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[Official] The Kharajyr Guide

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The Kharajyr Guide
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What is a Kharajyr?
The Kharajyr are a race of tribal and predatory  pride hunters who are the creation of their mighty creator.  The Daemon Metztli originally created the first Kharajyr through a horrific mutation of an Ocelot and a Humanoid being.  Many times she tried until finally she created the most perfect being she'd laid her eyes upon.  The first Kharajyr, a godly white.  Kharajyr resemble highly to jungle cats of the real world, slim and agile bodies lined with colorful pelts to keep them warm.  Kharajyr reside in exotic jungle climates and are notorious carnivores, as meat is easily accessible with their serrated fangs.  

 

Kharajyr are typically very loyal to their goddess and their emperor that leads them and are taught that Religion comes before all else.  These people are religious extremists and would unquestioningly die for their creator, whatever the cost.  Kharajyr are often stereotyped as antisocial but really it is just the Kharajyr's view of Metztli's creations being absolute perfection and everything else being below them falling into play.  They try not to interact with the other races of the world however as times has progressed it has been evident that they have had to, to obtain aid in their racial struggles.

 

The Kharajyr are very close knit people and provide a sort of tribal sense in culture, heavily influenced on both Aztec and Egyptian cultures.  They are the Kharajyr.
 

Life Stages of a Kharajyr

|0-5|

|Kitten|

|1'2" - 1'8"|

In this age range, you cannot talk, and are rather only on all fours.

In this time, they will be hesitant to interaction, or very active in it. Most commonly not in between.

Skiddish and lovable, they will enjoy the embrace of other Kha', finding a pleasant time in curling up in their laps, or simply gnawing on their finger with no teeth.

Most active with siblings, or other kittens, and would be playfully more aggressive with them than the adults. Their perspective of anything would be naive and inexperienced, so void of any completely rational decisions.

 

|6-9|

|Kitten|

|2'1" - 3'0"|

This is the progression of minor physical maturity.

Walking and talking will be very hard, but still vaguely capable of doing so with some effort

(Learning both can be acceptable when you are off the server. The same with lessons on Metztli.)

They will be expected to understand that doing stupid stuff is not acceptable within the Kharajyr society, but a few situations may be ignored for the sake of their own mental immaturity.

Their teeth will be grown in, and shenanigans may be arising in their wake.

Carrying small items, such as wood and small toys they enjoy playing with will be easy for them, and clumsiness with such things will be included.

They shouldn't be RP'd as though they know everything (That comes later) but as though they have no idea what they're doing, and tend to ramble like a normal child.

 

|10-15|

|Cub - S' Si' Sa'|

|3'9"- Puberty|

Rational decisions based around personality and way they were raised, able walking and talking, and interest in the opposite (or same) gender at the age of 15 (full physical maturity.)

Training for trials is a must, and their agenda is completely based around becoming an adult, and noticed in society. At this stage, it's practically free range. Your character is based around their personality, and willingness to get done what needs to be done.
 

|16-160|

|Adult - Any job role (see below)|

|5'2"- Adulthood|

This is when the kharajyr decides what profession they are going to be apart of for their life. They are now able to find their metz’al and formally have a marriage if they so wish, this means that the kha is now capable of starting a family with a partner. In this age the kharajyr would continue to grow and are now able to speak fluently, with the accent of course.  After passing the age of 130 will now begin to age considerably and their movements would begin to slowen..

|160-200|

|Adult - Yhl’|

|5'9"- Aging|
At this age the kharajyr would now either by very frail or weak, this is due to the fact the kharajyr is now entering the last years of its life. These kharajyr are highly respected within kharajyr society. They are seen as the most wise, except the Tlatlanni, due to past events that they have experienced

Religion

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Faith and religion within the Kharajyr is unquestioningly the most important thing within the life of a Kharajyr.  Kharajyr are raised and brainwashed to believe that their creator, the Daemon Metztli, is the only thing that they can ever worship.  They are taught to understand that religion is more important than life itself, and that any Kharajyr should be willing to die if it meant helping Metztli in some way.  Kharajyr both live and die in hope that they will have pleased their goddess, and have made her proud.  The majority of all actions a Kharajyr will do, will be connected to their faith.  Kharajyr that revert away from their faith are known as the ‘Ape Kha’ and are deemed officially Insane by the Empire.  

 

The Faith of the Kharajyr people are heavily enforced by the priests that are otherwise known as the Ja’.  The Ja’ are Kharajyr that have went above and beyond the usual tasks that one would carry out to appease Metztli.  They have been recognised by their Tlatlanni or the Ju, whom leads the Kharajyr, as someone eager to enforce religion.  Kharajyr priests will also carry out sacrifices regularly to repent their sins to their goddess in hopes that she will forgive them.  These sacrifices are so that the priests may speak for the race as a whole, in hopes that she will not punish them.  They strongly believe that Metztli is able to interact with the mortal world, and whether this is true or not, they think that it was her doing when the island on their home blew up.  They also blame themselves for crisis that happen throughout the world as a whole and the priests believe that they are responsible in keeping mortals safe.  

 

The Kharajyr are so devoted to Metztli that they would do unspeakable things in her name.  This, is just normal however.  A Kharajyr hunts, for Metztli.  A Kharajyr kills, for Metztli.  A Kharajyr mates, for Metztli.  A Kharajyr survives, for Metztli.  A Kharajyr dies, for Metztli.  A Kharajyr that does not share this belief is either severely uneducated, or Insane.  Religion is the first thing formally taught to a Kharajyr kitten, from the time when their minds will absorb just about anything.  They are taught at this age so it's something that they will never forget.  There is no excuse for not worshipping Metztli, and the Kharajyr believe that all of the races should share their beliefs.  Despite being lesser kin.  

 

The word of their goddess is law.  This is very interesting, as Kharajyr law is actually controlled by the Ja’ Priesthood more than it is the military.  Kharajyr laws are a lot more abnormal and strange to that of humanized cultures and this creates a nice twist in role-play.  Kharajyr usually become stubborn when it comes to talks of other religion, as they believe their goddess is the only goddess.  Speaking out against Metztli is considered a crime and would be heavily punished.  Kharajyr should also dislike being healed by druids, monks, shamans, clerics and any other deity that would be deemed fake in the eyes of a Kharajyr.  Some Kharajyr whom are very faithful will flat out refuse healing, claiming that they will survive if Metztli wants them to survive and that they will pass if Metztli has decided it is their time.

 

Culture

To those who are not familiar with it, Kharajyr culture can seem very barbaric, and indeed, alien. They are an intolerant, highly-religious society governed by religious figures under the dictator, called the Tlatlanni. They are a hardy race by nature, and they have very little sense of empathy towards creatures outside of their own culture. Often times leaving the foolish deal with their own issues, choosing to stay and watch instead of aiding those in trouble if it is not deemed worth it. They are primarily hunter-gatherers, and it is not uncommon for Kharajyr to toy with their prey before slaying them. Despite their hunter-gatherer culture, it is not uncommon for them to set up farms, and fishing is an important source of food due to the proximity to the sea.


The Diet of a Kharajyr
When it comes to eating, the Kharajyr can be very, very picky.  By nature, the Kharajyr are born with the tools needed to carve deep into the flesh of their prey and devour meat. This is the path that most Kharajyr will follow.  Kharajyr have a natural love for raw meats and will simply just feed themselves off of the carcass of the prey they have caught.  They need not waste time with cooking their meats as their stomachs can handle what the wild presents to them.  Though Kharajyr cuisine is not all about bloodied flesh, no.  Kharajyr though, do have a very keen interest for sweet and sugary foods.  They are often seen growing so much sugar that it seems ridiculous.  A Kharajyr will sugar their bread, their meats, their fish and even their fruits as it satisfies their taste buds.   Kharajyr will usually only drive the jungle water or milk, and will never drink alcohol.  Alcohol is strictly forbidden in Kharajyr religion and offering a Kharajyr some ale is a grand insult.  Instead the Kharajyr make jungle brews and remedies, filled with herbs, spices, sugars and all sorts of plants from the jungle.

Kharajyr Clothing
The Kharajyr are already blessed from birth with a thick coat of warm fur by Metztli and so do not find clothing particularly important.  A Kharajyr will be seen wearing very tribal clothing.  A Kharajyr does not wear clothing to keep warm, but only for decorative purposes.  Kharajyr clothing is nothing like humanoid clothing, in the way that it is a lot more primal and exotic.  

 

Kharajyr that do not care about their appearance may simply just walk around wearing nothing but a loincloth and if female, a simple chestpiece.  This is of course to hide the Kharajyr’s private parts and nothing more(despite the fur the Kharajyr are still modest).  However more often than not a Kharajyr will value how it looks and will wish to have decorative clothing, simply because it does not wish to look like everyone else.  Kharajyr clothing are made from silks and cloths spun from natural materials found in their jungles or are stitched together with pelts from the animals that are hunted as prey.  Kharajyr clothing often won't cover up their entire body, as they will become very hot and agitated.  Clothing is mostly always seen to be bright colours, that make attempts to reflect the heat of the sun that beats down upon them.  However Kharajyr priests are often seen wearing full body robes, that they require in their service to Metztli.  Kharajyr clothing is also usually decorated in jewelry, as this is something the Kharajyr are fond of.  

 

When it comes to armour, the Kharajyr stick to light materials so they may remain agile.  Armour is made of mostly leather pelts and from the skins of animals but Kharajyr are also known to craft their armour from a molten mixture of gold bronze.  This light and malleable metal allows for swift movement whilst still providing a fair amount of protection for the Kharajyr. Kharajyr armour, if metal, is often embroidered with a large number of chain links in them, so that they do not boil in the sun, but do not have to leave huge open gaps in their protection.

Kharajyr Accent
Firstly, the ‘Aw’ sounding accent.  This is a Kharajyr that provides a much deeper and powerful tone, sometimes intimidating, or strong.  The accent focuses mainly around incorporating Aw sounds into your sentences wherever possible.  For example you could change all ‘A’ sounds to ‘Aw’.  Can becomes cawm, man becomes mawn, plan becomes plawn and so on.  The ‘Ee’ accent focuses on incorporating Ee into your sentences.  Basically you need to change most ‘i’ sounds into ‘Ee’ sounds.  So find would become feend, little becomes leetle, is becomes ees and so on.  The ‘Uu’ sounding accent focuses on placing the uu sound within your sentences and phrases.  This will reflect to show some wisdom in your Kharajyr’s voice, as the words will be softer and smoother. Uu sounds are usually in place of O’s wherever possible.  Moon becomes muun, low becomes luuw, growl becomes gruuwl and so on.  These three things all make for a lovely accent, but the best accents are when you use all three of them combined. It is still advised to not over do it other ways you may not not be understood.

 

Kharajyr ALWAYS speak in third person, no matter the circumstance.  That means, you’ll never be typing a sentence beginning with I or one that has I in it.  Replace and I’s with your character’s name.  They also speak in third person when speaking directly to another Kharajyr.  Instead of addressing that Kharajyr as ‘you’, you would address them by their name.  Kharajyr can also be seen adding the odd ‘ah to the end of random words simply for variation and to spice things up, as well as a lot of other miscellaneous things.  You will learn more in game, role-playing with other Kharajyr than you will reading this guide.  It's a learn from experience sort of thing.  The best thing about it is that these are only guidelines.  The Kharajyr accent is as flexible as you want it to be, and you cannot be wrong when typing it!

Titles within the Kharajyr
Tla’ -

 

The title bestowed upon the Tlatlanni, Emperor.  His role is absolute, and failure to do this role is failing the Karakatuan Empire.  If the Tlatlanni were to step down from his position, die, or be murdered then his child would take his place.  If he had no offspring, the Aelkos would oversee the wellbeing of the Kharajyr until Metztli had chosen a new Tlatlanni.  The Tlatlanni is seen as the right hand of Metztli herself, blessed with white fur from head to toe.   The Tlatlanni is the commander of the Kharajyr as a whole, to threaten the Tlatlanni is to threaten Metztli and would result in immediate execution.  Assuming the Moonblades did not kill you first.

 

 

Yhl’-

 

Title given to the elders of the Kharajyr.  A Kharajyr is named an elder when they reach the age of 130 years old and are highly respected in society, seen as being wise, and experienced.  A Kharajyr elder would not be expected to carry out the workload that the younger Kharajyr do but they will have new responsibilities.  The word of a Yhl’ would be respected, listened to and an Elder can have a pretty large influence upon changes within the empire. A Yhl’ would be able to attend council meetings, and speak when asked for their opinions.  Elders of the Kharajyr will focus on making sure the younger generation stays true to the predatory ways of Metztli, enforcing culture and religion to both kitten and adult alike.

 

 

 

Dra’-

 

Dra’ is the title given to the Dra’Metza.  The Dra’ are elite Karakatuan warriors known as the Moonblades.  The Moonblades do not just fight for their empire but they are the sworn guardians of the Tlatlanni himself.  They would not hesitate to take a blade for their emperor and know that by serving their Tlatlanni, they serve Metztli.  The Dra’Metza are lead by the Tultelkos, the Aelkos of war.  The Tultelkos is expected to train the Dra’Metza to be ruthless and skilled predators, whatever the cost.  The Dra’Metza are few and far between, and there may only be three or four of them at a time, however the Dra’Metza will be in charge of the Do’ and can command them to do the empire’s bidding.  

 

 

Ja’ -

 

Ja’ is the title given to the Ja’Tajuda.  The Ja’ are the priesthood of Metztli, the wardens of faith in the Kharajyr society.  The priests are responsible for spreading the word of Metztli to everyone, and ensuring that faith within the Kharajyr stays strong.  The Ja’ will usually work at the temples or healing centres, tending to sick Kharajyr and some will even hold public sacrifices to Metztli, in order to receive her holy blessing.  Rumours have it, that Metztli blesses her priests and priestesses with divine power, and the priesthood will often bathe in the holy moon pools in the temple to feel rejuvenated, believing they are enchanted by Metztli.  The Ja’ are lead by the Varkolu, the Aelkos of faith, who will guide them and ensure they are taught correctly about the religion of Metztli and how to enforce such.

 

 

Uho’ -

 

The title Uho’ is granted to the courageous and daring Kharajyr that work with keeping the wildlife of the island at bay, even meaning plants.  These culturists of the Kharajyr focus on making sure the natural geography of their home is not at risk, and spend will spend a lot of time studying the plants of the jungle.  However they do not specialize on flora alone, as they are tasked with making sure that all of the ferocious fauna on the island remain at bay.  They are in charge of calming the beasts that roam the jungle and making sure the other Kharajyr are not harmed by them, creating an important bond with the creature and themselves.  It is the Uho’ that have the honor of training the Gy’waka, looking after them and calling them their own.  This job is really one that offers certain death above anything, but it also offers an experience like no other that if all gone smoothly, has very fortuitous outcomes.   The Uho’ are lead by the Solstelos, the Aelkos of culture and society who will lead them and teach them to spread the message of Kharajyr culture throughout the world.

 

 

Do’-

 

These are the ranks given to members within the Do’Tavahla.  The Do’Tavahla translates roughly to “Metztli’s Defense.”  The D’, Do and Di’ are the fighting force of the Kharajyr empire.  Usually made up of melee fighting warriors, trained with quick and light weaponry.  These warriors are trained outside the usual hunting prowess given to them by nature and are focused on learning ways to combat their enemies.  A D’ is a Kharajyr who has shown interest in joining his empire’s fight, but has not proved himself and is a recruit.  This usually will not last long and the Kharajyr will become a Do’, a warrior of the land.  To become a Di’ one must show true skill in combat, this is usually only obtained by going into war, and emerging victorious.  The Di’ are allowed to wear armour and carry weapons within the city, as well as the Dra’, whereas their inferior counterparts, the Do’, cannot carry them outside the training grounds and arenas.

 

 

Qi’ -

 

This title is given to those within the Karakatuan empire that have proven themselves as proper hunters.  These hunters will often work for both the Tlatlanni and the Ja’, tasked not only with going to the mainland to hunt the large game that is the apes, orcs, dwarves and elves but to also hunt down the rogue Ape Kha and return them to Metztli to be at peace once again.  These hunters will still spend time in the Kharajyr home of Karakatua but will often find themselves prowling through the plains, deserts, hills and swamps of Anthos in order to track themselves some large and benefitting prey.  These predators deal with the Empire’s slave trade, kidnapping unsuspecting slaves from the mainland and bringing them back to be used in the name of their goddess.  The Qi’ consist of vicious assassins, religious zealots and savage pride hunters and are usually under the command of the Tla’ or the Dri’.

 

 

Ko’, Ki ’ -

 

The Ko’ and the Ki’ make up the population of the empire’s traders, merchants and resource gatherers.  There are quite a few variations of vocations when talking about the Ko’ or the Ki’ as each one’s skills will be widely differentiated.  The larger chunk of them are the primary resource gatherers, usually seen as Miners, Herbalists, Lumberjacks, Fishers, Farmers and Game Hunters.   The next chunk are those that craft these raw materials into more usable goods like Bowyers, Blacksmiths, Carpenters, Cooks, Tanners, Leather Workers, Alchemists and Engineers.  The last and probably smallest portion of the merchant rank would be the traders.  Those with a silver tongue that would go out into the mainland to haggle at the apes and sell on the fine wares of the Karakatuan Emires. This even consists of slave trading.  Whilst known to be a dangerous job, the traders of the Kharajyr have a lot of pride and are usually very clever.   The merchants of Karakatua are lead by the Truluk, the Aelkos of economy.  The Truluk offers guidance and help to the merchants, in hopes they will be successful.

 

 

S’, Sa’, So’, Si’.  -

 

The title given to generic Kharajyr citizens once they pass their trials.  They may pick which title they wish but that title will most likely stay with them for life, unless they obtain a higher title.  The citizens of the Empire are under no pressure to work and have the freedom to do whatever they wish within the Empire, such as simpler vocations.  One should not feel like this social class is not important, because really it is.  Without the simple citizens of the Karakatuan Empire, the Kharajyr would be very dull.  They need very fun and exotic citizens to spice up role-play and make it interesting.  Some citizens aspire to become Sailors, Poets, Librarians, Researchers, Cultivators, Musicians and maybe just raise a family.  Kharajyr children will obtain the prefix Kitten  until they turn the age of ten when they will take on the prefix of cub, the title they will hold until their trials.

 
Edited by Adam_barnett
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This is a well made guide, Adam. You honestly should make more of them. +1

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Hey! Great guide. I reccomend some basic formatting things to make it more pleasant to the eye. I would choose an accent color other than blue and change the title of each section. It helps divide up the text and make it seem less like a wall. I would also enlarge your title "The Kharajyr Guide" to Twenty-six and perhaps add in a picture between that and the beginning of the guide. :D

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Hey! Great guide. I reccomend some basic formatting things to make it more pleasant to the eye. I would choose an accent color other than blue and change the title of each section. It helps divide up the text and make it seem less like a wall. I would also enlarge your title "The Kharajyr Guide" to Twenty-six and perhaps add in a picture between that and the beginning of the guide. :D

This, but otherwise good job.

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Moved to the Archive. It shall be sorted into the appropriate category shortly.

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Moved to the Archive. It shall be sorted into the appropriate category shortly.

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