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Maarokian Tribes

The Maarokians are broken up into six distinct tribes. These tribes are alienated from each other to such a degree that they have morphed into six distinct races or subspecies. The tribes have migrated far from one another across the worlds, developing differing ideologies. The nomadic nature and connection with spiritual plane is the only major trait that all the tribes still share, though the Kurma have drifted from even that core identity. The tribes are as follows:

Kavi: A Race of bipedal cat-dragon Maarokians. They possess expressive cat-like ears, the power to see in darkness, nimble and agile physiques and long lustrous tails. The Kavi are a warrior tribe, rarely farming or settling in one place. They use cunning and violence to get what they want. They worship the malevolent aspects of Korno god of nature. They have also been known to worship Arara god tumult, push and pull, and aggressive returns to equilibrium. Their spirit talkers are likewise aggressive and results oriented, calling upon spirits in order to crush their enemies rather then help the tribe obtain enlightenment or pursue other goals. Cunning, violent, and nomadic are the signature traits of the Kavi, a threat, or terror every where they go.

Avacaraka: A Tribe of fleet footed, graceful, and enduring eel-dragon Maarokians. They have decided to wander the grassy plains of Klose which they traverse with ease; capable and lighting quick runners that they are. They are a tribe that believes in peace through nomadic venture. Every time a single place has begun to feel like home and traditional problems of space, status, and jealousy arise they pick up their few belongings and run, shedding weighty issues that plagued them, like the sweat that flows off their skin. Their spirit talkers are rarely consulted; only when the tribe has reached a impasse and threatens to split do they consult the spirits for new direction. Like all the other Maarokian tribes, however, schisms do occur and there are multiple groups of Avacaraka that roam separately. They worship lesser spirits of the wind and earth.

Yudh: A race of crocodile-like, four armed Maarokians. They have by and large remained on Oestes an ancient Maarokian world. A race of powerful warriors, their spirit talkers border so close to the spirit realm that they can bring forth extremely powerful spirits that wreak havoc in the physical realm. Despite being the strongest warriors among the Maarokians they are a balanced tribe that seeks security and peace. They worship Primus god of leaders while their spirit talkers worship Croat god of wisdom.

Paksin: A race of eagle-like Maarokians. The most far flung of the tribes. They possess wings and live on mountains in caves and crags far above other sentient species. A largely peaceful tribe they live in spartan conditions trying to reach spiritual enlightenment. Nevertheless they have been known to come down from their peaks when something rouses them and wreak death and destruction among local peoples who are no match for flying Maarokians willingly possessed by the greater spirits of death and destruction. They have split into countless sub tribes and can be found in most places with the mountains and peace that they desire. They worship no gods but instead try to while living gain admittance into the spirit world.

Kurma: Pangolin and tortoise-like Maarokians. There is some variation in configuration of the tough carapaces that clad these peaceful and laconic Maarokians. Some of them have ridged fin-like scales that jut out from their backs that can flexed into a solid sheet and hardened using zoal. Other Kurma Maarokians are incapable of controlling the alignment of their protective scales which simply remain in a outward curving shell configuration. Despite these differences they live co-mingled similar to those who can curl their tongues and those who can't. There is not much to be said about their spiritual pursuits as they pursue oneness with nature from a secular perspective and do not often practice communing with spirits. Their devotion to the physical realm has left them as the odd child among Maarokians. Some groups of Kurma even form small villages and stop their nomadic ways. When agitated however they reveal the techniques that a secular practical focus has earned them. A knowledge of physical phenomena that rivals the Brags but with the zoal manipulation abilities most Maarokians are born with, though they possess the weakest zoal abilities among the Maarokians. A super hardened shell wreathed in metal spikes and shot from cannon or dropped down a steep path, however, are a true terror to behold. After they have made impact they use a little zoal as propulsion and body slam their way across the battle field. This shock and awe style of fighting is rarely tested as the Kurma usually hide or simply stay out of everyone's way.

Amrta: The lost tribe of original Maarokians. Most resembling their wyrmm ancestors they had reptilian with wings, four arms, thick hides, incredible natural strength, speed, and quick but deeply spiritual minds. When the original Maarokian world began to collapse back into the Aether they refused to utilize the world tunnels that had been created. Proud and resolute they would stay and save their world or die with it. When the barrier finally cracked under the roiling pressure of the Aetherial chaos it is presumed that even the strongest of the Amrta must have been lost forever, but no one really knows what happens during a world's collapse. As the survivoring tribes spread out they had their differences and split again and again and each time they developed along a different path they became genetically and spiritually less like the Amrta. The Yudh are closest in resemblances, but the terrifying power of the Amrta has never been replicated.

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