Post by Shen on Apr 11, 2014 3:44:05 GMT -5
The Sonari.
Like all of ancient, elven lineage the Sonari share some common genealogy with them and to some extent, their features are somewhat similar. They are the wildest of their kind and haunt nature's undisturbed strongholds.
Physically: The Sonari are the shortest of the elf-kin, growing no taller than some 5'8''. Their skin tone is naturally olive, or tan in colour. Their hair colour can vary greatly, as can their eyes. They have pointed, elven ears as is common to their kin and somewhat slender features - though their faces are more angular than other Elves. Most unusually, generations of tribal marking wound with magic have seen them adopt this feature and consequently, each Sonari is born with natural markings, rather like some animals. Sonari are not known to grow to be anything but athletic in build and they have a healthy metabolism and abundant energy.
Culturally: Sonari culture is built upon their tribal lifestyles, traveling (but only when needed) with both the seasons and their surrounds - though all clans have their own territory and may not move as far as you might expect. The larger tribes have all taken to setting down roots and will have at least three, if not four villages soundly constructed for their occupation as needed. The tribes do not war with one another, as this is strictly forbidden by Sonari Law and would hinder their desire to remain hidden from the other races. They rarely trade or interact with outsiders, though this is often aided by the isolation from more populated places. Those Sonari who do venture from their homes are often sought out as gifted hunters, trackers and guides in the wilds. A Sonari's unique markings will share some similarity in pigment and placement with the rest of their tribe, most closely resembling their immediate family members and lineage. Whilst all marking are unique in some way, they can easily be associated with the chosen clan name of the bearer by other Sonari and identifies not only by name but in status, through the camp fire recital of the journeys of each blood line. The Sonari are not guardians of the wild, nor children of the earth, as they pay no heed to such concepts and are quite preoccupied with themselves. They have adapted to thrive within the wilds and see this is an accomplishment of their kind, not of any notion of nature's acceptance. They are quite xenophobic and to an extent, ignorant of many of the other races which inhabit the lands; often being immediately and irrationally hostile to those who would intrude withing their comfort zone. It is wise to use caution whenever approaching a Sonari, as they may startle and react poorly in social situations at times, having no concept of social etiquette. Scholars speculate that this peculiarity is due to the mental anguish suffered by their people when first lost to the woodlands, which may explain why even Sonari seasoned in more populated areas, still startle too easily. Sonari are not tree-folk, animal huggers or anything of the like. They are survivors in a harsh and unforgiving wilderness.
Lifespan: The Sonari can live to some 120 years of age.
Other names: 'Wild Elves', 'Wood Folk'.
Attributes: + 2 Biodiversity, + 1 Moving Silently.
The Warven.
Brutish in appearance and often in demeanor, the Warven are more animal than many and as varied as any of the races. Ancient among the races, their involvement in the 'civilized' world is a relatively short story and whilst changing little, their acceptance by others has grown remarkably in the last fifty years or so.
Physically: All Warven are humanoid and walk upright (most of the time) like the other races. In more insulting company, the Warven are often referred to as 'beast men' or any number of terms that amount to the same thing. This is entirely due to their appearance. All Warven have very animalistic features, which may include excessive hair, eyes, teeth, muscle mass and even some minor anatomic anomalies. Essentially, they are very human in their makeup, save for these unique features. Warven vary in size, the height and mass of any particular clan being altogether dependent on their chosen animal. For example, Bear Warven are much larger and grow thick fur upon their heads and often their limbs. Male Warven are known to grow facial hair as thick and full as the rest of their fur, whilst the females are not quite as hairy, at least in comparison to their own counterparts. There is little, though still some variation among Warven of the same clan. Such features don't lend them any noticeable physical advantage over other races of like size, but certainly identify which pack, or group they belong to. Regardless of how alarming or interesting their particular peculiarities may be, all Warven have evolved to have fully omnivorous digestive systems, teeth not so far removed from man and nails that are much the same. They also are not a great deal taller than humans, with Bear Warven being no taller than just under a hefty 7 feet.
Culturally: Warven live in groups associated with the dominant animal in their region. This is typically the largest, or most successful predator in their territory, whilst Warven that associate with particularly numerous or successful prey species are much less common. Their traditions, lore and rituals center on this chosen animal and as such, the animal is revered as a being of incredible significance to those within the group. Warven do not have one name for their groups, but these are often referred to using whatever term would be used in reference to the animal. 'Dens' also seems to be a largely accepted, if generic reference. Warven groups do not alter their chosen animal and given their reverence for the animal, largely ensure it's continued success and survival. With this being the case, Warven have adapted to have features that identifies them with that animal. This means that it is quite easy for those familiar with the animal kingdom to identify a Warven's ancestry. As well, Warven fashion themselves, their possessions and other aesthetic elements of their lives in a like fashion. There are countless stories of Warven having adapted to become something much more fearsome and predatory than what they truly are, though this has no foundation in truth. Hierarchy in the Warven community is also fashioned upon their chosen animals, with the dominant male and female being the most common system in place. Physically gifted and quite hardy in their homelands, the Warven are a fascinating, varied and altogether misunderstood race. That said, they have shown little concern with their place in the world.
Lifespan: Warven lifespan seems to be influenced by the longevity of their chosen animal. Typically, Warven live to some 80 years of age.
Other names: There are no other names for Warven that are considered polite, save for titles specific to each clan. Derogatory names include 'Wild Men', 'Beast Men' or worse, 'Dogs'.
Attributes: + 2 Hunting & Tracking, + 1 Awareness, + 1 Intimidation, - 1 Persuasion.
The Sorens.
Venturing from their homes far in the unexplored North, the Sorens are dismissing their mythical reputation as a berserk, war driven race and are opening trade to the other races of the world.
Physically: The Sorens are a species of human and quite look like every day regular folk, save for their remarkable size. Easily the largest of the common races, it is quite rare that a Soren should grow any shorter than 7 feet and on occasion, growing to a full foot taller again. Proportionately, there are some key differences between them and regular humans. Their limbs are longer and certainly thicker, their necks are clasped by powerful shoulders and their large feet and hands are quite startling in comparison. Moreover, their torsos are very large and give new dimension to the term 'barrel chested'. Their backs arc forward at the shoulders, not due to their stooping but by design, which only bolsters the strength of their necks and holds their heads firm.
Culturally: Sorens are new upon the larger world. Whilst their reputation is not without warrant, it is unfounded in any true historic account of them warring with the other races, other than the Dwarves who are quite resigned to not discussing such history. The Sorens lineage is all but lost to time, as they are few in number and live a simple, sparse lifestyle. They inhabit the forsaken, frozen lands North of the Dwarven aisles, and seem in their element there. Their tools, architecture and possessions are all large and purpose-built, but possess a simple, hand crafted beauty to those with an eye for such design. Soren society is the very example of gender equality, with many matriarchal and patriarchal champions and role models of all occupations. They are a simple, but physical people and whilst warfare is something they take to with ready ease, they value a hard day's labor and the company of their kinsmen. Sorens believe that actions certainly speak louder than words and as a simple society not concerned with material wealth, they share lodgings and possessions and wear very little - a feat that seems incredible, given the harsh cold of their homeland.
Lifespan: Soren's live a hard life and many fall in their prime on the battlefield. Their massive bodies also take their toll, reducing their typical lifespan to no more than 60 years.
Other names: There is no known alternative for Sorens that will not induce their ire. Those who seek to insult them use predictable references to their size.
Attributes: + 2 Brawn, + 2 Endurance, - 1 Alchemy, - 1 Concealment.
The Pecks.
Having forgotten their own names, the Pecks are quite preoccupied with proving their worth in subtle and often underhanded ways.
Physically: Pecks are another human sub-species. They have a diminutive stature and large heads, with wide smiles and cherub-like facial structure. Your average Peck is perhaps 3' in height and have portly, or thick body structure. Their feet are quite wide and their hands are quite small, with fingers quick to manipulate finer things.
Culturally: Whilst believed to have originated in jungle clad, tropical regions; the Pecks have often accompanied other regions of human development, though not always to the knowledge of their larger cousins. Their sense of identity is unfortunately more forged in defiance of other races often discounting their worth and therefore, they can be a headstrong and sometimes, over-eager people. The Pecks do not have a well defined history of their own, as their history seems unfortunately tied to the accomplishments of usual people. Peck heroes often tend to play a lesser role in stories, but the Pecks seem quite enamored with being the 'sidekick' or playing second fiddle in such tales. The word 'Peck' is actually a derogatory one and the Pecks refer to themselves as 'we people', though this does little to assert their identity as anything but smaller people. It should be noted that Pecks speak rather quickly among their own kind, so much so that it is considered an entirely unique language. They have a knack for languages but if not reminded once in a while, will find themselves surrounded by bewildered onlookers, as they warble in a manner that no longer makes sense.
Lifespan: Peckish curiosity rarely sees them live beyond 50, though very careful and very dull Pecks have been known to double that lifespan.
Other names: Whilst 'Peck' is derogatory, it seems to not offend them and is in broad enough use that is the accepted term. Pecks still refer to themselves as the 'we people'. Other poor terms either make fun of their short stature, or large heads. 'Halfling' is considered a terribly rude term, as is 'Hobbit'.
Attributes: + 2 Sleight of Hand, + 1 Lockpicking, + 1 Tinkering, + 1 Concealment, - 1 Brawn, - 1 Speed.
The Kashir.
The Kashir are relatively new in the world of men, not having the lineage of the older races. They are often called 'cat people' which is, as you can imagine, very confusing given their Cathian brethren. Truth be told, the Cathian's and Kashir are far more closely related than many might expect.
Physically: The Kashir are remarkably cat-like in their appearance. Whilst humanoid and not so far removed anatomically from the other races, they are covered in a fine fur and their heads are very feline in structure. Their ears, noses, eyes and even mouths to some extent are quite like a common domestic cat. They have no tails however, no claws to speak of, and their teeth are common to an omnivorous diet. Their feet are quite short, with thick toes and irregular ankles, a genetic compromise between human and their feline cousins. They colours are as varied as the common house cat and some, display slight variations in fur and markings often associated with larger, wild cats.
Culturally: The Kashir do not discuss their past and instead, look to their future with both hope and anticipation. Few know of their origins, as these tales are not passed on between generations. Kashir are immediately 'related' to the Cathian race, are both are the results of the same forgotten Mage's desire to create a human-cat hybrid. With little information on the reasoning for their creation, coupled with their looking far more like cats, the Kashir chose to embrace their liberation by settling in the vast sands of Kesh. Taking a name for themselves, they are an independent people, moving with the tides of the desert and eking out an existence with very little. They are not as magically gifted as the Cathian race and also, have very little knowledge of their Cathians and their entwined heritage. Unlike the flowing clothes of the other peoples of Kesh, the Kashir often adorn themselves with tribal trinkets, made by modest means. Their architecture and homes also resemble this. Kashir communities are quiet, with many exchanges between individuals amounting to little more than a gesture, or expression. Whilst the Kashir are not large in number, they have no qualms about entering more populated places and take little care to disguise their alien features, leading to unusual encounters which often can be complicated further by their stoic demeanor.
Lifespan: The Kashir live full lives, their elders as old as 100 years of age.
Other names: 'Cat People' is common, but confusing considering the Cathian's like traits. 'Kash' is an acceptable term, as is 'Gwir', a term the Kashir use for 'big cat' but they find complimentary as it suggests a majestic and powerful being.
Attributes: + 2 Gymnastics, + 2 Speed, - 1 Cartography, - 1 Language.
The Humans.
As varied and as unusual as some of the places they inhabit, the Humans have proven that their success is in their adaptability. Being the 'jack of all trades' among the races, the Humans can be found almost anywhere but the most hostile, desolate or others-occupied regions of the world.
Physically: Humans are a colorful lot. They are all essentially alike, with key differences being their facial features, the colour of their skin as well as with their eyes and hair. They grow heights somewhere around 5.5 to 6 feet or so. It is interesting that humans, unlike many of the other common races, often show physical features that they share with the populace of their region. For example, humans from the eastern lands are typically shorter, have dark hair and eyes and so on. This is indicative or both their region and the culture they belong to.
Culturally: As Humans are not particularly physically advantaged, or disadvantaged in any way, they have learned to adapt to their surroundings - or to adapt their surroundings to their liking. Humans are short lived among the races and therefore seem to populate far more quickly. It has also been suggested that their mortality is why humans seem to have a burning desire of new things, much to the confusion of some of the older, more venerable races. The intricacies of human culture and always specific to their homeland and/or region, making them not only physically, but aesthetically diverse to great extremes. There is very little that unifies humans as a whole, with the exception of the 'common' tongue and a handful of gestures which can be useful where language fails. Humans have been considered a wasteful, inconsiderate lot throughout history, but the world at large has come to learn that as Human history unfolds, no one opinion of them rings true.
Lifespan: Were it not for humanity's habit of crowding small spaces and spreading disease, their lifespan may exceed their usual 55 years or so.
Other names: Take your pick. All of the races have another name for humans, many of which aren't particularly pleasant.
Attributes: + 2 Resourcefulness, + 1 Art, + 1 Domestics - 1 Awareness.
The Alusians.
A peculiar lot, the Alusian race is older than time but relatively new upon the world of the mortal races. They are often beautiful and frequently strange, but no doubt will play a role in what is to come.
Physically: Whilst it is impossible to know an Alusians true age, they age much like humans once they leave their home realm and venture into the 'mundane reality.' They are much like everyday humans, albeit smaller in their size and often have very thin or lithe bodies. Their eyes seem large in comparison and also feature peculiar colours, beyond the usual spectrum for humans. Their hair is also the same, with vibrant greens, pinks and blues being quite common. There are instances of Alusians with feathers, or even leaves growing from their head along with their hair, a very peculiar indeed.
Culturally: Alusians are actually a hybrid race of humans and fae, being mystical beings that dwell in a realm parallel, but not quite visible in our own. That said, they have no firm recollection of their lives before the mortal realm and cannot recount details about their homeland, or it's inhabitants. Should they meet another Alusian they may have happened to know in the 'before', they will only have a sense of familiarity and no recollection or memory of that individual. They have no recollection of why they may be on the mortal plain, but cannot return it seems. That being the case, Alusians have no society of civilization of their own on the mortal plain but instead find their homes where they may. They live in solitude at times but their charming features and demeanor often finds them at home among other races. The Alusians are naive to the social working of the other races, something they seem unable to overcome, or are simply unconcerned with. They are prone to wild, passionate emotions and outbursts in public and are very physical in their nature, something which is often tolerated but usually leads to some spectacle. An upset Alusian is every bit as passionate as an excited one and they do not always have the mind to voice why they feel as they do. They often have affinities to an elements, or a particular species or place, though this grants them no power in this realm. They are innately curious and often confused by the day-to-day of the other races, something which keeps them questioning well, everything.
Lifespan: An Alusians lifespan seems comparable to a human's, if considering their apparent physical age when entering this plan. It is unknown how long they dwell in their own realm.
Other names: 'Fairies' or 'Fae', though this is strictly incorrect. Some cultures believe them to be elementals, or spiritual beings of either holy or demonic significance. The terms used are often associated with such beliefs.
Attributes: + 2 Seduction, + 2 Performance, - 1 Intuition, - 1 Culture.
The Haisheth.
More misunderstood than any of the common races, the Haisheth are forever asserting their place in the world with their knack for profitable trade. Whilst the rumors surrounding them are abundant, you won't get far in business without dealing with a Haisheth.
Physically: The Haisheth ultimately, look like some form of lesser demon. They have regular skin and hair colouration, but their eyes are almost without a pupil or iris, giving them a curious and unique gaze. Moreso, they all have horns, crested just below their hair line. The size and structure of these horns can vary wildly, from the tiny and easily concealed, to the larger, making practical head-wear an issue. They are known to have 'patches' upon their skin, often forming clusters in typical places like their shoulders, hips, elbows and knees and often upon their feet and hands. They quite often have naturally darker lips and tongues, with purples, blues and black being found. There are many rumours of them having tails, but this has been shown to have little substance.
Culturally: Haisheth lore is steeped in the mystical and they have a strong tradition of folklore. Their creation myth tells the tale of them being a chosen race, blessed by their gods but then cursed by a malignant being for their chosen status. The Haisheth have no known ties to any existing demonic entities and whilst their are most certainly exceptions to this, such a thing would have naught to do with their physical form. The Haisheth have long been shunned by other societies and have for too long been subject to ridicule due to their suspicious appearance. However, their 'acceptance' and integration into the other races came through the success of their trading posts and largely profitable dealings with other races. It is now the case that Haisheth are far less troubled for their looks in regular communities, though some still cling to their superstitions and trust them little. Ultimately, the Haisheth stare can still be a little unsettling and many still wonder about their true origins.
Lifespan: The Haishir age very well, with some reaching some 200 years or so. Their horns continue to grow throughout their lives though.
Other names: 'Demonkin' or 'Devil Folk' are terms which insult them grievously, though may have been turned to their advantage at times. 'Horn Heads' is unimaginative but commonly used in their absence, or in disregard.
Attributes: + 2 Persuasion, + 1 Language.
The Eldritch.
The Eldritch are an unusual but graceful race. The truth of their age may be their greatest secret, though they have no recollection of their past and rarely focus on their future.
Physically: The Eldritch are slim, with delicate, gentle features and large, but grey or white eyes. They are tall, with the average height being some 6'1'', even among the females of the species. They have dark hair always and very pale, almost translucent skin. It is said that Eldritch beauty has an mystical quality to it - and that is entirely due to their glamour. The Eldritch are an ancient lot, having lost the means to repopulate. Their glamours are not intentional but instead, are woven into their very core. A Eldritch's reflection will show their true age, wizened from their many years.
Culturally: The Eldritch were once a proud, scholarly race. They built majestic cities and had immense power, none of which could satiate their hunger for more knowledge. They have lost their history due to a 'cataclysm', which they know nothing of. Their origins are a mystery to the world and the only evidence of their grandeur is the scraps and ruins of their long forgotten civilization. The Eldritch are now a race of loners, haunting these old ruins and other such architectural remnants. They do not build, nor do they seek material gain. Their memories are still affected by whatever tragedy tore them from grace and consequently, have great difficulty remembering anything in the long term. Many are often taken with strange fetishes, or seem to fixate on unnecessary things, though the little focus they have can change like the wind. They are alluring, mysterious and perhaps the most beautiful among the races, but they are tragic and broken beings, no longer having a place in the world they helped fashion.
Lifespan: It has been suggested that the Eldritch are immortal, as none have been known to die of age. Their glamour usually has them appear in their prime and eternally attractive.
Other names: 'High Elves', 'Rune Elves' or 'Ruin Elves'. 'Spooks' is an insulting term.
Attributes: + 2 Alchemy, + 2 Medicine, - 1 Culture, - 1 Intimidation.
The Dwarves.
What they may lack in size, they make up for in girth and attitude, whether clinging to the harsh lands in the North, or seafaring abroad. You will rarely find a Dwarf picking at a rock under a mountain nowadays.
Physically: Dwarves are short and squat. Their middles are large and their limbs are short, but they are most commonly muscled and are hardy beyond their size. Not as short as say, the Pecks, your average Dwarf grows to some 4'8'' tall. Dwarven men are famed for their thick, wiry beards, whilst stories of bearded women among them have no foundation. Everything about a Dwarf is thick, from their limbs to their hands and feet, to their noses. Whilst hardly important Dwarves have very stern jaws and large teeth.
Culturally: Since leaving their mining ways many, many centuries ago, the Dwarves have taken to two ways of life. Many of the Dwarven people can still be found in the far North, inland from the frozen shores and south of the endless Tundra that covers the top of the world. These Dwarves live a typical lifestyle, farming and cultivating the land and unfortunately, warring far too often with the Sorens to the North. Over the generations however, wanderlust has sent many a Dwarf seeking something more and it is now very common for Dwarves to take to the sea. Their is a second, independent culture of Dwarven 'privateers', though none are under the impression that they are anything but pirates. These Dwarves are more tan than their cousins in the North and commonly shave their heads, adorning themselves with wild tattoos and piercings. Regardless of their persuasion, gender dynamics in Dwarven society work one way: with the men demanding to do the 'hard work' and the women complaining that they can do it better and often proving themselves quite correct. Regardless, Dwarven communities will always rally if given a common cause and they refuse to take any nonsense.
Lifespan: The Dwarves can live as long some as 250 years of age.
Other names: Insulting a Dwarf's race is a poor idea as they almost always get their revenge. Never, ever call a Dwarf a 'Runt' or 'Grunt'. The former refers to the size, the latter does both that and implies they are an Orc.
Attributes: + 1 Construction, + 1 Trapworks, + 1 Cartography, + 1 Tinkering.
The Dwyern.
Whilst the Dwyern are easily the most sinister looking of the Elven people, the Dwyern are unique in that their heritage is strong, their communities well organized and their pool of knowledge immense. They are the elders among the races and their accomplishments many.
Physically: The Dwyern are easily recognized by their skin colour, ranging from a dull, ashen grey to a deep and dark ebon colour. The depth of their dark skin seems quite random and not at all significant to their family or region. They also have pale, grey or white hair, though it is quite common that they will die it unusual and vibrant colours. Their eyes are also quite curious, with only two colours existing among them, be it purple or red. Dwyerns also have longer, slender ears than their other Elf kin and are taller than the Sonari. Dwyern are often the same size as the average human, though their frames are often a little lankier.
Culturally: The Dwyern origins begin with them being cast from the one Elven race and being lost in the Overwood, a terrible and accursed place. The sun stolen from their lives, they became dark creatures, hidden in the shadows and the world at large. But as Man took to cultivating the land and populating regions abroad, the Dwyern left their ancient home and also walked onto the world and in doing so, brought much knowledge. It could be said that Man's progress would have been somewhat hampered, were it not for the intervention of the Dwyern, though this is rarely considered nowadays. The Dwyern have changed little since then, though none occupy the Overwoods now and instead, they establish cities and towns where they feel is appropriate, though often beyond the reach of other societies. The Dwyern are polite, proper and have a strong morale code by which they conduct themselves. Strangely enough, their communities rotate occupations with the seasons, with each house drawing lots to determine their place in the community for the immediate future. It is important to note that Dwyern and Dark Elves are not the same thing - whilst physically there is almost no difference, the Dwyern are unalike their corrupted counterparts in every way.
Lifespan: The Dwyern have been known to live until a ripe of 175 or so.
Other names: Dwyern are unfortunately called 'Drow' or 'Dwyern' by the ignorant or the offensive. They have alternate names for their kind, but their language is harsh and there is no direct common translation.
Attributes: + 2 Culture, + 1 Awareness, + 1 Languages, - 1 Persuasion.
The Cathians.
Furfight! The Cathian race has accomplished a great deal in their time in the world, moreso than the Humans. This is largely due to their endless inquisitiveness and energy, coupled with the tight bonds of Cathian society often working toward a common goal.
Physically: Cathians are not unlike humans, save for their cat ears atop their heads and their tails. They also have, most commonly, tufts of fur which grow upon their cheek bones and commonly enough, other patches here and there, as specific to each individual. Whilst not as tall as humans (a 5'6'' Cathian is rather large), they are easily as varied as any other race, displaying different skin tones, hair/fur types and markings. Their eyes are quite human and their teeth suited to a mixed diet, though their canines are somewhat sharper. Unusually, they do still have rough tongues, but do not have any claws. Cathians do not have regular human ears and thick hair grows in this place, no doubt styled to their preference.
Culturally: Cathians, unlike their Kashir kin, are aware that they are a created race. Their creation story is not one of joy but of mystery and fear; which has it often recited as a 'boogey man story' to ensure their children behave in a proper manner. They are inherently magical and utilize this magic more often than inventive skills to surround themselves with grand designs and architecture. Cathians are very concerned, by and large, with their appearance and their surroundings and can be a very proud lot when considering their appearance. Their homes tend to be luxurious and comfortable in the extreme, which suits them well given the importance that napping takes within their society. Younger Cathians are often found laying in a pile, or 'puddle' as they like to call it and even well into their adult years, Cathians are happily and readily affectionate toward those to their liking. They have strong bonds with their family and friends but regardless, are quite easily distracted by something new, shiny or curious. It is also a very strange thing for a Cathian to not have a collection of books or, at the very least, to have not spent a great amount of their formative years reading. They are not a particularly modest lot, often wearing flattering clothing, or grooming themselves in public.
Lifespan: Cathians live short lives, their elders as young as 50 years of age or so.
Other names: Terms for Cathians can either offend or leave them completely unbothered, depending on context and the situation. 'Furballs' and similar terminology is common. Of course 'Cat People' is used as with the Kashir.
Attributes: + 2 Language, + 2 Alchemy, + 1 Culture, - 2 Endurance.
A note on Half-Elves.
As Half-Elves are a commonly desired race for players, we allow a Sonari-Human pairing as a half-elf option. Given the Sonari's distrust of other races, such a child would likely be brought up in human society and therefore, adopts the human racial drawbacks and bonuses.