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Dajkiva

Similiar to the Gunthian species, the Dajkiva are bipedal, humanoid birdfolk species. They have the head, and legs of various waterfowl (ducks, geese, and other anseriformes) and the upper torso and arms of a humanoids covered in feathers, but they lack the wings that the Gunthian species is known for.
Dajkiva are well known for their ability to swim and prefer to dress in light clothing that range in deep blues to grays to reds and browns.

Physical Description
    Dajkiva know, though they do not like the direct association, that they  appear to be humanoid ducks.  They are similar in looks to water fowl  from an often-referenced backwater world that occupied a small place in  the arm of the Murcarius Arphemhal (spiral  galaxy) , though few Dajkiva are willing to acknowledge any  similarities. Their bodies are covered in a variety of colored feathers,  have varying eye color from blue to orange to black to light purple,  have a hard bill of various colors that tend to match their feather  colors and is built in the same fashion as the "lesser" beings of ducks  through out the known worlds and Omniverse.  Those familiar with Dajkiva  can identify where in the Omniverse they came from based on their  bright, brilliant plumage, which differs greatly from one Dajkiva to  another. These bills are filled with hundreds of tiny, sharp teeth that  they can use to deliver a vicious bite should they need to.  Because of  the inflexibility of their bills, dajkiva are unable to make various  sounds that are common among other humanoids that have lips and larger  teeth, but their tongues are able to adjust for the variation of  articulation of other languages, though it does come across with a  strong lisp.  Much other own language has hard sound click consonants  because of their bill. They have short feathered tails, short necks,  long (for their bodies) legs and wide, webbed feet.
     They dress  in light garb, often highly stylized yet functional to allow their wings  to move freely should they need to take flight, protect themselves in  battle, and still look good for social gatherings.
     Most dajkiva stand between 3 and 5 feet in height and weigh between 100 and 135 pounds.

Personality
      Clever, scholarly, and very social, the Dajvika are often found  traveling far from home in search of gaining knowledge and wisdom from  other cultures so they may add to their libraries—both personal and  private. At times they are known to acquire this knowledge by way of  acquiring well-guarded tomes and scrolls, with quick reflexes and nimble  talons.
     They inhabit sprawling cities built high in mountainous  regions and throughout the canopies of forests, crafted from materials  woven with magics that make them invisible from below.
     This is  not to say, however, that the Dajkiva are not capable warriors.  Extremely protective of their accumulated wisdom against those who would  use it for nefarious purposes, Dajkiva are both skilled warriors and  wielders of magics. They do not back down from a challenge when the  safety of their home is on the line. Despite this, they are not quick to  anger, and are quick to tease and taunt any who fall back on unfounded  stereotypes that the Dajkiva have short tempers.
     The Dajkiva are  often hired to join expeditions that will require someone with grasp of  many languages (though they speak with a significant lisp), a vast  understanding of history beyond their own species, and a willingness to  manipulate those who would potentially bar the expedition from reaching  its goals. Their charming personalities and strong grasp of social  nuances often open doors and loosen tongues in ways that are mutually  beneficial to the Dajkiva and those who hired them.

Languages and Names
      Dajkiva speak Oria.  Oria, in its natural form, is a complex language  filled whistles, cooing, yodels and grunts combined with the clicking  sounds derived from deep within the dajkiva's mouth.  They are well  versed in the usage of common, but their lack of lips makes it odd for  them to speaking the majority of the other world languages.  This does  not keep them from learning hundreds of languages and attempting to  speak them all.  Like other species they tend to learn the most commonly  spoken language within the region they live in.

Cultural Kin and Communities
     Unlike many other species on Ta Los, the Dajkiva do not have a real  homeland. Most sages and their own history point to an origin outside of  the Khirius Solvetras, but where their home world is, has been lost to  their memory and in the sands of of time.
    Despite their overt,  and natural friendliness, survival lies at the core of Dajkiva  communities and with cultural kin; as everything hinges on making  through each day. As a community they are very alert and observant about  everything that goes on around their claimed regions.  As a culture  they are proud of their abilities and are quick to point out when  something goes right. Dajkiva are not afraid of getting dirty or trying  new things. 
     Dajkiva are separated into skeins of 20 or 30   families.  Each family is made up of 5 to 6 individuals from parents, to  younglings, to elders. Each skein is overseen by a matron and patron  Dajkiva. Each skein live together near large bodies of water, wide  rivers, or secluded streams near high water falls.  Each of the families  inevitably fall into different roles: hunters, gathers, craftsman,  warriors, etc. This does not mean that a specific Dajkiva is unable to  move to another role should they choose to. There is a great deal of  family pride and honor in each of the roles that they have taken on.
     As a species Dajkiva have traveled and spread to every corner of Ta  Los, the world and through out the Omniverse. They exist in small skeins  through out the wild world, or small groups within nearly every major  city.

Dajkiva Features
Species Merit Cost: 1200
Age: Dajkiva begin at the age 12, and may live up to 50 years
Weight: Base 65 plus 3d10
Size: Dajkiva are small or medium creatures (3' -0" to 4'-0")
Vision: Dajkiva have Heightened Nightvision
Move: Base Move of 20 feet per Movement Action
Languages: Dajkiva begin play speaking Oria and any four languages they choose.
Resistances: Dajkiva are immune to poisons A-H
Dajkiva Bonuses: Dajkiva gain +10 Alertness checks,+10 Fatigue Points;
Dajkiva Attribute Modifiers: +10 to any two: Stamina, Agility, Wits or Willpower
Dajkiva Traits: Water Walk.  Due to their unique bone structure, Dajkiva are able to run across the  surface of water or snow up to four times their normal movement before  they begin to sink.
Rage. Dajkiva are  known to be social but they all suppress a deep, inner rage that they  can enter that grants them a small bonus.  Once per day for 1 turn per 2  Willpower they can increase their Attacks by +5 per 2 Ranks to a  maximum of +50.  They also become immune to some damage gaining a +10  Natural Armor for the duration.
Bite. Because of their hard beaks Dajkiva have a base damage of 4 bite as a Natural Weapon Attacks.
Species Abilities Dajkiva  begin play with two of the following abilities: Affable, Deep Thought,  Diplomat, Gibber, Guardian, Mortal's Hope, Second Wind, Weave Talent,

Species Abilities
Affable:  While Dajkiva are well liked, you have that certain something that  makes it even more likable. Anytime you attempt to influence (typically  this includes Convince, Gaming, Haggle, Interrogate, or Leadership)  other beings can make this check twice and take the better result of the  two. Additionally, non-player character dispositions towards it always  start off one level better than normal (for example, hostile changes to  unfriendly).
Deep Thought: The creature  is known for its deep, trance like thinking. Because of this it gain a  +10 bonus to Meditation, Concentration, Interrogate, Skepticism, or  Convince.
Diplomat: The creature gains a +10 bonus to any Convince, Haggle or Interrogate skill checks.
Gibber.  The creature can confuse everyone within 15 feet by uttering nonstop  gibberish usually about the scientific principles behind their  inventions. Victims must make an opposed Intelligence check vs. the  creature's Charisma check. Those that fail are Confused for 1 turn per  success. Gibbering is considered a Simple Action.
Guardian:  The creature has a natural desire to protect others when it can. The  creature can move swiftly (twice its normal movement) to defend an ally,  blocking blows and disrupting foes. The creature gains a +15 bonus to  its Physical Defense if it is defending a nearby ally that is within  double its normal movement rate. This can be used three times per day.
Mortal's Hope:  The creature is filled with a sense of hope that grants it a +20 to any  fear or horror checks and +10 to their Physical Defense. Additionally, 3  times per day it gains double their Stamina Modifier as Health Points  when you reach 0 Health, this is in addition to any other bonus Health  Points.
Second Wind: The creature has  been touched by the winds of its ancestors, once per day it is able to  recover an amount of Fatigue Points equal to half its maximum fatigue.
Weave Talent: Gain +10 bonus to either Divine Knowledge or Spellcraft and gain +10 Fatigue Points. This cannot be used with Kai Talent.

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