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[Lair Application] Kharajyr - Hualtepetl, the Home of Rebirth

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Lair Leader MC Name:

DizzerGrey

 

 

Lair Leader Character Name:

Yhl’Flaaowni

 

 

Lair Name:

Hualtepetl

 

Primary Lair Color:

Grey (Stone with many bright colours, such as red, cyan, gold, bright green).

 

 

Lair Members:

DizzerGrey, Iron_Swordsman, Golden1Retriever, CreeperHotDog58, Annena, JudgedKitty, ChesGod, Atlas_Cubed, LavenderValley, Lilf_Shy, Tammy19, MagicHeroMC181, itschevnotjeff, gladelin, mamimiux, novadreamdragon

 

 

Proposed Lair Locations (Highlight/draw at least three on the map):

Palm Island (Being jungle terrain and after talks with the Veilward, we think it suits the Kharajyr both historically as the natural habitat of their creation and politically as an isolated area from the world).

Western Rim (Seperated from the rest of the world via the western mountain rim, it suits Kharajyr wishes to be left alone).

Dark Woods (If chosen to go here, the Kharajyr would be using the woods to stay hidden from nearby imperial forces as they promote a fear driven martial culture).

 

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Lair Lore (supply link to an existing creature or other lore if being used as basis for this lair) (1000 words minimum):

 

 

Blood and Souls. The flesh and the spirit. Since the very creation of the supposedly perfect race, these two concepts had been at the core of the Kharahatlan identity. The perfect form of Tla’Jhaan, hand crafted by the Moon Mother herself. Immortal in concept more so than even in form, stark white fur containing a spirit altered and touched upon by the Daemon of Time, it was with the creation of the First that these values were imprinted upon Her children.

 

Blood and Souls. It was a warped concept nowadays, amongst the Children of the Moon. Replacing once a towering empire of faith and community now were a broken people, a scattered people, abused and violated in spirit and body by the world about them. Blood spilt by those that stole their home. Souls dragged screaming down into the maw of the Arch-Thief, unless bound to that of an entity that wished only to use them, knowingly or not, as the corpse of their goddess was left a screeching and mutilated thing. 

 

Blood and Souls. Centuries of genocide upon their people. A culture broken, enslaved, and stamped out with the cruel passage of time and the clink of coin for pelts. Their bodies skinned, their rituals and traditions dying with Elders too tired of the slaughter to pass on their lessons. To be born a Kharajyr was to be born hated, your first experience the pain over the heart that all your kind share since Metztli’s demise, knowing you were alone in a world you were never meant to be. 

 

Blood and Souls. A noble people once, now playing in the arts of the vampiric and naming themselves the Masters of such a thing, snarling in arrogance and wounded pride. Souls, as pacts were made to lying entities in the name of a hope that never truly existed. All in the name of a future for their people, as yet again Blood was spilt as their allies turn upon them, and Souls are desperately dragged back to the realm of the living, spared from a fate worse than death.

 

It is the halls of Hualtepetl themselves that were built with the Blood of broken pacts, and amidst those bright colours celebrating a history forgotten to all but a few of their kin, the Souls of dead that never once lived in a time that would let them understand wander. No dark citadel, the Home of Rebirth is just that. Half remembered stories fill the walls, rituals that no longer work are taught to cubs as games instead of grave ceremonies, and bright colours splash the walls simply because an older Kharajyr once had done so.  

 

Blood and Souls. The Blood of the slain, and the Souls of the lost.

 

Yet not all was broken beyond measure. Despite the agony, and despite the fog of not knowing, the Kharajyr continue. They draw upon their history, and create a future with it. A darker reflection now, than they once were. Yet a less desperate one, when compared with the times of the Moonlit Sanctuary. Secluded from the world, Hualtepetl may simply be one large tomb for the dying Children of Metztli.

 

Or, perhaps, at the push of leadership and the consolidation of their people together without extant interference…

 

A place of Rebirth.


 

Hualtepetl is the latest in the very long line of Kharajyran sanctuaries. Once more finding themselves upon the receiving end of descendent ire, both within the Horde and  from the encroaching imperial threat, the children of the moon recreate a tradition that began more than a thousand years ago: Fleeing imminent death to a new home.

 

Hualtepetl, or Home of Rebirth, is a construction that represents the recent resurgence in Kharahatlan culture. It places focus upon newly established shamanic traditions and a complex faith spanning the worship of Spirits, the use of Blood, and the preservation of their ancestors’ lost Souls via Mysticism. The Azurasian Kharajyr retreat from the world to Hualtepetl to focus upon themselves once more, sealing themselves away from the wider world as the experiment of coexistence fails once more, to be repeated ad infinitum with the passage of leadership and newer, more hopeful generations. 

 

Hualtepetl represents the chance for an echo chamber of Kharahatlan culture to expand and devolve into itself in a manner that external viewership previously prevented. Blood sacrifices to conniving, lying spirits pretending to be their gods, to empower their warriors through the bloody shamanism of the new Teopixtqui priesthood. Eidola, fueled by the spirits of past Kharajyr created as warden and warrior, struck into this world to avoid a darker fate by the rare few Teomiquiliztl priests. 

 

Hualtepetl’s defining trait is isolation that may be used as a bulwark against forgetting, and against outside influence that would damage attempts at recovery. Every prior attempt at coexistence resulted in the Kharajyr being bled for compromise. Certain beliefs withheld, native tongue forgone in place of that of the common, blood rites at least nominally hidden away to avoid wider suspicion in the world. Here, the Kharajyr focus upon the opposite. A controlled home where cultural history is enforced, their spirits are worshipped in manners previously taboo, and Mysticism is treated not as meddling with souls but the honourable preservation of their dead. At surface value an attempt at promoting purity, it is little more than triage. A desperate attempt to prompt either evolution- Or cultural cannibalism.

 

Part enclave, Hualtepetl is also part vault. Clinging to the remnants of their ancient civilisation, the Kharajyr are eternally defined by their past in a manner unlike most, if not all, other races in Azuras were. Born aware of their goddess’ passing and to a people who have lost much in terms of their history in both an IC an OOC sense, Hualtepetl is an attempt by the Aelkos of Soul, Yhl’Flaaowni, to draw her people away from growing hatred within the Horde and toward bringing them back to a semblance of what she believed their former glory to be.

 

It is also the designated area for the Kharajyr plan to revive Metztli. Initially constructed within Aevos, the war upon the Horde stalled efforts for a time until they left. Now, without any outside interference and all things ready, they may begin the process of conjuring her Heart once more into the world in a dangerous and deadly ritual, damn the consequences for Azuras or themselves.

 

Lair Build and Infrastructure (photos required, give dimensions):


Dimensions of 75x75. We’re taking the lot.

Spoiler

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Why can this group not fulfill their roleplay niche in an existing settlement or nation? (Give a detailed answer and examples of how this has not worked in the past.):

 

Have you SEEN the Kharajyr?

 

The CA is widely hated in character and hunted for a variety of reasons by nearly every player group, with this having gone on for nearly six centuries in game. Whilst it has gotten better over the past irl year, every single Kharajyr player can tell you a story about day one of playing the character being killed and skinned twice for going to the wrong place at the wrong time. There is currently no available nation in the entirety of Azuras that the CA can reasonably move to without significantly sacrificing the CA's cultural identity and history.

 

With the Wall going down and the Kha group splitting into two, the damaged number of Kharajyr find themselves with even greater impetus to get going, and due to the MAs and cultural practices that are present within the remaining members of the CA's core grouping, it is not possible to easily blend in nor would it be reasonable in character to choose the path towards Idunia, as others less tied to the cultural memory of the CA have. 

 

Beneath are reasons for why the Kharajyr are not welcome in any of the possible realms:


The Empire: https://www.lordofthecraft.net/forums/topic/263152-imperial-decree-exterminatus-order-beastmen/

 

Norland: Owned by the Empire.

 

Iryalen: Owned by the Empire.

 

Caurost: Owned by the Empire, and also kidnapped and killed the Kha leader (meeee) due to dabbling in Mysticism and Blood Magic, which are becoming religious focal points for the CA’s largest grouping (ancestral guardians and divine sacrifice respectively).

 

Idunia: Whilst not nearly as xenophobic and even tolerant of Kha, it is also not viable that they would take on a Kharajyr population that would allow for the culture of the Kha to remain as is, nor would the remaining Kharajyr wish to reside with those that have been attacking them since the war began. Also, under the Empire.

 

Kurai Kuni: Kurai Kuni, as an Oyashi farfolk grouping, despises the Kharajyr close cousins in the Hou-Zi, and the Kharajyr firmly believe all members of Kurai Kuni are slavers of Kharajyr due to some rather unfortunate encounters with event NPCs claiming exactly that. Also, allied with the Empire.

 

The Horde: The Kharajyr currently reside within the Beastfolk Protectorate of The Horde of Many Tribes. Unfortunately, due to rising levels of orc nationalism within the Horde’s orcish members, followed by disrespect levelled toward the Kharajyr and upheld to be seen as valid by then-Rex Torosh’Mak, it was viewed that the pact to treat them as citizens was violated ( https://www.lordofthecraft.net/forums/topic/248051-horde-eittitica-pact/ ), and a vote was held amongst themselves. At the end of this vote, it was decided they would leave. 

 

Following this the Horde was officially disbanded, and the Kharajyr must flee from the encroach of the empire.

 

Urguan: Urguan is a nation that has only recently fallen, but its land’s new ownership under the empire means it is not possible for the Beastfolk to remain.

 

How does this lair add to the greater world around it? How will its existence benefit its roleplay group and the server at-large?:

 

As stated prior the Kharajyr are in a precarious political situation, and are seeking to get out. The purpose of this lair is twofold, both to protect Kharajyr interests and playerbases ooc from being homeless and constantly attacked as the war progresses, and to further develop the culture of the Kharajyr without a restraining hand in the form of the culturally distinct Hou-Zi or the world at large. 

 

It adds to the greater culture of the server by providing essentially a focal point of different flavoured roleplay for the greater world to interact with at their leisure, turning the Kharajyr into an exotic and foreign people of bright colours and strange, bloodsoaked ritualism. By limiting contact irp between the Kha and the rest of the world it enables a different lens of rp by broadening the depth of the server through the creation of reticent and secluded cat-people that seem determined to stay minding their own business, and through this will be able to conduct rituals that may draw attention, or provide roleplay enabling a non-kharajyr to become a Hukhalnemi- Proven to be trusted enough with entrance.


 

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Mitzuul Grove v2???

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PLEASE give these poor souls a fighting chance. If there's one lair that absolutely needs approval, it's this one.

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39 minutes ago, Atlas Got Cubed said:

Metztli nequitlanequilztli

Metztli nequitlanequilztli

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If this lair isn’t approved then why are lairs even a thing to begin with. Give a CA which has been battling for survival. Fighting for activity. Finally have activity. A safe place to roleplay. I’ve been a kha when it was maybe 8 max of us existing. And there was genuine talk of shelving the entire race because inactivity. There is now ten fold that number. Please allow them to use a system that was designed for situations like these. 

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Dog u are NOT going in my event zone tile

 

😭

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Awesome lair :D

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excited to have this lair be a wild safari zone to gather pelts for my sheathes.

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so the brudda wants to get away from the empire and then crosses over the empire tile 

 

g g mate

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