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  1. I disagree. Again, too much of a grey area. The character may be naive, mad, dumb, psychotic, etc... And none of those are justifiable permakills. If you were to accuse a player of this, there are any number of in-character excuses they could use to circumvent it. It’s just not a realistically enforceable thing.
  2. I think the current PK rules are fine. You’re dipping into too many grey areas – breaking the laws of a nation is not an attempted suicide, as that persona may well assume they will be successful/unnoticed, they’re not intentionally killing themselves. Likewise entering combat when the odds are stacked against you, is not an indicator that the person is committing suicide. In fact, very rarely would both sides be evenly matched. Don’t get me wrong, I see your point; it can suck when roleplay happens and it leads to the death of certain characters, and then that character appears again a little later as though nothing happened, but tbh this is an absolutely necessary evil. Players are here to have fun, and should never be forced to permakill their character unless it is their own choice – your fun does not outweigh theirs, no matter how little sense it may make to a particular session of RP.
  3. IGN: Wretched Category: Creative Writing Reader discretion is strongly advised!
  4. In-character homophobia as a by-product of cultural or religious laws seems acceptable to me. The issue arises when what should be a minor in-character ruling of a belief, instead becomes a major aspect of the roleplay (or its niche). A hard in-character push of that agenda should be both avoided and discouraged, because it then becomes an outlet for genuine homophobes to express their beliefs under a veil of ‘being in-character’. All in all, it’s just a matter that should be treated carefully and with respect to fellow LoTCers. Homophobia can cut very deep to some, and upset may still be justifiably caused despite no obvious OOC motivator.
  5. **A small envelope is delivered back, the parchment within reading as follows:** Your invitation is graciously accepted. **Curiously, a token is also enclosed within the envelope; a small wooden coin with an engraving of an eye on both sides.**
  6. **A scroll has been pinned to Haelun’or’s notice-board.** Fellow citizens of Haelun’or, Over my years of reading and interpreting fate, I have come across consistencies, and these constants are the omens I offer to you with this notice. Though much of my studying in the art of foresight has required little outward aid, with scribing assistance I now write to you to beg your attention to the omens that follow. With the kindness and resources of the Silver State, I have made great lengths in mapping the motions of fate, and delving into its many pockets of otherwise unlearnable knowledge. As my vision of the unseen expands, so does my sense of obligation to the Mali’thill; I aim to bring further benefit and advantage to the people of Haelun’or, and ask that should you encounter or experience one of the following omens, whether they occur in reality or within a dream, please come and find me. Lend me your eyes and watch for omens. With your help, you will further my efforts to study, and to understand. -- Ode, The Soothsayer The Green Glow of Dawn **A depiction of the omen is sketched below** The appearance of green lights in the sky as the sun begins rising on the horizon, is an omen of Great Change. This omen will usually occur before an event of political reformation, the altering of significant laws, or the resettlement of a people from one home to another. The Green Glow of Dawn is most frequently sighted across large bodies of water or over mountainous terrain, and may last several minutes or appear as a brief and instant flash. The Wilting of a Lone Flower **A depiction of the omen is sketched below** A wilting lone flower amongst others that still thrive, is an omen of Loss. This omen is personal to the individual that discovers the flower, foretelling that soon they will lose something, or someone, that they care for deeply. The wilting of a lone flower does not necessarily predict death, and is representative of loss in all its forms. While the omen may be located anywhere, it will typically be found in gardens where other greenery is lush, or nestled within plant-pots amongst other living flowers. The Snake in the Sapling Birch **A depiction of the omen is sketched below** A snake coiled around the sapling of a birch tree is an omen of Evil Intent. It is a foretelling that a nearby malevolent force is poised to strike the innocent. The snake in the sapling birch is an omen of the shadows; its presence indicates that the malevolent force is under the guise of an innocent. If the snake in the sapling birch is of totally white pigmentation, then the omen is of Great Evil Intent, and foretells of a malevolent force that will strike on a grander scale. The Bleeding of the Oak **A depiction of the omen is sketched below** An oak tree that seeps a blood-red sap is an omen of Broken Ties. It is a foretelling that a people, be they group or nation, will dirty their bond with another. Often will the bleeding of the oak occur before moments of grand betrayal or neglect, where something once considered an ally will soon become adversary. The scale of the ties broken may be determined from the quantity of blood-red sap that leaks from the oak tree; a trickle may represent a broken friendship, while a thick gushing will foretell of ties broken on a larger scale. The Triad of Doves **A depiction of the omen is sketched below** The presence of three white doves in close proximity is an omen of Prosperity. This omen is a personal one, foretelling that the individual to discover the triad will soon come across good fortune, often manifesting as an accumulation of wealth or the achieving of a higher social status. If any of the three doves are dead when discovered, it is instead an omen of Misfortune, where wealth or social status are lost rather than gained. If all three of the doves are discovered dead, it is an omen of Great Misfortune, where the individual will experience a fall from which they will never fully recover. The Soaring Star **A depiction of the omen is sketched below** A star flying at speed overhead in the night’s sky is an omen of Birth. The star foretells of fertility, and its presence is an indication of a successful pregnancy to come. As well, the soaring star may foretell the abandoning of an old life and beginning of a new one. The Soaring Star is an always fleeting omen, appearing for approximately one second before vanishing again into the blanket of night. The Blood Moon **A depiction of the omen is sketched below** When the surface of the moon glows a crimson red, it is an omen of Undoing. The Blood Moon foretells of destruction in its most hateful form. The omen will usually occur before acts of unjust war, the attempted purging of a people, or a hostile invasion from a divine entity. The Blood Moon is a very rare omen, and its occurrence indicates significant changes to the entire world rather than a select group of people. If experienced in a dream, the Blood Moon may indicate a more personal undoing. The Spoiling of the Sea **A depiction of the omen is sketched below** When the corpses of fish, rotting or skeletal, rise en masse to the surface of nearby waters, it is an omen of Sickness. It foretells of a coming wave of illness and tribulation, with the severity of the event determined by the number of fish present. This omen may predict a more personal sickness of the mind if only one carcass is discovered or if experienced in a dream, but if there are more than one then the omen foretells many will be affected. The One-Eyed Wolf **A depiction of the omen is sketched below** A wolf bearing only one eye is an omen of Choice. The wolf is a personal omen, foretelling that the individual that encounters it will soon have to make an important decision. To the best of knowledge, the one-eyed wolf will only occur in dreams. The Lone Crack of Thunder **A depiction of the omen is sketched below** A single pronounced strike of lightning and accompanying crack of thunder that is followed by no others, is an omen of Sinister Creation. The lightning foretells of the birth, creation or formation of a dark and predatory entity, somewhere out across the world. This omen should be considered an early warning, and the closer the lightning strikes to you, the nearer the thing that has been born. The Blotting of the Sun **A depiction of the omen is sketched below** The blotting of the Sun is the omen of Endings. When the moon passes before the Sun, and in an instant turns day to night, it foretells that soon a great ending will occur. This may range from the collapse or eradication of a nation, to the end of the world as we know it. Though a dark sun may not necessarily predict the end of the world, if an apocalyptic event of an irreversible nature were to soon occur, then it is this omen all the world will look up to behold. The blotting of the Sun is the rarest omen, but its presence represents the very greatest of coming dangers.
  7. Quiet was the Soothsayer, isolated again within the dim confines of his darkened tent. A peaceful solemnity entrapped him, binding him in place where he sat as shakily he turned his palms to the sky, the matching tattoos of an eye upon each vacantly staring upward. Carefully and deliberately, his polished visor raised to peer in the same direction, quivering lips becoming agape as he allowed an ethereal trance to overcome him. What little torchlight that glanced across his features wavered as a sourceless wind encircled him, rattling the torn drapes of his abode and slowly causing him to stand. But still, he rose further, his feet lazily dragging upward through the air as he levitated above the ground. The Soothsayer drew in a sharp inhale as a barrage of prismatic colour invaded his sight, followed by a kaleidoscopic vision of unseen, unknowable things. The Soothsayer was blasted through a tunnel of shifting symbols and blindingly vibrant light, briefly glancing a thousand landscapes of alien worlds in a matter of moments, witnessing the formation of mountains and the flooding of great seas, peering into abstract forces beyond verbal comprehension and becoming totally overwhelmed by them. Blindness seemed to threaten him again as he found his mind muddled by cosmic uncertainty, having now seen what could not be known, what should not be known. With a prominent clap, the bestowment ceased, and a single flash of the most divinely pure white light violently thrust the Soothsayer back to his body, which slumped down hard onto the floor of his tent as his levitation abruptly subsided. He knelt on his hands and knees, pained gasping escaping his weathered lungs. He dug his wiry digits into the floor, allowing himself time for ringing in his ears to dissipate before slowly, he struggled back to his feet. Now, knowing what sight really meant, the Soothsayer’s narrow lips curled at their edges into a wicked smile.
  8. Very nice lore; I do think voidal magic is a bit stale and could use an endgame for characters that focus on it, but I have a few qualms about some of the mechanics. It’s not so much a voidal endgame as it is a transfigurationist endgame. It’s exclusive to transfigurationists, but its abilities seem to dabble in transfiguration, translocation, illusion and telekinesis. I think the quite heavy use of telekinesis would probably require its own lore, as it is borrowing from a shelved magic. Had this been purely aesthetic like Seer’s invisible hands I don’t think this’d be an issue, but it is combat focused. Seizing a projectile in mid-air is a really cool idea, but that may not work the way you intend it to; you would either need to have a very fast reaction time, or know specifically that a projectile is about to be sent your way. I appreciate that these Praetors are powerful – they are an endgame, but this may be dancing a fine line between appropriate power and powergaming. I would expand/reword your description of ‘brisk step’ – I’m not sure hopping into the Void itself is feasible, it would mean piercing the Veil to get there, and then again to get back in a matter of seconds, this is something even Aengudaemon’s don’t do. I would search for a more viable reason and also heavily red-line it; teleporting around even locally is a very exploitable thing in the wrong hands. I also think alter-appearance needs some more redlines. Make it clear you can’t disguise as an already existing Descendant on a whim. And then just generally, this is a particularly easy way to avoid consequences of your actions – with some traits still remaining visible like aura and eyes despite the disguise, I can see metagaming arguments arising where people argue they would recognise you anyway even with the changes. I would personally avoid this spell entirely as I think transforming between normal descendant and Praetor form is enough forms to take. Not sure I like the ‘3 lives’ mechanic. It relies on a lot of player-honestly, and it introduces an OOC motivation to win if you are on your last life, in turn potentially leading to powergaming. And just being super nitpicky but I’d make all the redlines red and everything else not red, just so they’re easier to find and reference when in the middle of RP. I really like the use of rituals, I think that’s a mechanic you could get a lot of use/fun rp from, but communing with things in the Void to gain knowledge of future events is dabbling a little too much into Prophecy magic, and prophecies are a deity focused thing rather than a Voidal magic. Just in general, I think it could be fine-tuned to transfiguration as it takes from fragments of a variety of already existing lores. Alternatively, you could allow for Praetor’s to have a unique set of skills depending on the already known/mastered magics rather than letting all Praetors cast all spells. Overall, really good work. Voidal magics could definitely do with some more RP substance. +1 EDIT: so brisk step going through the void is translocation so isn’t a problem with this lore I was mistaken, but I’m still not sure it could be learned without knowing translocation first.
  9. For everyone reading; ‘Remnant’ in the title here was Johann’s idea first. I looked over this lore a little while back and must have glossed over it. Wasn’t intentional, but I’m the thief, not him. If it’s needed, I will change the title of my lore to something else. As for the lore, I think I created a flawed lore with the Tomes of Power. The intention was good but the execution was not. I think if they were to ever get used in RP again, this is the overhaul they need. I’d love to see you propose some more +1
  10. Exactly, I did think that would be more limiting to you, so that clause of OOC involvement really doesn’t matter because it instantly loops back around to just wanting to be able to dye fur white. This is all totally pointless. Nobody is going to agree with each other. I know the ST reads the feedback too, so it’ll be their decision when it gets reviewed.
  11. If the issue is purely that it’s coming from an OOC place, a redline can be written that states something along he lines of a Kha’s fur cannot be bleached/dyed because it will fall out, or something similar.
  12. You’re saying 1/6th a lot because you don’t want to say 2. If they lose their characters because they had to change their fur colour, that just speaks for itself. I am not currently playing a Kha’ – but I have played a Kha’ since they day of its implementation. I have played three Kharajyr characters over the years, I have played the Tlatlanni, ran eventlines for them and have written lore for them in the past. Failing to see what connection there is to me not currently playing a Kha’ and my ability to be able to write lore for them. This is from the Kharajyr discord, made up of old kha’, current kha’ and applying kha’. 100% approval. Tell me again how I didn’t consider what the community wanted. The race is not afloat. That’s a very weird claim. It was literally about to be shelved. The redline mentions specifically white-fur or any shade similar to it. I am not just talking about pure white, I am indeed talking about the shades close to it. Just being ‘not quite white’ is just another, deeper level of circumvention to the lore. I’m scrubbing away the ambiguity on whether or not it is permitted. Do you know that? Because listing the problems with the Kharajyr would take me a while. Simply put, in my opinion it is a problem, I explained this at length in my previous post, and all Kharajyr I’ve spoken to about it through the lore-creation process seem to be in agreement (it’s more than 2). - I’m sorry you don’t support it, and that isn’t meant sarcastically – but I think if I were to argue this point anymore I’d just be repeating myself.
  13. On white fur: Kharajyr for a long time have danced the line between a ‘Race’, and a ‘CA Race’, so I appreciate where this misunderstanding of the distinction has come from. As a race, it would indeed be improper to enforce a standard of RP onto its characters, but a CA Race is something you must apply for, and you must apply for it because you are accepting a list of themes, standards and obligations. Nothing is preventing a person from forcibly dying a Kha’s fur, but permanent changes to a character require OOC permission, and OOC permission would not be given. Like other lores, and not just CAs, redlines may cover anything that will have a negative impact on RP and do not necessarily require in-character explanations when the process of using the lore is through an application. Take for example, the fact that a Tlatlanni may not exist. This is a purely OOC ruling, and there is absolutely no in-character explanation as to why any old Kha’ could not one day just turn around and claim to be the Tlatlanni – and yet, nobody has pointed this out, because there is an understanding that it would be negative for the race and the lore. Instead the more minute OOC ruling of Kha’ being unable to have white fur has been raised with the same argument, which to me doesn’t make any sense at all, and the only reason I could think this point would be raised is because you are more concerned with your personal character’s aesthetic than your race. I don’t blame anyone for having personal bias toward their own character, that’s natural, but this minority of a minority should not obstruct what is best for the race as a whole. Just to emphasise this point : redlines exist to temper and direct roleplay as well as state where its boundaries are, and by no means require in-character justification. An example of this is in Seer lore, how the Seers of Vaasek are entirely unable to reveal other Seers. It is not directly explained in-character why this occurs, but it doesn’t need explaining; for good RP with a sense of longevity, it only needs obeying. This will be my final mention of Kha’ being able to have white fur – It is not something that will be included in this proposal. Fur colour is something very vital to this lore, and not at all vital for individual characters. Allowing Kha’ to have white fur could very much lead to an abundance of them, and a rule for one must be a rule for all, we can’t later decide that actually too many Kha’ are white now and they’ve disregarded the lore, it needs to be made clear right now that none are permitted whatsoever. Dying fur consistently for a Kha’s entire life is in itself reaching at best; it was never explicitly mentioned in previous lores and this was taken advantage of, and has been for a while. It’s not something that was permitted, it’s something that was never written – it has now been written. Allowing Kha’ to have white fur makes a tidy lore untidy, and tidy lore is what the Kharajyr needs if they want to continue to exist. If your Kha currently has white fur, you can justify its removal in any way you desire, as long as it is removed. I have seen some saddening screencaps of people claiming they will in no way support this lore while it disallows white fur due to it forcibly changing people’s characters, so let’s address that too: change is the intention, change is exactly what is required to prevent shelving. This proposal was made because Kha’ have a gun to their head, and had I not proposed it the trigger may well have been pulled already, so I urge these people in particular to take a moment and consider what the alternative is. Your Kha’ characters will undergo thematic changes if this lore is passed. If the lore did not change the Kha’ at all, it wouldn’t be very good lore. If you believe that your Kha’s fur colour is so absolutely vital to your character’s existence, that you are totally unable to accept a lore that could prevent their shelving, then you are already beyond saving. Kha’ have more depth to them than the colour of their fur, and it is this mentality of players creating Kha’ purely for the aesthetic that I intend to crush. I believe most of your points here are based on that idea that the Kha’ are a normal race. First point, yes, they have the same origin story, like all other CA lores do. Redlines are completely enforceable (I don’t know if you’ve ever seen the type of Kha’ I’m talking about, but identifying them is not challenging), but on that second point I think you’re right, and I will make the active RP purpose clearer in that particular redline. For your third point, it is simply to discourage the Kharajyr from creating a settlement – they have tried to do this for 7 years, and have failed to produce enough activity for it every time; a settlement is not where the Kha’ should be focusing their efforts. RP is limited to what the lore will allow, that might sound like a horrifying statement, but again, that’s the idea of a CA and it’s really not as negative as it sounds. If you want ultimate freedom of choice over your characters and their backstory, you should by no means apply for a CA of any kind.
  14. The redline in question has been edited for clarity: Kharajyr may not dye their fur white or any shade similar to it. The white Kha’ holds too much historical, religious and cultural significance, and Kha' seeing a white Kha' roaming around directly defies the theme of this lore. If this lore is passed, no Kha with white fur will be permitted. Kha’ with white fur will be asked to change it. I realise this might rub some people the wrong way, but the bigger insult here is to Kha’ history by choosing for your Kha’ to be white as a gimmick. This is a CA race, not a totally free character, and if this lore is accepted all active Kha’ will be expected to follow this collective theme. You can be an outcast, all the Kharajyr are, but no, you can’t be an outcast with white fur. A portion of the Remnant Kha’s general RP is desperately hoping for a white Kha’ to emerge and unify them, and this is far too significant a theme to make exceptions for. It is unavoidable that certain Kha’ will need to change their look/style of RP to adhere to this lore, but of all the evils I have tried to avoid in this proposal, I believe this a necessary one. Unfortunately, this is not something I am willing to budge on, and I encourage those that disagree to take on a wider perspective of the race as a whole.
  15. [Music: https://www.youtube.com/watch?v=7iqxzURgQWg ] The Remnant Kha’ (Artist: Deiv Calviz) Overview: The Kharajyr, or Kha’, are a species of anthropomorphic feline creatures that stand upright on a pair of digitigrade legs and bear a long maneuverable tail. The species is broken down into four subspecies; Kha’Pantera, Kha’Leparda, Kha’Cheetrah and Kha’Tigrasi. The Kharajyr were first discovered and encountered in the early years of Asulon, and have been travelling alongside the Descendant races as they navigate the realm’s many continents ever since. The Kharajyr were created by the Daemon, Metztli on a continent known as Khalenwyr. This homeland was the seat of an empire, but over many centuries of divine punishment and forced migration, the once great numbers of the Kha’ now dwindle, and but a handful of this ancient species and culture now remains. By means unknown to the majority of the Kharajyr, the Daemon Metztli is now deceased, and the rippling effect this has had on the Kharajyr is substantial. Creation: During the very early years of Aegis when Aenguls and Daemons roamed the Mortal Planes, and when the Descendant races were first spreading their wings and founding their civilisations, there was an old wive’s tale; a story meant to scare the young to sleep of a monster that would stalk farmsteads and steal away poorly behaved children in the pitch of night. But like many myths, this one was based on a twisted truth. The Daemon, Metztli, appeared not like a monster, but instead as a beautifully perfect woman draped in long silks, her alluring visage said to blind any that might behold her for too long. Though surely adored by any gaze that befell her, her intentions were anything but admirable; Metztli was responsible for snatching babes from their cribs for many years, carrying them off to a distant continent, where she may perform dastardly experiments on them. The intention of Metztli’s cruelty was to form a new breed of perfection. She would attempt to create a species that combined many humanoid and animalistic traits, and she did this by merging the essence of Human children with the native Ocelots of the island she had taken them to. This was a process that took many years and claimed many children’s lives, with a great number of failed, imperfect creations discarded into a prison within her own Immortal Plane, a prison later discovered to be known as the ‘Ordium’. Kharajyr are not aware of the specific process of their own creation, only that it was performed by Metztli. Ancient History: Kharajyr history is only able to be traced back to the golden age of Khalenwyr, when the first known Tlatlanni (emperor), Tla’Jhaan, ruled over the empire with his Metz’al (wife) Ja’Natayshi. During these early years of the race, they completely dominated all land and life on their tropical continent, and the prosperous reign of Tla’Jhaan sat undisputed for many decades. However Tla’Jhaan’s hunger for power was endless, and he grew jealous of the Daemon that the species worshipped as a Goddess. Consumed by a complex of power, Tla’Jhaan outlawed the worship of their own creator, instead enforcing his own worship in Metztli’s place, believing himself to have achieved the status of living God. This ruling divided the Kha’ into civil war, with the loyalists of Tla’Jhaan battling the faithful of Metztli. Metztli was deeply disturbed by the in-fighting of the species she had designed for perfection, and in her divine anger she caused the colossal volcano at the centre of the expansive island to erupt, destroying much of Khalenwyr in the fiery blast and submerging what was left in a thick blanket of lifeless ash. In an instant, the glorious empire was vanquished, but still some Kha’ remained. Metztli had granted her faithful a vision of the coming apocalypse, and they sat prepared to flee when the eruption occurred. Tla’Jhaan attempted to flee in the disaster, but was slain by his own son and the next Tlatlanni, Tla’Xerdun. Xerdun led the remaining Kharajyr to a new island that they may call home; Va’Khajra. Va’Khajra bordered the second explored continent, Asulon, and it was here that their fate became tied with the four Descendant races. Ancient Culture: The Kharajyr have historically been a zealous people, obsessive over the worship of their creator, Metztli. In the past, all social, economic and government rulings were considered by what Metztli would desire, and frequently did the Kha’ pay homage and sacrifices to their Mother. Across every known Kha’ settlement, a Temple of Metztli was erected, where all manner of festivals and rituals would take place in honour of the Moon, the thing that Kha’ believed represented Metztli herself. The Kharajyr have historically been ruled by a single leader, distinguished by their white fur. This Kha’ was known as the Tlatlanni (emperor), and this leader was considered a blessed extension of Metztli’s will. Though the Tlatlanni was considered a holy figure, worship of this Kha’ was strictly prohibited under the reformations made by Tla’Xerdun in order to prevent a repeated civil war. The Aelkos (councillors) numbered four, and advised the Tlatlanni on all matters from social structure, to economy, to faith, to war, but it was the Tlatlanni that held ultimate rule. As part of their many religious laws, Kha’ were bound by rules that were considered heresy to break. Kha’ were not permitted to drink alcohol for it dirtied Metztli’s perfection, Kha’ were not permitted to disrespect or question the Tlatlanni, Aelkos or Metztli herself, Kha’ were not permitted to leave the collective, Kha’ were not permitted to fraternise with non-Kha’, and Kha’ were not permitted to form any ties outside of their nation without express permission of the Tlatlanni. Though few Kha’ still adhere to these ancient ways, many generations have passed since their enforcement, and it has now become a way of life widely considered outdated. Some traditions, such as the existence of ‘Prides’ (families, though not necessarily directly related) have still persisted across time. Khalenwyr - The Homeland: (Artist: dws4me) Khalenwyr was a paradistical, but small island-continent, inhabited only by the original Kharajyr. Though its biomes varied from sprawling deserts to luscious jungles, all of Khalenwyr was a humid place with great and sudden bouts of monsoon-like rainfall. The tropical isle was scattered with monolithic temples and monuments to their creator; Metztli. At the very centre of Khalenwyr, at the base of the volcano that would one day destroy them, stood the magnificent Temple of the Moon, towering high above the cloud layer, existing as the headquarters of the ruling Tlatlanni and accompanying council of Aelkos. Though an exact population count was never recorded, it is estimated that thousands of Kharajyr lived peacefully for several centuries on Khalenwyr, divided into larger and smaller settlements, but each fiercely united beneath the Trident-banner of the Tlatlanni, up until the day of the civil war. Khalenwyr still exists today on Eos, the second Mortal Plane. However, it lay in long abandoned ruin, eerily littered with the petrified corpses of fallen Kha’, made solid in ash, eternally frozen in positions of fear and panic. Though much of the continent was destroyed, Kha’ pilgrims still venture here to pay homage to their lost Goddess. Biology: The Kharajyr are divided into four subspecies, each with similar but varying traits that allow for advantages with certain tasks or environments. Kha’ children born of two parents of differing subspecies, will become one or the other at random. All Kha’ share several key traits: They are all particularly agile and all capable of seeing clearly beneath the moon as if it were the sun, though total or near-total darkness still blinds them. They are all also capable of falling from moderate heights without damaging themselves in the process, and will always land upright. As well, Kharajyr have a set of retractable claws on each hand. Kharajyr on average live between 100 years and 150 years, sharing a segment of the curse bestowed upon Humans due to the mixing of their essence during the Kha’s creation. Kharajyr are particularly prone to the hyperactive effects of sugar. When consumed in large amounts, sugar will dilate the Kha’s pupils to their fullest extent and send them into a sugar-fueled frenzy. This frenzy is not necessarily hostile, but an excessive bout of energy that the Kha’ will need to burn off to make subside. Kha’Pantera: The Kha’Pantera are coated head to toe in jet-black fur and stand on average at 5’10”. Their fur naturally blends with the cover of night, making them excellent agents of stealth. Traditionally, the Kha’Pantera were usually the past nation’s hunters and specially assigned missionaries. Kha’Leparda: The Kha’Leparda appear with plain brown, cream or yellow fur, sometimes with black spots and standing on average at 5’8”. They are considered the median of the Kha’ subspecies, dabbling in each of their specific skills without being proficient in one above the others. Traditionally, the Kha’Leparda were usually the past nation’s merchants and diplomats. Kha’Cheetrah: The Kha’Cheetrah are sinewy Kha’ with yellowed fur and an abundance of small black spots, standing on average at 5’6”. These Kharajyr are considered the weakest, but also the most agile, with incredible maneuverability and quick-reflexes making up for their lack of strength. Traditionally, the Kha’Cheetrah were the usually past nation’s priests, priestesses and healers. Kha’Tigrasi: The Kha’Tigrasi are the tallest and most muscular of the Kha’, bearing orange fur with black stripes and standing on average at 6’4”. What these Kha’ lack in agility, they make up for in raw strength. Traditionally, the Kha’Tigrasi were usually the past nation’s guards and main warrior force. Redlines: The Kha’ cannot scale walls beyond what is capable of minecraft mechanics. The Kha’ cannot see in heavy or total darkness. When not beneath the moon, the light of a redstone torch nearby is the minimum light requirement for Kha’ to see clearly in the dark around them. The Kha’ can only fall 5 blocks without causing personal injury. The Kha’s racial abilities are on-par with the Descendant ones, not superior. They must not be powergamed for unfair advantage, and primal prowess in combat is mostly for flavour. A Kha’s claws cannot pierce armour of any kind. The maximum age a Kharajyr may become is 210. The maximum height a Kharajyr may be is 6’5”. If you created a Kharajyr before the implementation of this lore, and had them at a height that differs to what is described above based on older lore, you are permitted to keep this height. Applying Kharajyr however must follow this standard. The Kha’Cheetrah are quick in maneuverability, but may still only run at the speed of an average Kha’/Descendant, and should not be compared to regular cheetahs. The Kha’Tigrasi are stronger than a Human, but not as strong as an Orc. Kha’ are unable, and OOCly prohibited from breeding with Non-Kha’. Kha’s fur colour must be similar to the above mentioned, but can be altered to personal taste. However, Kha’ may not mix the specific traits of subspecies (you can have a strawberry-orange tigrasi, but not a tigrasi with black fur). Kha’s sense of hearing matches the average Descendant’s. Kha have a stronger sense of smell, but this is purely for flavour, and cannot be used in any way to metagame (finding an object/person’s location, detecting poison in a drink etc). Language/dialect: Though the ancient language known only as Va’Khajrian is now almost entirely lost, with very few, if any Kha’, able to speak it fluently, the basics have persisted across the Kha’s troubled timeline. Kharajyr predominantly speak common, but when referring to themselves, will do so in the third person (e.g. “This one thinks you’re right.” or “[Name] thinks you’re right.”). The Kha’ often, but not always, have a unique accent, often represented by adding ‘a’s and ‘w’s to words (e.g. “This one thinks you’a right.” or “The walls stand strawng.”). However Kha’ may acquire any accent after spending a duration in a place where it is commonly heard. Commonly used Va’Khajrian words/phrases: Sa’vi = Hello/goodbye Mul’ta = Thank you Tra’kul = You’re welcome Patta = Father Munna = Mother Metz’al = Married partner Per = Son Maut = Daughter Per’ta = Brother Mau’na = Sister The Turned Trident: A symbol once upright has since been reversed downward - the Turned Trident is the insignia of the Remnant Kha’. After losing their deep connection to Metztli, and then becoming aware much later of her demise, the once unbreakable faith of the Kharajyr, entirely shattered. Each of its prongs used to represent the combined power of the Tlatlanni, The Aelkos, and The Goddess, but now they are mere homages to memory, worn upon Kha’ clothing as a symbol that their ancient history need not be adhered to, but never forgotten. It is the new accepted truth by Kha’ that bear the Turned Trident, that their Goddess, Metztli, is most certainly deceased. It is an insignia of woe and mourning, believed by the Kha’ that bear it that only through them does Metztli survive, and it would be a great dishonour to their ancestors and to their dead Goddess to let their origins of faith be muddled by the modern era. The trident does not represent any doctrine or way of life, but is instead a simple sign of deep respect. The Turned Trident was discovered by Kha’ taking the Lunar Pilgrimage. Pilgrims noticed the once towering statue of Tla’Jhaan, felled, its stone trident buried up-side down into the dirt. This symbol of a fallen way of life was claimed by the Pilgrims, and its use spread back to the Descendant’s continent. The Lunar Pilgrimage: Over the centuries of turmoil, Kha’ have gradually scattered, with a great number deciding to take the long journey back to their homeland of Khalenwyr, to seek answers and advice from what remains of the ancient documents and tablets in the vast ruins of shrines and temples. This journey is known as the Lunar Pilgrimage, and is something a Kha’ is not obligated, but encouraged to do at least once in their lifetime. When completing the Lunar Pilgrimage, a Kha’ may find peace in rediscovering the lost nature of their origins, reconciling with their failure as a species and paying final homage to the original temples of their dead deity. This journey will take some years, depending on the current distance of the continent the Descendant’s reside upon. Though Khalenwyr may be located far away, or even on the opposite Mortal Plane, Kha’ are able to make use of Wayfinder boats to complete the journey to and back. [ https://www.lordofthecraft.net/forums/topic/161539-a-larger-world-wayfinding/ ] When new Kha’ appear, unless born of two current Kha’, they have travelled from the ruins of Khalenwyr on return from their long pilgrimage. As such, new Kharajyr will arrive on the current Descendant continent with a deep knowledge of their race’s ancient culture and history, and an awareness of the deceased nature of their Goddess. The Modern Kha’: Kharajyr in the current Era remain forever scattered. They are bound to no particular ruler nor nation in particular unless the Kha’ (or group of) dedicates themselves to one by choice. However, they are inherently nomadic, never truly able to find a place to call home, eternally unable to replicate the unified paradise of their fallen empire. These Kharajyr hold no mutually shared agenda, their vision lowered from that of the divine, and now to more material sources. Due to their incessant travelling across the world, often these Kha’ appear as tradesmen or caravaneers, collecting and selling on exotic goods, some goods from their own ancient culture, and some from others. No longer obligated to obey the rules of their past, Kha’ may form whichever bonds they see fit, be that many, or none at all. They also hold no allegiance toward each other due to the lack of a Tlatlanni, unable to be bound together like in the days long gone. Despite this separation, a deep bond still exists between the Kharajyr, built purely on reminiscent melancholy; a shared sensation of grief for their dead Goddess. Without purpose other than the ones they decide for themselves, the Remnant Kha’ wander the world as symbols of the past, relics of an ancient and outdated culture. By existing, they solidify their memory in history, but the Kha’ would lie to say they did not eagerly await the coming of a white Kharajyr, a Tlatlanni, that may unite them once more. Purpose: This is a piece of foundational lore for the Kharajyr as a CA race. It aims to update the expectation and theme of what current Kha’ rp should be, removing outdated lore sections that rely too heavily on close-knit activity, and generally altering the lore to follow events that have happened in-character. Kharajyr are given ultimate freedom on where to take their characters, and new Kharajyr may apply with this current standard in mind to neatly integrate them into this new lore. This Lore presents the Kharajyr as a ‘fallen race’, and the aim is also to provide the race with more depth and substance to their RP, wandering in vain hope for glory again, reminiscing of the lost empire, praying for a Tlatlanni that will never come. They are displaced creatures, mournful and desperate for purpose. I want to emphasise that this lore is designed to be open for anybody to be able to jump into, anywhere they want to, while ensuring that a standard of theme and RP is kept. Roleplay is not expected to be centralised, and Kha’ players are encouraged to travel, explore and settle wherever they desire. General Redlines: Applying Kharajyr must create characters that adhere to this lore, meaning that they arrive from a returned pilgrimage from Khalenwyr and understand the depth and loss of their race’s history (unless born of two existing Kharajyr). Kharajyr may take on any job or purpose, but must in some way create links to their lost culture and history through their RP - they exist as reminders of the past, and should never be able to seamlessly integrate into another culture. The Kharajyr may only take on one independent site as a headquarters, but this must be small, and no other purely or majority Kha’ settlements are permitted. Kharajyr understand that Metztli is dead through vague and abstract texts discovered on the Lunar Pilgrimage, but do not understand the specific nature of how it occurred unless discovered in-character. Kharajyr may vary their aesthetic as they wish, but cannot change the fundamental qualities of their subspecies (size, build, fur colour). Kharajyr may not dye their fur white or any shade similar to it. The white Kha’ holds too much historical, religious and cultural significance, and Kha' seeing a white Kha' roaming around directly defies the theme of this lore. Kharajyr must adhere to all sections of this lore, and if evidence is discovered that cherry-picking has been done to create a Kha’ that defies parts, then that particular CA will face ST review (examples are Kha’ with no ties to history and played as a gimmick, or Kha’ created specifically for ““romantic exploits””). Credits: Wretched (Author) Chaosgamer (Consultation) Ryloth (Consultation) Starryy (Consultation) Shvorky (Consultation) DrinkPesticide (Consultation) Xerdun (Original Lore Author)
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