Humans

Humans: Humans are as varied on Shem as they are on Earth.

Human (Elysian essence)

Metahumans

Metahumans are very much like humans in appearance, for the most part, but have special abilities or features that set them apart. They are the ka'ar, psionists, wild talents, empaths, Aerligians, Wathites, and some lost nations.

Aerligians

Aerligians (honest folk) are beings whose True Names are written on their tongues, compelling them to speak in specific ways. They ceremonially inscribe the names on the tongues of their children when they are old enough to understand truth and lies.

Aerligian, speaks truth (truth)

Aerligian Template

The Brannish

The Brannish are humans from another world, where their customs lead them to engage in the art of wabeno, which has altered them over the ages.

The Brannish (skill)

Bikiak

Bikiak are nations of humans that have developed a major tendency toward twins and ritual bonding between them.

Ispilu (equality)
The Gysylltiad (connection)
Vinculgen (oppression)

Bikiak Template

Dongxue

Dòngxué

Humans who dwell underground and have adapted to life beneath by drawing into themselves the shebvic energy of menab’e.

Basics

  • Taxonomic Order: Metahumans

  • Alignment: Shebvic

  • Energy: Menab’e

  • Lifespan: 120 years

  • Diet: Subterranean fare - water, fungi, and subterranean plants and animals

  • Habitat: Underground

Origins

During one of the many, many apocalyptic wars on Shem, many humans chose to flee underground. In their subterranean wanderings, they found their way to a region called the Hollow, a massive cavern midway through the layers of the world. Unbelievably, it was a realm of waterfalls, rivers, lakes, and strange underground plants. Foraging for their survival, they soon found they could eat many of these plants and some of the animals present. At first, they wore masks to protect them from the dust in the air and carried lights to see, but after many generations, they evolved so they could handle it. The ambient energies in the area also transformed them, giving them their skin, eyes, and other powers.

Description

Dòngxué are human-like beings with skin like smooth, flexible stone, in all the colors of stone possible. Their eyes are deep brown orbs with no iris or pupils. They are hairless.

Procreation

Dòngxué reproduce as humans do, with each other or with other human species. Outside their own species, the offspring follow the mother biologically. Outside of humans and metahumans, reproduction is only possible with supernatural intervention.

Powers

Dòngxué are stronger than they appear. They are also able to endure for longer than average doing hard labor. They are resistant to extreme cold or heat.

Senses

Every dòngxué who reaches maturity has the ability to smell menab'e and metal ore. Dòngxué have the ability to know their location in caves and tunnels through heightened awareness. They can see in the lowest light, and they have excellent hearing.

Skin

The skin of a dòngxué is as tough as the stone it resembles, but it remains flexible.

Breath Power

Dòngxué can breathe in stone dust. They have special sections in their lungs to hold it, and as they rest, they breathe it out in a fine mist. If they choose, while awake, they can breathe it out and cause organic matter to petrify.

Weaknesses

Dòngxué will stiffen and die without menab’e in their systems.

Nations

There are two main nations of dòngxué:

  1. Hǎorén, the metal nation, survivors and miners who mine and wield menab’e

  2. Lǎobǎnrén, the diamond nation, powerful wielders of drenante

Culture

They often wear very little clothing and engage in many body piercings.

The original dòngxué escaped war and strife by fleeing underground to the Hollow, and there they formed ad hoc societies that developed over generations into two major nations of subterranean humans. These first explorers of the wilderness of the Hollow lived in desperate groups just trying to survive, but after they settled, they developed into tribes. Slowly but surely they built a complex society of circular stone temples with great spires in the middle, cities built along rivers and lakes, and beautiful tunnel-complexes.

Having fled the disastrous merchant-states and tyrannies of the upper world, their tribes developed a system they felt was more fair below. Every member of the community had a vote after they turned twelve, and all issues that affected the whole community were subject to a vote. There were multiple councils which guided the community, including those based on craft or work, those based on gender (of which there were twelve), those based on age (children's council, young adults, adults, and elders), and those based on certain political interests. These councils were called the lǐshì huì. The councils elected their own officers, but these officers have no more power than any other member - just more responsibilities.

The only kind of work not allowed to have a council was the military. The military answered to the councils. Everyone had to serve at least two years after they came of age at sixteen and before they turned thirty. Those who chose to remain in the military had to be tested by the councils to ensure their loyalty, political acumen, and skills. They were split into several different branches: soldiers, tunnelers, sailors, spies, pathfinders, hunters, assassins, war-mystics, and demolitionists. They elected among them their own leadership, but these had to also be approved by the councils.

Children were raised by their extended families, taught in community schools, and encouraged to pursue their own paths. Once a child came of age at 16, they were welcomed to adulthood with a special piercing ceremony and a week-long party.

This society lasted for a long time, but some of their nation split off and formed their own society, and over time, the nation known as the Lǎobǎnrén developed. This society lured many of the original dòngxué over to them and eventually returned with an army that dominated and enslaved the original nation, known as the Hǎorén. Some Hǎorén escaped and retained much of their old culture, but most have been absorbed into Lǎobǎnrén culture as a slave nation. As slaves, they either mimic the culture of their masters or they live in desperation and try to preserve what they once knew.

What remains of Hǎorén culture is precious to them.

Hǎorén wear little clothing, preferring loincloths and little else. They engage in body-piercing, especially the ears, nose, lips, arms, legs, sides, backs, and even necks. Most piercings are ornamental, but a handful have special meaning: a neck-piercing along the left side is received when one comes of age, a piercing of the lower back is given as a reward for excellence and bravery in combat, a piercing of the septum is done when one has their first child, a piercing of the upper part of the right ear is done as a wedding gift. Different metals and jewels are used. None of these represent status, but rather, personal style. Some choose to ornament themselves only with one kind of jewel or metal, or with specific designs, or with special combinations of color and size, and so on. Often they have personal meaning.

Music is very popular among the Hǎorén, and they prefer to play in the tunnels to incorporate echoes into their songs. Every year, communities near to each other gather for special performances to mark the turning of the year and remembrance of their times above. (They mark time based on the surface-calendars using a counting system.) They also engage in numerous sports, mostly revolving around endurance, strength, and precision.

The Lǎobǎnrén were more war-like at first, but quickly, they discovered the infernal energy of drenante, which converted the menab’e within them into something that gave them power more quickly. They began to enslave and exploit weaker or less resourceful dòngxué and mortals of other species, including the living metal beings from the Low Mines and more. They began using others to work their mines, gather their food, fight in their armies, all while they reaped the benefits. Their nation, though small, gained enormous esoteric power and wealth, which they used to entice others to serve them.

Lǎobǎnrén have few customs they have not appropriated from those they exploit. They live in lavish buildings with gilded splendor, engage only in sports and games that bring them prestige among their peers (this changes with the fashions of the times), and eat vast feasts on a regular basis. Their food is always the rarest and most expensive; it is always about what they must spend on it, not the actual taste or nutritional value.

Lǎobǎnrén rule an empire called Wuordon. They are the elite ruling nation, but other species and beings live there as subjects, including the living iron peoples. Wuordon spans between the Hollow and the Low Mines. It is a massive feudal empire with a powerful landlord class, massive armies, and violent patriarchal customs.

Esoterica

As beings of menab’e, dòngxué are able to sense it, mine it, and wield it. They are capable of wielding any other energy, but the most common are drenante (which converts the menab’e within them and lets them drain it from others), bailaohu jinghua, kazaddarean, kakraohy, gebvel, and mijjit.

Religion

The Hǎorén worship Wěidà De Shōucáng Jiā, the Great Collector, a Divine being said to have led them to the menab’e mines in the Hollow. Their religion is usually a secret they keep and has no structure. In their own communities, religion is woven into the fabric of their culture. They honor Wěidà De Shōucáng Jiā in prayer and gratitude, but they do not have organized faith. Among the Lǎobǎnrén, Wěidà De Shōucáng Jiā is still worshiped, but they gate-keep the religion and distort the faith to be a prosperity gospel reinforced by a powerful polytheistic faith that involves greater and lesser Divines, of whom Wěidà De Shōucáng Jiā is the utmost, a judge of who deserves resource and power.

Gender

Gender was a complex system of twelve genders that is less a spectrum and more a puzzle of different correlations for the Hǎorén. Among the Lǎobǎnrén, it is a patriarchal binary.

Economy

The Lǎobǎnrén have a feudal economy. The Hǎorén are matriarchal.

Military

The Hǎorén have warriors among them who defend against the Lǎobǎnrén or other dangers. These warriors get an extra ration of menab’e that allows them to improve their fighting abilities. They wield metal spears, stone axes, and crystal daggers, but their primary weapon is their own bodies. They are called shēntǐ dǎjí.

Among the Lǎobǎnrén, there is a massive military of conscripts, slaves, and recruits. Elite warriors are bù qǔ who wear heavy metal armor, usually acquired from living iron deposits, and empowered by heavy quantities of menab’e. Common soldiers get a small ration of menab’e that is more than commoners. They are called shìbīng, and they wield rifles and spears. Among the armies are elite archers called hou yi who have as much menab’e rations as the bù qǔ, but who put that into archery skills. They wield powerful bows that can put an arrow through solid stone.

Language

All dòngxué language is based on Chinese.

Trade

The Lǎobǎnrén control mines and quarries and trade stone, metals, and menab’e itself with the outside world.

Occupations

Some common roles and occupations among the dòngxué are as follows:

  • Bù qǔ: warriors who wear heavy metal armor empowered by menab’e

  • Dǔ tú: gamblers who bet menab’e

  • Fāxiàn Zhě: the gatherers of menab’e who form the bulk of all dòngxué labor

  • Guì: nobles of Wuordon

  • Hou yi: elite archers empowered by menab’e

  • Huángdì: the emperor of Wuordon

  • Hùlǐ rényuán: paramedics who use menab’e to temporarily tend wounds

  • Kǒuji: musicians who use vocal mimicry

  • Lǎoshī: teachers employed by the nobility

  • Lǐshì huì: councils among the Hǎorén

  • Mèi mó: witches of the Hǎorén

  • Pàojī: turtle-keepers who put menab’e in the turtle shells

  • Píjiàng: tanners who use menab’e in place of toxic chemicals to tan hides

  • Sàipǎo zhě: athletes given a better ration of menab’e by the Wuordonese lords

  • Sēnglǚ: wandering monks of Wěidà De Shōucáng Jiā who are outside the organized faith

  • Sha kuàng: makers of games out of menab’e

  • Shāngrén: traders of menab’e

  • Shēntǐ dǎjí: martial artists who wield menab’e to make their bodies into weapons

  • Shìbīng: common soldiers empowered by menab’e

  • Shīrén: keepers of ancestral roles who validate the lords of the Lǎobǎnrén

  • Xiǎochǒu: fools in the courts of the Lǎobǎnrén

  • Xíjí zhě: tunnel raiders and pirates who steal menab’e from the trains

  • : priests in Wuordon

  • Yuándīng: gatherers of seeds who tend the subterranean gardens

  • Zhēntàn: detectives who are guided by senses enhanced by menab’e

  • Zhíyuán: administrators, clerks, functionaries of the Wuordonese government who are notoriously corrupt

Outside View

The dòngxué experience discrimination outside of Wuordon, with stereotypes akin to the old “yellow peril” racism Chinese people experienced in the 1800s in the U.S., but it is termed “grey peril”.

Notables

  • Lán Jiǎo, Blue Foot, hero of the Hǎorén who led them away from the Wuordonese conquest, deceased

  • Tā De Xīn Shì Zuànshí, Her Heart Is Diamond, Dòngxué Manifest, Aeonian

  • Wángguàn, first emperor of Wuordon, legendary conqueror, deceased

Estimated Populations

  • Hǎorén: 20 million

  • Lǎobǎnrén: 100 million

  • Other: 10 million

Sample Stats

PRO 8
ATH 8
STR 10 Toughness 12
AWA 8 Underground senses 9
WIL 8
PRS 8
STH 8


Empaths

Empaths are metahumans who can feel the emotions of people near to them. They each have an ability relating to their touch as well. They developed from humans as they practice wielding emotional resonance.

A few universal features:
  1. Skin contact improves their heal/wound/rend/poison by +1.
  2. Anything thicker than a thin layer of cloth prevents their touch ability, unless it has been enchanted or blessed otherwise.
  3. They have immediate Recognition of one another when near to each other.
  4. They cannot affect each other via touch powers.
Auspicant (hope) - empathic senses, empowering touch
Empath (emotion) - empathic senses, healing/soothing touch
Haecceit (connection) - empathic senses, bonding touch
Limerent (love) - used to be beloved - sense love, bonding touch
Meschever (mischief) - empathic sense, glamour
Positiv (joy) - used to be jubilarian - sense happiness, empowering touch
Storgean (family) - sense relationship, bonding touch
Valere (valor) - sense fear/danger, empowering touch

Old Empath Page

Insulari

Insulari are insinsis who bond with the islands they dwell on. Insulari Template

Ka'ar

Ka’ar

Elementals of flame.

Basics

  • Taxonomic Order: Elementals

  • Alignment: Aetherial

  • Energy: Lahab al’Qalb

  • Lifespan: 70-100 years

  • Diet: Over-cooked fare

  • Habitat: Arid mountains and volcanic regions

Origins

Burning flames coalesced into fleshly forms because of aetherial power.

Description

Ka'ar appear to be hairless humans with mottled, scale-like skin, usually reddish or orange in color. When they pass through a shadow or are in the dark, they glow as if surrounded by a faint flame.

Procreation

Ka'ar reproduces sexually. Powerful ka'ar can also reproduce with other beings with lahab al’qalb within them, though this might require esoteric rites, and it always follows the birthing parent. Other beings require supernatural intervention to reproduce with ka'ar.

Powers

Ka'ar require very little to drink and have small amounts of the various humors in their body. They can breathe smoke, and the most powerful among them can take the form of smoke, though they can only do this once a year.

Fire

Ka'ar are beings of lahab al’qalb, which courses through their blood. This allows them to create and control fire. They can bring fire from within themselves at will on any part of their skin, though they tend to use their hands. They can control any fire near them if they can touch it. Ka'ar are born with a natural talent at controlling and creating fire, and there is a genetic component to how powerful they are at birth. However, it is possible for them to learn better control or practice to be more powerful. In moments of intense excitement, their aura may appear even without shadow around them.

Consumption

Ka'ar have the power to consume that which they personally have burnt, no matter what it is, to draw back the aether they used. Culturally, this practice is rare, as in their own communities, there are other sources of lahab al’qalb to restore them, but it is never looked down upon. Among other cultures, this can alarm people, especially if they have burnt something not usually seen as food.

Resistances

Ka'ar are resistant to heat. The most powerful can touch lava without harm. Even the weakest ka'ar can walk on hot coals or put their hands in a bonfire.

Weaknesses

Brown aether can harm them. If they drink pure water, it will impact them as a poison. If they are submerged in water, it can kill them. Conflueverant and hvittdogg affect them as mundane water would.

Nations

The original nation of ka’ar are called the Azari, or fyr-ka’ar, and they dwell in Azar in Mahad, where they wield lahab al’qalb, which they embody. The other nations of ka’ar wield different kinds of flame:

  • Barazari, or xel-ka’ar, in Barazar in Barathrum, who wield ikehua lyua pele.

  • Dra’azari, or loh-ka’ar, in in Dra’azar in Taggarus, who wield viridian aether.

  • Imazari, or zan-ka’ar, in Imazar on the Green Moon, who wield qeernariji.

  • Limazari, or suf-ka’ar, in Limazar in Dabusen, who wield bijalee.

  • Muramjazari, or rel-ka’ar, in Muramjazar in Wymmera, who wield tenyocan.

  • Niazari, or cef-ka’ar in Niazar in Ansulym, who wield infernum.

  • Oazari, or myn-ka’ar in Oazar in Gyrah, who wield the bright.

  • Shiazari, or iel-ka’ar, in Shiazar in Palhur, who wield ma’dhahabi.

  • Vayazari, or ona-ka’ar, in Vayazar in Jesenranu, who wield draconic power.

  • Yashazari, or uln-ka’ar, in Yashazar in Starfall, who wield baleblood.

Culture

Ka'ar society is organized into a caste system based on the strength of their powers over fire at birth. Even if they gain greater power as they grow up, they are stuck in the caste they were born into. The castes:

  • Al'riba (lords): 21+, able to control anything bigger than a large housefire

  • Sabiqa (wise folk): 18-20, able to control a large housefire

  • Muguerrib (warriors): 15-17, able to control a small housefire

  • Comertajir (merchants): 12-14, able to command a large bonfire

  • Arturfi (artisans): 9-11, able to command a bonfire

  • Khadivor (servants): 8 or below, able to command a campfire or less

In order to test each child, a special sabiqa called a kialdidor uses an ancient rite to measure the newborn's inherent power to determine its caste. Children born to parents of a different caste are taken away and sent to be adopted or raised in an orphanage by those of their own caste. Outcasts are called maparibudh.

Ka'ar society evolved into a caste system early on and has rarely changed since. The founder of the country Azar named it after himself. He is the son of Narallah, the Divine Flame, and the first ka’ar, and he grew to hate his mother for her refusal to choose him as her favorite, despite his being the most powerful of them. His jealousy and spite led him to kill any of his siblings whom he could not control through fear and to injure and banish his own mother. He started the ruling family of Azar.

Their ruler is a maliko who is of the al’riba caste. The maliko's family is rigidly al’riba, and any born outside of this caste is disowned immediately. The caste system was imposed by a small group of very powerful ka'ar seeking to maintain control and power against internal rebellions against their cruel power. The caste system is viciously enforced, and the lower castes are in constant defiance. The enforcers are part of the warrior caste and are a special group called the ejmunafidhin (sing. ejmundafidh). In order to enforce breeding and supremacy, the al’riba require a rigid set of gender roles: man, woman, and “eunuchs”. The ejmunafidhin are always castrated.

The al’riba are few in number and all related to one another. They desperately seek to pass on their power to their offspring and often adopt a’lriba born to the lower castes in order to keep their families going. These children are always claimed to be their natural children no matter the truth. The al’riba are ruthless, privileged, and quick to anger. They use their power to dominate others. Their palaces have open-air rooms devoted to massive bowl-torches set in the floor where they bathe in flame and consume that which they have burnt. They use the khadivor to do all the labor they need to thrive, guard themselves with the mugerribim and keep the sabiqa as their advisers, the cometajir as their go-betweens for commerce, and the arturfi to make them fine things. An al’riba's palace will have extended family within it. Children will be raised by the khadivor that serve there. The al'riba live in luxury and pursue their passions.

The sabiqa are the next caste, privileged for their elite knowledge. As children, they are taken to a special school that teaches them a curriculum devised by their elders to indoctrinate them into their complex philosophy of consumption, the caste system, and flame. The sabiqa are often willing participants in enforcing the caste system, as they are indoctrinated from an early age and benefit greatly from it. After they graduate from their special schools, they are given luxurious apartments and many khadivor as servants. They also take on the task of educating (indoctrinating) members of other castes, keeping libraries, practicing and controlling the use of mystic arts, and the spy networks of the country. They wear special brass emblems called jamrascura. These emblems allow them access to secret information and societies where forbidden arts are practiced. Men among the sabiqa are usually scholars, researchers, teachers, priests, and practitioners of celestial or infernal arts. Women among the sabiqa are usually spymasters, librarians, teachers, priestesses, and practitioners of aetherial or nommic arts. Eunuchs among them are usually spies, scientists, indoctrination specialists, shamans, and practitioners of shebvic, poioumenonic, or paradoxical arts.

Special among the sadiqa are the priesthood. Worship of the Narallah is enforced in Azar. Priests are indoctrinators, priestesses are administrators. The priesthood, called the nftimo, practices a religion that requires blood sacrifice (usually animals), rigid adherence to rules, and meditation via smoke-inhalation. The high priest of the nftimo is the only sadiqa whose power is close to that of the al'riba at birth. Laws prohibit the priesthood from gaining too much power, but they are much feared and honored.

The warrior caste of the muguerribim are the military, police, and guards of Azar. They are sent off at a young age to train as warriors. By age 13, they are selected to be part of one of the different warrior jobs: common soldiers, cavalry, qursans, scouts, demolitionists/arsonists, city guards, bodyguards of the al'riba, detectives, border guards, outcast-hunters, or the ejmunafidhin. Those who serve well in these and grow in power and skill can become one of the six kinds of elite warriors: the personal bodyguards of the maliko (haresplandiq), the assassins (fumardukhan), the blessed elite sworn to Narallah (shueletdios), the red elites who ride the great horses (jaladroja), those who dance with burning swords (sayfarra), or the blood-drinking wild ones (kabirerno). They live in comfort and enjoy many privileges, including the right to have sex with anyone of a lower caste at their pleasure. A special code of honor exists among them, but it is twisted and involves a rite of burning themselves. They refuse to betray one another and believe themselves to be heroes deserving of great honors, which they will show to each other while denigrating lower castes. The artufri create grand weapons and armor for them.

Among the cometajir are very wealthy and powerful individuals. This caste sees the most desertion of all the castes, as they have the most resources to do so. Laws prevent them from living in luxury similar to that of the al'riba or sadiqa, but their accommodations often rival the muguerribim. They are traders and merchants, but the laws of trading are set by the al'riba and all resources are owned by the al'riba. They must follow them closely and trade what they are told. They have leeway in making deals, but if they succeed, the al'riba take credit, and if they fail, they are punished. They have many arturfi and khadivor serving them. Those deemed to be cometijar as children are taken in by cometajir families and raised to understand business. They compete for contracts with the al'riba and access to resources, which they then attempt to trade internally or externally. Half of their wealth goes to the al'riba, but they keep the rest (and many hide how much they truly have). The cometajir enjoy their comforts, but they are forced to work very hard. This instills in them a pride and a sense of accomplishment that often blinds them to their exploitation.

The arturfi are fine craftsfolk, artisans, creators, and skilled producers. They are artists, blacksmiths, masons, chefs, composers, sculptors, weavers, potters, tanners, armorers, machinists, sand shipwrights, and more. They are considered elite workers. They must create to serve the upper castes, but have a few more privileges than the khadivor. They often oversee khadivor in factories or other circumstances. As children, they are apprenticed early to the arturfi who will raise and train them. At the age of 16, they are tested. If they fail, they are required to train for seven more years. If they fail again, they are outcast. If they succeed, they become journeymen and later masters. Some have their own shops, but most serve a cometajir, sadiqa, or al'riba, or the military or police. They are often seen wearing special clothing based on their craft, and they have basic guilds that help them struggle for rights. These guilds are identified by the clothing they wear. There are strict laws the guilds must follow to have any influence, but there is often struggle to gain more.

The lowest caste is the khadivor, who are servants. They are paid, so they are technically not slaves, but they are treated about equally. They have little choice of where they work, subject to the whims of anyone of a higher caste, and they must do the work they are given. Most are children raised in orphanages because of offspring born to higher castes. Those born into khadivor families often have relatively happy childhoods, as their families seek to let them enjoy life before they are required to go to school at age 12 or work at age 16. Khadivor have many stories they tell of those who escaped or became a higher caste somehow. They dream of better, and they are disallowed by law from fighting for better. They do all the work the other castes don't do.

Any deviation from the caste system is punished by banishment. Outcasts are called maparibudh, and if they survive long enough, they usually find their way to the riverside settlements where other ka'ar fear to go. Legend says these settlements were founded by the Ka'ar Manifest, Kes-ka'ar Aluar. She protects them from the power of her son and his descendants. Among these settlements are a whole different and more equitable system. Everyone is taught to use their powers. Everyone is encouraged to take whatever role they wish. Everyone is allowed to express their gender as they choose. The settlements are led by elected councils of leaders, property is held communally or personally but never privately, and Narallah is worshiped in the old ways, through rituals of flame and smoke, dancing and song. Laws are only there to protect the settlements.

Every settlement has certain special roles. The council has a force of guards who protect the community called the direprotegim. These forces answer to the community. The priestesses, called lideralnaar, are singers and dancers who commune with Narallah, and there is an elite group called the umllama, Disciples of the Manifest. They have special powers and are called upon to answer the most difficult questions or issues facing the community. Finally there are the mutamaridin, warriors, spies, and infiltrators who seek to liberate ka'ar society from the maliko. These are in both the settlements and among the cities, where they foment rebellion and organize resistance. They are considered the worst criminals in all of Azar.

All ka'ar buildings are made (at least in part) of a brass imbued with lahab al’qalb. Certain flammable materials are forbidden within ka'ar society.

National Cultures

The other nations of ka’ar have distinct cultures:

  • Barazari, or xel-ka’ar, in Barazar in Barathrum: the Barazari live in a very similar culture to the Azari, with a caste system ruled by a singular autocrat and a noble ruling class, with a hierarchy enforced by their power. However, the hierarchy is determined by blood and not their power at birth, and they have a more traditional slave economy. They worship 'Iilah al-Sahara, the Magma God, whom they believe is greater than Narallah, making them heretics in the eyes of the Azaris. They have control over magma and even higher heat resistance, but they are much fewer in number.

  • Dra’azari, or loh-ka’ar, in Dra’azar in Taggarus: the Dra’azari dwell in a small city just south of the Desert of the Winds in northern Taggarus. In their savanna city, they wield viridian aether and honor the hot seasons, and they live a much more communal life, honoring druid-like religious leaders and focusing less on flame than seasonal heat. They worship all aetherial Divines and Mother Shem, making them heretics in the eyes of the Azaris, but they acknowledge Narallah as the great fire god and thus their founding father.

  • Imazari, or zan-ka’ar, in Imazar on the Green Moon: they dwell in a crystal city that redirects starlight into a great hearth where it ignites in cold, radioactive flame. This they wield, raw qeernariji, which they draw strength from. They honor Dakhama as the Immensity, a Divine force that guides them in understanding the universe, and Narallah, who birthed them from flames. The Azaris view them as heretics, but they make no effort when it comes to fighting them, as they are so far away. The Imazaris are radioactive because of their use of qeernariji and therefore dangerous for many other mortals to be around.

  • Limazari, or suf-ka’ar, in Limazar in Dabusen: they dwell in a massive city just north of Unbul (think Hong Kong) with a long history of being colonized. It is technologically advanced, an electropunk nightmare city to many outsiders, and at its heart is a massive power plant that runs on bijalee. The Limazaris see themselves as a technocratic society, but in truth they are a capitalist quasi-fascist state that preaches electrical power over all. They are despised by the Azaris and they have long since abandoned religion.

  • Muramjazari, or rel-ka’ar, in Muramjazar in Wymmera: they dwell in an island country just off the northern coast, where they have suffered colonial rulers before. They hate the baleful and believe themselves to be fated to stand between them and other colonizers from the north. They wield tenyocan, liberation power, and celestial flame, and they are a warrior-nation who honor those who face impossible odds. They worship all celestial and aetherial Divines, and the Azaris have a grudging respect for them.

  • Niazari, or cef-ka’ar in Niazar in Ansulym: they dwell in a powerful city on the border of Srisia and Deseria, and the city has changed hands between the two for millennia, though always semi-autonomous. The ruler of the city is always the most powerful ka’ar there, no matter their birth, but they prove their power by wielding infernal fire, infernum, which they gain from deals with demons. Their culture encourages ruthlessness and cruelty, and only those who embrace these live long. Regardless of which empire they are part of, they retain some of their original culture and send a force of fiery warriors to serve the imperial military. They worship themselves and sometimes demons. Azaris despise them.

  • Oazari, or myn-ka’ar in Oazar in Gyrah: they dwell in a small sky island country where they have long-been colonized by Psyara. They teach themselves psionics and become menstriae in order to use pyrokinetics, but they also sometimes wield the bright, which they also sometimes call “flame without heat.” They worship various deities, depending on how much influence Psyara has over them in any given era, but they usually combine worship of Sedeia and Narallah. They are viewed as pitiable by Azaris.

  • Shiazari, or iel-ka’ar, in Shiazar in Palhur: the children of the sun, dwellers in the deserts of eastern Palhur, they are wielders of ma’dhahabi and worshipers of the first flame, the Sun itself, and the Sun’s bearer, Jalib al-Fajr, and Narallah himself. They are respected by Azaris, but cautiously.

  • Vayazari, or ona-ka’ar, in Vayazar in Jesenranu: they dwell in on an island in the far north, near Colesh (which it is technically part of), living as a small community in service to a powerful dragon dynasty. They wield dragonfire and worship their draconic rulers, and they are seen by the Azaris as heretics. However, they are also feared for their incredible powers.

  • Yashazari, or uln-ka’ar, in Yashazar in Starfall: they dwell in a city within the Burning Wood, where they engage in worship of violence. They are a warrior-nation who infuse themselves with baleblood to supplement their abilities over fire, and they use their ability to control fire to control the baleblood. They are pitied and despised by the Azaris and enslaved by powerful forces.

  • faeriefire?

Esoterica

Ka'ar are beings of lahab al’qalb; they are the elemental embodiment of flame. There are many practitioners of the arts of flame among them. All other forms of esoteric flame (and light) are somewhat under their command, including ikehua lyua pele, ma’dhahabi, draconic power, qeernariji, the bright, infernum, tenyocan, baleblood, curacion, lhair, viridian aether, radiance, euphotonia, gossamer light, flux, dumaqu, feirua, and bijalee (lightning). They also have been known to wield emotional resonance, blood energy, and ayase.

They are unable to wield hvittdogg, conflueverant, or brown aether. Void nullifies their powers.

Economy

The economy of Azar is a modified slave-based autocracy, with the servant caste replacing slaves.

Language

Their language is based on Arabics.

Occupations

Occupations among the Azaris include

  • Aimra'at Muqadasa: a priestess among the sabiqa.

  • Bahith: a male scholar, researcher, or teacher among the sabiqa.

  • Barkih: a man who practices infernal or celestial arts among the sabiqa.

  • Dawria: a border guard among the muguerribim.

  • Ejmundafidh: enforcers of the caste system among the muguerribim.

  • Fumardukhan: the assassins among the muguerribim.

  • Hamia: a bodyguard among the mugeuerribim.

  • Haresplandiq: the personal bodyguards of the maliko.

  • Hariq Hayil: a demolitionist among the muguerribim.

  • Haris al’Kutub: a librarian woman among the sabiqa.

  • Jaladroja: the elite red warriors who ride great horses, muguerribim.

  • Jundiun: a common soldier among the muguerribim.

  • Kabirerno: the blood-drinkers among the muguerribim.

  • Kahina: a priest among the sabiqa, a member of the nftimo.

  • Kashaf: a scout among the muguerribim.

  • Kialdidor: a sabiqa who measures the power of infant ka’ar to place them in a caste.

  • Maliko: the ruler of Azar.

  • Muhaqiq: a detective among the muguerribim.

  • Mujarab: a eunuch scientist among the sabiqa.

  • Muktashif: a hunter of outcasts among the muguerribim.

  • Muqshada: a sand sailor (qursan) among the muguerribim.

  • Murabiy: a woman who teaches among the sabiqa.

  • Muraqib: a eunuch spy among the sabiqa.

  • Niqash Hafaar: a eunuch sadiqa who indoctrinates children into belief in the caste system.

  • Qanaa: a eunuch shaman among the sadiqa.

  • Sahir: a eunuch who practices shebvic, poioimenonic, or paradoxical arts among the sabiqa.

  • Sahira: a woman who practices aetherial or nommic arts among the sabiqa.

  • Sayfarra: those who dance with burning swords among the muguerribim.

  • Sayid al’Jawasis: a woman who is a master of spies among the sabiqa.

  • Shueletdios: the elite warriors among the muguerribim who are sworn to Narallah.

  • Shurti: a city guard among the muguerribim.

  • Silah al’Fursan: a member of the muguerribim cavalry.

  • Tajir: one of the cometajir merchants.

  • Fanaan: artist among the arturfi.

  • Hadaad: blacksmith among the arturfi.

  • Qatae al’Hajar: mason among the arturfi.

  • Tah: chef among the arturfi.

  • Mulahin: composer among the arturfi.

  • Nahaat: sculptor among the arturfi.

  • Wayafar: weaver among the arturfi.

  • Khuzaf: potter among the arturfi.

  • Sanie al’Julud: tanner among the arturfi.

  • Sanie al’Durue: armorer among the arturfi.

  • Latkha: machinists among the arturfi.

  • Kitab al’Sufun: shipwrights among the arturfi.

  • Khadivor: the servant caste.

  • Direprotegim: guards among the outcasts.

  • Lideralnaar: priestesses among the outcasts.

  • Umllama: disciples of the Manifest among the outcasts.

  • Mutamaridin: revolutionaries among the outcasts.

Outside View

Ka'ar are seen as unreasonably harsh by outsiders who are unaware of the resistance to the caste system within their society. They are often demonized, but many countries seek the favor of the maliko for trading and military alliances. Ka'ar outside of Azar are usually seen as odd for their traditions and practices, but rarely are they specifically targeted other than being viewed as outsiders, save in the colder climes where they rarely go.

Notables

Estimated Populations

  • Azari: 20 million.

  • Barazari: 2 million.

  • Dra’azari: 10,000

  • Imazari: 5,000

  • Limazari: 5 million.

  • Muramjazari: 20,000

  • Niazari: 20,000

  • Oazari: 1,000

  • Shiazari: 200,000

  • Vayazari: 800.

  • Yashazari: 500.

  • Other: 50,000

Sample Stats

PRO 8
ATH 8
STR 8
AWA 8
WIL 8
PRS 9
STH 6


Old New Kaar Page

Kokebi

Kokebi are the people of the stars. They have stars in their hair.

Bintang (dream) - star folk among the floating cities in the gaps between planets
Bituon (star) - star folk among the asteroids
Gwiazda (boundaries) - star folk among the outer limits of the solar system
Izarr (health) - star folk among the rings of the gas giants
Juldiz (infinity) - star folk from deep space
Kokeb (sun) - star folk among the edges of the sun (formerly Sollarian)
Najim (nature) - star folk among the nebulae
Qredhe (darkness) - star folk in the darkest parts of space
Trafarean (light) - star folk in the heart of galaxies

Kokebi Template

Mammonites

Mammonites are metahumans who were consumed by greed and turned into monstrosities. There is only one nation of mammonites.

Mammonite (drenante)

Psionists

Psionists are humans whose culture centers around the discipline and focus necessary to use psionics. They have different classifications within their one main culture:

Ordinal:

Brainmaster, who wield vonzot and can control mental systems (systems)
Denier, who wield self-denial (famine)
Displacer, who wield black nommos (deceit)
Eidat, who wield ancestral memory (family)
Enatenic, who wield euskepsia (wisdom)
Psionist, who wield psionic energy (knowledge)
Repeater, who wield raw nommic energy (truth)
Soother, who wield dream energy and enter people's dreams (dream)

Exo-ordinal:

Alterator, who wield flux and can deeply alter the minds of others (change)
Bridger, who wield yahas and can connect the minds of different individuals to each other (connection)
Carrier, who wield possibility and are telekinetic (science)
Dementor, who wield entropy and can warp the minds of others (chaos)
Hyperion, who wield complexity and can reach into the inner depths of minds (infinity)
Irritokineticist, who wield mindnull (void)
Mentalist, who can use krakaohy to learn how to wield any mental energy (skill)
Mishanter, who can wield doom to cause bad things to happen (doom)
Precognitive, who wield fate and can predict brief periods of time ahead of them (fate)
Splicer, who wield d'qiarsea and can damage people's minds (war)
Thandör, who wield vonzot and can reorder the way minds work (order)

Psionist Template

Speculari

Speculari are the "glass people," metahumans whose feet are delicate and capable of walking on clouds, a small group of nations that developed in the sky.

Auroro (might) - the golden folk
Byssoro (order) - the cotton folk
Fullonoro (justice) - the bubble folk
Glaciero (ambition) - the frost folk
Nectoro (abuse) - the lace folk
Salio (storm) - the feather folk
Specularo (oppression) - the glass folk
Venthero (valor) - the harmony folk

Speculari Template

Wathites

Wathites are superhumans from Wath empowered by feats.

Wathite (might)

Wathite Template

Wild Talents

Wild talents are any kind of human whose Names are infused with wild magic that gives them various powers. They can be of any nation; they appear randomly at any stage of life from people who have been caught in blue zones

Wild Talent (magic) - infused with wild mana

W Talent Template

Ysians

Ysians are underwater metahumans.

Jengu (health) in the Avalisi Sea
Kanaka Wai (island) in the Thousand Thousand - based on Namaka
Seonaidh (sound) in the Borean Ocean
Wihwin (cacophony) in the Palhuric Ocean
Ysian (water) in the Wyren Ocean

Ysian Template
Topic revision: r20 - 09 Jan 2021, SallyJaneBlack
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