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KeiLynx

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    Keba Woolfe#2353
  • Minecraft Username
    AceWoofie

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  • Character Name
    Keidha
  • Character Race
    Kha'Leparda

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  1. +1 Speaking as one of the Kha, the CA has killed our playerbase repeatedly. So many have given up after waiting week after week for their CA to be approved. It really sucks. And there is nothing particularly special ability-wise to us. We can do everything descendants can do, but with a little cat flair.
  2. Bell climbs to the top of the tall brick tower that connects to his new home in Babblebrook. The court minstrel has his trusty instrument strapped to his back, just recently entwined by his own bardic magic. The court minstrel teaches the top of the ladder and stands on the tower parapet, overlooking the castle town below, and hears his King’s words. With a loud strum of the glowing strings, three small bursts of smokey color appear a few meters above the Musin bard’s head. One green, one gold, one red.
  3. A friendly tip for those using this dictionary: Ctrl + G is your best friend!
  4. Yhl’Keidha Eittitica, one of the three leading Aelkos of the Sanctuary of Eittitica, looks from his bed out the far-off window. The ocean is particularly calm today. The waters seem inviting. His journey to Aevos had been the Kha’s third time crossing the sea’s vast expanse, the fourth continent his feet had stepped upon. He thought of the first again, the land of his birth, a post-apocalyptic wasteland full of dangers and disasters. Was it still there? Had this great body of water swallowed it all up by now? Could all the horrors that plagued his earliest memories be cleansed so easily? The Leparda would never know… He pushed himself from the soft bed, the vigor of his muscles greatly diminished by his advanced age. Another came barging in to assist him. Keidha’s ever faithful Cheetrah companion, Do’Ahzahna, urged her oldest friend to lay back down to rest. He would not. This was not a condition one could merely sleep away. He knew deep down that the next time he was off those feet, he would never rise again, though he kept the grim reality of his situation to himself for now. Keidha stands in the center of the room, as tall and as proudly as was still possible for him, using the back of a chair to support his weight. There was not much it had to do. The Leparda was gaunt and withered in body at this point. His fur was thin and even lighter in its sandy color than it was in his youth. His cold hands and feet barely had the strength to keep him there. And yet, they would, for a little while longer at least. Ahzahna must have looked on her friend with anxious solicitude. She stood guard over him without fail for most of his life, witnessing without any ability to help as age caused her fellow Kharajyr to waste away to this skeletal state. When Keidha asked that he be dressed in his ceremonial white robes once again, the strange request only exacerbated her worry. The old Kha was still as devious as ever and the Cheetrah knew her friend was plotting something. Yet, she obeyed. His hand shook as it came up to wipe a single tear from her eye, one perhaps she had not wanted him to see. Yet, he could only smile in his typical warm manner as he spoke for the first time in weeks, [Translated from the Keidha-ese accent] “Ahzahna. Dearest friend to this one’s heart. Even after a century passed does this one still regret the time he treated you with such cruelty. This one sought power over death, to be its master, to join the mages of the dead and learn their magics. But this one never admits this until now… Here, with you... This one hides the truth instead, and with it, truth of why this one could not walk that path. You were with this one in the Attenlund. You were with this one when he lost Xiuh and Tletl. The comfort you gave this one got him through that expedition when this one was the most broken he could ever be. Ahzahna was there every day since, and that still did not stop this one from nearly shredding your flesh over some stupid pebble. It is this one’s greatest shame. Ahzahna still never loses faith. This one was shown that day the evil he walked towards. You were Keidha’s test, one he was proud to fail. If sacrificing you was needed for this power to be gained, this one is better to be without it. It is the lesson all Kha should know. Life is to be lived. Those that make life great are to be cherished. Keidha never thanked Ahzahna for teaching this lesson. It is the wisdom that has carried him all through these long decades. Through our flight from Urguan. Through our finding and repairing of our Pyramid Eittitica. Through the invasion of the Orcs. Even through coming here and establishing the Kha's new home. Mul’ta, Maun’na.” The elderly Kha embraced his dear friend with as much strength as he could still muster. He knew in his heart that there would little opportunity to do so again. They held each other for some time, the heat of the Cheetrah’s body warming Keidha to his bones as he purred weakly. However, like all good things, this long hug could not last forever. Before they separated again, Keidha tasked Ahzahna with summoning his fellow Kharajyr to this room. There was more to be said and more to be done before he departed this world for good. She could hear him coughing violently as she takes the lift to exit. The elder Yhl’Keidha Eittitica would succumb at last before the day ended… When he died, he did so comfortably in his bed, surrounded by many others of his kind. Keidha’s final wisdom would be passed on to all. The Kharajyr were stronger than everything the world could throw at them, but only when they stood together. In life, he had taken up the mantle with steadfast devotion to unite his wayward kin in Almaris. Now in Aevos, as he saw them and their descendants gathered all around, the Leparda knew his efforts were validated. Keidha’s mind was further eased that his mission would outlast him with the successor to his position in the Sanctuary named personally. Perhaps with time and with generations of Kharajyr just like these, another great empire could rise again, like the one that left behind the ruins he observed in old Khalenwyr. His last breath was spent calling for his Muuna, the goddess Metztli, who he would now join in death. Keidha never said goodbye to those that attended him in his final moments. He did not need to. Death was not the end, and he would be with each of them again one day… Tehua chihua choctli. You are crying. Telpochtli Kha. Telpochtli Kha. Little cub. Little cub. Tehua cochimiqui. You need to rest. Telpochtli Kha. Telpochtli Kha. Little cub. Little cub. Aocmo tlaocoya. Do not be sad. Macamo xitequipacho. Do not worry. Tehua yollotitlan Muuna. You are in your mother's heart. Telpochtli Kha. Telpochtli Kha. Little cub. Little cub.
  5. Ri'Keidha took the news solemnly, but with silent dignity, as he had with all such news that found him recently. He was no stranger to death, being familiar with it from even the time he was a cub. Yet, few passings still left a pall over his spirit. This was one of them. He reminisced on his first meeting with the Queen. They had met upon the Pyramid in which he would later spend half his life, leading her and her entourage personally to Eittitica's apex. It was there that he bent the knee to become Vikela's (Elysium's, at the time) vassal. Leika had been kind and understanding, respecting Kharajyr culture and tradition to integrate them peacefully into the kingdom. Soon they both would lead their forces side by side against the unprovoked invasion of the Orcs, and although they had lost, they lost together and strengthened their bond through strife and bloodshed. From a high tower in the ruins of Savoy, Keidha looked in the direction of Vikela. His only regret now was not being able to sit before the shrine to Metztli at the top of the Pyramid Eittitica, meditating on that first meeting in the place it happened. Those lands belonged to the Mori now. All the elder Kha could do was offer an old prayer he had heard once to the wind that blew off the sea, "Uey nantli nimitstlatlauki kana se kuitlapantli nik motlauil. Xitechmaka uelilistli nik teyakana to tlakah ikamo in petstitlemauatl iui Leika."
  6. Xote'Keidha sat in a seat in the empty Eittitican taverna, pouring some pulque onto a ceramic cup in front of him. He stared at it for a long moment. This drink was not for him, but for another, and he rose from the seat to take it to its destination. Through the dirt streets and down wood steps he carried this simple mug before coming to the court where Flour Orc-Smasher had come to join the Kha in their game of Tlactli. "Ma cualli yohualli. Totazkeh." And he poured it onto the sand before his feet... The light and somber strumming of a Musin Key-tar echoed in the halls of Ronam manor. "...and so we'll rock on our nighttime ride, cozy and warm on the rolling tide. 'Till we arrive on the morning side, our journey's end... Tears dripped down to splat on the wood below. "Goodnight. Sleep tight. We're going to be alright... Goodni- my-" Bell could not finish the lyric with his throat choked from emotion. He plucked the last few notes anyway before leaning back in the chair silently.
  7. A colorfully-clad Musin was taking shelter in the attic of an Orennian tavern, exhausted from the day’s performances just below. In his paws was a mysterious paper left for him by a stealthy patron that he had been too occupied to notice. Bell read over the words effortlessly, his specialized vision defying the low-light conditions, as an excited grin grew across his face. He had not enjoyed the company of another member of his kind since the death of his late father, Parcel. “Oooh!” The flamboyant mouse-man mused. “What a place! This should be interesting…”
  8. There was a pit in the stomach of the Kharajyr as he beheld the words. Ri'Keidha read the paper and fondly remembered the few times the child had visited his Pyramid. Death seemed to be a constant specter that stalked him his many years, and he had become numb to the feeling of loss. There were no tears to be shed. "Thissin wan wishin bestin luck... Sa'vi, youngin wan, anna hopin fora peace inna what comin after..." The paper was then dropped, with an almost ceremonious grace, into one of the lit braziers at the apex of Eittitica. Ri'Keidha solemnly watched its ashes fly into the sky above carried in a wisp of lightly colored smoke. Without another word, he would resume his duties.
  9. The Sacred Ball Game ( Orcs of Clan Ixtzûl, dressed up and positioned around a Tlactli hoop, to be taught the sport by the Kharajyr ) Tlachtli is an ancient ball game, still played to this day by a select few Kharajyr. Many Kha would claim that this sport originated in their original homeland of Khalenwyr. This myth and some rumors surround the sacred pastime. Members of other races may unscrupulously remark that it was once played with a severed head instead of a ball, or that the losing team of every match would be ritually sacrificed. Regardless of whether these rumors hold any truth, modern Tlachtli is much less barbaric in practice. There is also some variation to this game between the different Kharajyr settlements. For simplicity, this article will cover the ruleset practiced at the Pyramid Eittitica. The game is played by two teams competing on an I-shaped court. Long walls stand parallel to each other along the sides of this court and feature elevated vertical hoops protruding from them. Players are restricted to their team's half of the court and take turns volleying the ball to the opposing side. This allows the ball to gain the height and speed needed for a player to eventually hit it through one of the hoops and score. This is made challenging by the fact that using hands and feet is prohibited during play. Instead, players are required to use their thighs, hips, and elbows to hit the ball as it travels about the court. The ball itself is also traditionally made from solid rubber, and can weigh around 9 pounds (4 kilograms), becoming a dangerous projectile at higher speeds. Bruising is common even when the game is played cautiously, with some blood being shed in almost any game. Serious injuries are less likely, but still quite possible, with the rare circumstance of death if a player struck accidentally in the head or stomach. This game is beyond sacred to Kharajyr culture. Cheating or otherwise defaming or dishonoring the pastime is considered deeply offensive, and can even warrant one's arrest. Minecraft Mechanics Setting Up The Game Tlachtli is played with 3 to 6 players per team. Although this number can vary, both teams must begin the game with an equal number. Each team is assigned one half of the court, and are not allowed to cross over the half-way mark. There are 3 Guards (positions), set up in a line : - Center Guard, the closest to the center of the court. - Rear Guard, set towards the outsides of the court. - Middle Guard, covering the space in between the previous two positions. With the minimum number of players, each position can be covered by one character. In the event of more players, positions get a second character in the order of Middle first, then Center, and Rear last. Each game must have a Referee that is well-versed in the rules, that can narrate what happens during the game, and keep score. If all players know the rules and mechanics well enough however, a Referee is still recommended, but not necessary. Beginning The Game A roll of any die decides the beginning position of the ball. One character is chosen by the Referee to decide between even and odd. The other outcome is given to their opposing team. The roll is made and the team with the matching outcome chooses whether it’s them or their opponent that starts the game. ( This can be represented in-game as anything from flipping a coin, choosing which hand holds a certain item, rolling a die, etc. ) The team that does not start the game is given the ball and emoted throwing it to the Middle Guard of their opponent’s side. The game begins and the ball is at [Momentum 2]. * If the ball has to be reset during the game, repeat the last steps above with the ball being thrown to the team that scored. Explaining Momentum Momentum is the term for how high and far the ball will fly through the air, represented in text as [Momentum #]. # in this representation is the ball's current Momentum rating, always being a number that follows in the bracket. This number cannot exceed 5, and can decrease all the way down to 0, leaving the ball inert on the field. The players have more control over a ball with a higher Momentum rating when it comes to Scoring. This means that both teams should try raising this rating for a better chance at winning more points later. Actions During Play When the ball is headed towards a player, that player has two options : They can Serve, attempting to pass the ball to the other team. Serving is how players raise the ball’s Momentum rating to prepare it for Scoring. The ball is passed back and forth between the teams, ideally going faster and higher with each volley. Teams can also gain points by Serving if their opponent fails to do the same. When the ball is successfully served, it moves a number of Guards down the court equal to its new Momentum rating, never passing the Rear Guard (For example, if the Center Guard of Team One successfully serves a ball with [Momentum 2], the target of that ball would become Team Two's Middle Guard). If there are multiple characters in the target Guard, the Referee chooses one to be the target, and alternates between characters every time the ball makes it to said Guard. If the ball cannot be served to the opposite side of the court, it is considered a "Failure to Return", awarding the opposing team 2 points. The target serving character emotes their intention to serve, and rolls a d20. The outcome is then narrated with an emote from the Referee. - 1 or less = The character is struck by the ball and gets hurt ( see Getting Hurt ). - 2 and 3 = The character misses the ball, which is now at [Momentum 0] and must be reset. - 4 to 6 = The character delivers a weak hit, decreasing the ball’s Momentum rating by 1. - 7 to 9 = The character delivers a light hit, and the ball's Momentum rating does not change. - 10 to 14 = The character delivers a moderate hit, increasing the ball’s Momentum rating by 1. - 15 to 18 = The character delivers a hard hit, increasing the ball’s Momentum rating by 2. - 19 and 20 = The character has full control and chooses between delivering a powerful or controlled hit. On a powerful hit, the ball’s Momentum rating increases by 2, and the next target character gets hurt with a 10 or less on their next roll ( see Getting Hurt ). On a controlled hit, the ball’s Momentum rating does not change, but the serving character can choose any Guard on the court to be the ball's next target. They can Score, attempting to hit the ball through the hoop. Scoring is how players gain the most points for their team. The ball is hit towards the hoop that hangs over each team's respective right side. If the ball goes through the hoop, the Scoring team gains 6 points. This shot is always risky, however. If the ball does not go through the hoop, it still needs to be returned to the other side as if it is being served, and it may not hit the wall or rim of the hoop at an angle needed to do so. This is considered a "Foul" which awards the opposing team one more point than failing to return a serve. The target Scoring character emotes their intention to score, rolls a d20, and adds the ball’s current Momentum rating to the roll. The outcome is then narrated with an emote from the Referee. - 8 or less = The ball collides with the rim or misses completely, and falls down at [Momentum 0]. - 9 to 14 = The ball bounces off the wall or rim in a way that decreases its Momentum rating by 4. - 15 to 20 = The ball bounces off the wall or rim in a way that decreases its Momentum rating by 2. - 21 or more = The ball passes through the hoop. The ball is then reset if the game is not over. Winning the Game A team wins after gaining a total of 10 or more points. Below is a quick reference for how many points are gained during scenarios of play. 6 points for scoring, when the ball is successfully hit through a team's hoop. 3 points from a foul, when a team fails to score and does not return the ball to the other team. 2 points from a failure to return, when a team is unsuccessful in serving the ball to the other team. A team also wins if their opposing team ever has any less than 3 active players. Getting Hurt As stated in the description, Tlachtli is an intensely physical sport that is taxing for the body. Soreness and bruising is commonplace with some players becoming bloodied or worse. However, adrenaline flows and allows athletes to ignore their pain while playing. They can easily shrug off what would otherwise be debilitating. At least for a short time. This can be dangerous if one is pushed to their limits, or if the ball hits a bad spot on the body. Below is a set of guidelines for what happens when a player gets hurt. If a character is hurt once, they suffer a minor injury. This is an injury that is somewhat noticeable, but does not hinder a player too much. Characters with a minor injury subtract 1 from rolls made for Serving and Scoring. If a character is hurt twice, they suffer a serious injury. ( This may be an exacerbated version of the previous injury, or a brand new one ) This is an injury that is noticed by everyone, and usually warrants removal from the game. If that character continues playing, they subtract 3 from rolls made for Serving and Scoring. If a player is hurt a third time, they are put completely out of commission. This character is in critical condition, mortally wounded, or killed outright. The character is pulled from the court to receive necessary attention elsewhere. The ball is then reset and the game then continues if it is possible to do so. The nature of a character's injuries is always decided by that character's player. They must follow the guidelines above, and should have the injury make narrative sense. ( The post written above is still considered to be a work in progress and these rules are awaiting playtesting )
  10. On the fourth day of Malin's Welcome, in the seventy-eighth year of the Second Age, it was agreed that the Kharajyr living on the Pyramid Eittitica would join with Elysium as their newest vassal. It was on this day that Queen Leika de Astrea and Lady Evelyn Silver were led to the apex of the ancient pyramid. They met with Ri'Keidha and Rei'Ahzahna, the Eittitican tribe's two current leaders. Both were guarded by their most trusted head of the military, Tul'Noss Khurhukar. The talks were amicable. The two cultures had supported each other during the rise of Orcish aggression. They had become unofficial allies already, but these talks would legitimize the union for good. These were the terms of the agreement : 1) The Pyramid Eittitica will be allowed their faith in Metztli, and freedom to follow hers or any other religion, so long as the settlement does not welcome Azdrazi or Dark Spawn. Furthermore, any information on any evil followings will be reported directly to Elysian officials. 2) In the event that Elysium is engaged in armed conflict with any power hosting a settlement of Kharajyr, warriors of Eittitica cannot be ordered to attack that settlement. Elysium has also agreed to notify Eittitican leadership on any Kharajyr settlement among their opposition, so that negotiations between Kha can take place. 3) Citizens of Eittitica would never be held in a lower regard than that of Elysian citizens and enjoy the same rights. Ri'Keidha was given a seat on the Patrician Council to represent Eittitica. 4) Eittitican citizens suspected of committing crimes elsewhere in Elysium will be held and tried within the limits of the Pyramid Eittitica. However, an Elysian magistrate must be summoned to any such trial, and will hold the same authority in that trial as their Eittitican counterpart.
  11. Parcel used a rag to clean the mist from his glasses. He was now halfway through his latest project. Despite his advanced age of of nearly 60, his Musin ears were still as sharp as his driverwrench. He easily heard the pair of Dwarves discussing the coming siege as they leisurely crossed the bridge above. ”Old Mouse alive…” he began saying to no one in particular. “Siege a’comin’? Reckon it could be a thing a’beauty, seein’ them big rock tossin’ machines finally goin’.” He gingerly placed his trusty kerchief back into his vest pocket. It was time to pack his things…
  12. MC Name : AceWoofie Character Name : Parcel Contest : Yemekar and Craftsmanship Residence : The Mousehole
  13. Parcel sits at the table of his home in the Mousehole. As he sips his morning mushroom tea, he reads the words upon the parchment that was left in his mailbox. ”Oh?! Been high time since we had a proper shindig down here. Sounds finer than a sand grain cut five ways!” He thinks aloud. Parcel then looked over to the miniature guitar that has since been collecting dust in the corner…
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