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First Post
Well, allow me to hopefully clear tings up a little, although Forgeborn Dwarves actually first appeared in an issue of Dragon Magazine for D&D 4th edition. 
[sblock='Dwarves, Forgeborn']
Who Are They?
The less-mutated descendants of the original Sonnlinor, the Forgeborn are the true heirs to the shattered empire of their ancestors, trying to find a place for themselves in the shadow of what once was.
Physiology
Although considered mutants by their "pureblood" kinsfolk, the forgeborn have not diverged that greatly from the template of their kin.
Like pureblood Sonnlinor, forgeborn dwarves fundamentally resemble short but strongly built humans; though they only reach heights of 4'3 to 4'9", their powerful frames, broad builds and natural muscles means that they can easily weigh as much as the average human. Where forgeborn differ from purebloods, however, is in what they call their "manifestations".
A forgeborn is defined by his or her inherent affinity for elemental energy, which always has some physical effect on their body. At its most basic, forgeborn all possess very unusual coloration of the eyes - both irises and sclera, skin, and hair. Unlike purebloods, who have fundamentally human appearances, forgeborn are more alien looking.
Members of one forgeborn clan may have fiery dark red-orange hair, charcoal black to ash-gray skin, red-gold irises and copper sclera. In contrast, members of a second clan may have snow-white or frostbite-blue skin and hair, and a third may electric blue eyes and "lightning yellow" hair.
Precise colorations do tend to run in family lines, and usually, although not always, suggest one particular "element" from their innate affinity for storm, earth, ice, fire and metal. Mixed elemental appearances are only slightly less common, and in some clans are encouraged.
However, these strange colors are only the most common of "manifestations". The elemental nature of forgeborn can and frequently does display itself in more overtly supernatural fashions, and those forgeborn with particularly strong natures often display much more dramatic or much larger numbers of such tells.
Examples of such manifestations include, but are by no means limited to, eyes that visibly resemble crackling electricity or burning flames, faintly luminescent hair that moves and so looks like fire, growths of stone or never-melting ice instead of hair, exhaling small clouds of mist or smoke, faceted gemstone-like teeth, small stony or crystalline nodules on the skin, hair that resembles clouds (complete with flashes of luminescence like lightning), blood that ignites in a flash-burn when exposed to air, and developing a crust of rimefrost instead of sweating.
These traits are, again, more commonly seen in singular element-dominant forgeborn, but mixed elemental tells are not unheard of.
Personality
It must be noted that forgeborn dwarves are not truly that different to their pureblood kinsfolk in most ways. It is their status as a sub-culture within a greater culture that provides the seeds of change between the two forms of Sonnlinor, and that is most keenly felt in terms of their personalities.
The first thing of note is the dwarven propensity to melancholy. Forgeborn who live alongside of their pureblood counterparts share this trait - indeed, given that most pureblood clans ostracise forgeborn as an unpleasant side-effect of their conservatism, forgeborn are often more strongly effected by this trait than their pureblood kinsfolk. Many struggle with feelings of inferiority and low self-worth, leading to increased aggressiveness or an attempt to justify themselves.
In comparison, forgeborn who have established independent clanholds tend to lack this trait. Indeed, such dwarves are typically more optimistic and less xenophobic than purebloods; as the pureblood clans increasingly sequester themselves away from other races, the forgeborn are becoming more the "face" of their species as a whole. They see themselves as survivors who have bee chosen by destiny; tested by the Black Dawn and tempered, ready to carve out a new world for themselves. To this end, they are outgoing and bold, never trusting foolishly nor condemning others for the stories of the past.
The other major thing of note is the phenomena that forgeborn call "elemental bleed". To put it simply, forgeborn have a tendency towards personality traits stereotypically associated with the elements, especially if they have a strong elemental manifestation. At the same time, because the elemental essence of forgeborn is mixed, they often combine individual traits from different elements. The exact details of this vary immensely from individual to individual, and come in far too many combinations to detail here. One forgeborn may be stoic and thoughtful, only to erupt in blazing fits of rage when pushed too far. Another may seem icy and detached, but secretly burn with passion. And a third may be highly melancholic, only to display a metaphorical core of steel or stone when the going genuinely gets tough.
Courtship
As with most things about forgeborn dwarves, it is only those forgeborn who have become independent of the pureblood clans who significantly differ from the dwarven norm. In this most ironic of fields, forgeborn dwarves have actually retained the traditional courtship rituals of their race in contrast to their pureblood kin.
For forgeborn dwarves, whilst arranged marriages aren't unheard of, they are not the norm, and most marriages are thusly held for love. Either sex may initiate courtship, which is an exchange of both formal gifts and friendly banter as the prospective couple gets a better understanding of their potential mate before making a decision.
The reason for this lies in a simple aspect of forgeborn biology: whatever condition causes them to be born with such potent and obvious elemental magic also burns out the sterility curse afflicting their pureborn cousins. By dwarf standards, forgeborn have no fertility issues nor are they prone to stillbirths - however, all of the children of forgeborn dwarves, unless born of mingled non-dwarf blood, are yet more forgeborn.
Culture
Forgeborn dwarf culture is fundamentally defined by the fact that they are so close to, yet so far from, their pureblood cousins. An ugly truth is that the conservative nature of pureblood dwarf cultrue means that most clanholds with a pureblood presence regard their elementally marked kin as tainted, subhuman; outright slavery is rare, and murder unthinkable, but the sad reality is that most forgeborn dwarves are considered second-class by their parent species.
When forgeborn outnumber purebloods, this is not so much of a deal; sheer practicality means that at its worst, such prejudices are limited to the grumbling of bigots, even if they do tend to maintain stranglehold on positions of power. It is when forgeborn are in the minority that it tends to become stifling and oppressive, often pushing forgeborn to become particularly surly and hostile towards their denied kin, or else filled with self-loathing.
The simple fact that forgeborn are both true-breeding and thriving plays a huge part in this cold shoulder. Many purebloods look at their mutated kin and foresee the doom of their people, when the original dwarf has been replaced forever by this strange elemental species, a distorted parody of their people.
Although their reaction is understandable on some level, it is quite unpleasant to live with, and as their numbers have grown, an increasing number of forgeborn dwarves have abandoned their pureblood kin and chosen to forge their own path.
These forgeborn still uphold and preserve most of the relevant aspects of ancient dwarven culture. But they are not the hidebound conservatives of their kinsfolk, either. Forgeborn believe in examining and adapting, growing and changing, much as how raw metal is worked in a forge to become whatever is required of it.
The most prominent example of this general emphasis on adaptability is that forgeborn, as a whole, tend to be nowhere near as melancholic as their pureblood kin. As forgeborn see it, they have been tempered in the forge of the Black Dawn and proven worthy; why should the future be something to fear when they have already surmounted the greatest of challenges? Forgeborn dwarves are more lighthearted and relaxed, and less prone to surliness, grief or decadence; if a pureblood mining crew works in complete silence or to the tune of dirge-like chanting, then a forgeborn one works to song and banter, laughing and chattering away as they make goodhearted boasts and egg each other on in their work.
Related to this, forgeborn, especially "seperatists", are usually less xenophobic than purebloods. After all, having been on the receiving end of the wrongheaded beliefs of their pureblood kin, they're naturally skeptical of buying into all of the demonising of other races that the purebloods do. They're not prone to blind trust, as a race, but they're neither as hateful nor as fearful as purebloods can be, as a general rule.
Finally, seperatist clans of forgeborn in particular have developed an odd fascination with elemental shaping. In contrast to the rigid and defined structures and ornaments favored by purebloods, forgeborn dwarves favor ornamentation that invokes an untamed or elemental aspect. Whereas a pureblood dwarf would typically craft and wield an angular axe etched with geometric ornaments, a forgeborn dwarf would be more likely to favor an axe designed to look rough and raw, with jagged edges similar of splintered stone to rip and tear.
Likewise, elemental fusion is greatly fascinating to many forgeborn, and prized as a result. Far from unheard of before the Doomwars, but certainly proliferating afterwards, such strange elemental matter as solidwater, iceiron, steelsmoke, windrock and sunderwood, is prized for making ornaments, arms and armor. Seperatist clans often either establish themselves near sources of such fused material, or work to produce it if possible.
Settlements
At their core, forgeborn settlements are identical to those crafted by purebloods - even the most bitter seperatist admits that there is sense to be found in their ancestors' rationale for building the way they do. However, there are two notable differences.
Firstly, whilst almost all pureblood clanholds are either established within a former clanhold from before the Black Dawn or as close as possible to a lost clanhold with hopes of reclaiming it, forgeborn dwarves are not limited by such fanatical ancestor-worship. They go where they please, taking the vast expanses of potential places to found new clanholds in the shattered lands of the Malebolge as both challenge and invitation. Indeed, seperatist clanholds often take pains to avoid ancestral clanholds, if only to avoid feuds with pureblood clans.
And secondly, forgeborn dwarves have a tendency to exploit their natural resistance to harsh environmental effects, happily taking up residence in places where other races would simply not be able to survive, at least not with the unaided ease of these dragons. Whether this takes the form of a fortress held above roiling lava-flows by mighty chains, or a city woven from iron-hard black brambles whose thorns weep corrosive venom, or a vault carved from the heart of a mighty glacier, forgeborn clans have been known to make some of the most spectacular - and dangerous to the unwelcome - domiciles in all of the Malebolge.
Adventurers
Forgeborn dwarf adventurers are fairly common, more so than pureblood dwarves in many ways. They share most of the motivations for adventuring as purebloods do, but do have some unique callings; some forgeborn adventure simply for the sake of seeing what is out there in the wide world, whilst others flee oppression in a pureblood clanhold, and yet others seek to find a new identity for their people or a new place to found a clanhold.
As their name implies, forgeborn dwarf adventurers should use the Forgeborn subrace for Dwarves, present in the Homebrew Mechanics section above.
Barbarians: The majority of forgeborn barbarians hail from clanholds where they live alongside purebloods; the attitude in such places pushes many forgeborn dwarves to embrace the path of the Shameslayer (to atone for the crime of being born a forgeborn) or to become a Grudgebearer (to redeem themselves in the eyes of their ancestors). Seperatists tend to be...distinctily displeased with such notions. That said, Ancestral Guardians are not unheard of, seperatists who believe that they are still custodians of the nobility of their people and who burn with righteous rage to prove the dwarves are still worthy of respect.
Bards: As with their pureblood cousins, forgeborn dwarves have strong bardic traditions, if with a slightly more upbeat focus than their grim and mournful kin. All manner of bards are found amongst the ranks of dwarven adventurers, pureblood and forgeborn alike.
Fighters: As with pureblood dwarves, forgeborn dwarves are drawn to the path of trhe fighter. There is, perhaps, a higher number of eldritch knights amongst their ranks, and definitely a higher percentage of knights and cavaliers; as they are less likely to be fighting in ancient ruins, more forgeborn find themselves in situations where mounted combat is worth mastering.
Monks: Forgeborn dwarves share the same monastic traditions and focuses as pureblood dwarves, though their elementalist monks favor all manner of elements, and many new styles have begun to take shape, especially those that blend two or more elements into one philosophy.
Rangers: As with the purebloods, there are no particularly biases against or towards rangers amongst the ranks of the forgeborn.
Rogues: Like their pureblood cousins, forgeborn dwarves make up a disproportionate number of the "adventuring exiles" for forgeborn. Indeed, there are probably more forgeborn rogues than pureblood ones, as laws in a clanhold are often stricter against its resident forgeborn.
Sorcerers: In stark contrast to the purebloods, sorcerers proliferate and are cherished amongst forgeborn, who see them as the ultimate expression of who they are. For obvious reasons, forgeborn sorcerers are highly predisposed towards the various elemental power sources.
Warlocks: As with sorcerers, warlocks are also more common and more respected amongst forgeborn than amongst purebloods, especially those forgeborn who form a minority in pureblood clanholds. Though somewhat more accepting, forgeborn warlocks with an Undying patron, or especially an Arch-Fey patron, are extremely rare.
Wizards: In comparison to sorcerers, wizardly forgeborn are somewhat rare; most prefer to awaken their own innate magic than study and shape it as an external force. Those forgeborn who do follow the wizard's path overwhelmingly favor the evoker, transmuter and artificer paths; though the elemental schools are strongly represented, they are a distinct second to these three schools, as forgeborn who pursue a wizard's path are usually interested in magic beyond their own innate elemental energies. They do retain the pureblood dwarves' aversion to necromancy, however.
Mystics: The approach forgeborn dwarves take to psionic magic depends on their origins. Those from pureblood clans tend to avoid it, or feel ashamed of an affinity for it; they are already alien enough. Those from seperatist clans tend to embrace it, intrigued by this strange new power.
[/sblock]

[sblock='Dwarves, Forgeborn']
Who Are They?
The less-mutated descendants of the original Sonnlinor, the Forgeborn are the true heirs to the shattered empire of their ancestors, trying to find a place for themselves in the shadow of what once was.
Physiology
Although considered mutants by their "pureblood" kinsfolk, the forgeborn have not diverged that greatly from the template of their kin.
Like pureblood Sonnlinor, forgeborn dwarves fundamentally resemble short but strongly built humans; though they only reach heights of 4'3 to 4'9", their powerful frames, broad builds and natural muscles means that they can easily weigh as much as the average human. Where forgeborn differ from purebloods, however, is in what they call their "manifestations".
A forgeborn is defined by his or her inherent affinity for elemental energy, which always has some physical effect on their body. At its most basic, forgeborn all possess very unusual coloration of the eyes - both irises and sclera, skin, and hair. Unlike purebloods, who have fundamentally human appearances, forgeborn are more alien looking.
Members of one forgeborn clan may have fiery dark red-orange hair, charcoal black to ash-gray skin, red-gold irises and copper sclera. In contrast, members of a second clan may have snow-white or frostbite-blue skin and hair, and a third may electric blue eyes and "lightning yellow" hair.
Precise colorations do tend to run in family lines, and usually, although not always, suggest one particular "element" from their innate affinity for storm, earth, ice, fire and metal. Mixed elemental appearances are only slightly less common, and in some clans are encouraged.
However, these strange colors are only the most common of "manifestations". The elemental nature of forgeborn can and frequently does display itself in more overtly supernatural fashions, and those forgeborn with particularly strong natures often display much more dramatic or much larger numbers of such tells.
Examples of such manifestations include, but are by no means limited to, eyes that visibly resemble crackling electricity or burning flames, faintly luminescent hair that moves and so looks like fire, growths of stone or never-melting ice instead of hair, exhaling small clouds of mist or smoke, faceted gemstone-like teeth, small stony or crystalline nodules on the skin, hair that resembles clouds (complete with flashes of luminescence like lightning), blood that ignites in a flash-burn when exposed to air, and developing a crust of rimefrost instead of sweating.
These traits are, again, more commonly seen in singular element-dominant forgeborn, but mixed elemental tells are not unheard of.
Personality
It must be noted that forgeborn dwarves are not truly that different to their pureblood kinsfolk in most ways. It is their status as a sub-culture within a greater culture that provides the seeds of change between the two forms of Sonnlinor, and that is most keenly felt in terms of their personalities.
The first thing of note is the dwarven propensity to melancholy. Forgeborn who live alongside of their pureblood counterparts share this trait - indeed, given that most pureblood clans ostracise forgeborn as an unpleasant side-effect of their conservatism, forgeborn are often more strongly effected by this trait than their pureblood kinsfolk. Many struggle with feelings of inferiority and low self-worth, leading to increased aggressiveness or an attempt to justify themselves.
In comparison, forgeborn who have established independent clanholds tend to lack this trait. Indeed, such dwarves are typically more optimistic and less xenophobic than purebloods; as the pureblood clans increasingly sequester themselves away from other races, the forgeborn are becoming more the "face" of their species as a whole. They see themselves as survivors who have bee chosen by destiny; tested by the Black Dawn and tempered, ready to carve out a new world for themselves. To this end, they are outgoing and bold, never trusting foolishly nor condemning others for the stories of the past.
The other major thing of note is the phenomena that forgeborn call "elemental bleed". To put it simply, forgeborn have a tendency towards personality traits stereotypically associated with the elements, especially if they have a strong elemental manifestation. At the same time, because the elemental essence of forgeborn is mixed, they often combine individual traits from different elements. The exact details of this vary immensely from individual to individual, and come in far too many combinations to detail here. One forgeborn may be stoic and thoughtful, only to erupt in blazing fits of rage when pushed too far. Another may seem icy and detached, but secretly burn with passion. And a third may be highly melancholic, only to display a metaphorical core of steel or stone when the going genuinely gets tough.
Courtship
As with most things about forgeborn dwarves, it is only those forgeborn who have become independent of the pureblood clans who significantly differ from the dwarven norm. In this most ironic of fields, forgeborn dwarves have actually retained the traditional courtship rituals of their race in contrast to their pureblood kin.
For forgeborn dwarves, whilst arranged marriages aren't unheard of, they are not the norm, and most marriages are thusly held for love. Either sex may initiate courtship, which is an exchange of both formal gifts and friendly banter as the prospective couple gets a better understanding of their potential mate before making a decision.
The reason for this lies in a simple aspect of forgeborn biology: whatever condition causes them to be born with such potent and obvious elemental magic also burns out the sterility curse afflicting their pureborn cousins. By dwarf standards, forgeborn have no fertility issues nor are they prone to stillbirths - however, all of the children of forgeborn dwarves, unless born of mingled non-dwarf blood, are yet more forgeborn.
Culture
Forgeborn dwarf culture is fundamentally defined by the fact that they are so close to, yet so far from, their pureblood cousins. An ugly truth is that the conservative nature of pureblood dwarf cultrue means that most clanholds with a pureblood presence regard their elementally marked kin as tainted, subhuman; outright slavery is rare, and murder unthinkable, but the sad reality is that most forgeborn dwarves are considered second-class by their parent species.
When forgeborn outnumber purebloods, this is not so much of a deal; sheer practicality means that at its worst, such prejudices are limited to the grumbling of bigots, even if they do tend to maintain stranglehold on positions of power. It is when forgeborn are in the minority that it tends to become stifling and oppressive, often pushing forgeborn to become particularly surly and hostile towards their denied kin, or else filled with self-loathing.
The simple fact that forgeborn are both true-breeding and thriving plays a huge part in this cold shoulder. Many purebloods look at their mutated kin and foresee the doom of their people, when the original dwarf has been replaced forever by this strange elemental species, a distorted parody of their people.
Although their reaction is understandable on some level, it is quite unpleasant to live with, and as their numbers have grown, an increasing number of forgeborn dwarves have abandoned their pureblood kin and chosen to forge their own path.
These forgeborn still uphold and preserve most of the relevant aspects of ancient dwarven culture. But they are not the hidebound conservatives of their kinsfolk, either. Forgeborn believe in examining and adapting, growing and changing, much as how raw metal is worked in a forge to become whatever is required of it.
The most prominent example of this general emphasis on adaptability is that forgeborn, as a whole, tend to be nowhere near as melancholic as their pureblood kin. As forgeborn see it, they have been tempered in the forge of the Black Dawn and proven worthy; why should the future be something to fear when they have already surmounted the greatest of challenges? Forgeborn dwarves are more lighthearted and relaxed, and less prone to surliness, grief or decadence; if a pureblood mining crew works in complete silence or to the tune of dirge-like chanting, then a forgeborn one works to song and banter, laughing and chattering away as they make goodhearted boasts and egg each other on in their work.
Related to this, forgeborn, especially "seperatists", are usually less xenophobic than purebloods. After all, having been on the receiving end of the wrongheaded beliefs of their pureblood kin, they're naturally skeptical of buying into all of the demonising of other races that the purebloods do. They're not prone to blind trust, as a race, but they're neither as hateful nor as fearful as purebloods can be, as a general rule.
Finally, seperatist clans of forgeborn in particular have developed an odd fascination with elemental shaping. In contrast to the rigid and defined structures and ornaments favored by purebloods, forgeborn dwarves favor ornamentation that invokes an untamed or elemental aspect. Whereas a pureblood dwarf would typically craft and wield an angular axe etched with geometric ornaments, a forgeborn dwarf would be more likely to favor an axe designed to look rough and raw, with jagged edges similar of splintered stone to rip and tear.
Likewise, elemental fusion is greatly fascinating to many forgeborn, and prized as a result. Far from unheard of before the Doomwars, but certainly proliferating afterwards, such strange elemental matter as solidwater, iceiron, steelsmoke, windrock and sunderwood, is prized for making ornaments, arms and armor. Seperatist clans often either establish themselves near sources of such fused material, or work to produce it if possible.
Settlements
At their core, forgeborn settlements are identical to those crafted by purebloods - even the most bitter seperatist admits that there is sense to be found in their ancestors' rationale for building the way they do. However, there are two notable differences.
Firstly, whilst almost all pureblood clanholds are either established within a former clanhold from before the Black Dawn or as close as possible to a lost clanhold with hopes of reclaiming it, forgeborn dwarves are not limited by such fanatical ancestor-worship. They go where they please, taking the vast expanses of potential places to found new clanholds in the shattered lands of the Malebolge as both challenge and invitation. Indeed, seperatist clanholds often take pains to avoid ancestral clanholds, if only to avoid feuds with pureblood clans.
And secondly, forgeborn dwarves have a tendency to exploit their natural resistance to harsh environmental effects, happily taking up residence in places where other races would simply not be able to survive, at least not with the unaided ease of these dragons. Whether this takes the form of a fortress held above roiling lava-flows by mighty chains, or a city woven from iron-hard black brambles whose thorns weep corrosive venom, or a vault carved from the heart of a mighty glacier, forgeborn clans have been known to make some of the most spectacular - and dangerous to the unwelcome - domiciles in all of the Malebolge.
Adventurers
Forgeborn dwarf adventurers are fairly common, more so than pureblood dwarves in many ways. They share most of the motivations for adventuring as purebloods do, but do have some unique callings; some forgeborn adventure simply for the sake of seeing what is out there in the wide world, whilst others flee oppression in a pureblood clanhold, and yet others seek to find a new identity for their people or a new place to found a clanhold.
As their name implies, forgeborn dwarf adventurers should use the Forgeborn subrace for Dwarves, present in the Homebrew Mechanics section above.
Barbarians: The majority of forgeborn barbarians hail from clanholds where they live alongside purebloods; the attitude in such places pushes many forgeborn dwarves to embrace the path of the Shameslayer (to atone for the crime of being born a forgeborn) or to become a Grudgebearer (to redeem themselves in the eyes of their ancestors). Seperatists tend to be...distinctily displeased with such notions. That said, Ancestral Guardians are not unheard of, seperatists who believe that they are still custodians of the nobility of their people and who burn with righteous rage to prove the dwarves are still worthy of respect.
Bards: As with their pureblood cousins, forgeborn dwarves have strong bardic traditions, if with a slightly more upbeat focus than their grim and mournful kin. All manner of bards are found amongst the ranks of dwarven adventurers, pureblood and forgeborn alike.
Fighters: As with pureblood dwarves, forgeborn dwarves are drawn to the path of trhe fighter. There is, perhaps, a higher number of eldritch knights amongst their ranks, and definitely a higher percentage of knights and cavaliers; as they are less likely to be fighting in ancient ruins, more forgeborn find themselves in situations where mounted combat is worth mastering.
Monks: Forgeborn dwarves share the same monastic traditions and focuses as pureblood dwarves, though their elementalist monks favor all manner of elements, and many new styles have begun to take shape, especially those that blend two or more elements into one philosophy.
Rangers: As with the purebloods, there are no particularly biases against or towards rangers amongst the ranks of the forgeborn.
Rogues: Like their pureblood cousins, forgeborn dwarves make up a disproportionate number of the "adventuring exiles" for forgeborn. Indeed, there are probably more forgeborn rogues than pureblood ones, as laws in a clanhold are often stricter against its resident forgeborn.
Sorcerers: In stark contrast to the purebloods, sorcerers proliferate and are cherished amongst forgeborn, who see them as the ultimate expression of who they are. For obvious reasons, forgeborn sorcerers are highly predisposed towards the various elemental power sources.
Warlocks: As with sorcerers, warlocks are also more common and more respected amongst forgeborn than amongst purebloods, especially those forgeborn who form a minority in pureblood clanholds. Though somewhat more accepting, forgeborn warlocks with an Undying patron, or especially an Arch-Fey patron, are extremely rare.
Wizards: In comparison to sorcerers, wizardly forgeborn are somewhat rare; most prefer to awaken their own innate magic than study and shape it as an external force. Those forgeborn who do follow the wizard's path overwhelmingly favor the evoker, transmuter and artificer paths; though the elemental schools are strongly represented, they are a distinct second to these three schools, as forgeborn who pursue a wizard's path are usually interested in magic beyond their own innate elemental energies. They do retain the pureblood dwarves' aversion to necromancy, however.
Mystics: The approach forgeborn dwarves take to psionic magic depends on their origins. Those from pureblood clans tend to avoid it, or feel ashamed of an affinity for it; they are already alien enough. Those from seperatist clans tend to embrace it, intrigued by this strange new power.
[/sblock]