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Found 19 results

  1. Dangren assembles a group of dwarves together, his intent to declare his candidacy for king. Dwedmar, Citizens of this land, and Clergy: Many of you young dwedmar do not know me. Some of your clan elders may know me. Your clan fathers should know me. I am older than much of you and have seen the dwarven people through many troubles. From the initial stone summer peaks to the fall droughts, I have witnessed the change that occurs with the dwedmar activity during these seasons. Our leaders are often pulled by supernatural forces to be unable to dedicate all their thoughts to leading the peoples during these times of drought. We attempt to change politically during these times to maintain a semblance of power but we often know it is for naught. Should I become your king I will attempt to lead our kind through this time by promoting the arts and engaging in talks unsheltered by hidden rooms. It is true I have little clout in the political realm as it changes by every ruler, but do know that should I become your king I will not seek to make drastic changes. My rule will be of little conquest, political change, or ‘industrial development’. The goal of my rule would be to establish a lasting peace within and outside the realm while also being an organizer of activities for dwarves to have fun.
  2. NotEvilAtAll

    Dunshire's Peace-Warriors (Guild)

    [!] A paper could be found nailed to most Noticeboards, including the Dunshire Noticeboard The Peace-Warriors of Dunshire! ~Dunshire, the home of the Peace-Warriors~ Since the War of Peace has been declared, I've noticed that we have no military to fight it! So, let us form a basic militia of peace that will keep all of Altas safe from harm! The Peace-Warrior's Pledge: "I pledge allegiance to the great people of Altas, who be so fair and varied in look and style. I pledge to protect all children, all men, all women, and others who are threatened by war, and I pledge to never become the threat of war that I have pledged to protect others against!" "I promise that I will never bear a lethal weapon against another while campaigning for Atlas-wide peace, and I promise that I will never harm others even with non-lethal weapons unless there is no other option." "And lastly, I pledge that I will always uphold the good morals of peace, prosperity, and comfort for all that I wish to bring to the rest of Atlas" The Tools of Peace: -Shovels, for they represent the humble peasant who is threatened by wars on Atlas. -Eggs and Snowballs, for they represent the projectiles of childish play instead of projectiles of war and destruction. -Cake, for it represents comfort and prosperity that does not come with war. -Pumpkins, for they grow plentiful and plump, and are not associated with war in any way. -The heart, for all good comes from it. ~An example of a Peace-Warrior, although most Peace-Warriors wouldn't use a shield, of course~ Our Mission: Unlike other groups who attack and destroy others, the Peace-Warriors will only bring goodness to the world, and thus all they do will be completely peaceful. We shall protest against war with our Tools of Peace in hand, and we shall bring about a better tomorrow! How do I join this benevolent group?: Please fill out the following format and send it to Dunshire for us wee folks to look over! RP: Name: Race(can be any): Why do you wish to join the Peace-Warriors?: Please recite The Peace Warrior's Pledge here: OOC: Discord(helpful but not needed): Username:
  3. EnderMaiashiro

    Female Kharajyr Skins (Request)

    Hey skinners of LotC! The Kharajyr are looking to have a set of skins made to be used as a base for female kha, which includes the four subraces Kha'Leoparda, Kha'Chetrah, Kha'Pantera, and Kha'Tigrasi. The current male skins that we have are as pictured below. What we are looking for is a similar set that we can use for incoming players for female kharajyr. This includes adding clothing to it or using the basic skin on its own. We are looking to spend around 8,000 minas, 2,000 per skin. If it helps at all, here is the link to the Kharajyr portion of the Wiki. Kharajyr Wiki If you have any questions/comments, feel free to ask and I'll get back to them as quick as possible! ? Example Female Used in the Past Current Set of Male Bases
  4. _draak

    Anadude's skins

    I'm back with my not so great skins, yay. PAYMENT: Outfits (no head) will be 600 mina whilst full skins will settle at 800 mina. I can also be bribed with nice rp items so lol. Previous works: LIST: 1. DustyDune 2. Reserved by z3m0s 3. Calabreeni 4. Areln FORM: Username: Outfit or Fullbody: Ref: Description: Proof Of Payment: (Optional) Item of bribery: (Optional) Cute birb: @Sug digs it.
  5. On the City of Senntisten [Volume I] An essay on the issues that plague the city planning of our beloved Capital. By Ferdinand Albert Stafyr, 1659 The sun rises over the city, 1659 The City of Senntisten is a glorious sight to the weary man. After clambering over great bridges and trudging through dancing fields of heavy, golden wheat, a man seeks only the comfort of his own kind. The feeling of a large mug of ale between his hands, fresh from breweries of the Stafyrs, or the bitter bite of a good Carrion Black, so generously poured in the smoke-filled Crooning Crow. Good company and the security of tall walls. All these are given to mankind by our glorious Capital. Yet, behind this façade of idyllic perfection projected upon the land like the shadows of our massive ramparts cast by the setting sun, lies a problem that cripples what should be only quietude and harmony. The city’s streets are empty. They meander by a hundred houses empty of all but cobwebs and rats. This issue did not arise in one day, nor will it disappear in one week. But it is an issue that must be recognized and addressed by men willing to put their hearts into their work. It must not be compromised by those who grasp eagerly at the meagerest morsel of power in the hope of climbing a ladder they were never destined to set foot on. An abandonned street, as represented by an artist, 1659 While the vastness of Senntisten is itself a monument to the ingenuity and determination of man, this great act does little to serve the kingdom and its people. For what are people to do with moldering streets, in which cracked flagstones let nature reclaim what was once its own. When our houses house more vermin than the people they were nobly built to welcome, questions must arise within the minds of all men. The Adamantine Cathedral, most glorious of edifices erected in the name of the one and only GOD stands like a pillar of faith and piety. A proud monument to the zealous faith of our people. Proud, yet barren of folk. Rarely does one see pious peasants kneeling before the glory of GOD, or the common folk repenting for their crimes in the confessionals. A sad situation with no easy solution. An attempt at capturing the splendor of the Admantine Cathedral, 1659 Ease has never been the way of progress though, and those who would blame the shortcomings of our own people upon the lesser races debase themselves. To not accept when one stumbles is to walk blind. Elves scrabble at the foundations of our mighty nation, their nails breaking upon the stone of our faith and conviction. A nuisance, much like the rats that wander our empty halls. But true failure comes from the man who cannot comprehend the threats of our own ego and pride. The size of our city is not a reflection of our greatness, for GOD is the source of all wonder and glory, and only through our faith to the one and only can greatness be found. Signed, Ferdinand Albert Stafyr -In volume II, we will discuss the solutions that can bring about the change necessary for the revitalization of our city.-
  6. Raen_Fall

    [✗] More Kha Types

    I'd mainly like to see more types of Kha allowed. I'd really love to play a Lynx / Bobcat type Kha. Also, I'm kind of confused on the panther/leopard types... Because there is no such thing as a black panther as a breed or species. It's literally just a melanistic leopard / jaguar. Ergo, they should have the same build as each other lore wise. They shouldn't have differences except the coloration. (See: https://en.wikipedia.org/wiki/Black_panther )
  7. c_h_a_r_l_e_m_a_g_n_e

    [✓] Charlemagne Appeal LotC

    Raid Rules: A raid is the act of attacking a settlement (Whether lawful, or unlawful in nature) with more than one man taking part during the assault. -Lawless raiding is defined by attacks without lawful justification; 10 players may participate at max, and a fight must break out 30 minutes after the raid has begun, leaving another 30 minutes of raid time allowed, as all raiders must leave after one hour has passed. If the players have given a nation they intend to raid a 24 hour notice prior to raiding, via the modreq command to alert a moderator to place a sign at a designated location, including a 2 hour span in which the raid would occur, they may raid with 20 players. -Lawful raiding requires moderator consent, and does not abide by any active raid cooldowns. Any lawful raid must be acted out within 12 hours of the raid's active justification (i.e counter-raiding, or finding cause through roleplay to believe a hostage has been taken). A maximum of 20 players are allowed to attend a lawful raid; during a rescue, 2 hours are allotted to the players during a lawful raid, which applies to rescue raids and counter-raids. Ladders and TNT are allowed during a rescue raid, and as with lawless raids, a fight must begin 30 minutes after arrival or raiders will be sent away. A raid cool-down lasts 3 days, wherein a settlement cannot be attacked again unlawfully, Lawful raids bypass this block. In unprotected settlements (free-build settlements unprotected by a region) raiders can place ladders with proper role-play and moderator consent regardless of whether a raid is lawful or lawless. All other raid rules apply just the same to unprotected settlements. Placing or breaking blocks during a raid is not allowed, except for with moderator or admin supervision in which case a window can be broken into with sufficient role-play and rolls. While a settlement is on cool-down, waiting on the outskirts of a settlement to attack players (banditry on the road leading directly to the gates) is not allowed. While a settlement is off cool-down players can camp the road leading to a settlement's gates for no more than one hour per day without invoking any raid cool-down. 3 players partaking in a raid can make 3 lock-pick attempts each. IGN(s): Charlemagne, Kniaz Ban Reason: Combat Rules All parties involved must decide before PvP combat begins whether it will be emote-combat or mechanics-combat. If more than 10 players are fighting then mechanics-combat is required and /status must be set for all involved. If an agreement cannot be made, the defending party chooses the kind of combat. Guards choose the type of combat if a law has been broken and are considered the defending party. Type of combat may not change after starting unless everyone agrees. Mechanics Combat (click & swing) You must have sufficient roleplay leading up to mechanics-combat. You must /countdown 10 once combat is agreed upon and both sides are ready. Nobody may join mid-combat. Only those involved at the start may fight. A player who runs during countdown may be killed. A pet may not be called in from another location after roleplay begins. The victor may choose to revive knocked out players following the end of combat. Emote Combat (type & read) You may not escape the encounter without sufficient roleplay to justify your escape. If a player runs their opponent may beat them down (and if they choose, revive and resume roleplay). If you are killed you must /d40 unless the victor states otherwise. Unless both parties consent using your enderchest before or during combat is bannable. The use of alt characters to begin conflict is prohibited. i.e. creating a dwarf character purely to antagoniseand start war with the orcs. Using horses to jump over 3 block or higher walls is prohibited. You may not use fast-travel or soulstones to escape combat. Villainous activity or combat near fast-travel hubs or spawn (i.e. camping) is prohibited. Fire-aspect, flame, and any combat enchantments above level 1 are forbidden. You must report to a moderator if you find one. Player(s) Involved: @Niccum Details: In the event that took place I downed several people in a tavern that I had just entered in an act of No-RP killing as a fake mass-killing. After I had revived all the players mentioned I was downed. After I was revived and I downed and popped a player, TheLemonHead. I immediately exited the tavern and was approached by the players friend, who I dropped all his items to. I confirmed with the player who was killed that he did get his items back: After running about for a few minutes I was contacted by a Moderator and asked if I had done a mass No-RP Killing, to which I made a snide reply, 'I said "Watch this" before i killed him'. I was asked if I returned the items, to which I replied, I had done so prior. After this confrontation I was banned, and now I would like to say I am apologetic to have wasted TheLemonHead's time, and I am sorry for my disregard of the server's rules, though greater in disrespect is the fact that I did not think of the players around me and only of myself and my friend group when I acted how I did. Thinking upon my actions, as I had never done a No-RP killing before I did not see the gravity of the action, but now I see how stupid of an act it was, even if TheLemonHead was returned his items it does not excuse that he lost his Minas and was negatively effected by the event, and it is first and foremost a policy of LotC that players must respect one another, and clearly when I No-RP killed TheLemonHead I was not respecting him as I should. TheLemonHead acted far more mature than I did, and even called for me to be unbanned on my former appeal, which has earned him my respect and taught me that I must bring my maturity level up if I wish to continue to play on LotC; furthermore I wish to say that I feel very sorry personally to TheLemonHead, and the people in the Tavern who were affected by ignorant outburst as it was unwarranted and undeserved of them. Never is it okay to kill someone without role-play, as put forth by LotC's rules. As a member of the community it is my duty to abide by the rules, which is what I should have done, and what I will do from hence forth. Additional Media:
  8. ♛!Horses for Sale!♛ Best horses in the realm now being sold (350%+), Fast horses, high jumpers, and resistant ones! Prices going from One Thousand minas to ten thousand!! You won't get horses this good from enywhere else!! Contact Vinic or Luke Dunamis For one (W4saki/Lucas84775) OOC: Best Horses in game for sale just pm W4saki Price goes depending on how good the speed and jump combined are. Just pm me with what stats you want your horse and i'll give a price!
  9. *Posters hung in back alleys and slums* The Stormskull Thieves Guild The Stormskull thieves are a small group of pickpocket heisters that want to work in unison to make the most of their professional ability. Join me and we'll steal from the dirty rich that prod and fester the cities with their high-value coats and glistening earrings. We will soon have an operation base - hidden to the normal eye, here we will meet and discuss our next moves. Join us now for a chance to prove yourself more than a dirty pick-pocket, join us and prove yourself to be a smart pick-pocket. If you decide to join - we will meet and I will decide if you are fit to join the Stormskulls. (Reply with) Recruitment Form: IGN: IRP NAME: ROLE: [Pickpocket/Organiser/Heister/Alloftheabove/]
  10. A Gift From The Skies: Muun’Trivazja Introduction: This lore piece has a companion! While you may be a rebel who doesn’t play by the rules, it would be best if you read The Moon and the Maker first. It details Metztli, and fleshes out the Daemon of Time further. This lore, A Gift From the Skies, goes into the mechanics of the magic gifted to followers of Metztli. While the magic will remain a predominantly Kharajyr-controlled magic, any who follow the path of the Moon-Mother are given the opportunity to learn it. Think of it like Runebinding, or Shamanism. Muun’Trivazja is the magic gifted to the priesthood of Metztli. The goddess granted her most devout limited control over her divine energy, Muun’. With this power, the priesthood has been capable of great feats, though they come at a cost. Blindness and premature aging are common amongst members of the priesthood as a result with meddling with divine powers. The original Sages, who first received Metztli’s blessing, wielded Muun’ similar to the casters of other orders. However, in their arrogance, they rose too high and spited the goddess. To humble them, Metztli cursed the order with the burden of the Moonpool, a well of divine energy where casters of the order must bathe to refill their stores of Muun’. Muun’Trivazja is composed of three faucets; Moonbinding, Moongazing and Cronoshaping. These arts must be taught individually, alongside how to store Muun’. As a practitioner of the art becomes more adept as storing Muun’, they become able to delve further and further into the other aspects of the magic. States of Muun’: There are two basic types of Muun’ utilized in casting, Waking and Sleeping. Sleeping Muun’ energy with no purpose. It is passive energy that the priests are able to store inside themselves and carry with them. However, Muun’ is not an energy natural to the priests and it will seek escape by any means possible. Priests are trained to hold the energy inside of them while they go about life, and once they can hold the energy without fear of leaking, they can begin to expand their capacity. A coalition of priests, traditionally known as a pride, is able to pool their Muun’ in order to accomplish greater feats of magic, with each priest fueling the spell from their own reserves. Once a priest activates the Muun’ inside them it becomes Waking Muun’. Waking Muun’ is the visible aspect of Muun’Trivazja. It is energy in action, power with a purpose. Once a priest casts a spell, a portion of their Sleeping Muun’ is transformed into Waking Muun’ and escapes from them, given a purpose. Muun’Trivazja: “The Moon-Mother granted us a chance at redemption. After the first of the Sages fled, taking their hearsay with them, Metztli gifted to the new Priesthood a power unmatched by any of the new land; The power to grind mountains to dust and see what cannot be seen. The power to fight against Absyyl and its servants. The power of the Moon, Muun’Trivazja. ~The Dead-Sky Scrolls | A New Order The first skill an acolyte of the priesthood learns is the art of storing Muun’. Due to the arrogance of their predecessors, priests of Metztli do not naturally regenerate their divine energy. They must instead fill their stores at Moonpools, wells of energy fueled by a portion of Metztli’s Daemonic energy. Attunement to the goddess simply grants a priest the ability to hold this energy inside themselves. Muun’Trivazja is the baseline progression for a practitioner of the magic Each art must be trained individually, but they are useless if a priest is unable to muster the energy to maintain them. Essentially, a priest cannot cast spells with energy they do not have, therefore they cannot increase their tier in one of the other arts without first attaining that tier in Muun’Trivazja. Moonbinding (Teltica): “They adorned themselves with the same blue stones that decorated the temple. It hung from necklaces, bracelets, they even pierced their ears and lips with the stuff. The things seem unstable though. I saw one of the earring-wearers slam into a wall, and lose half their face in the resulting explosion.” ~Tales of the Kharajyr Moonbinding is the art of charging a piece of specially prepared lapis-lazuli with Muun’, granting it mystical power. To begin, a Moonbinder must select a block of lapis, the holy stone of Metztli, and carve it to shape. The stone must then be engraved with images and prayers in Kharahatla. These help to focus the mind of the enchanter towards the task at hand. The stone is then filled with Muun’ from the crafter, a process known as Attuning. This transforms the lapis into a piece of Charged Lapis, giving the Muun’ inside of it a task to accomplish when it is activated. Once a Moonbound relic is Attuned, the Muun’ inside of it is Living and cannot be harnessed or redefined. The object may be refilled with Muun’ from another source, a priest may even allow the relic to draw from their own reserves of Sleeping energy instead of its own, but once it runs out, the Charged Lapis violently explodes, spraying shards of stone in all directions. The purpose of the stone is left up to the crafter, however seeing as the enchantment is fueled by Muun’, the relic is only able to accomplish a task that is possible with the magic in the first place. This means that a Moonbinder is unable to craft objects with enchantments that are impossible through Muun’Trivazja. Cronoshaping: “It is said the Sages of old could tear vast temples from the past. They would gather, a pride of priests circling the ruins, and begin their chant. The Moon-Mother’s gift would swirl around them until, block by block, the building would stand tall once more.” ~Upon the Altars of Old | Book II Cronoshaping is the most powerful of the priestly arts, as it allows a practitioner limited control over Metztli’s dominion, time. A Cronoshaper expels the Muun’ stored inside of them, and utilizes it to manipulate the way time flows in the area. The Muun’ manifests itself as a thick swirling fog, ranging from blue to a deep purple color. The mist itself is malleable, and may be shaped by a member of the priesthood into a number of forms. The most common are either domes or waves of Muun’ projected over the area the caster wishes to effect. Once an area is shrouded in a priest’s Muun’, they sever it from the natural flow of time and begin to move it in accordance to their will. While Cronoshaping allows the user to manipulate time, it still has its limits. Cronoshaping is incapable of effecting unwilling targets. This is because Cronoshaping depends on the priest being able to anticipate the actions within the section they have severed. If a Muun’Trivazja user attempts to Cronoshape a once-strong wall into a crumbling ruin, they are able to because they know that given time stone will inevitably fall to pieces. Once a variable enters into the equation, the Cronoshaper is unable to anticipate how they will move through the new flow of time. As a result, anything the variable interacts with will also become an unknown quantity in its own right. This accumulation of unknowns shatters the veil of Muun’, as the priest is no longer able to anticipate what happens along the timestream. This is known as a Variable Cascade, and will result in the spell shattering. Cronoshaping is also unable to rewind an object past the time of its creation. For example, a rusted sword could be rewound to a point where it was once usable, but it could not be taken past that point and turned into the raw iron that was used to forge the blade. A crumbling wall could be rewound to a point where it once stood proud, but could not be taken back to the mortar and stones used to build the wall. This is called the Law of Temporal Conservation. The magic, however, comes with a price. As a priest continues to manipulate time, they will grow hunched and wizened. Dipping into the flow of time will prematurely age a practitioner of the art. Cronoshapers tend to age half again as fast as is normal, leaving them weaker and frailer than they were. Moongazing: “Ja’Sutal burst into the palace, ranting and raving. He ran through the doors of the palace, yanking tapestries from walls and goblets from hands. The young priest screamed of things to come; An army of beasts, ships being sent out to sea, and watching over it all a great eye of fire. He was pronounced mad by the Sages, though now he is heralded as the first Moongazer.” ~Upon the Altars of Old | Book III Moongazing is the most respected art a member of the priesthood may master. When a priest turns their eyes towards the ebb and flow of time, they must learn to focus their Muun’ into a lense through which to see the world; Turning their eyes to the future or the past. When a Moongazer turns their eyes to the timestream they channel their Muun’ into a sort of lense, allowing them to see into various points in time. A Moongazer may turn their eyes to past events, but never past the point of Non-Remembering, where Ancient History meets the rest of time. No priest is able to pass that point, simply because their bodies cannot hold enough Muun’ to go that far back. A Moongazer is also unable to see events leading up to their death, attempting to do so shatters the vision as the mind is unable to comprehend its own death. When a priest Moongazes, their eyes light up with a radiant white light. They fall into a trance, seeing that which has been or will be. Gazing into the past is the simplest aspect of the art, requiring the least amount of Muun’ to maintain. As a priest turns their eyes to more recent events, the spell requires more and more Muun’ to maintain. Once a priest passes the present, the spell requires less Muun’ to maintain. Then as one passes the present and moves onto the future, the energy cost is lessened but the visions swiftly grow vague and imprecise. To begin, Moongazing the past is the simplest of arts. A priest simply focuses their Muun’, and turns their eyes to events long past. Gazing in this manner uses up the least amount of energy out of all the arts of Muun’Trivazja. A skilled practitioner is able to turn their eyes to events long past for hours at a time. One of the most respected aspects of Moongazing takes place while searching the past. Namecallers are Moongazers who have dedicated their life to seeking out the names and histories of those fallen from Ilhuicatl. When a Kharajyr dies on the Isles of Endless Night, their name and deeds are wiped from memory. However, their past remains, open for Moongazers to search through. Namecallers spend their lives searching through ancient tomes and Gazing the past, searching for the names and legacies of those forgotten by the rest. Seeing the future is an imprecise art at the best of times. Specifics are withheld in favor of omens and symbolism. Some say this is because the future in itself is unknowable, other say the goddess does it intentionally to keep her priests from knowing more than is good for them. Whatever the reason, seeing into the future will never give a direct answer. It will always be shrouded in uncertainty. Some visions may never come to pass in the first place, the future being an unknowable and ever-changing place. Moongazing the present is the most difficult art a priest can learn. To see the future, one requires a totem that holds a strong link to the object to be scryed. The more direct the link, the stronger the vision will be. Distance also affects the strength of the link. The further something is from the Moongazer, the more difficult it is to envision them. Long distances may be offset by a better link, blood or bone being the strongest, and vice versa. Moongazing does have its limits however. Gazing into the present will only show things directly linked to the totem, and nothing else. A stone from a castle wall will show only the castle, and not the inhabitants moving about inside. A bloodstain will reveal the bearer of the blood, but not their surroundings. Extended Moongazing comes at a price, the eyesight of the Gazer. Moongazer will gradually lose their sight as they continue to peer into events beyond their ken; Their irises fade until their eyes and their vision are completely and totally blank. The Stone of Metztli: “The Stone was found floating above the waters of the Temple. It was jagged and sharp, a blade that hung in the air above the sacred pool. The Kha’ were drawn to it, like moths to a flame. They felt the pull of the Moon-Mother upon them and they could not turn back.” ~Upon the Altars of Old | Book IV When the first Kharajyr fled from the crumbling Khalenwyr Empire, they landed on the new land to start anew. The remaining Sages, humbled by the creation of the Moonpools, were reluctant to spread their art further. They fled from the fledgeling Empire, vanishing from Kharajyr society into the deep jungles of Anthos. Their shame drove them from their people, taking their gift with them. Metztli watched as one by one, the Sages succumbed to the dangers of the land. Without pity, she watched as those who had dared rise beyond their station fell and crumbled to dust. Satisfied that her people had once more been turned from the path of Absyyl, she granted her people one final boon. She traveled once more to the Well of Moonlight and picked up the knife that lay at the shores of the great lake. She hurled the lapis knife, dark with the dried blood of the goddess into the glowing water. It sank, falling through the crack into the Mortal Realm and manifesting itself above the waters of the temple. So the Stone of Metztli, and the Athosian Moonpool came into being. The Stone of Metztli granted the Kharajyr the ability to forge a connection with the Moon-Mother. The wisest and most devout were chosen to become the first of the new Priesthood. Guided by the goddess, these Kharajyr were granted visions of a ceremony they were to undertake in order to forge a connection to the Well of Moonlight like the Sages of old. They were taught through visions how to store Muun’ from the new Moonpool and utilize their new abilities to their fullest extent. These new practicioners of Muun’Trivazja created the first centralized Priesthood of Metztli, the order that continues to this day. Should the stone shatter, it will eventually reform itself. The magic that sustains the stone is a form of temporal Moonbinding far beyond the ability of any priest; It allows the stone to reform in a random location once it is shattered, turning back the clock on its own demise. Several times throughout history the Stone has been broken, and the Priesthood has always been able to track it through Moongazing due to their internal link with the stone. The Ritual of Attunement is the process used to connect prospective priests to the Well of Moonlight. It is a lengthy process known only to the oldest of the Priesthood, and is their best kept secret. All that is known is that the Ritual requires the Stone of Metztli to be properly executed. It is not always successful, and those that fail are cast, raving and clawing at their eyes from the order. The Ritual of Disconnection is a similar practice used to shatter the bond between a priest and the Well. Knowledge of this process is even rarer than that of the Ritual of Attunement, and is often reserved to the head of the current Priesthood. Much like the Ritual of Attunement, it requires the presence of the Stone of Metztli, though not much is known beyond that.
  11. The Moon and the Maker: Kharajyr Mythos Metztli, the Moon-Mother: “Fruits of life do beg my pardon, / roaming astray my endless garden. / My will sees metal turn to rust, / And men grow tall from all but dust. / Find me not in book or tome, / For I am the breath and life of home. / Forge noble beasts and kings that reign, / I do this time and time again.” ~Visions of Nightfall | The Second Prophecy Metztli is the goddess and creator of the Kharajyr. Old tales speak of her spiriting away children in the dead of night, with only the stars to witness, to bring to an island paradise of her own making. There she fused the children body and soul with the ocelots of the island through many twisted, magic-riddled experiments. Casting the husks of her failures into the sea, Metztli toiled on until one night the fruits of her labors were rewarded. Upon the beaches of the island stood an ocelot in human guise, his fur white as freshly fallen snow. The first of the Kharajyr was born, Tla’Jhaan, he of the purest form. Metztli was filled with the maternal need to protect her creation, to nurture him in a cold and unforgiving world. She had created the pinnacle of perfection, and sought to replicate her accomplishment, but could never achieve the level of beauty imbued in the first. Nevertheless, she continued to fill the island with other, lesser copies of her creation until the day came where they were able to sustain themselves. She then left, departing the island to leave her children to thrive on their own. Though the Kharajyr had no knowledge of the horror behind their creation, they continued to live on their island paradise, presuming they were always there and always would be. They had no inkling that a divine power had created them, and their worship was nonexistent. To the ancient tribes, survival was all that mattered. Metztli, feeling neglected by the very things she had birthed, decided to become once more entwined in the lives of her children. She returned to the Kha’, gifting their sages and priests with signs and visions, hoping they would unravel the secret of their own creation. Absyyl, the Enemy: “Absyyl, the name of the Sun. It would come; taking the form of a great wolf, black as soot with a single burning eye. Absyyl, the Enemy, who wishes for nothing more than the end of all of Metztli’s creation. Absyyl, who would burn the land to cinders in with his wrath against the Moon-Mother.” ~The Black Prophecy | Book I Absyyl is the enemy of all in the Kharajyr faith. Even speaking its name is a grave crime against the Priesthood. Often referred to as simply the Enemy, Absyyl represents all that is unholy and profane in to the Kha’. It is often portrayed as a wolf, a single burning eye set in the middle of its forehead. In later times, servants of the sun are depicted wearing red robes, and often appear to lead the Kha’ astray. Kharajyr mythology holds to the belief that Abyssl is the sun, the antithesis of all that is holy in Kha’ culture. Legend tells that after Metztli unleashed her creation onto the land, Abyssl grew furious with jealousy. He turned his wrath upon Metztli’s children, shining down harsh and unforgiving as he sought to destroy all that his rival has wrought. However, in his fury, Abyssl shone too bright, and could only light half of the night sky. The other half was left for Metztli, and is from where she looks down upon her creation. The Isle of Endless Night, Ilhuicatl: “Tales have long been told of Ilhuicatl. It goes by many names, the Isle of Endless Night, the Mountain of the Mist, the Palace of Moonlight, but only the Kharajyr know it by its first name; Home.” ~Ja’Kussak | The Nature of Death When the creation of the Kharajyr was complete, Metztli left them to develop a civilization of their own upon the shores of an unnamed island. There they lived, until a terrible crime was committed by one of their own. Patricide, when Tla’Xerdun killed his father and took leadership over his crumbling empire. This crime could not go unpunished, and in her fury, Metztli brought ruin to the island, prompting the Kharajyr to sail west to new lands. However, Metztli had made a mistake in her anger. The purging of the Khalenwyr Empire had left hundreds dead, and due to her tampering, their spirits were cursed to walk the mortal plain forever, deprived of the rest they so desperately wished for. Metztli was wracked with grief over the destruction she had wrought, and tried to set things right. She pulled the shattered pieces of the island from the depths of the ocean and, using them as a template, recreated the isle in her own realm. She then gathered up the souls of the Kharajyr, shunned from any other afterlife, and gave them a place by her side in this new life, Ilhuicatl. The Isles of Endless Night are the closest thing Kharajyr religion has to an afterlife. The islands are told to be a peaceful place, with white beaches and shaded jungles. The entirety of the island is shrouded in mist, for there is no sky above Ilhuicatl. The only light comes from the Kharajyr themselves, who shine with a pale silver radiance. Those who live on the isles often form small villages deep in the jungles of the land. Several have reported visiting the Isle of Endless Night. There are places in this land where the barrier between Ilhuicatl and the Mortal Realm is thin, and in those places travelers are able to pass through the veil. Gates to Metztli’s realm appears mundane, a dark cave or a spring deep in the jungle. They lie their head down for a rest by the spring, or follow a light deep within the cave, to emerge in the Isle of Endless Night. These ventures cannot last long, however. If a mortal is to fall while exploring Ilhuicatl, they will awaken where they entered. Great beasts stalk the land, shadowy figures that lurk in the darkest jungles and the deepest lakes. Some sources of Kha’ lore tell that these beasts were created by Metztli to test her people even in the afterlife. Others say they are servents of Absyyl intruding upon the realm. Whatever their origin, any Kha’ that finds itself in Ilhuicatl is bound to encounter one of the beasts. The Night of Temoatlahuilli: “There is but one thing the Priesthood fears. The Night When the Moon Dies, Temoatlhuilli, for when Muuna’ leaves the sky, the souls of the fallen take up her battle. We do not fear for our lives, for they are in good hands, but for the lives of those who are lost in the battle. There are worse things beyond death, I fear…” ~The Dead-Sky Scrolls | Islands in the Darkness Though there is peace to be found in the afterlife, there is also danger in living with the Moon-Mother. Once a lunar cycle, the moon vanishes from the sky; Metztli leaves the Kharajyr for a night to rest and replenish her strength. In her absence, the Kharajyr of Ilhuicatl are tasked with continuing her eternal struggle against the Enemy, Abyssl. This is known as the Night of Temoatlahuilli, or the Night of the Fading Moon. Temoatlahuilli is an especially holy night to the Kharajyr. It is a night of fear and mourning, for many spirits fall in the battle against the Enemy. When the soul of a Kharajyr dies in Ilhuicatl, they are forgotten. There is nothing else beyond the Isle of Endless Night, and so their name is wiped from memory. It is Abyssl’s greatest victory over Metztli, to wipe one of her creation from the earth, so ceremonies are headed by the Priesthood to lend strength to the Kharajyr of Ilhuicatl. The Well of Moonlight, Metztli’s Intervention: “Ja’Sahra knew nothing more after her vision. She was enraptured by the light that struck the Moonpool, and her eyes lit a radiant white. Her voice deepened, and she spoke, “Follow Rameethar. Raise boats and set to sea like those long dead once did. Flee this land, do not listen to Gazardiel, for he is of the Sun and a servant of the Enemy.” ~Ja’Sahra | The Guidance of the Goddess After the creation of Ilhuicatl, Metztli turned her gaze back to her children. She was shocked to discover that in her absence, tragedy has fallen upon her people. The Kharajyr Empire was falling apart at the seams as a plague swept through her people. The disease resisted all that the Kharajyr attempted to treat it. It spread like wildfire, a curse from the Enemy most likely, as it spread only amongst Metztli’s children. There was nothing they could do to combat the plague, so the goddess took it upon herself to fix her children's troubles once more. Metztli roamed Ilhuicatl for many cycles, searching for a place to begin her new creation. Eventually she found what she sought, a shallow lake deep in the mountains. She stood at the edge of the water, and raised a knife of stone to her hand. In one swift motion, Metztli cut her hand open, and spilled her blood into the pool. The waters began to glow, infused with the blood of a divine. The lake took on a fraction of Metztli’s holy energy, the same energy that has created the Kha’, and gave her a window through which to see her children. As Metztli shed her blood into the waters, a fraction of her power was lost. That power is housed in the swirling waters of her occulus, and remains inaccessible to her. After realizing she could not reclaim what she has sown, Metztli taught the oldest and wisest of her creation how to harness the energy produced by the Well. This is how the first practicioners of Muun’Trivazja came to learn the art. They were taught by the goddess herself through dreams and visions. This creation became know as the Well of Moonlight to the denizens of Ilhuicatl, and is the lense through which Metztli sees the world and the echo of her voice in times of trouble. Through this creation, Metztli is able to reach into the minds of her children and speak through them without fear of becoming mortal. These interactions between Daemon and Mortal are, however, unnatural. The messages are vague and cryptic, and never last long. Meaning is distorted, and much of the communication is left for faith to interpret. The First Moonpool: “The priesthood grew fat and corrupt, gorged like carrion on the Moon-Mothers gift. They became points of worship themselves, as Kharajyr turned to them for guidance instead of looking to Metztli. The Moon-Mother knew something had to be done, lest her people close their eyes and block their ears to their creator once more…” ~The Dead-Sky Scrolls | The First Priesthood As the first of her Sages learned to control the power of the Well, Metztli set them to cure the plague that had decimated her people. The priests did so with ease, using their new powers as easily as they would their own limbs. This caused Metztli to worry. She saw her Sages rising, becoming points of worship themselves. The people looked up to them instead of to her, and they grew arrogant with their new powers. So Metztli walked once more among the Isle, gathering with her a great crowd of Kharajyr. They walked to the peak of the mountain, and Metztli turned their eyes to the Well: “See how my children have turned from me. They have grown complacent and arrogant, gorged from feasting on my gift. I have been shunned by my creation before, I will not allow it to happen again!” Metztli roared out her anger, a cry that shook the Isle. She picked up the stone knife, still dark with her blood, and hurled it deep into the waters. The torrent of energy that had once flowed from the Well to the Sages was severed. Metztli turned once more to the gathered Kha’ and spoke: “I will leave the watching to you, wisest of the wise. No longer will the priesthood draw their gifts directly from my creation; They have lost that honor. Instead they will draw from their own bodies, using only what they can hold. No longer will they forget me, for when their stores run dry, they must come crawling back to my temple.” And with that, Metztli reached through the Well and touched the waters in Her temple. They began to glow, a dim reflection of the Well. A bond was created, not between Metztli and her children, but between the Well and the water. From then on, priests would draw from these Moonpools, and would never again forget their creator and the gift she had given them.
  12. Slothtastic

    Kharajyr children needed thread!

    So guys, after getting some inspiration from another thread but that was in trading, I've decided to make this thread. Basically what happens here is people who need Khababs played can post here. Kind of like a recruitment thread except for needed Kha. The people who need Khababs can either post in the comments or send me a PM and put it on the main thread for more publicity! Here's the format: RP Name: Age: Gender: Subrace of Kha: Family: Description/Skin: Although other things can be added if the person in need of child wants to add them. Anyway, I will get my request right here! PM me on Skype or over forums if you wish to play her! Or just comment down below! RP Name: Ahnia Kaphiri Age: 32 Subrace: Kha'Pantera Family: Joor Kaphiri (Father, close to eachother), Nani Kaphiri (Mother, also close), Soji Kaphiri (Twin sister), Oliver (Grandfather), J'Dul Kaphiri (Half-Brother, haven't met), Karyssmov Faroe/Kaphiri (Adopted brother, haven't met). Description: Bright green eyes, Build is up to player, height is up to player, everything else is also up to player. She was more of a father's girl, and when Joor died she was very upset. She was born in Aethermoor, during Vailor. While they were evacuating she was still a small child, 3 at the most. After that they spent most of their lives hiding from the 'Bad Kha'. At the age of 14 their mother had disappeared, Joor was devastated. He stayed out late at night and searched for jobs, trying his best to put food on the table. 2 years later she re-appeared, and after an argument the two got back together. Almost 20 years later, Joor dies. From then on her own adventure starts (Up to the player what she did). Skin: http://www.planetminecraft.com/skin/request---khapantera-3/
  13. DrakeHaze.

    Kharajyr Migrant

    Khajiit Stolen painting of generic Kharajyr ((credit: google, deviantart and some russian)) Name: Khajiit Age: Forgotten Gender: Male Race: Kharajyr Status: Alive Birth: Unkown Description Height: 5’9’’ Weight: 180 lbs Body Type: Mesomorph Eyes: Blue Hair: Short Dreadlocks Skin: Kha’Tigrasi Fur Health: Average Personality: Passive, Patient Inventory: Questionable items from around Axios, unusual trash and common garbage. Further Details: A poor soul trying to survive a cruel world full of discrimination and violence. Life Style Alignment: True Neutral Alliance/Nation/Home: Homeless Job/Class: Wandering Merchant Title(s): None Profession(s): Trader Special Skill(s): Good prices Flaw(s): Many
  14. ImperialTortoise

    The Kharajyr Faith

    The Kharajyr Faith The Kharajyr Faith is monotheistic faith that worships one divine entity, a goddess, above all other. Their patron has carried many names throughout the years, be it Muuna, Mother Moon, or any number of similar titles, but in the end, the Kha’s faith goes to the Daemon of Time, Metztli. The Kharajyr Faith has always existed at the crux of Kharajyr society, the only exception being during the reign of Tla’Jhaan when the priesthood went all but extinct. The worship of Metztli was forbidden by royal decree, though many kept the faith in secret, congregating in underground churches or holding worship within their own homes. However, Jhaan enforced his decree with an iron fist and any that were discovered were swiftly executed. The ban of religion was ended when Xerdun, the child of Tla’Jhaan and next in line for succession, assassinated his father and took to repairing the scattered fragments of the empire, beginning with the revival of the Priesthood. Aside from this shadow over the Kha’s history, the worship of Metztli has always been the central focus within the Kharajyr society. Though most Kha’ understand the base concept of their faith, there are those that live in accordance to the will of Metztli. The Priesthood and the Sages are responsible for teaching and upholding the faith throughout SoulKha and normal Kha alike. Who is The Goddess? Metztli is always referred to as a goddess, not a god. She is seen as a female figure and is believed to have a path set for all Kharajyr, including SoulKha and ApeKha. She resides upon in the night sky, while she may take many forms she takes the form of the moon. This is due to the fact if one were to see her true form they would end up tearing their eyes from their sockets due to her divine beauty. There have been many documented occurrences throughout the Kharajyr’s history where instead of blessing her priests with a vision, she spoke to them herselves. One of the most famous occurrences for those still alive from past eras was in Karak’Tuum. There was a dilemma. Natayshi was troubled, she felt an odd disturbance around the small village. She sought guidance in moongazing but she received the opposite. Instead of a vision, a white portal opened and through it stepped a white furred Kharajyr, though this was not of Tla’Morthawls kin or himself, it was a stranger. He spoke to the group and told them not to leave the Fringe, for Rameethar had already left. The kharajyr did not wish to listen to this odd message, instead wishing to leave now more than ever. There was much confusion until the Sage and priests moongazed with a somewhat large group of kharajyr, Metztli has blessed them with a sight of the future. The future was ice and snow, death. Though Ja’Sahra was took up above the moonpool, floating with a blue light surrounding her, Metztli spoke through Ja’Sahra and conveyed a message to the gathered. https://www.lordofthecraft.net/forums/topic/114259-the-pillar-that-shone-from-karaktuum/ https://www.lordofthecraft.net/forums/topic/114276-the-guidance-of-the-goddess/ Creation Metztli is rumoured to have a bountiful amount of powers, very strong powers. In many Kharajyr stories she did create the kharajyr first. To begin with the first things she created were the sea and islands, the island that the Empire of Karakatua would settle upon, along with other places. After this she created the first white kharajyr known as the Tlatlanni, as a perfect vision for what the kharajyr should act and be like. A role model. She then created her other children, similar to the first but different, the pantera, the cheetrah, the tigrasi and the leparda. They were lead by Metztli’s first and chosen, the Tlatlanni. Her third creation were the ocelots, rumour has it they were created in order to guide her children. Her fourth creation was the animals, crops and wildlife that the kharajyr would hunt and pride themselves upon. This would provide them food to survive and wood to construct their empire from. Her fifth creation was the Ordium, a prison for her traitors and abominations that had plagued our race, once protected by the children of time, which used time to their advantage which in turn killed them. Her final creation were the apes, or non-kha. The non-kha were believed to be created in order to test the Kharajyr and as their trial of devotion and faith in their holy mother. Though not all were. There is a belief that there are some non-kha that are referred to as SoulKha. SoulKha are believed to be the soul of a kharajyr entrapped within a non-kharajyr form. They should have the mentality, culture and religious views as any normal kharajyr would, they are treated the same. The belief states that the SoulKha were originally destined to be a true child of Metztli, their soul traveling down to the body that they would grow up in and serve the mother in. But Absyyl, the sun, had managed to entrap this wandering soul in the body of the non-kha in hopes to bring about conflict. Heaven and Hell Heaven and Hell are not concepts that the kharajyr understand or believe in. They do not believe in an afterlife as many others would. The Kharajyr believe that upon death they go to join their holy mother Metztli, in the skies. It is believed that upon death the souls of the Kharajyr head skywards and form the entourage of Metztli, to accompany her through the universe for eternity as a star. It is also the belief that if the kharajyr or SoulKha has done wrong or betrayed Metztli then when their soul reaches her, that is when they will pay for their sins. The Sun The sun is acknowledged to be the one who permits the plants and crops to grow but that does not excuse it for what it truly is. Metztli is the one true deity for the kharajyr, the goddess. Though according to many past extracts, Metztli had a brother. Her brother takes the form of the sun, a blinding light in the sky that burns the ground it watches. His name is Absyyl, the kharajyr acknowledge his existence but not that he is anything of godly power. He is the one true enemy of the believers of Metztli, anything that happens that is bad is believed to be inflicted by Absyyl, things like the dark arts, Iblees, Setherien and dark cults. They are believed to be his evil servents sent down by him to inflict pain, death and suffering onto his sister's children. In times like this it is vital that the children of Metztli band together with the non-kha to defeat the enemy together. The worship of the sun is strictly prohibited. The Sage Natayshi knew of the Sun back when Gazardiel told the kharajyr not to leave Thales in Karak’Tuum, but not a lot about him. He was revealed in the Black Prophecy, foresaw by Natyashi also. https://www.lordofthecraft.net/forums/topic/115563-light-the-torches-the-black-prophecy-part-i/ https://www.lordofthecraft.net/forums/topic/117341-of-eyes-and-gods-the-black-prophecy-part-i-i-i/ Religious Authority Figures In the Kharajyr Faith that are a multitude of authority figures, some do not have much authority but others do. The top person with authority would be The High Sage. The High Sage is Natayshi, while she may be missing at the moment it is believed she has had a calling for a higher purpose from the goddess. When it is time Metztli will guide her back to us. The person below the High Sage would be the Varkolu, the person in charge of running the Priesthood, adviser to the Tlatlanni and sits upon the council of Aelkos to help govern Metztli’s children and other things. Below them would be the average priest, they do not hold much authority but are seen as Metztli’s chosen preachers, they are to spread the word of Metztli and convert others. They hold authority to hold rituals and ceremonies, they can also hold lessons for those kha who wish to attend. There would be another position but this equals the same authority as an average priest. This would be the Sages. The Sages are elder kha who have often mastered Muun’Trivazja with a whole lot of history behind them. They are often seen as very wise and knowledgeable, though sometimes they can come across as quite odd for some make speak in riddles or with a mysterious tone, which at the time may seem irrelevant. But this is mostly due to their old age, most Sages have often aged past 200. The current Sages would be Mukar and Raska and of course the High Sage Natayshi. The past Varkolu's were, Natayshi, Lorei, Sahra, Mukar and Zar. All have had their mark upon Kharajyr society and ensured their survival, be it through advising the tlatlanni, predicting and prophecising disasters, ensuring muun'trivazja is alive and all sorts that contributes to Kharajyr society. The Teachings The teaching of the Priesthood are the principles of The Way of Bayla. They teach this to the younger generations and the uneducated. They would often hold mass-teaching sessions to all Kharajyr who wish to attend them. This could include the teaching below or onto a wide variety of things. This could include Va’Khajria language, history of our race and the realms previously fallen or ancient Kharajyr recipes. All would be taught to the children of Metztli and anybody who wished to learn. Loving all things (Unless you’re Mukar): It is love: to love yourself and the world around you, to love your creator and mother and child and spouse, the grass and the trees and the sky and the waves. To love and appreciate this entire world and every living thing upon it, and understand that all of it is your home and all of its inhabitants are your friends, that is Cana’hedo. It is to see the fallen and pray for them, to see the wounded and aid them, to see the sick and cure them. To see the frail of mind and console them or to guide he who has little faith and ensure him everything will be alright, that is Cana’hedo. Helping the lost: The love and care towards others brings the entire world that much closer together, and should that bond continue unbroken you will stand immune to even the greatest darkness. Where joy thrives, however, there will always be the poor unfortunate souls of the world who wish misfortune and harm upon others, and it is always important to reach out to bring these individuals - so clouded in their own troubles - back into the light. There as some truly blinded to the way of things, and will grow angry at your attempts to help them. Do not relent, and you will deliver them from self destruction. Keeping the peace: Then there are those who are violent and would seek to harm you or the ones you love, do not let them. Do not be fooled, for the word Peace does not mean passive, and it is of paramount importance that the peace is kept as much as possible, and that injuries are prevented. When someone hails sorcery or arrows upon you, raise up a shieldwall and protect your home from punctures and scorching. When someone comes at you with a sharp blade, pick up something dense and blunt and knock them out. If the opportunity presents itself, disarm them and restrain them. Your objective is to strike them with a non-lethal force, and to ensure those around you are safe from harm. Respecting the body: As much as you must care for others, you must also look after yourself. Your own body is sacred, beautiful and natural, and he well rested and fed shall have the fortitude to weather any storm. The body is the vessel that guards the soul, and thus he who does not eat nor look after himself will be considered astray from the path. So eat, feed yourself and feed those around you, feed until you cannot no longer but do not display greed when others show need. He who hoists a weight of grandeur is one who has proven their dedication to the body. The purpose of mortality is to grow and evolve, physically, mentally and emotionally and he who would hinder this is true of sin. Do not disfigure one another, and do not look down upon the disfigured, for their suffering at the hands of a soul who is lost is suffering enough. Instead look down upon he who would disfigure another, or he who has disfigured himself, for they are lost and do respect the body. Revering the mind. Argued by some as your entire or at the very least prime existence, revering the mind is fundamental to achieving Cana’hedo. Contributing to the growth of your mind can range anywhere from expanding your pool of knowledge through lengthy study to nurturing your mind, allowing it the ease that rest provides. So look to broaden your horizon: travel the world, the land and the seas, like every moment may be your last; for when you are admitted to the stars that will be an opportunity missed. Share your tales with friend and foe, educate and entertain. Make them laugh, make them think, allow them to appreciate the lore of the world. Better yet show them, show them the waves crashing against the rocks, the wolves that hunt the doe, or the ticking clockwork of a cutting edge invention. To revere the mind is to help it grow continuously, and to open your deep wealth of knowledge for all to learn from. He who is wise walks the path of Bayla. Worshipping the great: The past, present and future are all forged by sinner and apostle alike, yet to commemorate the sins of the weak is to further perpetuate and verify their deeds and that is a sin in itself. Only through the remembrance of the greatest figures to ever contribute to the progression and caretaking of our world will we open up avenues for similar epics. It is said that he who follows the path will ascend in the afterlife to join the stars, but it is he who has acted as a pillar of his virtues that will shine at the forefront. Like the Goddess Metztli and her divine heralds, these bright stars and any who follows the path of Bayla true will be loved as they too were divine. So adhere to history, embody bravery and valor, wake with honor and wisdom, and settle only for peace. Dangers of the squids: Squids are the servants of the evil lord Absyll, acting as his eyes and ears as he waits for his chance to destroy Metztli and her children. Muun’Trivazja Muun’Trivajza is the magic granted to priests and priestesses that serve in the name of Metztli. This magic is bestowed upon them by the Daemon Metztli in order for them to better carry out their duties at the holy grounds, aid the realm and show their devotion and worship to the goddess herself. This magic is more commonly referred to as Moon Magic, but its actual name works just as well. This is because the Kharajyr notice Metztli as the Moon goddess, and believe that this power coming to them comes from the moon. The magic focuses on three aspects, Chronomancy, Moonbinding and Moongazing. Prophecies Prophecies and visions are often obtained by the Priests and Priestesses of Metztli, they are believed to be messages from Metztli herself. Sometimes they give a glimpse of the future, warnings perhaps. In other instances they convey a worded message, or sometimes Metztli speaks through a Kharajyr instead. They are normally very unrevealing and shrouded in mystery, the majority of the prophecies or visions gifted to the Priests or Priestesses of Metztli are vague and confusing. There meaning unknown at the time, prophecies and visions must be heeded for they are the word of Metztli herself. https://www.lordofthecraft.net/forums/topic/114259-the-pillar-that-shone-from-karaktuum/ https://www.lordofthecraft.net/forums/topic/114276-the-guidance-of-the-goddess/ https://www.lordofthecraft.net/forums/topic/146784-evergrowing-futures/ https://www.lordofthecraft.net/forums/topic/144311-visions-of-nightfall-iii/ https://www.lordofthecraft.net/forums/topic/120621-foresight/ https://www.lordofthecraft.net/forums/topic/115563-light-the-torches-the-black-prophecy-part-i/ https://www.lordofthecraft.net/forums/topic/117341-of-eyes-and-gods-the-black-prophecy-part-i-i-i/ https://www.lordofthecraft.net/forums/topic/121872-the-lonely-soul/ https://www.lordofthecraft.net/forums/topic/97948-visions-at-twilight/ Prayer To worship the goddess one must pray to her, worship her. Traditionally when the Kharajyr Society went in times where a temple was simply not possible, an altar would be created in the place where they had settled. This would be used for the various rituals that involve sacrificing for the goddess, though those have severely been reduced. Instead when the people are without a temple they often have small statues within their rooms or homes. The statue is normally painted in a lapis blue, a clear statue of the moon. Before it lays a blue mat, that they sit on in order to fully attach themselves to their deity. The Kharajyr often mutter personal prayers to their moon goddess, for guidance, for unity and many other things. There is no set prayer in order to worship Metztli, it is believed that a true child of Metztli will be able to form their own without reading word for word of a scroll. Though there is normally a set transcript for the priests when conducting various rituals, though some are improvised such as the Ritual of Binding, which equals to marriage of two Kharajyr before their holy mother. Temples The temples of Metztli are usually positioned within the center of a kharajyr settlement, in it is normally priest homes or study areas, a teaching hall, a moonpool and aged relics. This is a place of utmost worship to the goddess, in the temple they are closer than possible anywhere else. The goddess is listening to their prayers and rituals to appease her, she hears the troubles of her children and acts upon them. This is normally where the priests congregate and learn the art of Muun’Trivazja. The temples are known for their intricate designs and craftsmanship, it is truly a sight to behold. Though sometimes temples are not possible, so the kharajyr must suffice for an altar and shrine instead. Please note that this is NOT lore. This is simply IC belief, this is in no way lore this is just our religion. We believe everything said here is correct no matter what it is lore-wise. Such as Metztli being a daemon, we deny that as theres been no proof, I don't know how others know but we simply deny it due to our religion.
  15. RBartnick

    Chosovi

    Chosovi Basic Information Age: 25 Gender: Female Race: Kha'Pantera Status: Alive Family: She is maut of Eleuia and Zar Description Height: 6'8 Weight: 254 pounds Eyes: Bright green Fur: Black Health: Fairly healthy, other than a hunch from her abnormal height Personality: Generally silent unless talked to. Life Style Alignment: Neutral Neutral-Good. Deity: Metzli Religion: The Kharajyr Faith Job/Class: Priest Title(s): Ja' Magic Current Status: Tier 2; Chronoshaping (5/27) Arch-type: Muun'Trivazja Rank: Priest
  16. The Phases of the Moon: (Second Generation Muun’Trivazja) “Strands of fate now do entwine, / Both mind and soul are my design. / Safeguard not my children near, / Mine is the vessel of love and fear.” ~Visions of Nightfall I Introduction: As the moon waxes and wanes, so does the goddess who embodies it and the powers of those who worship her. The Kharajyr, through their faith in Metztli, were granted a boon from their divine mother. Yet as the seasons change, and the tides ebb and flow, so does the magic of the Kha’ change and twist in new and surprising ways. After their move to the Xerdali Isles, the Priests of the Kha’ were struck with a trinity of powerful visions, all foretelling great changes in the life of the Kharajyr. The first came to pass in the destruction of the old island and the rise of a new Tla’. The second to come was the rebirth of Muun’Trivazja. In the past, the Priests of the Kharajyr wielded great power in the form of Daemonic energy, yet like the ever changing moon above, their powers warped and twisted in great and terrifying ways. While the very essence of the magic remained with the Kha’, the nature in which it manifests itself differs greatly from what it once was. Muun’ and Metztli: Metztli is the goddess and creator of the Kharajyr. Old tales speak of her spiriting away children in the dead of night, with only the stars to witness, to bring to an island paradise of her own making. There she fused the children body and soul with the ocelots of the island through many twisted, magic-riddled experiments. Casting the husks of her failures into a pocket plane known as The Ordium, Metztli toiled on until one night the fruits of her labors were rewarded. Upon the beaches of the island stood an ocelot in human guise, his fur white as freshly fallen snow. The first of the Kharajyr was born, Tla’Jhaan, he of the purest form. Metztli was filled with the maternal need to protect her creation, to nurture him in a cold and unforgiving world. She had created the pinnacle of perfection, and sought to replicate her accomplishment, but could never achieve the level of beauty imbued in the first. Nevertheless, she continued to fill the island with other, lesser copies of her creation until the day came where they were able to sustain themselves. She then left, departing the island to leave her children to thrive on their own. Though the Kharajyr had no knowledge of their creation, they continued to live on their island paradise, presuming they were always there and always would be. They had no inkling that a divine power had created them, and their worship was nonexistent. To the ancient tribes, survival was all that mattered. Metztli, feeling neglected by the very things she had birthed, decided to become once more entwined in the lives of her children. She returned to the Kha’, gifting their oldest and wisest with signs and visions, hoping they would unravel the secret of their own creation. Through much trial and more error, Metztli bestowed upon the Kharajyr Priests the ability to harness and utilize her Daemonic energy to further carry out her wishes. She also gifted them with the Stone of Metztli, a jurassic relic that would allow Priests to attune to her will. The Magic (General Overview/Muun’/Uses): Moongazing is based around the summoning and manipulation of the Daemonic energy of time Metztli gifted to her most devout followers, often referred to as ‘Muun’. A Priest would not use Mana to power their spells (Although using it to manipulate the spells that they summon), instead calling upon the energy gifted to them from their goddess. Each priest, instead of naturally regenerating Muun’ at a fixed rate, has a certain amount of energy that they can store within themselves. Priests must routinely visit a Moonpool to restore their energy, regardless of their individual capacity. As a side note, Metztli’s Daemonic Energy can be channeled in a variety of colors, ranging from silvery-blue to dark purple. This is purely an aesthetic thing, however, and does not impact the magic in any way. A priest can channel their Muun’ in a myriad of ways. Moonbinding, Moongazing and Chronoshaping are the three schools of Muun’trivazja and all follow the basic principles of time manipulation. Moonbinding is the ability to channel Muun’ energy into lapiz lazuli that has been specially prepared in order to enchant it with a variety of properties. Moongazing is harnessing Muun’ in order to see events that have transpired, have yet to come, or are occurring at the present time. Finally, Chronoshaping is the ability to manipulate time within an area, slowing, or speeding it at will. Stone of Metztli (Manifesting, De-Manifesting): The Stone of Metztli is an Ancient Kharajyr Artifact created by Metztli. The Stone manifests itself as an enormous fragment of lapis lazuli, with waves of immense power emanating from its core. It is extremely fragile, to the point of shattering with very little force. It would not withstand an attack, shattering into a myriad of crystals should it ever be broken. The Stone’s purpose is dual in nature, as both an attunement stone, as well as an anchor of time for the area directly around it, created by Metztli. Without the Stone to govern the passage of time, temporal anomalies would be a frequent occurrence within the surroundings of the stone, yet they would not cause huge issues within the realm and hardly be noticeable. The maximum distance from the stone that this happens is a hundred meters. Due to its very nature, the stone possesses the ability to reform itself soon after destruction, utilizing a level of Chronoshaping unique to its very being. It can only remain shattered for a short while, one may as well try and put an end to time itself. Whilst the stone would be summoned, any Priests within the immediate vicinity would find their energy naturally replenishing for the first time at a fixed rate. This is not permanent, as the energies would cease to regenerate once they strayed further from the stone. As part of the Higher Arts of Muun’trivazja, those who utilize the magic to the highest degree are taught how to safely summon, as well as dismiss the Stone. This would entail a lengthy process, in which the Priest would spend days on end in a deep meditation, ceaselessly chanting the same prayer repeatedly under their breath. As the Stone manifests, a thick shroud of Muun’ would fill the area, slowly coalescing before more would begin to move through the air and collect into the space, followed by a flash of light. When the light would fade, the stone would have appeared in place. While the stone would be manifested, the Priest who summoned it would remain in a state of exhaustion for however long it remained, often leading the High Priests to take turns with it summoned. The process would be repeated when it came to de-manifesting it, although the given prayers different. This would appear as the Stone of Metztli glowing a soft blue hue as wisps of the same colored light would slowly peel off of it. The stone would shrink all the while whilst this happened, until it would be gone fully. Throughout both cases, the Priest would be left exhausted. However, the stone cannot be de-manifested for an extended period of time. When the stone would not be in place, the same resulting ‘shattering’ of time would happen. Slowly at first, pockets of time across the land would begin to form anomalies of sorts. Areas might find themselves moving backwards in time, whilst others might find it sped up or simply slowed. The damage would increase the longer the stone remained unformed, until it would naturally reform randomly in Vailor on its’ own. Even if it were to reform, the Priests would easily be able to track it through moongazing due to their inner connection with the ancient artifact. Quick side note: Stone of Metztli only affects about one hundred meters(blocks) in any direction from the stone. The affects on time are not major life changing things, and remain only a minor issue when they do occur. This distance is also true to how far away a Priest must be to have his energy 'naturally' regenerate. Attunement: While ordinarily only those of Metztli’s kin work to spread her influence throughout the land, other Descendants may choose to pioneer her cause. Those who worship Metztli reverently, be them Kha’ or not, may be selected by the goddess to uphold her will. However, a special ritual enacted through the power of the Stone of Metztli will have to be undertaken; should any race, be they Descendant or Kha’, wish to rise to the task. Despite the Kharajyr’s intimate connection with Metztli, a Priest would have to fully immerse themselves in the goddess’ power via the Stone of Metztli in order to progress in learning the magic. An Elder Kharajyr Priest, one who has mastered the Higher Arts of the magic, is able to channel their energy into a Non-Kha’ acolyte of the Priesthood, forging a bond between them and their goddess and allowing them to harvest Daemonic Energy from the Moonpools. Non-Kha’ who touch the Stone without the aid of an Elder Priest would soon find themselves regretting their decision, as insanity grips their bodies and their wits scatter like dust in the wind, the unfiltered power of Metztli thundering through the halls of their fragile minds. The Magic (Moonbinding): Moonbinding is a manner of binding certain attributes that pertain to Muun’trivazja to objects. While simple in theory, this magic is capable of making a diverse array of fantastic items. However, there is a limit to what can be done with this magic. All enchantments must fall, in some way, under the Gazing or Chronoshaping subschools of Muun’trivazja. As this is energy granted by Metztli, the Daemon of Time, your enchants must still follow that basic theme. That means that you cannot Moonbind a sword that shoots fire, or gauntlets that allow you to trap Orcish Spirits (As cool as that may be). Moonbinding is achieved through a several step ritual. Firstly, the aspiring Moonbinder must find, cut, and polish a piece of lapis lazuli. The stone must then be engraved with scenes and prayers in Va’kharajyn that depict the abilities and attributes the item will have, in order to further focus the energy to its purpose. Finally, the Priest must fill the stone with Daemonic Energy drawn from their own bodies, turning the gem into a piece of Charged Lapis. It should be noted that Charged Lapis is a very fragile and delicate material to work with. Once it has become saturated with energy, the slightest mar upon the surface of the gem could cause it to violently shatter, as the energy inside of it escapes into the air. On a more technical note, a priest would find themselves unable to bind a spell greater in power than their current Moonbinding level. This means, that in order to bind, say a Tier 3 Cronoshaping spell to a piece of Charged Lapis, then one must possess a Moonbinding level that is at least one level higher than Tier 3. However, a priest of any level is still capable of channeling undirected energy into a piece of lapis to create a Focus. Focus’ are stones that calm and soothe the holder and are commonly used to help focus the energy of acolytes. Recommended Progression: Red Lines: -Items cannot hold an infinite supply of Energy. They will eventually weaken and degrade with time. -Any enchantments must be possible to accomplish with, or at least some variation upon the other two magics. -Although a non-priest can use these without any MA, they must be taught the workings of the item in character before they can do anything with the item besides blowing it up. -If anyone were to use these as a non-priest, they must read the magic lore pertaining to the enchantment they are using. The Magic (Gazing): Moongazing is the magic worth the most praise to the Kharajyr. It allows them to turn their gaze on events long past, those yet to come, and those taking place at the moment. To Moongaze into the past or future, no further preparation would be needed aside from one’s own supply of energy. However, this practice grants visions that are fuzzy and indistinct. To further focus one’s sight, a priest would require an object that pertains to the event they wish to view to act as a catalyst for triggering and focusing the vision. Thought the art comes at a cost. The use of Moongazing slowly turns those who practice it blind. By the time one has mastered the art, they would be doomed to forever walk in darkness, the price paid for their gift. Gazing into the future is an imprecise art at best. The best visions of the future, those that are most clear and direct, come when Metztli issues a prophecy to the Kharajyr. On their own, without divine intervention, the Priests are able to call up minor prophecies and omens of things to come, though the messages are often littered with misleading visions and strange riddles. Future-Gazing does not show a Priest the specifics of an event, however. Time is fluid and ever-changing. They may perhaps glimpse upon the climax of a grand crusade, but not the events leading up to it. Some visions may never come true in the first place. ((On an OOC note, one MUST have the permission of a GM before a priest is able to call up a vision of the future!)) Recommended Progression: Red Lines (there’s a lot of them): -You can not ‘Metagaze’. In this case, to find out something about someone’s character you would require their consent and speak to them in private messaging. -Moongazing into the future requires a GM/Lore Master who knows of Kha Magic, and they would be required to emote what you see. -Moongazing MAKES YOU BLIND! There is no way to avoid this. Your sight degenerates as you learn the magic. Follow the guidelines above! -Moongazing into the past can only be done up to the point where ‘Ancient History’ ends and Players had started. -To focus your Moongazing on a specific event, you would require an item or person who was there at said event. -Moongazing can currently only be projected to multiple people at once whilst using a Moonpool. This can be bypassed rarely though, and always with GM intervention (For example, the fallen Meteors for the Tomes of Power). When this would be, it would heavily tax the Priest- more so than Chronoshaping. The Magic (Chronoshaping): Chronoshaping is by far the most useful art a Priest can master, allowing them limited mastery over time itself. A priest would begin by gathering their Energy before shrouding the targeted area in a thin layer of mist. Through this Temporal Fog, one could see the flow of time being manipulated in the area, be it quickened, slowed or reversed. While Chronoshaping is a very powerful art, it has its limitations. One cannot create a paradox effect with the magic. The mist that forms surrounding an area is an indicator that that place has been severed from the regular flow of time. The displaced segment of time then begins to flow in accordance to the Priest’s whims, speeding, slowing or even reversing at their command as opposed to the regular flow of time. This means that once someone enters the area being affected they continue to flow with the original timestream. However, anything that was in the mist prior to the severing of the timeline will move with the new flow. That is why Chronoshapers don’t turn themselves to dust when speeding or rewinding time. The magic can be limited to a small area, as when one needs to heal wounds or rewind a small object, or it can be spread wide over a large structure. As a general guideline, the larger the area you want to affect, the thinner your mist is spread, and the less control you have over time in an area. Recommended Progression: Red Lines: -No one can enter or leave the area being changed by the magic, as it is cut off from time. -No temporal paradoxes! You cannot team up with yourself to dish out a beatdown, as cool as that may seem. -This stresses the Priest’s body greatly. If they were to rewind time on a large area, they themselves would find their bodies rapidly aging in tune with how much they rewind the time. -This can be used to heal wounds, but to regrow a limb would take many days of IRL sessions with said injured person. It can not be done all at once. The Higher Arts of Muun’Trivazja ((To accomplish any of these greater magics, the Kha will have to have studied under one who knows them. They would be required to learn the correct prayers and ceremonies in order to create a temporary and direct connection to Metztli after reaching Tier Five in two categories of the Magic.)) At this point, a Priest will have spent countless years of their lives learning Muun’Trivazja, and will have mastered Metztli’s Daemonic energy in its many forms. Those who are deemed worthy will continue their education, delving into the hidden aspects of the magic. Blessing the Waters: The first of the Higher Arts is the creation of a Moonpool. In doing this, a Priest would commune with Metztli, and direct her blessing towards a pool of water. After sending the entirety of their Muun’ into the body of water, they would seek to channel Metztli herself, beseeching her with an ancient Va’kharajyn prayer to bless the waters as was once done in days long past. This would leave the water glowing a blue hue and the Priest(s) who created it would be unable to cast nor control their Muun’ except to the smallest degree for an elven week thereafter. Attunement: The Rite of Attunement is a series of rituals in which a Non-Kharajyr is intimately linked to the Stone of Metztli, allowing them to harness and store the Daemonic energy gifted by Metztli. The rite begins with the Filling Of the Vessel, where the Priest conducting the ritual fills the aspiring acolyte with their own Muun’. The Descendant then goes to touch the Stone of Metztli, heralding the next stage of the process, The Breaking of Chains. Once they touch the stone, the acolyte is gripped with madness as the power of the Stone rips through them. With the aid of the Priest and the Muun’ channeled through them, the Acolyte can survive the madness, sharing the burden with the Priest with whom they are linked. If the Acolyte fails, the bond between the two is shattered, the Daemonic energy escaping from their body. They would remain in a state of madness, their minds shattered by contact with the stone, until they died. If he succeeded then both the Elder Priest and Acolyte would find themselves tossed in the throes of madness, ranting and raving before sinking into blessed sleep. The Priest’s connection with Metztli cut once more whilst the two sleep. So undergoes the final stage of the ritual, The Patching Of the Soul. As the Descendant sleeps, Metztli judges their worth in a manner unknown to any, as the incident is wiped from the mind of the sleeper. If they are found worthy, the bond is forged between them and the Stone, identical to that which rests in all Kha’ as per their creation. If they are found unworthy, the fragile bond dissipates, and the ritual must be undertaken once more. Calling the Stone: Calling the Stone is a High Art of Muun’Trivazja that entails the summoning and de-manifestation of the Stone of Metztli. This would serve no purpose in combat and only used when attuning Priests. The Priest would invoke the Prayer of Calling, in which they once more become immersed in their connection with Metztli. As long as the Stone of Metztli remained in place, the Priest that had summoned it would remain exhausted until the burden had been passed to a second Priest, or the stone de-manifests. Chronosleep: The final High Art is not that of spellcasting, nor requires a direct connection with Metztli, yet it is often revered as the highest of magics a priest could cast. As a priest lay dying, they could glance once more to the moon, and offer a prayer to Metztli. Goddess willing, the priest and all of their belongings would be frozen, permanently, in a form of temporal stasis, their body perfectly preserved at the last moment of death as their spirit sails off to join Metztli. General Red Lines: -General rules: It takes at least one emote to connect to your Muun’, another to summon it, and a third to begin its casting. One more in between connecting to your Muun’ and summoning it if you’re connecting directly to Metztli, and more after. -One must learn all three magics to be able to master any one of them, or be able to teach another Priest. -Making a Moonpool leads the priest(s) that made it to be unable to cast for up to an IRL week. -Priests MUST Roleplay regaining Muun. If no one is there for them to emote to, then they need to sit in the pool anyways. -This counts as a total of three magics, just to be clear. With our previous lore no one could tell if it was one or three. Current Lore Owner(s): Fury_Fire ((Writer & Idea-Monkey)) ForeverGinger (( Format Man & Word-Sound-Better-er)) Message us with questions, or post them right here! Final Words: With this, we hope to bring more attention to the Kharajyr Priests and Priestess’, and shift the magic from a combat based perspective to a more mystic and fun feel. We hoped to get rid of Moonfire, as the Kharajyr have begun to focus their attention around peace, and replace it with a form of enchanting that could bring fun to all, even non magic users <3. Of course this would require studying and speaking to us for the owners of said enchanted items, but we’re hoping this remains as unmoderated if possible. We’ve added things such as the Higher Arts to set the leaders of the Priests apart from the rest, as well as give priests a nicer death. The creation of the moonpools was already a closely guarded secret in which only two Priests know(Myself included). In general, we hope we’ve both nerfed the magic with our red lines and removal of Moonfire, as well as just make it more.. Fun! We decided that to do important things Kharajyr might already be able to do, we would require prayers that can help one connect directly to Metztli instead of through the Moonstone (Stone of Metztli, take your pick), in hopes of adding more to the mysteriousness surrounding Kha’ Magic to most people IRP, as well as give Kharajyr a feeling of being closer to their Patron. Non-Kha’ learning! Something we’ve always wanted! As well as bringing the Stone of Metztli into existence (It’s always supposedly reformed, and there is apparently lore on everything I mentioned in it) only now it’s safer! Hope you like it, and a special shout out to everyone in the current Priesthood who tolerated our incessant ramblings on the subject and helped form the baseline with which this re-imagining was formed. Without you lot, I doubt either of us would be able to keep up the flow of great ideas! -Fury_Fire and ForeverGinger <3 Edit:Forgot to put tier progressions in spoilers.. Fixed.
  17. Rickson

    Ri'Inaijo

    Inaijo Basic Information Nicknames: Keetawn, Ini, Dripdrapjo Age: 37 Gender: Male Race: Kha'Tigrasi (Kharajyr) Status: Alive and well. Description Height: 6'8" Weight: 164 lbs Body Type: Bulky Eyes: Ocean Blue Hair: Orange fur all over with black stripes and white outlines on eyes and claws. Skin: Covered by fur Markings/Tattoos: Black stripes Health: Alive and well Personality: Loyal, concerning and protecting Inventory: Ferrum sword, bow, food, arrows and a book. Further Details: Only carries really what he needs. Life Style Alignment: Neutral Good Deity: Metztli Religion: The Kharajyr Faith Nation: Kharajyr Job: The Tultekos. Title(s): Dri', Ri' Special Skill(s): Climbing, sword fighting and archery. Flaw(s): Easily targeted, can become angry more often than others. Magic Current Status: NONE Arch-type: NONE Sub-Type: NONE Rank: NONE Weakness(es): NONE Strength(s): NONE Current Spell(s): NONE Weaponry Fighting Style: Tank, and ahead of everyone
  18. ImperialTortoise

    [Profile] Sage Mukar

    Character Profile Sage Mukar Elder Priest of the Moongazers Basic Information Nicknames: Muk, Fat khat Age: 203 Gender: Male Race: Kha’Leparda Status: Alive Description Height: 5’’3 Weight: 305Lbs Body Type: Obese. A thick coat of ochre fur. Eyes: Would be lime green though both are missing, instead there are empty eye sockets. Hair: N/A Skin: Has a thick pelt of bright orange fur dotted with brown spots. Markings/Tattoos: Large scars across his face, from when his two eyes had been torn out. Health: Overweight, though he regards himself in perfect health. Personality: Mukar is an aged kharajyr, probably the second oldest. The oldest being the Sage Natayshi. With age comes wisdom and knowledge. He often considers himself one of the most knowledgeable of the Kharajyr, when infact he actually is. He often explores and acts more weaker than he actually is. Though while his eyes are gone, he can ‘see’, this is due to his knowledge and experience with the kharajyr magic. Though it is only brief sight every so often. Inventory: TBA Further Details: TBA Life Style Alignment: Neutral Good Deity: Metztli Religion: The Kharajyr Faith Alliance/Nation/Home: The Xerdali Isle Job/Class: Moongazer of Metztli and Elder Priest. Title(s): Having been both a citizen, merchant and priest he holds the titles: Sa’, Ko’ and Ja’. Though due to his job he prioritises the priest title so he uses this in his name. Profession(s): TBA Special Skill(s): Knowledgeable of the old ways of Va’Khajria. This would benefit him as he is able to use this knowledge to re-write and discover old tomes from the past Era’s. This would also include relics. He would know a lot about the relics of Va’Khajria and the fallen Empire. He is also able to speak fluent Va’Khajrian and in the common tongue, through which has an accent. Flaw(s): Bukkahkoj is often very careless, always misplacing things and taking a long while to remember where he put them. He also has very bad hand-to-eye coordination, which means if things are thrown at him and he's expected to catch them, chances are he will not be able to. Sometimes clumsy, often locked in a task which needs to be done and not paying attention to what is in front of him causing him to walk into things and trip over things such as tree roots on Xerdali, though this is mainly due to his blindness. Magic Current Status: Tier 5, one of the masters of the magic. Arch-type: Muun’Trivazja. Sub-Type: Lunar Harbinger, Twilight Priest and Moongazer Rank: Elder Priest Weakness(es): Due to his blindness he often uses his energy from the moonpool quicker then most, this is due to his state of present moongazing every so often for ‘sight’.. Strength(s): Due to him having studied a lot before joining the Moongazers he has learnt a lot about the ritual practises that are to happen and has found multiple tomes from the past and ancient time of Va’Khajria. Current Spell(s): TBA DUE TO REWRITE Weaponry Fighting Style: Mukar does not like fighting, while he is peaceful he can try to act intimidating with the use of Muun’Trivazja. Though due to his blindness he is unable to fight, unless blindly charging into a large crowd and swinging his sword madly. Though sometimes he has weapons on him for affect and often for the consumption of food. Bamboo-sword. The bamboo-sword is created from a large bamboo shaft. Three quaters of it has been cut off and the smaller end has had a metal blade atached to it, the smaller bamboo part acting as a handle. The other side of the bamboo shaft has been hollowed out and acts as a sheath, the metal blade easily being able to fit inside. With a twist the two lock together forming a bamboo cane which he uses as a walking stick. Also disguised as one so he can sneak a weapon into places where one would not be allowed. This is often used as a walking stick while not using his staff, and for the consumption of food. The D’fu staff. sa Biography Parents: Ko’Dato (Father/Presumed Dead), Siblings: Tlatlanni daro (Younger Brother/Presumed Dead), Va’Sharr (Younger Brother/Presumed Dead), S'Tarkin (Older Brother/Presumed Dead), Sa'Seetah (Sister/Presumed Dead), So'dawka (Brother/Presumed Dead), Sa'Shela (Sister/Presumed Dead). Children: Raena (Daughter), Itotian (Daughter), Lunaw (Daughter), Zhikar (Son), Odion (Son). Extended Family: Ja’Kaharal (Wife), Yuulpria (Mother-in-law), Jaitra (Sister-in-law), Rameethar (Father-in-law). Pets: Mihyn Mihyn translates to Lunar in Va’Khajrian. Mihyn is a Gy’Waka from Karakatua. Sometimes brought onto Xerdal though often kept on the mainland due to Xerdal’s small size. Though Xerdal is a tough bird, he has to be to be able to hold Mukar obese weight. Though is quite aged and worn out, he manages to do his task, spending the majority of its days resting. History - Born near to the end of Kalos, the litter of his brothers and sisters. - Birth of Rynsuho and Vyallu, daughters to the Tlatlanni, Morthawl. - Orcs pillage and destroy the Kharajyr village of Kalos, and travel to a new home - Beckoned by the monks to travel with the descendents into a new realm known as Anthos. - Move to Anthos and onto the island of Karakatua. - Studied within the Grand Library of Metztli located within the Tlatlanni’s palace, learning of the ancient ways and rituals. - Mother, Ko’Vafeera, dies. - Prophecy of the Great Stone of Metztli exploding, causing evacuation of the Island in search for new lands. - Settles with the other Kharajyr near to the city of Gronkkston under the reign of Rex Gronkk - Kharajyr move to a grove near to the new Cloud Temple grounds, a grove gifted by the Druid Order. - Fringe opens and Mukar joins his fellow people in the city of Tahn’Siol with the high elves, his brothers and sisters having been lost, along with his father. Their locations unknown. - Defeat of Setherien ment Mukar could not return to the ruins of Karakatua or Anthos. - Mukar found his father, Ko’Dato, within Alras, in the mages guild. - After the great storm and plague of The Fringe, of which Mukar suffered from greatly, the races traveled to Thales. - Once more the Kharajyr situated themselves close to their High elven allies, creating their own settlement known as Karak’Tuum. - Great snow storm, kharajyr travel to Athera to inhabit Ohlokhar. - Ohlokhar destroyed pillaged by the Orcs which later was destroyed in place for the Ordium, the kharajyr’s new home and citadel. - The Ordium had fallen and with that many kharajyr had died or went missing, including his first wife, Mara. Though he talks to nobody of this. - Va’Khajria kharajyr took over government, his brother, Dato, becoming the Tlatlanni. - Feast in the Va’Khajrian camp, Rokhan came and delivered Metztli’s message and solution to our hardship. - Followed Rokhan and the other Kharajyr with this new way of life, sailing to Vailor. - Travels back to the present Kharajyr residing within the large temple. He sets up a home there too, becoming the Varkolu under the reign of Tla’Rameethar and Tla’Atl. - Finds the body of his dead wife placed in his bed. - He faked his death in order to keep his reputation, many believing he had died when infact he went into solitude to study and increase his experience in muun’trivazja. - The Devourer devourers the island and the residents are forced to travel to Tla’Rokhans abode. - Settles on the island of Xerdali to live this new way of life that is The Way of Bayla and The Art of Cano’hedo. - Present day Artwork
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