Mizzrym Character sheet

Mizzrym

Well-Known Member
Faction: Exodite
Faction Name
Dalharen L'telanth Ugul Sharorr--Children of the whispered throne.
Faction Adjective: Telanth
National Symbol: Icons of She of the left, He of the right. (image varies)

Succession: Dynasty.

Government: Theocratic Dynasty

Slavery: The Telanth have no formal system of slavery rather they have "Rite of Chains" where those who have lost in battle or fall to prey to the Telanth in some way are and there in pose no value in keeping their sanity. Once the rite is done they are turned into thralls of flesh and bone for use in the Telanths foul use of magic, mindless and dull they may be "programed" for simple task or armored and use in battle as cruel fodder. Only effects living creatures.

Culture: Life within the realm of the Telanth is zealous and driven, They are a people devote to the Dynasty and faith taking a near obsessive pride in anything they do. Towns and cities alike are over taken with the bustle of purpose and design dizzy with thought and action. While there is a caste system in place a long history of violence and hostility from outside forces have filled them as a whole--a people united, sealed with brazen faith. Other races an fractions are not allowed into cities without a pass or invite and if unable to get either or must settle with the outpost.

Religion:

She of the Left, He of the Right : Telanths observe the Faith "Vok ulu Venorsh" or simply Venorsh, it teaches that heaven sent its speaking hand to guide them to their home away from the what they call the overworld[surface of planet] as well as granting the insight to the magical gate that allowed them to flee their ruined home. Teaching all beings big and small have in them heaven itself as mana, or soul and thus should they have heard the whispers of He or Her may command it. By nature souls/mana lust for a body and one must pay respect to it by offering it blood or placing it into an object/body [enchantment] were as to openly cast magic is to use it without the trade of blood/as to respect the gift. The goddess and god of left and right share the image of passive and aggressive natures, thought and action, honesty and lies. The practice of Venorsh entails song and hymn, the observation of silence once a day, the forfeit of blood upon the guise of He and She. Is said within the womb of a mother they whisper to the child and gift it their boons should the child be able to listen where as those that don't or cant are born meek and uninspired. She of the left is rarely shown in full form and is often a depicted as an open left hand turned knuckles away, when she is shown in full is a muscled beauty with hair reaching pass her rear, nude and welding a staff. He of the right likewise is shown in full body rarely and is seen as a nude male with a muscled and toned welding a bow, seen far more as a closed fist with knuckles facing forward. Each to the side of a person be it male or female whispering in their ears.

Agriculture: Make use of a colorful array of fungi farmed within their tunnels kept deep and secret, Fish nursery, Flesh thrall keeps(thralls of creatures be them animals or other intelligence species)

Population: 485k

Magical Affinity: 7%

Magic:

Magic runs deep but due to the strangling vice of their zeal has bloomed in single mastery of enchantments upon weapons and armors, objects of all nature and the refinement of metals and stone to be farm ore robust or abnormal pending on their needed use. Much of their magic needs sacrificial elements, be it a blade across the hand or the more extreme--a whole other person. Their faith as inadvertently made the Telanth master the means of stealing life and energy from others to pour it unto themselves or objects harvesting the very core of beings to fuel their madness but such things need massive complex temples, many hymns and many more tools, runes, countless lives and other crafts to turn out a single enchantment.

The nature of defensive magics last till the item is broken or the magic is perverted. Holds only value when touching the naked skin of its wearer and is somewhat vampiric on that persons standing energies while offensive enchantments are imperfect and must be recharged to be used after so many uses with blood/life energies giving up the most.

Magi: Magic is the gift of heaven, its boon upon the mortal Telanth and demands an exchange of Spoken word, body, flesh and blood. To imbibe energies to stone and steel is the contract, the exchange between gods and the mage, magic is given body, shape and through the eyes of the Telanth--life. This inward mastery of magic robs the mage of outward magic, they can hardly spell spin a spark out of their fingers but instead enchant powerful staves and scrolls, weapons and armor and anything else that can suffer the binding rite. Leading the other caste into battles or operations is normally only one to three within the force, They are well protected and cared for.

All active magic is on a counter of some sort and once used up must under go a lengthy rite to recharge it, after they do so often physically taxed and need rest. Prolonged fights are undesired. Mages are often made brittle or harmed while learning magic, they miss fingers and limbs, blind in one or both eyes, finger nails rooted from the finger and many other problems. Bodies in ruin from the schooling of faith that tells the Telanth of the blessed exchange between magic and Telanth, They must be subjected to the elements they would master as to show they are worthy. All mages have detailed full body tattoos boldly stating what type of magic they use ad their level of mastery.

Tattoos : (This is for other players) The Visual aid to persons who have dealt with the Telanth before and their mages: Fresh mages have only a line like tattoo along their bodies and limbs while more powerful and learned/tested mages have far more complex skin filling tattoos. Pictures/Image: left hand, fist pointing away [you see fingers] A passive type mage, some one that enforces and empowers their troops, A right hand and fist forward [seeing back of hand] is offensive and welds powers to harm others. Many colors and designs but the ones that rank highest or those of the personal guard and religious orders, have tattoos that make their ears black, from the black ink on the ears reaches hands that hide the eyes in a wash of many colors, very beautiful but shows this is some one of extremes.

Class Demographic:
Theocratic/Religious Caste: 20%
Agriculture/Mason/General population miscellaneous Caste 42%
Military/Magi caste :28%
Specialized Caste: 10%

Species Demographic:
Children of whispers: 97%
Thralls:3%

Species Description:
Children of Whispers: They, Children of the whispering gods, are folk with skin bled to shades of black/blue too purple/red from the long coexistence of a unique fungi that dwells in their tunnels. Elfish ears that can hear the earth stir, hair while starting out a sickly white often becomes dark yet colorful due to their diets. Long was it since the majority of their people care to venture into the sun, moving only at night when forced to leave their caves. They command unequal night vision at the cost of being nearly blind within the heat of the sun without something to dim its rays. Eyes do give yellow white/greenish sheen reflection when light hits their eyes. Some what equal in a standard human in length but most Telanth are shorter in and around 4-5 feet with 6 feet being a rare encounter.
Spite being shorter in most cases the Telanth are more heavy due to a dense skeleton.

The Telanth coat their dark hides with Tattoos that range in color and shape, flay tattoos that peel a finely cut part of skin away and treated to scar. Both state their placement in the caste system, Theocracy, Marks of approval/disapproval, Knowledge, Magical runes and recognized deeds. To be smooth skinned in adult hood, no tattoos or scars, is often considered ugly and undesirable.

Thrall: Thralls are magically enslaved beings, they look as they were before the rite of chains but with horrific runic script and other markings flayed, burnt and bound to the body. Thralls can take on many rolls, be it working a pick axe or welding a blade or even magical items if not just harvested for flesh, bone and blood. While complex and costly to make their appearance can be changed, adding or exchanging limbs and the such.

Faction Strength:
Zealous Focus: The absolute faith in their leaders and their gods fills them with a desire to please both allowing the Telanth to bleed, sweat and stay loyal well beyond others. Mixed with the malice they have had to deal with in their past they also tend to be more alert and Suspicious of other races.

Faith and magic is one in the same: With their faith reflected in magic and its uses it has allowed for a deep understanding of entropic and enchantment magic allowing their magi to forge and weld magic in a far more physical sense turning out highly prized metals, weapons and armor.

Great defenders, keen masons, Network: The deep and fortified capital, towns and cities each--even the smallest out post is a sure death trap to the unwary be it fungi, spiders, traps, dead falls, false paths not to even mention the tight constriction of tunnels. logistical life lines hidden and weave between each other allowing for fast reaction to would be attackers. Tunnels and cities are made to break up forces, lead them to kill pits and pincers. Why even the humble civilian structure is rewarded with enforcement and binding enchantments to ensure its sturdy enough to withstand siege--needless to say that most buildings help keep the cave interior hard to crack.

Fraction Weakness:

Magic and faith is one in the same: This doubles over as a weakness as well, such a long standing and generational focus on these schools of magic have nearly culled the ability to cast outward magic without the aid of magical items or the blood cost.

Light and Sound: With unmatched sight and hearing, a life lived in the dim haze of shadowed caves have made the Children of whispers vulnerable to bright lights and loud sounds, while they have means to protect themselves for such catching them off guard is sure to reward a few seconds of free action.



History:
Under that black place found in the tunnels of earths spine, the mountain that kept us, His hand that held us, Is home to all Telanth. Fathers had fled from the over world--from the filth that plagued it, those heretics that thieved from the gods themselves their gift of magic and the arcane. They who abuse it, waste it with out gifting it flesh to feast--yes, is them that drive the world mad. Yet weep not oh Telanth for he has come, he with ears nipped by She of the left and He of the right, the shuddered murmurs of heavens whisper guide us now, Turn now oh Telanth, your hand, your head, bow ears and shut mind to the lies from false light. He who listened to heavens whisper turned his hand and spoke unto all Telanth "Reach with hand and cup the mountain, flay its flesh with iron tools, let us sink to its heart and home shall be found, peace immortal from the fiends above" Thus they dug. [Song of home, first verse]

The Telanth have lived so long both in tunnels and atop their mountains slopes that how it came to be is now part of the standing faith for them seeding a deep sense of ownership and pride in their home they view is the steadfast protection from the overworld. War and mad uncontrolled magic tore the land apart and the lust for more and more with blind desire dove the world unto ruin. As war broke out between other powers cities were razed for their resources and mountains side fought over for powerful defensive grounds made the Talanth spill out into the overworld and fight off their invaders, they would take a bliss in harvesting the general population even keeping small breeding stocks of what they viewed as the lesser races for sacrificial uses among other things.

In the days after the great ruin the stood fearing the end of days crept near as a dead world withered. The events that allowed Qhymareth, the crowned head of the Telanth and listener to heavens whisper to lead his people to a strange new world gaining a worthy alliance He returned from praying at the sunken alter and proclaimed the ruin was brought on by the Stealing of mana without paying the blood price

Military: The official standing military has never been large as much of the persons are in fact an arm of the Theocracy and thus spend their time acting in defense not offensive and as law enforcement, The military forces that are not apart of the religious aspects of the Dalharen L'telanth Ugul Sharorr are all headed by a mage of some sort. They as a whole are not large and have made deathly use of their caves to ward would be invaders, the complex network of tunnels mixed with traps and unpleasant cave elements. Outside their homes they make heavy use of traps, poisons, Fungal spores, Ranged weapons such as bows and magic.


Military Might:
Theocratic forces:58200
Standing Army: 135800 (9506 of this number command magic)

Military Strength:

The power of these enchantments is equal to the prayer, sacrifice and time given to them with military grade war staves and gear needing a massive session of persons to chant and well over twenty plus living beings to be given up.

Should note not all life is equal, folks with more magic, powerful creatures etc reward more power. [numbers are counted as if a Dull farmer is being used for sacrifice] 10 being the minimum, levels of clear difference in power being, 20,40,60,100,250,500,1000+1 special. Power meaning both Charge on stave and level of spell meaning you could have stave with alot of charges with an "ok" spell or a boom stick that fires like two times but does something impressive/useful. Most mages like the middle ground.

Military staves are just 30-60 with some higher ranked/older mages being 80-100. Staves have a chance to break pending on the materials used and spell use, on grounds sacrifices and prays are organized and ready the hardest and longest part of the staves creation is making it pass the insanely high standards of the forging of the stave itself, lesser staves are given or sold to others or bound with more passive spells so they don't break. Passive or rather unoffensive spells need far less to be made.

Staves typically are blessed stone or highly prized metals, both have a mix of stone work or metal binding on them, Crystal and bone glass [forged bone meal] generate the best staves. Feathers, bones and all matter of tick nacks are added to personalized them.

Scrolls are much of the same as above however they are all single use, what the spell is bound to hints to its power--Going from weakest to strongest. Parchment, leather, Stone, Metal, Metal wrought Stone, Crystal/gemstone, Chemical potion, Bone[Usually the skull] wrought with metal/gems, Must be the bones of some one powerful either physically or mentally if not magically. Once the spell is cast it will consumed the object and the caster will have to give it a order, if the object is made poorly or the user is to slow giving a command will over charge and explode or simply fizzle out, less risky for non offensive spells.

Light and often magical gear allow for long marches, fast flanking and hit and run tactics. Heavy use of Bladebows, a unique weapon to the Telanth empowered to fire puncturing shots and make full use of magic arrows among other things, its design allows it to be used as a sickled sword giving it the power to steal shields, catch weapons and cut other lightly armored foes.

Night warriors: living in the perfect black of the cave lit only by the dim glows of fungi and withered fires give the Telanth unmatched hearing and night vision, while this inborn skill can back fire they have designed a unique helmet that dims light and dulls sound when needed.

Chemical warfare: The use of entropy magic has allowed the crafting of cruel hemotoxins, Diseases that waste the flesh with abscesses and lesions. Fungi that blur the mind in rage or fear and even alchemical stones that lure ill omens for sabotage.

Military Weakness:
Heavy use of ranged attacks, traps and flanking tactics. They do poorly if forced into direct combat.
No mounted forces, weak to light and sound attacks when without protection.
No navy
Very few heavy forces
Some magical items have a chance of failing or breaking.

Faction Leader/s: Qhymareth, Heavens listener

Overview: Qhymareth was the man who lead his people after a proclamation that the ruin of the last world was brought on by the stealing of mana (the dishonor of using magic without forfeiting blood to pay for it) and must save the world by uniting the world under the faith, They play a long game and plot silently keeping their grand design hushed away acting under the guise of "the true peace"

Species: Children of Whispers
Gender:Male
Personality: Calm and relaxed, commanding a near omissive of presence that melts into the tranquil black silence of the cave temples he calls home. This gentle guise hides well his twitching mind utterly enthralled with the vision of his grand design to sweep this new world under the rule of Vok ulu Venorsh
Appearance: Tall and Withered with tattoos and scars, magical scars paint his warped flesh hiding under a single robe jeweled with stones and raw ores that glisten with a matted gleam, a face ghastly and skeletal socketed with eyes veiled under a torn cowl. Of the cowl wept a length of cloth at each side bound from the inside weighted with a black stone, Qhymareth himself is 5'9'' in height . The robe hides his feet dragging along the floor as the sleeves reach out to the hand itself cuffing with a messy binding of leather that cloak the hand and fingers. The robe itself a deep shade of purple that washes out to blue near the ends. A Heavy, long bladebow is always at his side if not his stone mage stave.

Profile: Qhymareth rose to power at the death of his father who fell during a battle on within the other world Sonnafer, he roused his forces and fell upon his foes using the undead thrall of his own father, how he did this was unknown but was used to seal his connection to He and Her. Many battles fought as he over extended himself to inspire his forces leaving him in his scared and near broken state, while still able to fight he must mind his limits less risk unearthly debasement. Upon the entry into this new world a he and his clawed their way to the mountains and bore into its side slowly but surely rebuilding their power, forced to make an uneasy contract with another like minded off-worlder. (ill add more later)
 
Name: Mallaithu, The consumption of Malice, Fear and Dark Inquisitions

Apperance: The vision of Mallaithu is a dead warped oak, bleak bark crawling with flesh like decay that suffers a screaming paroxysm when he would speak. Creeping array of roots invading stone or earth alike as jagged branches as fingers clawing at one another spire into the sky. creatures of a lesser design (birds, deer etc) that come to close are blessed and turned into an extension of his physical being on the mortal realm, they flee out into the world both tormented and empowered by the flesh rend roots that fester under skin. These may be used as an avatar or killed to seed another tree.

Domain: Fear, Malice, Curiosity into the morbid, forbidden and arcane often leading to a lax or lost in ones morality.

Motives: Basking in blood spilled in hate, lies spun in malice and creeping madness born from questions unanswered, Mallaithu takes revelry--Nay, A near festive debauchery in the chaos he spins and desires only to have it infect the world--to have it all be one grand party for his own sake but as such is jealous of it and desires its safety for it is HIS entertainment but as such leads to self imposed contradictions of having to cull out of control mad men marching to worlds end he himself has made with other mad men.

Realm: Reeitha, a peninsula connected to the main land with a range of mountains cutting it off save for a single valley pass. Mountains give way to jagged stone hills as the slow warping of natural fauna blends the living shades of green to browns and blacks, the area as a whole is abnormal and thick with strange happenings, creatures and sensations. The injection of debasing roots towering into the sky, the earth and out into ocean making navigation hard as from the ground much of the sky is blocked by the arch of these roots--to in which bare alluring and colorful fruit that glow just so at night. This landscape melts into a swamp and there in small marshy islands growing thicker and blacker till even in mid day it would be pitch black on the ground--but one thing stands out one thing within this infected wound on the planet. Single over grown mountain perverts the oceans horizon, hollow and spilt looking like a maw of stone sewn with roots and swampy vines, within unspeakable beauty. Luminous fungi glowing, warm natural springs, painted stones and streaks of ores that act as glistening mirrors all the while glow worms wiggle about strung down their length of silk, All of it so inviting so loving so... perfect. For all its grand natural decore a single monolithic perversion stood out--A single foul oak brooding with unnatural light squirming as if constructed of rotten flesh thick with maggots, 'twas him waiting, listening and whispering.

Powers: To amplify emotions born of fear, hate and dark curiosity, Fleeting thoughts of desire or jealousness made to linger in the mind, to brood and roll slowly infecting a person--a root that branches deeper as time goes on strangling the mind to focus on the negative that in turn would breed action. To hint upon those mortals contemplation of their fears and thoughts in omission of punishment or effect of actions be it stealing, murder, rape, necrophilia, amoral testing, lying, debasing natures rule, slaving, cannibalism, blind pursuit, amoral zeal and even the controlling of nature. He can invoke insanity or horrid clarity, fog the mind with arousing visions of spite and self fulfillment. To be blessed by him is to see so clearly your goal but be driven mad trying to find the path to it that branches and grows the tightening coil of destruction be it outward or inward.

Vices: Suffers from paranoia and jealousness of the other gods, sure that they are up to something while snarling at any type of advancement by their followers. thinking himself the puppet master on his earthly stage makes him a vivid defender of it but in turn fills him with delusions of it being his and his alone making him bitter that he has to share it with others more so when any other person would ruin his theater pouring unhealthy attention into such things.

Perfered Disciples: To steal warp or other wise pervert the followers of the other gods, withering their purpose to an amoral base or warping messages to feed into mad pursuits are Mallaithu desired flock. Those that come to him or laid to influence are tossed to the depth of their own selves in such fever that make them hyper proactive lead in blind zeal, They inspire and often gain some sort of notoriety be it good or bad and with a guile only the devote could command spread their thoughts and actions out into their world infecting it as a venom.

Overview: The tears of the allfather, his love of his creation, wept for his maturing world in joy yet woe was it as those tears sank unto the infinite black and condensed slowly into a being of that same love--but horridly warped. Forged into Mallaithu the Consumption, loving the creation gifted to him.
 
Name: Marrick Cual
Age: 18
Gender: Male
Species: Impric
Magic: Water, Wind and Magnetism to charge and sweeten his "honey" voice.

Appearance: A sanguine hued youngster with lovely horns polished to an obsessive shine and adorn with humble iron. He Strides with a smutty smile welding a tear drop shaped lute enforced with steel and a long handle that looks far more able to convert a person into a grease stain than string a tune. Often with a loose fitted frilled robe brightly colored in red-orange-yellow-greensand lastly purples, he has modified the seam to a sharper V cut as to expose his chest. Fingers crown lengthy claw like nails that are cut to a point while gleaming with a abnormal shine.

Overview: A desire to keep his lovely red skin, his peerless beauty captured by his horns and his smooth inviting voice Marrick learned the means to command water. Using it with no shame he made his horns glisten and skin shine as he learned how to sing and inspire his brothers with songs of war and victory, Being born within the walls of the empire his heart was filled with pride of it as well as the roll his people committed to it. His love for song and dance however does not reflect in his skill, for all his trying his visage was ruff and scared from bouts with other children while his voice could stir the dead and drive life out of the living--so horrid was it, was surely more suited for ritual hymns. Fighting as his brothers did but showing desires in...Other places he grew to be a bard of shorts before being forced to town the magi in their towers, While some what bothered by the ugly lust for war that seems to have taken ahold of his emperor he left feeling there was surely reason for it all. Rumors slowly spun in his head of the disarray from the world outside the tight vice of the mages tower making that once hardline love of his country spoil to quiet question. For now he distracts himself with life at the tower using the chance to aid his family back home in the wayward slums with coin.
 
Nation Name; Aysilian Empire

Homeworld; Qwyun is a planet scarred with war and ruin cloaked in a guise of jungle, craters from weapon impacts crowned with tattered skeletons of blown out buildings all of which have been consumed by the aggressive fauna. Mega cites crown the planets south and north poles thinning out going towards the equator; Jagged mountains radiant with colors from dense mineral deposits largely untouched save for a few temples or towers can be seen. Clouds breaking over the edge of mountains to the low land swamps, even the bodies of water themselves --every thing is hidden or tangled with jungle. While the city scape is extreme it is woven into the jungle rather than having dominated over it.

Qwyun itself has a small habit ring made around it and a rather dense cloud of derelict vessels, debris and other hints of starship death around it making something of an artificial ring that glimmers just so when viewed from afar.

Species; The Xuilqitle: Reptilian like race standing around 6-8 feet with a wide range colors on them, Large colorful feathers mark males and more earthen tones mark females. Feathers are mostly on the heads and tails. Tails are around 5-7 feet and are wildly different between the sexes; males have thick heavy tails they use to beat each other with during mating rites as females tend to have a longer but more thin tail for balance. They have only four digits on their hands and feet each with a small but robust claw. Eye color is a memorizing display of color often having 2-3 different colors washing over each other with warmer colors being more common than cooler ones.

The diet of the standard Xuilqitle is the rich bounty from the jungle that is thick with minerals giving the Xuilqitle their colorful scales and feathers but also saturating into their flesh making it overwhelmingly healthy and tasty to many of the other races making them rather xenophobic.

Government; Before the last major war was two major bodies; Dynasty of Juuka and the Theocracy of Vassavana that later united into the Aysilian Empire that acts more along the lines of a Theocratic Dynasty due to the events that brought it into being. At the top going down sits the emperor who is the final say in choices, under him is the four great houses that have been appointed to over see the exterior, interior, R&D and military. under them the sub divisions of each breaking down to the smallest level such as public safety & health, waste management and jungle management. Additionally on the same level of the four houses is the head of the faith and her advisors bring up the desires of the church to the emperors ears.

During court each head is present who has something that must be spoken of, the topic is brought up in detail and debated as parties argue their points and thoughts to the emperor before he would make his choice. Each branch of government has its own standards and its own power to over see whatever its task is while the level above it keeps it in check, presenting information has been made to be a standard format across the board to ensure it passes hands smoothly and in haste but gathering it and executing upon it is up to them.

Military; With an extreme focus of the long fight over the fast one Aysilian warships are well rounded opting to have specialized variations of the same hull to fit their ideals. Large ship with heavy weapons shelled by smaller ones protecting it slowly inches forward while trimming the edge of the fight peppering foes with long range artillery. Warships tend longer with thick aft sections placing major weapon systems to the flanks of the craft, This design means engines are often compressed to the aft allowing the ship to bring to bear (turning itself to have a left or right flank face you so All the guns can point at you) far faster than other ships of its class, more so in-place evasion for Aysilians craft is better (rather than speeding up or slowing down the ship is better at just moving on its uneven axis to dodge long shots. )

As for the organization of the military it is akin to its government counter part having a top commanding officer similar to a six star general, under him his appointed generals who command over cuts of the home system over seeing the safety of the area. Under that is commanders and captains of fleets and ships and lastly humble law enforcement.

Rather than having groups or fleets in the traditional matter these are seen as families and becoming apart of a group is the same as being adopted into that family with all their actions reflecting on the whole, fuels the blind zeal for the country and its government.

Culture and People; Near foaming from the mouth waving their flag, running into the maw of death for the Emperor or the Vassavana Xuilqitlians have had a deep and scared history of these two major powers on their planet, The Dynasty of Juuka is one of the oldest family trees on the planet and has been the coin purse for growth as the Theocracy of Vassavana worships the Vassavana; A Super massive world tree rooted along a mountain with its branches reaching out into and above the clouds. Standing dogma of the faith states that the Xuilqitle, or the children of the wood, were bark that the tree peeled off itself and brought to life as to tend and care for it as well as seed life in new places. The faithful took saplings and planted them caring and growing them till in todays time the whole planet has become over ran jungle. Controlling the temple at its base hollowed and sunken into the earth is the same as having god in your pocket.

Dynasty of Juuka cut the jungle back to build cities and factories, space ports and defensive towers perverting the horizon with a shadow of development that has been the foundation for every conflict on the planet for thousands of years. Old families with wealth and power all brought up in the wake of the juuka each with their own desires to reach out and grow.

Another point of contention of the aspect of this faith in what sex should rule; The Dynasty views the father (the sun in this case) gave his seed to the mother (the planet Qwyun) who in turn birthed live unto the planet with the world tree being the location where it happened--men should lead as they give life, The Theocracy views it as the mother desired life and own the fathers love by growing the world tree as to express her desire to him, took his seed and grew it--Women should lead as they are the vassals of life.

At the end of the last major war about 80 years ago a miracle happened where the head of the Juuka gave his life to the world tree in exchange to expel the church from the temple at its base, the jungle came alive with vines and aggressive vegetation--avatars of the Vassavana, attacked them or so its told. The next head of Juuka came to meet them the church who were humbled at the event and listened to him speak that it was not about male or female but rather what the both did together, a thought that was well received and gave the divided zeal of either side into a over reaching love of fellow Xuilqitlians and ultimately the planet and government as a whole.

The aspect of growing and caring for life is still so deeply apart of Aysilian culture that a man could never hope to court a woman without a healthy potted plant or garden as much as no woman could command the eyes of men without the same. S/he would be seen as poor stock should their plant be haggard and would surely yield meek children. The interpretation of this is rather large as clans and families may have a tree or garden that reparents the whole. Even warships have a dedicated room for this and as felt that as long as the tree is saved the ship and her crew never really sunk or died, living on in the tree, empowered and giving good fortune to the next generation.

Common clothing styles are often simple silk robes, tunics or any one piece type clothing that covers the body. males and females who have had children have just a skirt that hides the upper legs or goes down to the ankles with exposed chest. those with children or eggs have a sash over their chest and those that have adult children have full bodied robes. Uniforms do not reflect this. (They lay eggs so they don't produce milk. :l ) More modern styles have woven suit styled robes but things like pants and shirts don't work when you have aggressive chicken legs and feathers on your head and back.

P.O.Is; (People of Interest. Your nations leader, important military figures, a civilian character you might want to show 'slice of life' pieces from etc.)

Mechanics;
National Traits;

  1. Trait 1: Pyramid rule
  2. Trait 2: The greater Good
Population Traits;

  1. Trait 1: Loyalty
  2. Trait 2: Fanatical patriots
  3. Trait 3: Heroic sacrifice
  4. Trait 4: Highly religious
  5. Trait 5: Missionaries
  6. Trait 6: Theological University
Star Navy Traits;

  1. Trait 1: All rounded
  2. Trait 2: Fleet unity protocols
Ground War Traits;

  1. Trait 1: Creeping war
  2. Trait 2: Occupationist
Technical Traits;

  1. Trait 1: Master Shipwrights
  2. Trait 2: Redundancy
Psychic Traits; N/A

Economic Traits;

  1. Trait 1: Lax Restrictions
Espionage Traits;

  1. Trait 1: Enigma machine
  2. Trait 2
Flaws;

  1. Flaw 1: Soylent green is people
  2. Flaw 2: Cult of Roots
  3. Flaw 3: Paranoia
  4. Flaw 5: Psyhic nulls
  5. Flaw 6: Delectable

Space Assets;

  • 15 destroyers (2250)
  • 10 Cruisers (4500)
  • 10 Escort carriers (6000)
  • 3 Dreadnoughts (5400)
  • 37 Corvetts (1850)
Ground Assets;

  • 2 Strategic defense fortresses (8000)
  • 6 Planetary defense fortresses (24000)
  • 2 Air Defense fortresses (6000)
  • 1 plant shield (5000)
  • 20 Area of denial (20000)
  • 300 gunships (9000)
  • 265 Mobile infantry (7950)
  • 5 infantry (50)
 
ame: Rhylihan Tal
Age: 41

Gender: Male

Appearance: Clad in an exhausted robe flush with sun damage and years of punishment Rhylihan towers in 6'1". Well shaven head misshapen from old and ghastly wounds plays throne too eyes blazed with fascination in the actions and growing of his students, Sporting a sturdy body custom to weight of armor and a back pack full to a greedy limit. Rhylihans heavy robe flows down his body to the floor keeping his feet out of sight, it hints to having once some design of a coat of arms or a band of some sort but is nothing more than a blotch of color on its back now. Silver trim fabric walls the edges of the robe kept in place with rather clean patch work from older damage leaving the places around the hood and sleeves oddly clean with their original color.

His right hand dressed in a fine steel gauntlet as it vices the earthen staff that wears a coat of bound leather along its mid section and crowned with jagged crystal; dented and chipped to a vile edge clearly used. Upon his waist a fine leather belt with links that latch to pouches and bags full of stones, small books and a small line of vials each full of some strange fluid.

Personality: He is a man enthralled, drunk---Near blinded by the pursuit of knowledge and understanding of magic and its true nature, All he has done in his life is to push spell weaving to its extreme exploring the unknown. Years spent risking his life to find inspiration in the aggressive world of contracts and bounties has found himself in a state of mental block. Finding a new joy in teaching others has gifted him a new window of insight through the curious minds of his students humbling him more times than he would care to state. Soft spoken and rather blunt while being deathly serious in his teaching has painted him to the student body as a grim and harsh teacher with abnormally cruel methods of teaching. Having seen when magic can do to others and what can happen when its poorly handled his harshness stems from a worry and care for the well being of those under him.

His blind chase of understanding and power has lead him down dark paths but each time he had the clarity to pull back but has time goes on and the weight of his mortality becomes ever more the cage he drowns his mind in malefic "what if's" While he does well to keep his desire and fear of those pursuits under control the uneasy of his mind festering with those thoughts make other teachers take caution around him but disregard it as him just being a odd person.

Student/Teacher and Element: Teacher/ Earth.

Additional Information:
+ While he has stressed keeping his past out of the sight of others it is known he was some sort of sell sword, the nature of his jobs are unknown.
+Keeps an extensive garden full of strange and odd flora from around the land.
+Some times makes staves for his students that show promise.
+Has a sweat tooth and is somewhat embarrassed about this going to great lengths to keep it unknown.
+Has a large pet snake named loaf who is a pudgy little creature. dances when you sing its name to it. Can be unsettling fast and has been seen slithering along stone walls facing the sun.
 
Full Name: Chaulsyrime wqeathe (choul see rhyme--Oo quee eth)
Gender: Male
Age: 23
Species: Lizardfolk
Magic?: yes
Magic Element: Light Water

Physical Appearance: Tall and lean Chauls frame is sporty and fit dressed in a ruin of leather armor mismatched and haphazardly patched to take shape as some sort of 'professional vagabond' duster sun kissed to a faded blush of orange. Disheveled and shifty he lurks about in calm focus to the tune of an iron bell tightly bound to the end of a long tail as eyes lick along every thing in sight for that lovely golden shine of coin or jewels. Right arm is armored with a heavy gauntlet crowned with rather large and unpleasant talons designed to scale walls, hook into trees or armor if not too just rend. Chauls left hand is open and free save for a withered sleeve with its fabrics melting down his upper armor hinting to some shoulder guard strap that may have been there once. Under his vagabond uniform drapes his inner tunic that ends near his knees and is the only thing on him that is bright and colorful with a lovely shade of purple fading into green but offset by the skinny chicken legs he has poking out of this blob of leather and cloth. Gray-green scales armor his flesh near blending into the worn guise he struts about in and as all lizardfolk as a right good set of claws on hands and feet. Lastly under his coat but outside of his inner tunic a small binding of belts with belted pouches holding food, gear, medical supplies and alleged stolen rings that make a subtle jingle.

Home Town: Far to the north of the map, where the snow melt from mountains feed into the deep wood.
Occupation: Self proclaimed professional vagabond
Character Connections: (none yet?)
Personality: Lazy and greedy, Quiet yet so loud he is a person who finds kinship in the wayward run of the wind and peace in sleeping on a sun facing rock and should none of those be open for abuse annoying, tricking every one and stealing every thing that is not bolted to the ground; Chaul is a boarder line kleptomaniac. A big goof ball with an infectious raspy laugh marred only by his bitter nature, cold aggression and a lust for More. Living his life as a pest and leech to society has made him a bastard walking in a haze of debauchery and blood but for all that at heart he is just home sick. Frustrated at his current position while having to keep his magic self hidden away he broods with a hate that has no direction rewarding himself an empty relief in the reactions of those he harms only to again coil into a dim room, silent with a bottle of empty booze, drowning in spiteful delusions.

Backstory: While a hatchling he and his siblings were kidnapped by skin hunters who desired the scaly hides of the lizard folk, later saved but having watched many of his siblings killed and torn apart for their skin and claws before the men folk came. Hate bled into his heart and he demanded a hunt for his brothers and sisters but was told such actions would have the bandits react more violently and kill the whole village. The elder explained that they must surely have a reach all the way into Azuris and such a could devour this small far away village but Chaul could have none of it and quietly composed the means for revenge. Acting out his plans saw the deaths of many skin hunters as poison, traps and a fire set brought chaos into their small encampment with many fleeing out into the mountains. Thinking nothing more could be done he went home pleased with his victory but just as the elder warned the hunters returned in force killing every one they could and burning the village down, the fight was hard pressed but the village fought them off to some end allowing them to flee. Punishment had be handed out and Chaulsyrime was exiled with the blood of many on his hands.

Leaving and traveling for many years he found himself in Azuris looking into the skin trade gifting them a length of steel where he could but all of it seemed pointless, no matter who or what he stopped it was back up with new people running. Feeling unable to do anything he spends his time annoying nobles as to inspire the guards to chase him around who for all their efforts seem unable to pin him down while he harasses them with his iron bell. Strutting around with a small but slowly growing bounty on his head.

Weapons : Right gauntlet: heavy and designed for climbing buildings and defense--is like a small shield. has blade catchers on the knuckles that can double over as a spike.
Hand axe: A short hand axe with a hook forged into its blade and a ring on its shaft.
Iron Bell: IS in fact a knee cap eating mace like bell bound to the end of his tail he uses to whip at...well knee caps, its jingle can distract some one.
Bottles of water: small bottles of water for use in magic.
Bottles of grease: a fat grease slick, slippery and very smelly.
poisons: Blade oils and poisons to make sure anything that catches a cut has a bad time of it.
 
Name: Maaza-juuka

Nickname(s): Maze

Accent (optional): Relaxed and raspy

Gender: Male

Age: 51 (around the age of 20s for humans)

Species: Swamp land Naga

Region of Origin: land of water

Physical Features: About 12 feet in length and between the width of 34-42 inches (Middle of body more thick) Scales sheen with matted blur blending well with moving or still water. Speckled with greens, blues and grays making him blend into the murky haze of the swamps. Arms are large and he has rather long fingers with some foul hooking talons but have been trimmed down to be more akin to pointy claws.

Outfit/Inventory: 5’5” foot long self-made grass shade for a hat, is shades of green and brown. Bog linen poncho frayed and worn with a colorful though be it faded design of leaf’s around a root willow tree. Under his poncho is leather straps that bind across his chest holding arm covers that drape loosely down his arms, Additionally straps and belts that hold a quiver, bow holster and mace ring to keep his weapons tight and secure when he moves. Maze has three weapons, a single handed morning star (no spikes), a Massive long bow, Capped quiver with 18 arrows in it. His main weapon being a sword glaive is always in hand. Medical bandages, healing salves Herbs for tea and Swamp land peddle for smoking (a very toxic plant that kills you by depressing/ relaxing your muscles to the point where you cant breathe and die. when processed and smoked it becomes a calming agent that relaxes the muscles. Rather keen when you are a snake person) he has a small glass vial of his only venom mixed in with some animal fat making it into a nasty blade oil for arrows or weapons.

Personality: Maze is abnormally calm and mellow but a bit manic in some zones; food, drink and song are his joys and for all his trying the vocal cords of a serpentine naga just don’t mind sounds pleasing to other races but he is just happy to listen. He has a bad habit of saying whatever crosses into his mind without any kind of mental screen, mixed with his rather large and scary looking frame most others seem to place a malicious tone to what in truth is him being a goof

Fear(s): Birds of the large kind, dragons and other large flyers. Uneasy about being in the open ocean, Wine and there not being enough of it, ‘Fresh’ fish as he goes more inland.

Belief(s): ): Being a wayward soul he happily travels and explores the world, he feels like being controlled or forced to be or do something is wrong--or at the least when there is no good explaining for it. Anywhere under the sky is a place he should be free to go.

Secret(s): Has too many feelings for spiced mead, Finds smaller ‘bite sized’ races to be a good time spite the pressure from his races culture. Is confused and uneasy around ‘hairy’ beast races. From many years having to make his own food has becoming shockingly keen when it comes to cooking but is shy about this. While his race has a natural hate and fear of flying creatures and apart from their different mind space Maze wants to make friends with a large flyer and some how get a ride into the sky with them, no one can ever know.

Interests: : Singing (badly) Cooking, Water magic, exploring, trying new foods across all the lands.

Dislikes: Land of fire, deserts. Wheat base alcohol, Feathers and fur.

Talents: : Adept skills in archery, Polearms, blunt weapons, Defensive and tactical water magic. Cooking. Stealth, Alertness, Silent movement Strong senses (Sight and smell) Trap detection, Trap creation and basic alchemy (salves, poisons and baits)

Element(s) (Optional): Water

Weakness(es): Dry heat, Shiny stones, gems and jewels. Large body: being some what larger than most has its perks but so does it have its down side: the dodging of ranged attacks and aerial attacks are harder for him to deal with than most. Not having feet means he needs to coil and recoil his body for actions, while alone the standing weight of weapon and body is alone able to harm most to deal la true and honesty attack he has too tighten his body making feints harder to pull off.

Occupation(s): Rural Delivery, mail and the such. Survey (mineral, terrain and path finding)

Background: Leaving home to seek new lands and people, too gain more knowledge and take it back to share with his people he has traveled far and wide save for the land of fire. For all his traveling he still understands there is much to learn and see brooding inside him a grand wonder lust. Taking on contracts to deliver goods, explore caves and ruins or even just be 'large and scary' he has learned well the traits for the adventure who comes home alive. For his many dealings few have been foul but so horrid were they that he has a bitter taste in his mouth for many other races and share some level of distrust in them, Being tricked or lead into traps, lied to about the type of delivery he was to make leading too some awkward interactions with guardsmen. All this has left him with a reputation of that shifty snake with the straw hat but on the other hand he is known to ensure your delivery gets to where it needs to be. He is also known to have rather good path finder maps under the name of "trails for the unsocial" mapping out paths that cut down on travel time but only for the light traveler.

(OPTIONAL SECTIONS)

Family:
Father and Mother are well, father is a hunter and mother is path guard for swamp lands. Two sisters and a brother, maze is eldest of the four.

Best Friend(s): travels too much.

Romantic Orientation: He likes them lady lizards with the shiny scales.

Relationship status: Single
 
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