Kha

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Artwork by Yuln
Kharajyr
Weight: 130 - 310 lbs
Height: 5'2" - 6' 4"
Note: Players must have a Creature Application in order to play this creature.

The Kharajyr, or simply Kha, is a race of digitigrade humanoid creatures sharing many biological traits with that of felines.

Physical Attributes

Kha are covered from head to toe in fur with hair colour depending on one of the four subraces: the Kha'Pantera, a black-furred sleek being with a history in mastering the art of stealth; the Kha'Tigrasi, with its fur pattern being that of a tiger's, this Kharajyr is notably the more muscular, broad and tall; the Kha'Cheetrah, the smallest and fastest of the Kha with a light spotted coat; and finally the Kha'Leparda which is the jack of all trades but master of none, being the average on all Kharajyr aspects. The Kharajyr are the creations of the Daemon Metztli, and are the result of many failed experiments when the Daemon combined the being of humanoids with Ocelots - despite this, the Kharajyr as a culture fiercely worship the Daemon as a Goddess.

Aging

Although varying between individuals Kharajyr of both sexes reach maturity at around 15 years old. Prior to reaching maturity young Kha’s are referred to as “kittens”. They act halfway between a real life kitten and a human child, often being highly playful and disobedient. Upon turning 15 kittens are required to complete a trial of adulthood, after which they will be granted the title of “S’”. Until the trial kittens are not permitted to hold titles.

After reaching maturity Kharajyr age very little until they reach the age of around 130. At this point the aging process begins to rapidly take its toll and by the age of 150 most Kharajyr will die. There are a number of notable exceptions to this, such as those who have been particularly blessed by Metztli may live well beyond the expected lifespan of a Kharajyr.

History

Note: Some information below is derived from in-character beliefs and legends.

Creation

The creation story of the Kharajyr is one not bound in tomes, nor found on any shelves. It is held within the minds of those scholars who are called madmen, who are denounced and forbidden to speak. These men are the wisest, and yet, they suffer the worst fates.

The legend goes that in the dark times, during the world’s infancy; a time few believe existed and Aenguls & Daemons roamed freely, there was an old wives’ tale. They spoke of a Daemon, one who had an affinity for stealing babes from the cribs in the recesses of the night and leaving no signs of the coming. It wasn’t an isolated tale, however, it was known to many; springing up sporadically whenever a child disappears without explanation. In spite of this, few knew the truth. Under the cover of stars, the Daemon Metztli would visit lonely farmsteads, called by the scent of infantile blood, and she would whisk away the children straight from their beds.

Legend has it that Metztli’s form was so beautiful; those adults who looked upon her were driven mad and tore their eyes from their sockets. Fearing and denying the truth, elders would attribute this phenomenon to the intense grief the parents’ experienced rather than anything otherworldly. The truth behind the disappearances unfortunately does not end with the children vanishing. The aftermath of these kidnappings were much more gruesome and horrifying.

These children were taken far away, to an undiscovered land in the mists of the oceans. This island was of untold beauty, giving life to incredible varieties of flora and fauna; a paradise of Metztli’s own creation. All that was missing was sentiency, Metztli needed a master race. The ocelots that called the island their home were taken by Metztli, and in a series of horrifying, magic-ridden experiments, were crossed with the infants. It took centuries of perfection and tweaking, hundreds of hideous failures discarded into the ocean, Metztli at last created a single, white, humanoid ocelot. This was the first of the Kharajyr, the father; he of the purest blood.

Metztli was immediately filled with a maternal need to protect this child, to nurture him, and bring him and a new race of his kind into being. After all, she had created what she deemed to be perfection. She desperately tried to recreate this perfection, but could never achieve the same beauty as the original. Nevertheless, she brought about many more creations, spawning a species until they could sustain themselves. When her children had matured, she knew (as any caring mother would), that it was time to depart the island paradise and leave her children to thrive alone.

Although the Daemon’s true intentions for the creation of these people were never revealed, it has been speculated that she wished to recreate the form of a lover who was stolen away from her. Others say she wished to grant the world a race of beings in her own image, and still others suggest Metztli wished only to play God and nurture other living beings.

The Early Kharajyr

Generations passed, and the Kharajyr survived in their jungle paradise. All was not well however; Metztli felt neglected by her children, and desired them to show their gratitude. She was benevolent towards them, after all, she had not given them any indication towards her existence, so she gifted them signs, guiding them to the knowledge of their creation. These signs were unraveled and interpreted by the Kharajyr sages, and her people accepted her as their creator and divine ruler. They raised majestic temples in her name, and the order of Priests and Priestesses came to conception, those devoted to her worship.

However, all good things come to an end. Xerdun’s patta (father) believed himself to be far greater than any other being, his dominance absolute. His arrogance was to be the downfall of the Khalenwyr Empire. Xerdun did not miss this arrogance, and he ultimately slew his patta, but the damage was done. Metztli would teach her people a harsh lesson. The mountain around which their capital city was created had been a volcano, and in a torrent of fire, the civilization was annihilated. Kharajyr desperately scrambled onto boats and sailed West, never to see their island again, but with a newfound respect for their Goddess. Sacrifices and ceremony became an integral part of society once again, and Tla’Xerdun views the volcano as a personal warning not to follow in his patta’s footsteps.

Asulonian Kharajyr

Va’Khajra, as the new island would come to be called, started off very plain. However, with the effort of ever Kharajyr, it flourished into a small village, temple and palace sprouting from the sands. However, there was more to this new land than they thought: they were not alone. A Kharajyr by the name of Miian was kidnapped in the ‘Mainland’ by a force foreign to the Kha’. Tla’Xerdun brought all Kharajyr that could fight and trailed in on the location of the kidnappers. When the Kharajyr reached this location, they found sentience. The Orcs made a deal: The Kharajyr could have Miian back if they could defeat them in a klomp, a form of orc combat. Unfortunately, the Kharajyr lost. Tla’Xerdun was forced to make a deal with the orcs to prevent the death of all of the Kharajyr, however, a term to this deal unknown to the Kha’ was that they could not bring Miian home with them.

After months, scouts of Kharajyr were sent to mainland to search for more answers on these new creatures and Kharajyr reacted violently because of the other races reaction towards Kharajyr. The empire was fully built and the Va'Khajrian Empire had risen. During this time, tragedy struck. The Emperor, Xerdun, believed himself to have seen Metztli in a dream, telling him to throw himself from the temple and that she would catch him. When he did so, he discovered the truth: her arms were not there, not in this life. She would only embrace him in the next.

The population of the Kharajyr decreased after the ‘suicide’: some lost faith, some died, and some just went missing. They had become acquainted with the ‘apes’ of the mainland by this point, and Metztli decided she needed to help her people. Through a painful, terrible transformation, one Kharajyr, Tiazar, had every last tuft of his fur fall out in bloody masses, only to regrow in a pristine white. Here was the new Tlatlanni. Yet still the numbers decreased, threatened as the Kha’ were by the Dwarves, Elves, and Orcs. The Kharajyr continued their attitude towards the apes, annoyance and violence, until the orcs decided to punish the Kha’ for not carrying out the terms of their agreement so long ago.

Small parties were the first to try and take on the Kharajyr, and twice the Kha’ succeeded in driving them off. Sadly, the final blow was coming. While the Kha’ were weak, scouts informed of the orcs plans to perform a total strike. Instead of fighting, the Kha’ ran. Tla’Tiazar ordered them to flee the island, few Kharajyr survived, sheltered with the High Elves who they had encountered during the Blood Moon ceremonies. The year was around 48. Va’Khajra had fallen.

The Dark Ages of the Kharajyr

By Tla’Tiazar’s commandment, the Kha’ had fled from the Empire and had spread across Asulon. These were dark days indeed, and many fell into the ways of other races. As such, the word apekha’ was formed, a Kharajyr that has abandoned the ways of the Goddess and of the Kha’. All was not lost, however. Tla’Tiazar appeared from the shadows, ordering any Kha’ still loyal to come to Holm and form an army to take land. Once some land had been conquered, more Kharajyr returned to the ways of the past, making reparations for the past.

Tiazar was old by this point. He gave up hope in his ability to lead, his faith fading, and at this point, his fur yet again fell from his body, growing back in as the original Tigrasi he was. Of course, a new Tla’ had to be chosen. This time, it was of the blood of Skar and Kizena, their per (son) Morthawl. He made agreements with the race known as the Mori'Quessir, and they invited the Kharajyr to live nearby to them in a jungle that was grown by the druids of the place. This became their new home Xer'Tlaasu (A forest in the dark caves built with wooden and stone dens. Bridges acrossing from trees to trees, with a new temple in their new land.)

New Aelkos accompanied the new Tlatlanni, and the Kharajyr population grew. After the passing of his mother, the Tlatlanni met a female that he was certain had to be a send from Metztli herself, by the name of Sathera. They became mates, and for a long time things were good. A scandal struck, however, in the form of a Cheetrah known as Sahra, former apekha’. A tryst formed between Sathera, Sahra, and Morthawl, which resulted in only unhappiness. Eventually, the fall of Asulon came. The storms that rocked the land forced the Kharajyr to the Cloud Temple just like the others, and Sathera stayed behind. The Kha’ were off to a new land.

Kalosian and Elysian Kharajyr

Upon reaching the two islands, Kalos and Elysium, the Kha’ were met with opposition immediately. They had to scramble for land, and managed to achieve just that, an encampment made a few miles north of the original docks. This didn’t last long, however, as orcs posed trouble for the Kha’ yet again. They fled from the encampment, and ended up quite a ways west, over the mountains. Then they did what the Dwarves do. They burrowed, digging into the mountainside and forming dens inside of the mountain, a small settlement but a settlement nonetheless. This served them well for a time, in fact, the Kharajyr managed to fight off the orcs using ballistae.

However, as is commonplace with the Kharajyr, they did not stay in one place for long. Eventually, they moved back to where they felt most at home: a jungle island, this one part of an island chain known as Kalos. They built up a small town here, and at this time, Sahra, the Tlatlanni’s metz’al, brought into the world two white cubs: Vyallu and Rynsuho. There was much rejoicing, but again, it could not last. The orcs came, storming that land and razing everything, flames going up everywhere. Fatalities were high in number, and shame much higher at the Monk resurrection camp among the Kha’.

These lands did not last as long as Asulon did, before long, storms chased the people from Kalos and Elysium, to a new world known as Anthos.

Anthosian Kharajyr

Upon finally reaching the land known as Anthos. The kharajyr quickly scrambled to another island paradise, known as the island of Karakatua. A few years past and the land had been occupied by some Kharajyr for ages: they had constructed a mighty citadel and only had to wait for the rest of the Kha’ to arrive. And arrive they did, to a new island, and new empire: Karaktua. Upon their new island, this time, respecting and utilizing the volcano for sacrifices rather than fearing and avoiding it, the Kharajyr thrived. They had much better protection, for war machines could not mount the sand outside their walls without sliding, and ballistae could be seen in various places. It was in this place that the new age of priests came about as well: a magical resurrection, the ancient Sage Natayshi teaching the Priestess Ja’Sahra and the Priest Ja’Dato the ancient ways: Muun'Trivazja. They would go on to teach more students, and thus the revival of the ways of the ancient Kharajyr.

To be added: Alliance with Dwarves and became a state under their empire, only to find out they were being used. Offer by humans but diplmacy failed when Oren fell. Kharajyr leave island after it got trapped in time. Settled close to Orcs, but Kharajyr left after aggression by them. Took over old Druid tree near new cloud temple location. Relocated to temp map, and settled with the High Elves. Told by The Traitor to not go to the new lands, Kharajyr was pulled in time by Natayshi to get a message by Metztli of this promised land and what will happen to the land they are in (freeze/winter). Moved to New lands. Zeriko encountered ruins of the sun god, he spreads the message he was given and formed a rebellion. It fell to emptyness, Zeriko exiled.

Subraces

Kha'Leparda

The most generic of the four subraces, the Leparda has not been seen to excel particularly in one specific area, but are more likely to practice in multiple. They are a light brown colour and have many spots covering their fur, or sometimes rings.

Kha'Cheetrah

The Cheetrah is fast and tends to be more golden in colour in contrast to their Leparda kin. They also have spots spread amidst their fur, but find themselves to be far more formidable sprinters, or even climbers. Notable Kha'Cheetrah have mostly been warriors or hunters. However, there has never been a single Kharajyr whose occupation was bound by their subrace alone.

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Skin by Adam_Barnett
Example of a Male skin

Kha'Pantera

The most intriguing to look at, the Pantera are the only Kharajyr to naturally and normally carry a black or dark fur colour. This Kharajyr is noted for its capabilities in stealth and thievery, considered the best among the subraces.

Kha'Tigrasi

Perhaps the most mighty of all of the Kharajyr, the Tigrasi is known for it's strength in battle and in pride. No other Kharajyr can naturally match the capabilities of a fully fledged arsenal that is the Tigrasi.

Language and Accent

Although Kharajyr do have an ancient language, many have forgotten it. Some have relearned it from the sages, but not many. In spite of this, there are still some words that all Kharajyr know:

Pronouns

Patta – Father

Munna – Mother

Muuna – Moon mother (Metztli)

Metz’al – Life mate/spouse.

Bunn – Wife

Munn – Husband

Per – Son

Maut – Daughter

Per’ta – Brother

Mau’na – Sister

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Skin by diamondsoup
Example of a Female Skin

Courtesy Words

Sa’vi – Hello/Goodbye

Mul’ta – Thank you.

Tra’kul – You’re welcome.

As to the accents of the Kharajyr, they sound out the words very similar to how they are spelled, rather than how they are normally pronounced, and they will often include ‘w’s and double up on ‘u’s in order to give it a more organic and tribal feel. They all speak in third person, addressing themselves by their own names, or an appropriate pronoun. For example, a Kha named Do'Kuta may say, “Do’Kuta dawssa nawt appruv uffa yawr akshuns” (Do’Kuta does not approve of your actions).

Romance

Although this form of courtship and marriage is typically only followed in the wealthier class, that does not prevent lower class Kharajyr from using it, nor does it force upper class Kha to follow it. No Kharajyr is forced to take an oath of solitude, not even the priests and priestesses of the Temple. In fact, all Kharajyr are encouraged to love. Kha are not feral creatures, they have risen above the basic "grow, reproduce, die" instincts. In fact, they have developed intricate tasks to follow these instincts. When a male Kharajyr falls in love, he will court the female with gifts and hunting trophies to show his prowess as a male. If the female shares a smile with him, he will speak to her. After years of conversation and courting, when the two have become intimate friends and have grown into proper adulthood, the male Kharajyr must give a ring to the female's father in order to show that he is suitable to marry her.

If the father likes the work of the male Kharajyr, he will grant them permission to marry, and a wedding will occur similar to that of many other races, containing the oaths and other such rituals. However, it will often also contain a sacrifice captured by the male to show the meaningfulness of the ceremony. To consummate their marriage, it is customary for the newly wed pair to bathe in the waters of the Temple, the sacred pool of Metztli.

There is an aspect of the Kharajyr romance system known as the metz’al. A rough translation of the word would mean "life mate", and that is exactly what it is. Kharajyr are quick to call their mate metz’al, and, if they spot someone destined to be their metz’al, they often identify one another upon first glance.

Kharajyr CAN NOT REPRODUCE WITH DESCENDANTS.

Clothing

The Kharajyr are already blessed from birth with a thick coat of warm fur by Metztli and so do not find clothing particularly important. A Kharajyr will be seen wearing very tribal clothing. A Kharajyr does not wear clothing to keep warm, but only for decorative purposes. Kharajyr clothing is nothing like humanoid clothing, in the way that it is a lot more primal and exotic.

Kharajyr that do not care about their appearance may simply just walk around wearing nothing but a loincloth and if female, a simple chestpiece. This is of course to hide the Kharajyr’s private parts and nothing more(despite the fur the Kharajyr are still modest). However more often than not a Kharajyr will value how it looks and will wish to have decorative clothing, simply because it does not wish to look like everyone else. Kharajyr clothing are made from silks and cloths spun from natural materials found in their jungles or are stitched together with pelts from the animals that are hunted as prey. Kharajyr clothing often won't cover up their entire body, as they will become very hot and agitated. Clothing is mostly always seen to be bright colours, that make attempts to reflect the heat of the sun that beats down upon them. However Kharajyr priests are often seen wearing full body robes, that they require in their service to Metztli. Kharajyr clothing is also usually decorated in jewelry, as this is something the Kharajyr are fond of.

When it comes to armour, the Kharajyr stick to light materials so they may remain agile. Armour is made of mostly leather pelts and from the skins of animals but Kharajyr are also known to craft their armour from a molten mixture of gold bronze. This light and malleable metal allows for swift movement whilst still providing a fair amount of protection for the Kharajyr. Kharajyr armour, if metal, is often embroidered with a large number of chain links in them, so that they do not boil in the sun, but do not have to leave huge open gaps in their protection.



Playable Races & Creatures
Human Heartlander · Highlander · Farfolk · Adunian
Dwarves Mountain Dwarf · Cave Dwarf · Forest Dwarf · Dark Dwarf
Elves Wood Elf · High Elf · Dark Elf
Orcs Goblin · Uruks
Other Races Halfling
Creatures Kharajyr · Olog · Atronach · Golem · Izkuthii · Nephilim