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Found 20 results

  1. *A large black Lur wolf and fe-uruk would be spotted putting up posters around Irrinor, Krugmar, and many other cities of the like. If someone cared to stop and read them, it would read.* This account was transcribed for those who cannot read orcish blah. I (i.e. Noka’Lur) was traversing our ally nation of Irrinor with fellow clan member Akila’Lur. We had been selling wares to any ally willing to listen, when we came across a group of Kha. Akila took this chance to flaunt his kha pelt that he commonly wore. The Kha’s grew angry about this and demanded that we handed the pelt over and that he wore the pelt of an innocent murdered Kha. Akila explained this was not the case he had taken the pelt from a Kha who had attempted to rob him in the past. Suddenly a kha drew his weapon on us and threated us. Akila and I both sensed that it wasn’t going to be handled peacefully so I had my weapon drawn and Akila was summoning his wind shamanism. Akila was able to blast one of the kha’s away, yet before more violence could ensue, Akila offered a fair deal. He would gladly part with the pelt for a sum of mina, which a Kha did agree to. Akila gave them a price and the kha reached for his minas when suddenly I was meet with a face full of claws. The Kha dishonorably betrayed this deal made specifically to avoid further violence. Akila released another burst of wind to blast us back a few feet before his shoulder was meet with an arrow by an unknown archer. Our curse of bloodlust was ignited in this assault, and thus our memories grow clouded after this face. I heard some shouts from a stranger trying to dissolve the situations as both me and Akila where being attacked, yet the attack continued. An order was then shouted to kill the kha that was attacking us. As the fight slid to the hands of the wood elves, I moved myself and Akila to the nearby clinic to adhere to our wounds. A knowledgeable medic aided us and tended to our wounds, likely saving our Shaman’s life. There we both received proper care and treatment, which afterwards we returned to Krugmar to recuperate from the attack. Our brief stay in Irrinor was met with dishonorable hostility from a group unwilling to listen to reason. We pray our allies have dealt with this act, yet we also extend our thanks for handling the situation following our departure. This massive is meant to add truth to the skewed stories that have encircled our ally since this irksome encounter. *At the bottom of the post a little scribble of what seems to be the Lur clan logo*
  2. “To do right by the people can only led to grief, to do right by me can only lead to hell. Is the path of the righteous to be eternally damned to fail?” -Symon the Unifier, circa. y.22 Year 1500 The great Empires of old fell 750 years ago. The Symon Empire, spreading across most of Naros, crumbled away into turmoil and civil war in the year 766, leading the continent into Anarchy. The Enlightened Kingdom of Auldhau would fall soon after, with its great troves of knowledge condemned to burn or be forgotten. In the east, the Exiled Kingdom, the last remnant of the First Men of Naros, falls to dissent and the Desert. Its gleaming cities were devoured by sand and its people choked upon their walls turned to dust. Even the Pirates fled west, far away from this damned continent. Yet even Aros was not spared. Many of its nations fell into chaos, victims of the aftershocks caused by the Symonian Empire’s destruction. In two-hundred years, all the major powers had been razed to the ground, and little more was left but roving warlords and city-states struggling for survival. But a new dawn rises above this hell-ridden land. After 750 years, the people are reuniting once more. Old tales are told, and crumbling ruins are explored once more. The lawless still roam, but strong men have forged new kingdoms, and with them, new crowns. Perhaps one day, they will honor the memory of their ancestors, and reforge those broken Empires, or shape new and even greater Realms. Only the Gods can say… In these dark days, it is the old fish wives who turn their rheumy eyes to the sky. The moon hangs low over the horizon like a fat coin waiting to tip and tumble down below the craggy mountains. Yet even as the sun rises and eclipses it, a few stars still linger rebelliously, like children lying in bed, resisting the pull of sleep. When so many stars remain in the sky at dawn, the wrinkled old women gut their fish and mutter to each other about the Star-Touched, and the dark omens that they bear. Perhaps the Gods will have their word after all. _____ A map without any names, for simple editing if you require it. Zones of Knowledge The Red Lines depict the extent of your knowledge. Beyond these lines you are aware of very little and your maps become extremely unreliable. The higher your education, the better your maps in general. If your nation bridges a Line, look for the side with the largest amount of your territory. You are also aware of any nation that borders you, regardless of whether or not you have a majority of your land in their zone. If a nation only has a small amount of land in your zone, then you only vaguely know of their position, and who they are, but have no real contact. NPC Nations Are nations with names written in black. Player nations are in white. Stars Represent capitals. Yes, not all NPC’s have a capital. The Commonwealth of Ruhn The dour mountain-folk have wreathed their lives and temples in bones and death. Perhaps their rough history of crime and war will alienate the neighboring Free Cities of Triad, or will they find within them an unlikely ally? That remains to be seen. What is known, is that to the east, a strange construct looms over the coast, only seen from the mountains on a clear day. The Galaharian League Having fled far, these seafaring folk have seen their own bodies shaped by their travels. Surrounded by unpredictable forces, and gated to the North by a veritable wall of trees as impassable as a cliff, one thing is clear: The Galaharian League holds the center of the world in its hands. The Danwent Republic Few are the men who dare to say that their ancestry stretches back to before the Symon Empire. Fewer still are those who might be right. Most live in the Republic of Danwent. Yet these proud men must always watch the roads east, for there lies the Sehmon Remnants, and their fanatical adherence to old beliefs… Point of Interest: The Salthand Delta. Mostly unfertile, this land seems to have suffered a great many battles and saltings over the centuries. Oftentimes, boys playing in the mud may find rusted swords or old bones. But even greater secrets lie beneath the ground… The Realm of Darkyria Most who venture into the Greenthroat never return. Yet some, somehow, carve their place out within these savage and unforgiving landscape. The Darkyrians will never be able to sleep with both eyes closed, and death always lurks around the corner. But what is death to the deathless? Point of Interest: The Font of Life. The Source of the Wandring River bubbles up deep within the Greenthroat. Perhaps the spirit of the Elder Soul lingers within this glade, for the Font of Life spews forth water of such vitality and quality that nations a thousand kilometers away once tore each other to shreds for control of the smallest sections of that river. (+1% pop growth) (Point of power for the Elder Soul) The Kingdom of Five These heathens have attracted little love from their neighbors or the gods, yet they somehow persist and grow, spreading across the fertile lands of the Vale of a Thousand Currents. But how long could it last, when their neighbors, the Realm of Hakan, despise them so? Point of Interest (North): The Ynkan river, Mother of a Thousand Currents, Seed of Life. It has taken many a name throughout its years, and fed a hundred empires. As wide as a like, it flows into a thousand different rivers and feeds the bountiful lands around it. But such a wide river is more than a lifeline, it is a wall as great as any castle may ever hope to have. Point of Interest (South): Along the greatest arm of the Ynkan River are spread ancient terrasses, now little more than hills, they are littered with ruins. Some say great farms once lay here, but who can differentiate legend from reality? (3 Farms for 3500G instead of 5000G) The Empire of Bourdeleaux It is said tha the Empire was born of the great Duchy of Selrok, an ancient vassal of the Symon Empire, but only the Emperor can reinforce such a belief. With the Sun as their guide, perhaps the Empire will find a way to navigate the complex web of nations surrounding it, and come out on top… Rare Resource: A strange metal was found in the easternmost salient of the Empire, naught but a few years ago. Black as night and hardier than any steel, it has resisted any attempts at unveiling its secrets, but the greatest minds of the Empire may still find out what it has to say for itself. The Order In a world in which Gods rule the minds of men, few can say that they have reject them. Fewer still would dare to adopt the Fallen One as their patron, yet The Order has done both. Great glories could await these scions of mankind, just as much as great disasters. The Kingdom of Fyr-Darrick Others took the name of Fey in ancient days, but there are few left to remember, and to distrust. The Fey of Fyr-Darrick watch over the Greenthroat, the heart of the Elder Soul, and in return, the Elder Soul watches over them. It is a rare thing to have a deity play favorites, but perhaps the Elder Soul has found its champion. Beware, outsiders, for within the forest, the laws of man forsake you, and nature takes its rightful place. The Kingdom of Numeria To go so far, and be stopped by the Roots of the World. The Numerians are not the first to have had their dreams crushed by these imposing peaks. But they are the first to rebuild them anew, in the shadow of their greatest obstacle. Point of Interest: The Well of Eternity: Called Lake Lyria by the Numerians, the Well of Eternity glimmers at night, as if stars were drifting from its surface to rejoin their brethren within the sky. It is said that those who are ailing may come to the Well and find themselves rejuvenated. And some have even found that the water of Lyria, when stored, may act as a far better healing agent than others within this world. Bonus: Numerian Lore Masters: The Kingdom of Numeria has ancient maps of the Symon Empire, with a few markets of interest upon them… The Auldhauan Hierarchy of Melda The secluded Hierarchy of Mela has seen itself split from the rest of Aros for decades. However, should it wish, it has an entire world to explore and bathe in the light of the Lady and the Lord. Point of Interest (Both): Is it an ancient construct, or a natural wonder? No one knows. A victim to the tides of the ocean, a huge rocky shelf blocks off the straight for half of every day, as the tides recede and create a landbridge between the two islands. On each side, old crumbling towers and walls watch over them, the withered sentinels of a fallen kingdom. Surya The Bright One smiles upon the nation of Surya. May their gleaming mirrors illuminate the world with the light of Mihir, and guide it unto a new age. Perhaps they should begin with the Red Sun Pirates to the North, who patrol the Golûn with greed tainting their heart. Point of Interest: The Boiling Sea. A great sheet of vapor rises like a barrier to the west of Surya, hundreds of kilometers long. Its origin is easy enough to find: the inland sea of Golûn. Those first explorers foolish enough to step into it sound found their feet thoroughly scalded, as the sea is at a constant simmer, never cooling even in the coldest days. Not even boats last long within this sea and those that do more often than not lose themselves within the mist. When the winds are right, the Boiling Sea brings great swaths of mists out across Surya, like a veil pulled across the Sun. The Kingdom of Bulgar There are those touched by wild magic and those who have been thoroughly warped. It will be hard to find those who easily trust the Lithborn, especially within the superstitious Hezaka, guardians of that-which-they-know-not. But Grimsbortish will guide them, as he always has. Point of Interest(West): The Earth’s Womb. A perfect cirle 150m in diameter, the Earth’s Womb is a pool with unfathomable depths. Little is known of what lies at the bottom, if there is indeed a bottom, but great power revolves around this one place. (Point of power for the Elder Soul.) Point of Interest(East): The Old Wall. An ancient line of fortifications running down all the way from forest to mountain on the Bulgar border. While in ruin, their imposing stature might remind the passing merchant of the great powers of old, and why in the world they would have built such imposing fortifications in such an empty place... The Duchy of Ulyadar The Children of Ulya live in a unforgiving land, a mistress as cruel and cold as the winds that rip over their homesteads in the coldest of nights. But the cold does little to those whose blood runs as hot as theirs. One can only hope that the treachery of this land does not spill it. Point of Interest(West): Assirbanâhk: An ancient monolith of stone looms over the Bay of Ghosts, staring mutely towards the coasts of Blackmarrow. Its inscrutable face holds the wrinkles of a thousand winters. Carved and cracked by the bitterest winters of the world, Assirbanâhk still stands strong, and its watchful eye forever lingers upon these frozen waters. (Benefit gained if attuned with by 2 magi.) Point of Interest(East): The Blood Forge: Said to be the home of the Blood God by some, this giant volcano is a part of a series of four called the Grumblers. It is a towering monolith with deep clefts gouged into its sides from which spew forth gouts of molten lava. A wild thing from afar, as one approaches, they may observe that the lava is channeled into carefully organized paths, that leads it to pool before an ancient, crumbling building at the foot of the Forge. (Point of power for the Blood God.) The Kingdom of Helmedhi Long have these stout people lived in isolation, cut off from the world by sea, jungle and mountain. Yet they have found a way to adapt, and some might even say to thrive. Few threaten their lands, and perhaps their innate ingenuity will bring them to great heights… Point of Interest: The Dorhimi Docks: Great docks once stood here, created by a forgotten nation, they remain as the last bastion of their great wealth and powerful navies. (One port at 50% off) Ischyros Long has this metropolis grown, deep within the heartlands of the once Empire of Symon. Now it must turn to look at those large nations that surround it, and decide upon a course of action, for the survival of its people. Point of Interest: The Iris. For as long as the people of Ischyros can remember, the Iris has stood upon the tip of the peninsula. None can recollect its origins, or its original purpose, but all have seen its walls, as black as night and as smooth as glass. Its single white tower reaches for the heaves above from within its circular walls. Narry a scratch on them, and no way of climbing them. Indeed, these high-reaching walls seem to repel any attacker. An invisible barrier has always stood between the Iris and its surroundings, leaving it as if frozen in time… The Fortress Libraries The Libraries have long stayed hidden, concealed from the world by the Stinkswamp, their minds turned inwards, to the pursuit of knowledge. But they lie in the heart of Naros, and even those blinded to the world of today, must venture furth, or the great treasures of the ancient world may be forever lost. A caretakers work is never over in these years of ruin and rebirth. The Kingdom of Icefled Few are those brave enough to venture into the deep north, and fewer more are those who could claim to have survived there for centuries. Yet somehow, impossibly, Icefeld persists in one of the most unforgiving climates upon the twin continents. To their north, ice sheets and freezing sea, to their south, a forest as deep and ancient as the world. Only the Men of Ölm live in any proximity to the Icefeld, but they stay away, keep to the forest and rarely show themselves. Every decision can mean life or death in the north, and for the King of Ice and Stone, there are still many to make. Rare mineral acquired: Iceglass. Have at it.
  3. [!] To all Kharajyr, a brief missive is sent out with regards to the road safety in Arcas! _____________________________________________________________ Sa’vi, please read the following below to remain safe on the roads and nations of Arcas. If there are any incidents that may change this, please send a bird to Tul’Tsisha so that this advisory may be updated. If a nation/family leader wishes to re-establish relations, send a bird as well. Mul’ta! Key: Ally - An official pact of non-aggression or further terms is established Friendly - Overall kind to the Kharajyr, few members may have anti-Kha beliefs Neutral - Residents can swing to either side of the spectrum Discontent - High likelihood of assault. It is advised to avoid these areas. Nations: Under-realm of Urguan - Friendly Fenn - Friendly Haelun’or - Ally (Pending treaty) Adria - Discontent Haense - Discontent Curon - Discontent Renatus - Discontent Aegrothond - Neutral Sutica - Ally Krugmar - Discontent Druids - Neutral Charters and Others: Charters: Crimson Edict - Friendly The Jade Republic (Hou-Zi) - Ally Llyria - Friendly Clans: Ironguts (Dwarven Clan) - Friendly Silverveins (Dwarven Clan) - Friendly Irehearts (Dwarven Clan) - Discontent Grandaxes (Dwarven Clan) - Discontent Starbreakers (Dwarven Clan) - Neutral Goldhands (Dwarven Clan) – Friendly Irongrinders (Dwarven Clan) - Neutral
  4. Hello. As some of you are aware I am going to win this months contest for having most modreqs completed this month. Not only am I going to be able to change Fireheart’s forum profile picture to what I want, I will also be able to change his discord profile picture. So this thread is here so that you, the people of LotC, can voice your opinion on what you believe his profile picture should be. The most upvoted ones I will add to a poll post at the end of the month, where i WILL choose the number one voted for option for his forum profile pic. I’m leaving the discord picture to myself. Rules: The picture can’t break server rules or community guidelines so obviously nothing graphic or super crazy. Below I will include a list I have created so far of my own pictures, let me know if you like any of them. 1: Bucket Baby 2: Bath Baby 3: Unpleasant to look at baby 4: Jiggly Trump 5: Melon baby 6: Mike Stoklasa 7: Rich Evans 8: Miniature Bill Clinton 9: Luigi Meme 10: Horse Baby 11: Very high quality Fallout meme 12: Chicken Little 13: Omar Grimmer’Lak’s pocket Admin 14: Tommy Pickles Please post any suggestions you may have!!!!!!
  5. AND TO THE MIRE, HE RETURNS ___________________________________ [!] A depiction of Kaer Glythen, the Aeldinic seat of House Grimm The war between the feuding Imperial Houses of Horen and Marna has claimed many lives as of recent, and families all throughout the two imperiums now grieved for lost sons and daughters - taken all too soon in the conflict. One such family is the noble House of Grimm, its members having learned of its patriarch’s death in the most horrible of ways; The Baron’s corpse was shipped to the stone-maken walls of Reza, confined to a wooden box devoid of any means to initially identify him. Eventually, however, upon reaching hold of Lady Grimm, authorities were able to properly identify the bloodied husk as her spouse - a man who had so chivalrously lived past his prime. As the family grieved together and sorted through the late patriarch’s belongings, a piece of parchment was found. On the paper lay dozens of crossed out lines of text, all discarded before the middle of the page. In there, a handful of lines remained, writing comparable to chicken scratch, though legible nonetheless. I remember my arrival upon Atlas hazily, though some memories do not escape me. The overwhelming fear of leaving my parents, and my eldest siblings, on their lonesome in Venerra. Thankfully, I had my sister Alana by my side throughout the voyage. Tempests raged about us as we ventured further into the murky waters, our vessel soon being consumed by a grey mist -- restricting our vision for a good while. In the days following, we could make out a jagged mountain ahead; Overjoyed, Alana and I leaped into the frigid waters and gradually arrived to Haeseni shores. As we made our way into the confines of Markev, we were greeted by our cousins, Emma Ludovar and her younger sibling, Jacob. My sister took the path of Chamberlain; I, on the other hand, pursued the path my father had always desired for me - knighthood. And so life went on for me: I had four beauteous children and a supportive consort. Alas, I write this for I have spent fifty-some years alive - Death encroaches, and rapidly at that. Should you find this and I’m deceased, my sole request is to be returned to my grand-nephew, William I of Venerra, where I am to be laid in our family crypts with my father Elias, my mother Selina, and my siblings. To the mire, I return. Credit to Axelu for writing the entire thing, I’m just here for the rep.
  6. THIS POST IS CANCELED The Jade Riders The Jade Riders are a broad group of rangers and adventurers alike who oppose threats to the natural world and help others survive in dangerous environments. A Rider might help a small village prepare for a brutal winter, or aid a Kingdom in a deadly war. Riders may protect a town from an onslaught of malicious foes or simply aid in the construction of a new settlement. Members of the Jade Riders know how to survive, and more importantly, they want to help others do the same. They are not opposed to civilization or progress, but they strive to prevent civilization and the wilderness from destroying one another. Members of the Riders are spread far and wide, generally in isolation or small cadres. Survival in a harsh world also demands great fortitude and mastery of certain fighting and survival skills. Beliefs: The natural order must be respected and preserved. Forces that seek to upset the natural balance must be destroyed. The wilderness can be harsh. Not everyone can survive in it without assistance. Goals: The Jade Riders goals are to restore and preserve the natural order, keep the elemental forces of the world in check, keep civilization and the wilderness from destroying one another, and help others survive the perils of the wilderness. Creed: Allies: Aragrad (Yves Aragon) Ranks: Ranger Division General Rider: Myriil Thuridan Rider Captain: (N/A) Rider Of The Mark: (N/A) Senior Rider: (N/A) Rider Of The Wild: (N/A) Junior Rider: (N/A) Scout: (N/A) --------- Every Rank From Here Up Is A Rider --------- Trainee: (N/A) Diplomatic Division Party President: (N/A) Elder: (N/A) Scholar: (N/A) Diplomat: (N/A) Envoy: (N/A) Emmisary: (N/A) ----- All Ranks From Here Up Are Diplomats ---- Junior Trainee: (N/A) Dress Code: Ranger Division The Jade Riders - Ranger Uniform Each colored cloak varies depending on the rangers environment (White for snow, Green for forest or plains, Yellow/Beige for desert, Orange for red desert or mesa, Blue for water etc.) The color of your belt/undershirt varies depending on rank (The solid white spaces on the skin are for your skin [skin, eyes, hair etc.]) Belt Ranks: General Rider: Green Rider Captain: Black Rider Of The Mark: Gold Senior Rider: Purple Rider Of The Wild: Red Junior Rider: Blue Scout: Brown Initiate : White Diplomat Division: Diplomat’s have no set dress code at this time Out Of Character Rules Don’t be a jerk to ANYONE, be they a Rider or not. Don’t purposely or through inactivity provoke someone. Being active is not mandatory but it would be appreciated. Dress code in not mandatory but appreciated These rules are subject to change in the future Rider Code Of Conduct All people of any race, gender or sexuality are welcome in the Jade Riders. Discrimination will not be tolerated. You must renounce fealty to any organization or national order if the laws of said order conflict with those of the Riders Comitting acts of violence against nations to aid another nation is strictly prohibtied unless the Riders have voted to help Riders who reveal sensitive information or align themselves with a specific nation against another nation will be banished from the ranks without prior warning All Riders must train in the basic skills of a Ranger: bowmanship, swordplay, animal behavior studies, flora and fauna studies, and basic diplomacy. Illiterate recruits will be taught to read and write before they are inducted. One must not intentionally harm any animal, plant, or person not actively threatening one’s self, the Riders, or the balance of nature. Rangers seen breaking this rule are subject to verbal warnings, imprisonment, and banishment, in order of number of offenses. These rules are not to be bent in any way shape or form These rules are subject to change in the future **(To apply, copy and paste this form into a reply below. Being accepted on this forum DOES NOT mean you are a Rider, you must first pass the Initiate Training Process)** Application For The Jade Riders Ooc Information Minecraft Gamertag (Required*): Real-Life Age (Required*): Nickname (Optional*): Prefered Pronoun(s) (Required*): (He/Him, She/Her, They/Them etc.) Roleplay Sample (Required*): Ic Information Characters Full Name (Required*): Current And/Or Former Titles Held (Required*): Race (Required*): Sub-Race (Optional*): Sex And Gender (Required*): Training Known (Optional*): Training Wanted/Needed (Required*): *“By signing this document, you agree to the above laws and any the General, Captain and Senior Rider see fit of adding. You agree to renounce any title that conflicts with the goals/code and will uphold peace and balance between the natural world and society”*
  7. [OOC: This is a comedic, kinda meta, diary-form story of Egil, The Silver-Tongued - a young, hot-blooded and totally-not-desperate-for-attention 21 years old troubadour(bard). Excuse my odd grammar and mistakes. English is my 3rd language] 13th of The Grand Harvest, 1689 I woke up in a temple, miraculously without a hangover from last night's partying. Instead I felt oddly fresh, like a newborn. I stood up and wandered towards the only exit I could see, looking around curiously, feeling as if things seemed a bit more.. square. As my feet took me closer to the doorway of the Temple, the sweet scent of adventure, of maiden's bosoms yet untouched and ale yet to be tasted filled my nose, urging me on! To make haste, before they are claimed and shackled into boring books and senile old minds. Stepping outside, I was greeted by a few monks who seemed to repeat the same one or two lines of wisdom, probably not paying much attention whom they spoke to. There were a few other non-monks like myself wandering around the temple, each more colourful than than the next, browsing things, chatting up or just awkwardly looking at the ground or the sky. After receiving an odd cristal like ornament from one of the monks, I decided to sit and ponder about my situation, checking and tuning my lute. Until, Goddess herself walked into my view from the temple. Her brown hair flowed in the slight breeze like water flows in a river, the sun gently dancing on each of her hair. Her eyes were like the biggest shiny gems, deep green - like woods one could get lost in for weeks. Her nose was small and cute, her lips plump and rose coloured. The way she carried herself down the stairs with such elegant manner was nothing more, but an act to marvel at. A mini-miracle! She stopped by one of the many bookshelves in the temple and seemed to look right at me. I of course approached the lady with bravado and confidence that one of my caliber should have and bowed to the lady, asking her name. To my surprise she stood still, peering past me into the distance. Like a sculpture too real and perfect to be man made. I tried to get the ladies attention yet again but to no avail. Thinking maybe a piece of music might make the beautiful, yet mysterious sculpture woman come back to life I played a short melody to her, my fingers dancing on the strings like elves in the rowdy tavern songs dance around the fire - elegant and wild at the same time. To my disappointment the lady did not react: deaf, blind and mute, still in the moment as the time around her passed. With a sigh I put away my lute and started to look for the next maiden to woo when I heard a kharajyr growl behind me:" oh is thwat a bawd?".
  8. 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
  9. [!] 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:
  10. 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 )
  11. ♛!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!
  12. *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/]
  13. 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.
  14. 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.
  15. 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.
  16. 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
  17. 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
  18. 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.
  19. 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
  20. 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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