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The Jasil
What you need to know:
The Green Bloods are humans gifted with great physical hardiness. They draw favor from the Heroic Beast Spirit, an amalgam of all those long-lived, healthy, patient humans who came before. As a result, they suffer mentally, to compensate for the increase in power. All six of the Purebleeds have a "predominant type" which is very strong in their primary Virtue, and weak in others, not only their main weakness but other stats as well. They also have a "more neutral" version that is more on the level. If you desire, there is also a child version with altered stats.
Predominant Jasil: Leon 4, Eyrie 3, Grand 6, Enlight 4, Nemesis 4, Daimon 4
Neutral Jasil: Leon 4, Eyrie 4, Grand 5, Enlight 5, Nemesis 4, Daimon 4
Adolescent Jasil: Leon 3, Eyrie 4, Grand 4, Enlight 4, Nemesis 3, and Daimon 3
Lore:
The largest beasts of land and sea will avoid killing the Jasil unless necessary, but may test them to prove the human's loyalty to the Beast Spirit. The most common places in Trimachae to find them are Temua and Fodlan. The more neutral personalities (typically the men in more traditional Jasil societies) get the better civilian jobs, but not the grunt-level military positions. This is because they excel in skilled labor, but the dominant traits allow for better heavy labor and increased survivability vs. inhospitable conditions. Child rearing in Jasil cultures is not much different than normal; in fact, children meet the average levels of coordination, health, and intelligence expected of humans, be that grown or young, and are not especially lacking in anything. If anything, Jasil children are butt-ugly and totally lacking in social graces, by comparison to the children of other lines. Because of the famed existence of Atlas heroes among them, it is commonly believed that the Jasil sleep for days, eat like ravening wolves, and can lift several times their considerable weight.
In ancient times, Jasil cultures saw the rise of "Broodmothers" whose health and long life allowed them to see their great-great-grandchildren rise up and become powerful. Their only concern was that a potential mate was healthy and useful for seeking out food, water, and shelter. They also produced migrant settlers who would squat on a parcel of land until they had drained it of all natural resources, then move on to the next place. While not necessarily fearsome in combat, these squatters proved extremely difficult to remove. This breakdown led to the formation of "man's world" and "woman's world." Men were to be given respect when out in the field, but submit to women at home. Women were to be given respect at home, but were expected to keep their heads down and be calm when abroad. Over time, male-dominated cultures became more prominent, and female-dominated cultures slipped into the background. They still exist as tribes, but the scheme of global politics goes to Patriarchal societies. This is the same for all of humanity. Most Broodmother cults became infiltrated by Dwarves and Goblins, losing their green blood and becoming Demures. Very few matriarchal Jasil clans remain today.