Jer'narthri(Ice Ghosts)
Homeworld/plane: while it is likely that they originate from another world, they are now considered native to the arctic regions of Kanembri.
Climate/terrain: the ice ghosts usually stays in their arctic realm, but it has happened that they have been encountered in other parts of Kanembri.
Mental abilities: equal to humans, but with a greater understanding of magic and the other energies of the planet.
Special Abilities: while born bearing human-like shapes, all ice ghosts quickly develop the ability to change forms-- although they are in a way limited by this. As life in the arctic can be harsh and the cold can all too easily kill, the ice ghosts are well adapted to their world due to their shapeshifting abilities and through the ages they have learned to use it to its full potential-- creating a complex civilization. Ice ghost magic is also linked to the elements of wind and ice, they can also read the wind that blows in the airless void between the worlds.
Society: there are no difference in the rank of male and female among the ice ghosts, with the possible exception of that the females on average are more powerfull magic-users and shifters than the males. No ice ghost will restrict him- or herself to one lover or mate either, believing that all should be free in that matter and not restricted to one partner, children whose mother have been with more than a couple of males are also generaly stronger than those who have just one or two fathers.
The ice ghosts also use their magic to create vast complexes of chambers, corridors and cave beneath the ice-- where they sleep, store food and other neccessary supplies, and which allows them to move to any location within their territory without being seen. Believing themselves to be superior to almost all other intelligent forms of life, ice ghosts have always made sure to appear as mysterious and extremely powerfull to those they deign to trade with, neither will they hesitate to kill those who enter their territory without permission. The ice ghosts are also lovers of music and art, particulary that which reminds them of the sound of the wind, and they greatly treasure works of warmly colored metals like gold, copper and bronze, as well as various gems.
Description: the forms a ice ghost may assume is that of a polar bear, a giant white wolverine, a polar fox, a white furred dragon or even taking on the spirit form of a ice air elemental, talented individuals among the ice ghosts are also capable of becoming mixes of these forms, they rarely take on the humanoid form they were born with however. When a ice ghost female has conceived a child, she must assume the form of a human woman-- and she stays in this form till her children have been born. Due to the limitations and weakness of a human body, it is not unusual that a pregnant woman will choose to travel further south-- away from the harsh conditions of the arctic, however, she will always be accompanied by other ice ghosts to assure her safety.
Size at birth: normal for a human infant.
Size at maturity: normal size when in humanoid, polar bear or polar fox form. 4-6 meters long in wolverine form, 20-47 meters long in dragon form.
Time to maturity: 15-16 years.
Combat: as they consider all other races inferior and not worthy of seeing them, ice ghosts will usually kill any intruders or opponents though magic-- for example calling down a ice storm to do the work. However, among themselves and against particulary powerfull enemies of other races, ice ghosts will choose to fight in the form of a wolverine or a dragon-- and these fights are usually to the death.
Race weaknesses: rather arrogant, ice ghosts are likely to underestimate the abilities and intelligence of other races.