Beginings
Starting as Navask as your character need to follow these specifics rules before they can go ventur out the world of illutheria.
region lock
The navask species are commonly born in the Nagindra country. You as a new player for this resident species need to start off in this region. Navask player are only allow to roam only inside the region and cannot access to outside activites prompts.
The Nagindra region are strictly for the navask resident species to strive among the dangerous flora and fauna in the land. Tribes also apart of you challabges to overcome the hardship as a lone navask.
Navask are bound to the tribe as such The Law of Kinsmen equality
Follow the steps to go through your freedom outside the Nagindra:-
- The passage
- Tribes selection
- Challanges
- Passpord
nagindra lore
The old lore were on Nagindra Era site. They are now moved and apply to the wolrd of illutheria. WIP
Demagolka: Corrupted Exile
Arcania: The Exalted One
Dar Aliit: No Longer Family
The Dar Aliit, where these associating archaeologist. When they unearthed the tombs in (Insert Location Name here) they found something. A top an offering altar (Supposedly used for offerings to the dead) they found a cube the resinated with magical energy. The Areologist called it Marmarian Cube (Named after the discoverer) and when they attempted to use it the magic inside the cube turned the tribe of diggers into something no longer seen as Navask. They lost their minds, savagely attacking one another until only a few remained. After the slaughter they began to cannibalize their dead family members; Mothers, Fathers, and children alike. No one was saved from the horrible acts committed by the corrupted Navask. They now are only seen near Aethian ruins, although were never seen travelling to the other ruins across the planet. The common speculation is that all the Aethian ruins connect via a vast cavern system that the Navask of Nagindra call the Under Place. There are also no record sightings of a Dar Aliit Brooding Pit. Theories say anything from; Their Brooding Pit are guarded deep within the tunneling corridors of the Aethian ruins to The Dar Aliit have now formed a connection the ruins and have somehow learned to clone themselves.
Among The Dar Aliit is their leader and the discoverer of the Marmarian Cube, Draxion Mar now called Demagolka. A towering beast of a Navask; fast, strong, quiet, and mutated. Although all Dar Aliit have some form of mutation in the form of strange ruins that are now carved into their hide (Much like the ruins left over from the purge). Demagolka’s mutation is much more drastic. His fur changed from an almost sparkling white and smokey grey (Grey wolf pattern) to (Insert chosen design). He was born with a rare and admired trait of having a menacing stinger on the tip of his tail. But, just like the rest of the Dar Aliit the poison it injects into a unluck subject turn the victim into a Dar Aliit within 48 hours of injection. (No remedy is thought to exist.)
When a child's interest in magic is peaked, or an interest in the Aethians is noticed. The tale of Draxion Mar and the Dar Aliit is told to the individual's entire clutch. Now, the Navask steer clear of all Aethian related structures, texts, and artifacts. In fear that a Dar Aliit may be lurking nearby. There was however, one Navask that dared to face the Dar Aliit, this brave soul fought against all odds. Warred single handedly united the fractured Nasak and formed the four High Clans. Uniting under a single cause, she led an army through a hive of Dar Aliit in hopes to make the Cursed Dar Aliit an extinct mistake. Her name was…
Arcania.
After the events of the purge the Navask were a fractured people, no longer staying in one large family. The fear of the Dar Aliit drove them to all corners of Nagindra. But, with the help of her fellow clutch-mates Arcania sent word out to all the largest tribes in the land that she was mounting an assault against the Dar Aliit. The Navask’s natural sense of duty was all she needed to soon see her home of (Insert name here) swarmed with willing combatants.
Upon the arrival of her people Acrania called a meeting with all the clan leaders. In this meeting they form the Pact of the Nagindra-era. In which established the four clans: Dahkhubba, Malith, Habaja, and Ya-Kuna. Appointing the first Chieftains to each of the clans. She herself was appointed by the other leaders as The Exalted One, Arcania has been and has far as the Navask see now the only Exalted One.
A great battle took places in the ruins of (Insert name here). The Dar Aliit were a powerful foe, using the magical energy of the Aethian technology to ravage the assaulting forces. Though many Navask died and the battle itself was seen as a loss to many one good thing did come out it all. It proved that Dar Aliit could be killed, and their leader Demagolka was not the strongest Navask on the planet. Both Arcania and Demagolka were slain by one another during the battle. Although the Dar Aliit are not extinct they are no longer an organized collective. Without a leader like Demagolka to guide them The Dar Aliit mentally devolved into nothing but savage, zombie-like beasts. Smart enough only to form loose tribes in the Aethian ruins around the terrain and each tribe is different in some save for all have a blood feud with the Navask and all attack Navask on site.
holidays
The Pass
The Pass is a ritual performed after a Clutch has passed their Rite of Brotherhood. This ritual is performed to welcome the new adults fully into the clan and recognize them as adults and brothers and sisters. The ritual consists of each Clutch-mate coming before the Chieftain where they kneel and utter an oath of loyalty to the family. After which the Chieftain uses a bundle of herbs soaked in his own blood (In ancient times blood of the Chieftain. But, can be replaced with pigs blood if the chieftain chooses so. If pigs blood is used the Chieftain undergoes a separate ritual that takes place the course of a week where he will actually give the pig a similar ritual making a full member of the clan. Then killing it in a fashion suited as not to be dishonorable.). He then takes the bundle of herbs and lashes across each of the shoulders of the Clutch-mate (Similar to how one is “Knighted” in modern times). The Clutch-Mate is given a Clan name.
(Example:
Joe [Name given at birth] Iron Claw [Bestowed due their ferocity in training and love for using their claws opposed to any weapons].
Harley Floth Keeper [Bestowed because of their love of the brewing arts])
They are then required to not bathe for three days keeping the mixture of blood and herbs on their shoulders as a last step in becoming full adults.
Collection Day
(November 1st - November 21st Day of the Festival takes place on November 21st)
Prey Gala
(April 22nd - May 16th)
- Was the kill of predator or prey? (Predator graded higher than prey)
- How much does the kill weight? (The heavier the kill the higher the grade)
- How clean was the kill? (A kill riddled with arrows and injuries are graded lower than a clean single arrow kill.)
- How many hunters participated in the kill? (A Navask will never take credit in a kill they were not a part of so cheating in this area has never been an issue. If more than one Navask was involved in the kill. The grade of the kill is divided into equal parts regardless of how much each Kinsmen participated. The belief is, if more than one helped kill a creature then the creature wouldn’t have been killed if every hunter wasn’t a part of it. Therefore equal grades between the group.)
Tribes
Dahkhubba: King’s Hunters
Chieftain: Grazkroxl
Oracle (Shaman): ???
Warfare
Being the largest and most powerful Clan, Dahkhubba also has the largest count of warriors. Forming large platoons and arming them with Navaskian Spears and swords. In large numbers they move in formation (Usually arrowhead formation). The frontal force of the movement attacks with relentless and brutal force. Chopping down anything that stands in their path; While those in the center walk over the aftermath of the front and finish off survivors. The Dahkhubba way of war is “Give no mercy, leave no prisoners.” Believing themselves above the use of prisons of war. The rear force is usually armed with Navakian spears or Atlatl & Tlacochtli (An aztec throwing spear). Throwing deadly projectiles at the targets to soften the ranks for the frontal assault.
“Navask Ern Solus.” - “Navask are One”
Lifestyle
Malith: The Iron Spines
Chieftain: ---
Oracle (Shaman): ---
Warfare
The best and bravest warriors come from the Clan of Malith. With so also comes the most feared fighting force on the planet. Even an entire platoon of Dahkhubba warrior would rather face any other foe than come up against a Malith patrol (If the two tribes were at war that is.) Before every battle the Malith ingest a hallucinogenic plant that make their anger boil and their blood run fast. When engaging a target and activating adrenaline the plant takes effect cause the consumer to go into a frenzy hacking and slashing at anything insite. The event of Malith warriors turning against their own due to the plant is not unheard of or uncommon. To reduce the risk of unnecessary friendly conflict the Malith have adapted to not allowing their adrenaline overwhelm them until needed. Malith’s plan of attack is usually just that. Attack. They charge into battle armed with nothing more what Nagindra graced them with upon birth. Tribesmen who carry the trait of Elbow spikes are seen as blessed by Arcania.
“Tal unk ner bev, Gal naritir baar.” - “Blood on my spikes, Ale in my gut.”
Lifestyle
Habaja: Those who live with waves
Chieftain: ---
Oracle (Shaman): ---
Warfare
No one can see you coming if you ambush them from below. That is the way of life for a member of Habaja, armed with harpoons and nets they lurk on the coats and in the bogs of Nagindra. Camouflaging themselves with the plant life of the area and masking their scents with the muck and grime of the river beds The Habaja are the perfect ambush predators if you are close to bodies of water. Most stay clear of large bodies of water where the calling card (Water-base plante life dried and tied onto branches and around rocks) of the Habaja sit like a warding sentinel. Habaja warriors are the best scouts of the Navask, knowing the lands like the back of their hands. Using the waterway to travel faster through the winding rivers and creeks of Nagindra.
“Nynir iviin’yc, Shev’la iviin’yc.” - “Strike fast, Disappear faster.”
Lifestyle
Ya-Kuna: King’s Shadow
Chieftain: ---
Oracle (Shaman): ---
Warfare
Lifestyle
Vela-Drow: Awakened Minds
Chieftain: ---
Oracle (Shaman): ---
Warfare
Lifestyle
Forbudte: Banished ones
Rumored Notable Members of Forbudte:
- Farkel The Ruthless
- Mananok The Broken
Warfare
lifestyle
weapons
Just because one tribe prefers to use a certain weapon does not mean that weapon does not exist in their tribe. The common weapons of each tribe are like how police of our world are usually seen carrying a certain Billy Club or Baton, or a certain Taser or pistol. Here are some examples of more weapons used by ALL tribes.
Melee
- Spear
- Bone Tooth Sword (Swords of all kinds included. Bone Tooth Sword is traditional)
- Daggers
- Axes (utility, one handed battle axes, two handed war axes)
- Warhammers (realistic warhammers NOT Planet sized rock tied to a stick.)
- Maces
Axes: Everyone knows the difference between an axe that used as a one handed weapon and an axe used as a two-handed killing machine. But, on Nagindra axes have been modified and are seen as status symbols in the tribes. One handed axes are often paired with a shield, the combo of which are stored together.
Navaskian shields can fold into a triangle shape (Think like a pizza slice) and upon releasing a latch the shield spins open into its full size. The handle of a Navaskian axe collapses in on itself to compress down to about the size of a hatchet and is then sorted in a space behind the shield. Both pieces together have the appearance of a 8th a slice of a whole shield on the arm with an axe hand sticking out towards the elbow.
Warhammers: Resemble the real life warhammers of our world. For example a typical two handed warhammer in reality weighs around 3.8 pounds (1.72kg) - 5 pounds(2.26kg). With a small blunt head (More commonly with a set of four blunt spikes sticking out of the end and a sharp spike coming off the other end for penetrating helmets and skulls.
Muals: Muals are a variety of warhammer that is similar to that of a modern day sledgehammer and more akin to what fiction and fantasy has made of warhammers. Only the largest and strongest Navask carry Muals due to the amount of physical strength and control it takes to swing around such a heavy weapon.
Ranged Weapons
- Bolas
- Atlatl & Tlacochtli (Aztec spear throwing weapon)
- Bows and arrows
- Spears
- Throwing daggers (Daggers)
- Nets
- Blowguns and darts
- Throwing axes (Small hand axes)