the marshes for any food to boil or eat raw and otherwise use their basic spears and bows to hunt any mammals or fish as their primary food source, though this usually with a bit of trouble as the Wonks smaller stature render them weaker than most large wildlife. Tribal Wonks are event creatures only. Any other culture, habits, or actions are a result of the event member who chooses to use this lore.