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KeiLynx

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Posts posted by KeiLynx

  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. MC Name:

             AceWoofie

     

    Character's Name:

             Bell

     

    Character's Age:

             28

     

    Character's Race:

             Musin

     

    What magic(s) will you be learning?

             Bardmancy (A+M+S+W)

     

    Teacher's MC Name:

             Self-teach book in Sakuragakure

     

    Teacher's RP Name:

             Self-teach book in Sakuragakure

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             No

     

    Do you agree to keep Story updated on the status of your magic app?:

             Yes

     

    Are you aware that if this magic is shelved, it will be unavailable to use?

             Yes

  4. MC Name:

             AceWoofie

     

    Character's Name:

             Keidha Eittitica

     

    Character's Age:

             187 at death

     

    Character's Original Race (N/A if not applicable):

             Kharajyr

     

    Transformed form:

             Phantom (Revenant)

     

    Creator's MC Name:

             N/A

     

    Creator's RP Name:

             N/A

     

    Briefly explain the lore behind this construct or creature:

             

    Phantoms are undead beings made from the souls of those who did not pass on to the afterlife for some reason. There are three types: revenants, poltergeists, and specters.

     

    Revenants are the first stage in this progression of undeath. They have not yet comprehended the fact of their death or the reality of their new state. They bear some resemblance to their former selves and still bear a visual hint to the state of their demise. They lack complete control over their forms and serve more as intangible observers of the world that continues around them. The minds of Revenants are hazy and confused. It is hard for them to make sense of what happens around them, like walking through a dream in a dizzy stupor. There is a desperate despair that cause them to seek solitude. They also have a compulsion to relearn about the life they once led and may even attempt tasks they performed in those lives to learn the truth of their demises.

     

    Poltergeists are dark and violent spirits, formed when a revenant denies its condition and evolves a feral nature by embracing the trauma of undeath. This is reflected in their appearance, almost entirely unrecognizable and bearing an exaggerated representation of the nature of their death. Their minds have all but left them. Although not evil, Poltergeists give in to their madness and act more on instinct than rational thought, like animals in an eternally dark jungle. They have lost themselves to negative emotions such as despair and rage and tend to develop a hatred for living things.

     

    Specters are the opposite of poltergeists, formed when a revenant instead accepts their demise and moves past the trauma of dying. They are at mostly at peace and take on an ethereal form similar to the one they had in life, free from any representation of their manner of dying. They have much better control over their forms and their serene nature is reflected by speech that is soothing and melodic to the ear.

     

    Ectoplasm is the substance that makes up the bodies of all types of phantoms. It is anomalous in nature, being controlled by willpower instead of physics, and intangible while still granting phantoms a physical body and powers like telekinesis. Phantoms can manipulate this substance to alter their appearance and even turn invisible. Normal items don’t affect ectoplasm, wounds sustained to an ectoplasmic body are not as consequential as they are to an organic one, and the nature of ectoplasm satisfies a phantom’s need for sustenance and rest.

     

    A phantom’s main weakness is aurum, due to its ability to conduct life force, and thus affect ectoplasm as if it were any other tangible material. A line of this metal will even stop a phantom as if it were a solid wall and is applied to doorways and city gates as a security measure, and a more hastily done line will at least make them visible. Sunlight is also among a phantom’s weaknesses. Although not as effective as aurum and not able to actually kill them, sunlight causes discomfort to phantoms, which grows more severe over prolonged periods to the point of inflicting searing pain. Voidal magics and items enchanted by them work like aurum and can damage and demanifest (kill) phantoms

     

    If this construct or creature has some form of aesthetic choice, can you describe how they look? 

    Revenants are dull colored, grey and colorless. Poltergeists are colored harshly, usually blood red or black as night. Specters are more vibrant and can have a range of coloration.

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             No

     

    Do you agree to keep Story writers updated on the status of your magic app?:

             Yes

     

    Are you aware that if this creature is shelved, your character may be given the option to revert or be indefinitely shelved?

             Yes

     

    Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.

             I understand

     

    Have you applied for this creature on this character before, and had it denied? If so, link the app:

             No

  5.  

    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…


    IMG_0969.png?ex=655e4161&is=654bcc61&hm=f8fbf07cd381945388be7122a24b6e9053e6386c13bfb22b6da01985d831d824&

    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.
     

  6. 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."

  7. 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.

  8. 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…”

  9. 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.

  10. The Sacred Ball Game

    tlachtli | Mesoamerican sporting field | Aztec warrior, Aztec art, Mayan art

    ( 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 )


  11. ( Kharajyr revelers walk through the streets of Elysium, making declaration of a festival to come.
    Naturally, word spreads, and the following information is made known throughout the local rumor mill
    )

     

    The Festival of Thankful Givings 
    Eittitican_Flag.thumb.png.cfb9b36f1c18730053933b3a8b079f7e.png
    "Come! Come to our grand Pyramid of Eittitica!"
    "Thankful are we, for our bond with Elysium, and our partnership lasting in the days to come!"
    "We hold this festival for you! We welcome our friends into our homes to share our culture."
    "We begin on the ninth day of the calendar's First Seed. The gate opens then." 
    "Our Aelkos shall welcome you all inside himself!"

     

    -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
    -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-

    163846809_MexTest.thumb.png.3283bb49ed068c1d82676c97e310034f.png

    -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
    -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-

     

    This event will be held over the course of 3 ooc days with each day's main activity beginning at 4pm, eastern standard time.
    The schedule is as follows :

     

    Friday, July 1st

    When the gate is opened at 4pm est, there will be a grand tour of Eittitica led by Aelkos Ri'Keidha.
    Festival goers will be led around the many locations of the Pyramid and learn about each one.
    Once the tour has ended, some of these locations will be hosting local Kharajyr inhabitants, running smaller activity relevant to that location.
    ( This also marks the beginning of the festival in total, meaning that visitors may now come to interact at the pyramid even if there is no activity currently running )

     

    Saturday, July 2nd

    There will be a hunting activity, very important in Kharajyr culture.
    This will begin with a religious service. A priest of Metztli will lead the Kha and festival goers in a prayer to bless the hunt that is to come.
    Afterwords, the Kharajyr will lead one or two groups out into the wilderness to track down their prey.
    ( Be prepared for crp! )

     

    Sunday, July 3rd

    There will be a game of Tlachtli, the sacred cultural ball game of the Kharajyr.

    Ri'Keidha will explain the rules of the game and act as the match's referee.
    A team of three to six players will step forward from both the Elysian and the Eittitican side. 
    These two teams will play against each other, with the winners receiving a special prize!


    After feasting in the Pyramid's Tavern to celebrate, the festivities will officially come to an end.
    Although activities will only be happening at certain times, it is encouraged that members of both cultures come to interact whenever they are able.
    Furthermore, although the invitation is specifically meant for Elysium, members of other nations are welcome to attend!

     

  12. The History of the Pyramid Eittitica

    image.png.9c87e56456e5a4c155fd5228d0effbca.png
    ( A painting depicting Kharajyr refugees discovering the pyramid )

     

    As it is told, a small band of Kharajyr fled from the east of Almaris during the 6th decade of the Second Age. The incessant warring between Men and Dwarves had rendered these lands chaotic and treacherous. In response, these Kharajyr chose to abandon their homes within Urguani territory and venture out into the heart of Almaris. Their last remaining elder was charged to guide his kin during their journey. This was the Leparda known then as Xote'Keidha. He and the rest of the self-made refugees spent the following months following the moon's path across the sky. They hoped its spirit would lead them in their search of a more peaceful existence.
     

    In the land of Elysium, sheltered beneath the dense forest canopy, sat an ancient ruin. It was a pyramid of unknown origin, choked by foliage and crumbling with indeterminate age. It had laid dormant and hidden before its discovery by the Kharajyr band. The refugees noted the inherent defensibility of the great structure and admired its isolated location. Thus, it was decided  that this place would serve them as their new home. Years were spent building upon the platforms and repairing the stonework as they saw fit. By the time that any other had learned of their existence there, the ancient pyramid had been transformed into a small, functional settlement. The settlers had also renamed this place Eittitica after the old Kharahatla word for “trio”. Keidha, who still led these Kharajyr, would also take this word as his surname. He had become Ri'Keidha Eittitica, First Aelkos of the Pyramid.

    However, it seemed peace was not to last in the west either. The bloodthirsty horde of Krugmar could no longer stand to be idle and broke their treaty of peace by launching a surprise incursion into Elysium. Keidha, who had always preferred neutrality in any conflict, was spotted traveling close to the Elysian capital by these invaders. Believing him to be an Elysian citizen, the Orcs captured him as a prisoner of war. His incarceration proved to be short-lived, however, as the few Kharajyr living under Orcish rule allowed his escape after being endeared to him. Witnessing the cruelty of Krugmar firsthand was enough to reinforce what harsh opinion was already held by the Aelkos of Eittitica. So, in the 74th year of the Second Age, when an Elysian delegation approached to make first contact with the Pyramid and petition for their cooperation, Ri'Keidha Eittitica did not hesitate to pledge support for the cause. He believed aiding any resistance against Orcish aggression would be necessary to ensure future prosperity for his people. 

     

    The two cultures fought side by side throughout the next four years of warfare. Despite the small settlement's support making little difference in the conflict, a solid bond was formed between Elysian and Eittitican. The Pyramid even stood as a fortified refuge to shelter the unfortunate souls fleeing the pillaging of the Elysian capital. Each of these events culminated finally in the meeting taking place on the 4th of Malin's Welcome, during the 78th year of the Second Age. An oath was spoken on this day atop the apex of the Pyramid of Eittitica. With this, the Kharajyr had joined with Elysium, becoming their vassal officially. 

  13. 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.

     

    Eittitican_Flag.thumb.png.e871b747f9f7f73684ded74d6423e440.png

    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.

  14. 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…

  15. Parcel read over the notice as he took his morning mushroom tea. He was not exactly sure how to take such news.

     

    He looked out his window, just barely able to see the Mousehole through the glass shards dirtied in weeks of neglect. The chair beneath him creaked and wobbled as he rose from it, the rusted nails holding rotting wood together as best as it could.

     

    The Musin walked outside and let out a sigh. The Mousehole had been his home since Crumlin Keep, and it was where he felt most comfortable since. Still, Parcel knew nothing could last in perpetuity. He looked back at the paper and thought that there “Ain’t no harm in givin’ this Yong Ping a once-over, I reckon.

     

    With that, he went back inside to prepare for the journey, waiting until he was sure before packing up his books and workshop

  16. 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…

  17. Te’Keidha had stayed behind. He had done so to organize his medical supplies. The Kha figured he may be needed in the future, not that he would be needed in the present...

     

    He was not there, and he should have been.

     

    This idea festered inside Te’Keidha’s mind as he looked upon the standing figure. The great wooden totem closely resembled the fallen Xo’Tletl. His ally, confidante, and partner, now gone to be replaced by an unfeeling petrified log.

     

    The Kha finally gave in to sorrow. He collapsed upon the earth, and began to wail.

  18. MC Name:

             AceWoofie

     

    Character's Name:

             Parcel

     

    Character's Age:

             19

     

    Character's Original Race (N/A if not applicable):

             N/A

     

    Transformed form:

             Musin

     

    Creator's MC Name:

             N/A

     

    Creator's RP Name:

             N/A

     

    Briefly explain the lore behind this construct or creature:

             

    The Musin are distantly related to the Ratiki, diverging in their evolution from the Ratmen long ago. Being much smaller and weaker, they found themselves essentially enslaved in their own homeland. This existed until the hero "Musin the Brave" led an armed revolt against their Ratiki masters. Although this hero was slain in the uprising, he allowed his fellow mousemen a chance to flee. The survivors took for themselves the name "Musin" to honor his bravery and sacrifice. They constructed a makeshift raft and fled across the sea and through a portal to the continent of Almaris. 

    Settling here, they met "The Giant", a sorcerer of another race that towered over the Musin. The Giant educated the newcomers to the continent, teaching them the ways of etiquette, literacy, architecture, hygiene, and more. He became a cherished friend and ally to the Musin. After he died, he became revered as practically a deific figure in their culture and teachings. The Giant and the Musin shared a disdain towards the cruel Ratiki, and the Musin to this day stand vigilant against a possible invasion from their old home.

    The Musin have a lesser soul, and thus cannot learn most magics.

     

    If this construct or creature has some form of aesthetic choice, can you describe how they look? 

    The Musin are diminutive humanoids resembling mice. They are covered in thin fur that can be many colors and have diferent patterns, such as can be seen on Earth mice. Musin also have black eyes, large incisors, wide round ears, small clawed hands, and long prehensile tails extending from their lower back. A Musin's eyes are better adapted to darkness than light, meaning they have to squint to see in the sun. They are small in stature (growing to a maximum height of 2.5 feet) and incredibly frail. They pale in comparison even to Halflings when it comes to physical strength. They make up for this with their dexterity. They are extremely quick and agile, able to dodge many of the threats that would easily cripple or kill them. 

     

    A Musin's personality is quirky and practical. They are quick to ****** items that catch their eye, whether that be from a garbage bin or an unguarded windowsill. This thievery is never malicious, coming from a mind that sees a potential use for everything. If a Musin believes another being has too much and won't miss a single item, they will pluck it without a second thought. They enjoy building, tinkering, and crafting. Much of the items they nick will be incorporated into their projects to cobble together something new. Musin value cleanliness above all else, an important value for such a race to possess. They regularly bathe and clean their coats, and frequently chew to whittle away their ever-growing incisors.

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             No

     

    Do you agree to keep Story writers updated on the status of your magic app?:

             N/A

     

    Do you understand that if this creature's lore is undergoing an activity trial and that trial fails, you will no longer be able to play this creature and will be forced to either revert the character back to its normal form (if it was a transformative type) or stop playing the character entirely (if it is an entirely new creature)?:

             Yes

     

    Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.

             I understand

     

    Have you applied for this creature on this character before, and had it denied? If so, link the app:

             No

  19. MC Name:

             AceWoofie

     

    Character's Name:

             Keidha

     

    Character's Age:

             24

     

    Character's Original Race (N/A if not applicable):

             N/A

     

    Transformed form:

             Kha'Leparda

     

    Creator's MC Name:

             N/A

     

    Creator's RP Name:

             N/A

     

    Briefly explain the lore behind this construct or creature:

             

    The Kharajyr, or Kha' for short, are a race of felid humanoids created by the Daemon Metztli. She crafted the first Kha' by combining children and ocelots. In return, they honored her with worship. After one jealous Tlatlanni (ruler) banned this, the Kha' became divided and fought amongst themselves. Metztli was saddened and angered by what her children ad become and caused the volcano at the center of their Empire of Khalenwyr to erupt. The cataclysm destroyed the empire, but not its people. A select few who remained faithful to their goddess were spared and fled to new lands under the rulership of their new Tlatlanni. They first encountered the Decendant races in Asulon. The Kharajyr fought with the Orcs to their own detriment. They were forced to flee from nearly every home they had made, but always survived to migrate to new realms alongside the others. When Metztli disappeared, the Kharajyr as a society were shattered. They currently have no country of their own and roam the world doing whatever is necessary to get by. Some are nomads or wandering merchants, while others have settled in amongst the communities of other races.

     

    If this construct or creature has some form of aesthetic choice, can you describe how they look? 

    The Kharajyr resemble upright felines. They walk on degitigrade legs, have retractable claws on their hands and feet, long tails, and ears that sit atop their heads. Kha' are covered completely by a coat of fur colored and adorned with patterns depending on their subrace. Each one of these subraces also has a special trait that makes them unique amongst their brethren. The Kha'Pantera have deep dark fur, and are sleek and quiet, making them naturally adept at stealth. The Kha'Leparda are highly adaptive, and have a relatively wide a range of appearances to reflect this, their fur being lighter shades of color that is occasionally spotted. The Kha'Cheetra are quick on their feet and extremely nimble, and boast golden fur covered in a wealth of spots. The Kha'Tigrasi are larger that their cousins and stronger as well, and their orange and white fur is accented by long stripes. 

     

    Do you have a magic(s) you are dropping due to this app? If so, link it:

             No

     

    Do you agree to keep Story writers updated on the status of your magic app?:

             N/A

     

    Do you understand that if this creature's lore is undergoing an activity trial and that trial fails, you will no longer be able to play this creature and will be forced to either revert the character back to its normal form (if it was a transformative type) or stop playing the character entirely (if it is an entirely new creature)?:

             I hope it never happens, but yes.

     

    Memey RP or using this CA for subpar villain/bandit RP can lead to your app being denied, even after acceptance. Please put "I understand" as your response once you have read this part and understand the consequences.

             I understand

     

    Have you applied for this creature on this character before, and had it denied? If so, link the app:

             No

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