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  1. Ghasts Eaters of Rot Origin Tainted, cruel, hungry, these all describe the traits of Ghasts. Ghasts are disgraceful and disgusting beings that feed on the flesh of corpses, men tainted by the twisting magick of Iblees, Ghasts will gorge themselves on rotten and fresh meat alike. This depraved act of consuming Descendent flesh grants them boons from their dark lord, only just making up for the curse that has been forced upon them. Minds warped by the ever lasting hunger, they develop sadistic behaviors. Descendant kind will starve, famine will take crops, disease and theives will take animals, poachers will take game, all of these add up to the sin that is cannibalism, the act of eating Descendant flesh. Iblees, the Betrayer, saw ample opportunity in twisting Descendant kind. Cursing them with the ever lasting hunger for Descendant flesh, causing populations to turn on each other, chaos, hate. The survivors of these attacks named the creatures Ghasts, after their ghastly actions and appearances. They thrive where rot and decay linger, overgrown graveyards, ancient crypts, and so on. Appearance The Ghast's appearance is a macabre one, pale skin, taloned claws, red eyes, all of these betray the masquerade of normality that a Ghast may try to uphold. Many Ghasts are covered in old wounds, ones that their dead bodies have not healed due to their system being corrupted by dark energies. Their form is lean, ribs showing as their body diminishes from the lack of true nutrition, they have sharpened teeth with longer fangs, meant for tearing flesh, as well as a cat-like tongue, roughened to strip meant from bone. The whites of their eyes dim, and become slightly green in tone, reflecting the decaying nature of their body and mind. Mentality The Ghast's mind is too afflicted by the curse of Iblees, driving them to eating the flesh of Descendants. But most of it is natural, commiting such atrosities will leave one's mind scarred and traumatized. Many face things such as PTSD and depression as a result of their brain trying to deal with their wretched existence. They will often find themselves detached, as they distance themselves from their victims. Creation The creation of a Ghast is a gruesome one, one must first consume an amount of flesh or blood from a Ghast with a TA, then they must slay and eat a whole Descendant's flesh and innards. After the deed is done, the consumer is born anew as a Ghast. If the Ghast is unwilling to turn the consumer, the flesh will instead give them an illness akin to medium food poisoning, non-lethal, but unpleasant. The consumer must eat the Descendant within the OOC day that they eat the Ghast's flesh, or they will suffer the poisoning effects and the turning will fail, thus needing to eat the flesh again. The person who consumes the Ghast flesh will have a nagging feeling in the back of their mind, telling them to eat the flesh of their own kind, to complete the turning, this feeling can be ignored, but it takes effort to do such. The Hunger The hunger a Ghast experiences is not that of normal hunger, but is an everlasting one, one that cannot be sated. A Ghast will attempt to sate this hunger, all but the most savage feedings will fail in this endeavour. There are five stages to the hunger, Engorged, Stirring, Hungry, Ravenous, and Starved. - A Ghast that is Engorged looks human, the skin will gain a blush of life, and is hunger is supressed, but it is still felt. Eyes will gain their normal color, but it is dampened by several shades of grey, their fingers no longer bare the claws of their more bestial self, the teeth in this form are reflective of a normal Descendants, some flat, some sharp. To gain this form, one must consume five Descendants worth of fresh flesh, all within the same OOC day. - A Ghast that is Stirring is pale, their claws are small, much like a cat's claws, although not retractable. The eyes are a dim shade of red, the teeth are somewhat sharp, although the canines are noticable. The hunger still chews at their mind, while in this stage the feeling can be repressed, it still takes considerable effort to do such. To reach Stirring, one must consume one whole Descendant's worth of fresh flesh, or two bodies of rotten flesh. - A Ghast that is Hungry will feel driven to consume flesh, taking any openings they can, while they can stop themselves from attacking a living being, they will stop to feed on the dead. They are very pale, the eyes are a slightly dimmed red, their teeth are all sharp, but just pointed enough to notice. They can small talons for claws. To reach this state one must consume half a Descendant's worth of fresh flesh, or a whole rotten carcass, one may also feed upon a whole cow's worth of fresh, animal flesh. This is the maximum state you can reach by feeding upon animals. - A Ravenous Ghast is feeling the effects of their curse almost in full, in this stage the skin is not just pale, but grey, they are extremely gaunt and their eyes are a bright red. The teeth of a Ravenous Ghast are very sharp, and pointed, the canines are elongated, the mind is also driven to feed upon the living, hardly able to control themselves. They have longer talons then before, several inches in length. They will feel compelled to attack anyone they see as a possible target, thinking closer to a predator than a person, avoiding targets that may get themselves killed, but still aggressive enough to take chances, (eg. they will feed upon a passing caravan, but not wandering up to the king of Norland for a bite.) One can reach this state by feeding on a minimal amount of fresh Descendant meat, or by consuming half of a rotten corpse, a rabbit's worth of fresh animal meat will also do such. - A Ghast that is Starved is completly bestial, losing any and all semblance of humanity or sanity. Their skin is even more grey, losing any and all pigment it may of had before, their eyes gleam crimson, the teeth are all elongated with the canines reaching up to two inches in length. The talons will reach even further, their gaunt form turning emaciated. The hunger is the only driving force keeping them alive, their rational mind is no longer in control at this point, they will take any flesh they can get, animal and Descendant alike. They have no flesh running in their system, this form is reached only by neglect to feed. If a Ghast does not feed, they will be reduced by one step in hunger every OOC week, one may maintain their current stage but eating the proper amount of flesh for their form once every OOC week to keep it. One may progress upward by consuming the listed amount of flesh. Abilities Ghasts will learn how to hone their gifts on their own, being able to consume flesh to use such rewards given to them by their dark lord. [C] = Combative [N] = Noncombative - Toxify Talons - [C] - Tier Three - Active A Ghast may let their talons be poisoned by the dark energy brought about by Iblees, causing a paralyzing affliction if it gets into an injury. By activating this ability, the Ghast will have to make three successful attacks that enter the bloodstream to let the poison take hold, the poison will take [7] emotes to take hold, and the poison will cause paralyzation upon activation. This poison lasts the duration of combat or [1] OOC hour outside of combat. The afflicted may choose for this poison to last longer, but that is completely up to them. - In addition to this it takes [7] emotes to take full hold of an enemy - This poison may be treated by any basic medicinal or magical treatment - If a person succumbs to the paralyzation, they cannot move on their own and may not speak other than in grunts and screams - Can only be used once per combat encounter - Three direct hits that enter the bloodstream must occur for the target to be fully poisoned - May only last combat or [1] OOC hour without OOC consent - Renewal - [N] - Tier One - Active Due to the undead nature of Ghasts, their bodies do not naturally regenerate. Thus, they must consume flesh to restore their bodies. If a Ghast chooses to activate this whilst feeding, they may restore a single injury, leaving them back one stage of hunger, the flesh instead regenerating themselves rather than feeding them A Ghast may choose to activate the ability while they feed, sacrificing the feed as well as one stage of hunger to regenerate an injury they had beforehand, a Ghast does not naturally regenerate any wounds naturally. - The Ghast will always be set back one stage of feeding, meaning it cannot be used by Starving Ghasts - This can only restore one injury, this injury may be of any size, unless it is the loss of a limb, limbs can be restored by placing the limb on the stump and then activating this ability, melding the two together - May only be used once every OOC day - May not be used during combat - Must be taught by teacher - Heightened Senses - [N] - Tier Two - Passive A Ghast is naturally strong in it's senses, being able to make things out in the dark, being able to smell things that a normal person may not. This lets the Ghast tell where things are in the dark, however this sense is not perfect, as they are still fallible. Many things can be detected, blood in the air, rotting corpses nearby, hearing light rustling in the bushes, things of that sort. Ghasts have senses that go slightly beyond a normal Descendant's, and can let the Ghast detect things nearby like shuffling, that might not be as noticable to the normal person, they still cannot detect anything that is not noticable to the normal Descendant, e.g. They can smell the blood from a corpse, but not an invisible creature. - May not be used to metagame player location - The Ghast is still able to be effected by Sensory Illusion and the Siliti's Rite of Binding - Does not give any true advantage over Descendants other than slight RP advantage - Enhanced Strength - [C] - Tier Four - Active Ghasts may choose to burn away some of the meat they feed on in turn for finding strength they had preivously lost, by doing this, they may channel strength of their old form, but never more. A Ghast may choose to reverse their hunger stage by one, to give themselves back the strength of their race, this strength cannot become greater, the maximum being peak preformance of thier Descendant race. This lasts for the course of [4] emotes, the strength being lost further after each emote. - The strength will be that of the peak of their Descendant race, not being able to channel strength any further - Activating this will cause the Ghast's hunger to go back one stage, meaning that Starved Ghasts may not use this ability - May be used only once in combat - Bestial Form - [C] - Tier Five - Active A Ghast that has gained mastery over it's curse may choose to warp itself further, it's monsterous features further becoming more inhuman, but with this comes the price of becoming the beast, a Ghast may only further devolve the current state they are in, needing to feed to regain control. A Ghast of T5 may choose to burn hunger to go down to any hunger stage they want, but this only goes downward, one may not choose to sate the hunger with this ability, only further awaken it. One must face both the benefits and downsides of this hunger. - Can only be used once every OOC day - Can only scale the hunger stage downward (e.g. stirring -> ravenous) - Using this affects your current hunger Feeding A Ghast may only feed upon flesh, anything else tastes of ash. Fresh, Descendant flesh is the most appealing, followed by rotting Descendant flesh, and finally, fresh animal flesh. One may just barely get by on animal flesh, but it provides little, Descendant flesh is much more appealing and filling to animal flesh for a Ghast. A Ghast will chew at bones for hours at end, savouring the flavour of every bite. Ghasts may only feed on corpses, living flesh tasting like ash, much like any other food, needing the Ghast to kill their victim before feeding. A Ghast will gorge itself on a corpse unless stopped, trying to eat every last scrap of meat on the carcass. Purpose (OOC) (Excuse me if the centering is off, also excuse me if the formatting is wrong :P)
  2. [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. An ancient and exotic race, created from two living creatures long ago. Adorned by thick coats of fur and sharpened claws at the tips of their fingers. A race that resembles the largest members of the feline species standing upright just as a human. 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. They were found completely isolated from the rest of the world on their island with golden beaches and high, jungle trees. The Kha have been travelling alongside the Descendant races as they navigate the realm’s many continents ever since they were found. The Kharajyr were created by the Daemon, Metztli on a continent known as Khalenwyr. Metzli, the Deamon of Time, created the Kha in her search for a creation of her own. Something that she could call ‘her children’. This homeland was the seat of an empire ruled by the Kha where they once sang around the campfires, but over many centuries of divine punishment, forced migration, and genocide, the once great numbers of the Kha’ now dwindle low, and but a handful of this ancient species and culture now remains. They are but Remnants of an ancient and exotic civilization. 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 ****** 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, and by extend anyone else, are not aware of the specific process of their own creation, only that it was performed by Metztli. (The following sections: Ancient History, Ancient Culture, The Turned Trident, Khalenwyr are all information about the race’s past. They are in fact legitimate events but do not pose rules that need to be followed when playing a Kharajyr. They are purely cultural.) 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 like a dark pit that could never be filled. 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 a Goddess. 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 golden 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 (Muuna). 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 some Kha’ may still adhere to these ancient ways, many generations have passed since their enforcement, and it has now become a way of life existing only as memory, with many new Kharajyr considering these old ways outdated. Some traditions, such as the existence of ‘prides’ (families, though not necessarily directly related) have still persisted across time. 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. 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 have specific abilities that help them in environments. Kha’ children born of two parents of differing subspecies, will become one or the other at random but never a mixed-version. Kharajyr can have any eyecolor a feline naturally has, this excludes mutations and genetic anomalies. 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. As well, Kharajyr have a set of retractable claws on each hand. General Abilities: -Kharajyr are capable of seeing in the darkness. They still need a lightsource with a minimum light strength comparable to that of the moon at night. Their eyes afterward are capable of reflecting this light several times through their eye, giving them a much better vision at night. However, if they are stuck in an environment where there is no lightsource at all, such as a closed off cave, they won’t be able to see anything. Their eyes can’t enhance light when there is none. A Kha can only see when there is a faint lightsource nearby, allowing them to see up to a maximum of 20 blocks in darkness where others could not see further than the actual lightsource. -Kharajyr are capable and can fall from moderate heights without problems. They could fall from a small house and take minimum damage only and always fall upright. This has its limit and no Kha could perfectly fall from a tower and land gracefully. Any height that can kill another creature will surely kill a Kha as well. This rule can only be enforced when you roleplay falling from a specific height where you only take minimal damage. If you fall mechanically or roleplay falling from a height where you would die mechanically speaking, then that is a height large enough to also die in roleplay. -The Kha have a set of claws on each hand, including their feet a well. They can retract these into their fingers to conceal them, making them look like sharpened fingernails. They can grow to a maximum of 2 inches when fully stretched. These bodily weapons look harmful but can only pierce skin and clothing. The claws of Kha have similar strength to that of a large member of the feline species. The claws can only pierce skin and clothing but are not strong enough to go through armor. The claws can possibly break if you attempt to damage armor. A player then needs to do /roll 2. A 1 means your claws break and a 2 means they remain intact. Claws can regrow overtime but take at least a minimum of 3 days before properly healed. -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. The Current Mental State : All Kha are now all within the same situation. One might be more distraught than the other and might find more trouble finding a place in the world for themselves. Every Kharajyr, since they are a race with small numbers, are now mentally challenged and physically to endure the harsh world they live in. Many of them shall find it difficult to integrate in other cultures due to their exotic origin. They are all searching for a living and a way to set forth the survival of their ancient race. This could be in any way or form. Such as selling wares from their culture on the market or just by simply staying alive. As it stands, many Kharajyr live in a state of bittersweet melancholy. They are free from their culture’s reigns of the past but at what cost? Many struggle with their newfound freedom. Some may have worshipped Metztli day and night but are now looking for a new purpose within their life. The other Kha may not have been a great worshipper, yet he is searching for a way for his ancient race to live on for another day. They are conflicted, divided, and some hustle to just get by. But they know they have amazing stories to tell and are part of a great piece of history to this day. As much as their current instinct is to survive, they know very well that they are part of something great, a fallen race. A rich, exotic history has taken hold in their minds and their purpose is to keep it alive. They wish to survive as long as it needs to, to make sure that their piece of history is preserved through time. (More on Mental State in the section ‘Modern Kha’) All Kha, regardless of how strong their connection was to Metztli, share a bond over the death of their creator. They are all aware of who made them and the death of their Muuna (mother) is what still somewhat binds them all as one, even when divided. Though, it could also be a point of conflict. Lifecycle: All Kharajyr subspecies, regardless of their Descendant counterparts, are subjected to the same lifespan. They can live up to a maximum of 200 years, similar to that of humans. 0-5: Baby/Toddler A Kharajyr within this stage of life is still young and underdeveloped. It cannot walk or talk until later in this stage, and even then they can only grasp a very basic concept of speech and movement. They can crawl around and make inaudible sounds but these fall in the category of incoherent speech. It should be noted that a Kharajyr cannot be played in this life stage as any other character. But the in roleplay present child should be replaced by a roleplay item. A Kharajyr baby/toddler will not make animalistic sounds but more babbling as an actual baby. 5 - 12: Child When a Kharajyr advances into this stage of life they will be much more aware of their choices and surrounding situations. They will progress like any child would when developing. They, later in this stage, will grow about half their subraces maximum height but never any larger than this. They can be smaller. 12-18: Teenager As any other Descendant, when advancing to this stage of life they will grow to their ultimate weight and height at the end. They will develop further both physically and mentally as any other teenager would do. 18-150: Adult A Kharajyr is fully mature physically speaking once they reach the age of 18. They live out the vast majority of their life in this stage where they can embark on their journeys further. 150-200: Elder When a Kha typically goes over the age of 150, they shall begin showing signs of their elderly stage in life. They will become more fragile and begin displaying various conditions that could weaken them. Their fur coat typically also turns more grey and matted in this stage of life. Kha often die of health complications if they manage to live close to the maximum age of 200, or peacefully pass away in their sleep. A Kharajyr cannot live over the maximum age of 200. Kha’Pantera: The Kha’Pantera are coated head to toe in jet-black fur with often very contrasting eye colors. Their fur naturally blends with the cover of night, making them excellent agents of stealth. They can have either extremely slim bodies or can be seen as a more broad-shouldered and muscular variant of themselves. They are accompanied with pretty sharp but effective feline ears on top of their head and a long tail that they use for balance. Most Pantera’s fur coats have a blue hue to them in bright sunlight. The Kha’ Traditionally, the Kha’Pantera were usually the past nation’s hunters and specially assigned missionaries. This was due to their experience as natural stalkers of the night. Though, it should be noted that this could only be effective in utter darkness and that in bright sunlight, they rather stand out. The Pantera grows up to between 5”5 and 6”4 feet in height and can weigh anywhere between 140 and 200 pounds. Anywhere below or underneath this weight will be considered unhealthy. The pantera is, aside of its special pelt, considered to be mostly skilled in their agility and balancing this out with their above-average strength. They have advantage in darker areas due to their natural camouflage in the dark. The Pantera is considered to be a stronger variant of the Leparda but nothing special in the area of agility and strength. Pantera’s are difficult to spot in extreme darkness due to their pelt color. However, they are much easier to spot during daytime or in lit areas, immediately undoing themselves their own camouflage. A pantera’s strength is on par with the peak strength of a human. Kha’Leparda: The Kha’Leparda appear with plain brown, cream or yellow fur, sometimes with black spots. They have a posture very similar to that of humans and their anatomy. They have a set of round ears on top of their heads and a relatively smaller tail compared to the other subraces. 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. A Leparda however was never restricted by their body however. Where other Kha were classified by their bodily strength and abilities, the Leparda was able to train and go in any direction they wanted to go. They were more free in this aspect. The Leparda generally grows in between 5 and 5”10 feet, somewhat similar to an average human. They can weigh anywhere from 120 to 160 pounds for a healthy, normal body. The leparda doesn’t have a specific physical attribute to them as the other three subraces. They do not excel in anything specific but are a good start to go in any direction they choose. A Leparda does not excel in anything physically, they are on par with the average human in most physical aspects. They do not possess special abilities that only their subspecies have. However, they still have their general abilities. Kha’Cheetrah: The Kha’Cheetrah are sinewy Kha’ with yellowed or cream-colored fur and an abundance of small black spots. They have an extremely slim body and muscles are barely displayed. They are most notable for their black ‘tear stains’ that run from the corners of their eyes to their maw. Their tails also have black rings at the end instead of spot. 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. They, in the past, could be seen joining the warrior ranks but not because of their strength, but much rather due to their use for being scouts. The smaller and quicker, the more favorable they were seen. Though, missions at nighttime were saved for their cousins the Pantera. The Cheetrah normally grows in between 4”6 and 5”4 feet being relatively smaller than other subraces. Due to this, they can weigh anywhere between 80 and 140 pounds. The Cheetrah’s superior reflexes and maneuverability allows them to generally dodge objects coming their way with more ease overall. This has its limits, of course and no matter how fast you react or how fast you move your body, not everything can be dodged. However, they are greatly disadvantaged in a physical fight due to minimal strength. They cannot inflict major damage by raw strength and usually rely on smaller and more complex manoeuvred strategies. A Cheetrah excels in maneuvering their body and dodging oncoming objects. However, they cannot dodge projectiles such as arrows naturally just like any other race, or any other object with the equivalent speed of an arrow. A player can leave that up to the luck by doing /roll if they please. This ability is not to be powergamed. This ability is not to be used as an excuse to avoid every single attack and remain unscathed in a battle. A Cheetrah has minimal strength, equivalent to that of a goblin. Kha’Tigrasi: The Kha’Tigrasi are the tallest and most muscular of the Kha’, bearing orange fur which is overlapped with white patches and black stripes. They stand with broad shoulders, towering over their fellow Kharajyr. Their large, spiked ears stand upright and their tails are accompanied by a white-black stripe pattern. What these Kha’ lack in agility, they make up for in raw strength. They have a much larger face and an extremely powerful set of jaws, which are painted by the intricate pattern on their face. Traditionally, the Kha’Tigrasi were usually the past nation’s guards and main warrior force. Sticking out with head and shoulders, they would be able to watch the sea of people to keep watch and protect the peace. These large creatures in their heavy armor, standing perfectly still, was a sight to behold long ago. The Tigrasi is capable of growing up to heights from 5”10 to 7 feet maximum, being the largest subrace of all. They can become anywhere between 150 to 250 pounds depending on their diet and height. As the strongest Kha subrace, they are capable of wielding immense, raw strength which proves favorable to them in combat. On the other hand, their large posture and muscle mass prevents them from moving as swiftly as their other Kha cousins. A Tigrasi’s strength is never able to match that of a full-grown Orc. -Biological Redlines Summary: The Kha’ cannot scale walls beyond what is capable of minecraft mechanics. The Kha’ cannot see in heavy or total darkness. They need a faint lightsource to be present to see a maximum of 20 blocks in darkness in roleplay. 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, only pierce skin and clothing. The maximum age a Kharajyr may become is 200. 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 biologically 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 Players/Kharajyr are not required to speak the accent/dialect, this has become a cultural aspect. 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. All new Kharajyr, unless a child of two already existing Kha, will officially in rp return from a Lunar Pilgrimage to the current realm. They will carry the then obtained knowledge that their deity is dead. The Modern Kha’: Kharajyr in the current Era remain scattered. 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, these Kha’ can appear as tradesmen or caravaneers, collecting and selling on exotic goods, some goods from their own ancient culture, and some from others. Though, some others may have found another place for themselves within another community. 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 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. (A specific group on the server know of Metztli's death in detail through roleplay with Story Team) 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 as a workaround to creating a Tlatlanni - this will specifically defy the theme of the 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 (co-auhor) Ryloth (Consultation) Starryy (Consultation) Shvorky (Consultation) DrinkPesticide (Consultation) This is the updated version, it's been improved according to feedback that Squakhawk and Screamingdingo have provided to me and Wretched. If there are any mistakes please let me know :3
  3. [Guide] Treants Treant Lore Credits: TheBlackBobRoss for helping to write this guide LaffenOutLoud for consultation (At the insistence of Ross) Myself, for editing, polishing, and writing. General Redlines Physiology Weaknesses Blight Abilities Take Root Red Lines Huntsmans Armory Red Lines Entangle Red Lines Regrowth
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