Alaw

Alaws are a race of noble seamen devoted to calm and interior peace. Since they can live for a very long time, they usually take everything calmly and never fret for anything. A close race to Ulalki, the other descendants of Ancient Samurai.

Statistics

 * Starting dice: d8 HP, d6 PM.
 * Basic Speed: 5c
 * Extra B Rank in Plant (anthropomorphous).
 * Gain extra 0.1 in E and EM.

Racial Features

 * Restores Total Level/2 HP every 10 rounds in combat, every hour outside.
 * Can breath underwater and may replace food with sunlight.

Other Forms
A Purllawa individual loses its natural features and obtains new ones:
 * Whenever takes poison damage, it restores HP instead.
 * All spells and attacks Poison (LV: Half of total LV) the target, both allied and enemy, with a 50% chance.

Racial Spells
They learn water and nature abilities and calm-related effects. Underlined spells are exclusive to Purllawa.

B-Rank Spells

 * Grass Ball
 * Infusion
 * Magnetic Aim
 * Motionless
 * Rotting Soul
 * Toxic Soul
 * Warmonger's Bane
 * Water Ball
 * Water Path
 * Water Steam
 * Wild Tourniquet
 * Wooden Skin

Religion
Alaws don't care much about religion but may have a god just for its spells. Due to this, they may change deities with an offer to another god, but it must be one of the most venerated: Wind and Water minor deities are also worshiped widely.
 * Lawarinn
 * Wichi
 * Sophron Seabark (Racial God)
 * Poshek