Nagindra

Created: 13 August 2024, 04:45:13 ADT
Last updated: 13 August 2024, 09:59:20 ADT

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
[deh-mah-GOHL-kah]
 
​Arcania: The Exalted One

 

Dar Aliit: No Longer Family
Old Tribe of Navask who lived underground. The existed long before the five tribes.
 
Dar Aliit and Demagolka Lore
 The Dar Aliit (Meaning No longer Family [Pulled from the mando’a language from the star war franchise] ) are a old tribe of Navask that are the soul reason why The Navask turned away from magic. Scattered across the various biomes of Nagindra are ruins of an ancient civilization known as the Aethians. Little is known about the Aethian such as their culture, appearance, or the circumstances behind their disappearance. All that remain are the ruins of their civilization. The Aethians were I highly advanced people, using magic syphoned from Nagindra itself to fuel their world. The raw magic from the planet however was and still is a time bomb waiting to go off. Although no knows why it happened, it is clear that the very magic that made the Aethians powerful beings ended up being their undoing. Something happened and caused a magical surge to purge the planet of all those who used it. It is however strange that signs of the purge taking place are everywhere on the planet in the form of magically infused ruins left behind by the event. Not a single Aethian corpse or anything of the like has ever been found. Even Crypts that had been unearth by Navask archeologist were completely empty of all remains.

    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)
Collection day is a harvest festival held where all the clans come together to celebrate a good harvest of crops and to test the Malith’s latest reserves of Ale, Mead, Wine, and Whiskey. The festival is highly anticipated (Mostly by Clutchlings and young adults). Feast is prepared by the various farmers and hunters of the clans to which they all perform a ritual of passing around goblets full of a liquor distilled from (insert name of weird ass alien fruit here). Each tribesmen (Mother, Father, and child alike) take a single small sip from another clans clans goblet and pass it to the next. This ritual is to symbol the unity Arcania brought to the clans.
 

Prey Gala 

(April 22nd - May 16th)
Prey Gala is a 4 week long festival where the greatest hunters and warriors in the tribe participate in a hunting game. The game isn’t held at a specific time of day it is instead on going through the course of the festival. Each catch the hunter brings back from a hunt is graded on a few points.

  • 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.)
At the end of the 4 weeks the hunters are brought together their grades are compared. The winner is usually given an armband made from the bones from the largest kill taken down by the group. The armband is crafted usually from the spinal cord and is carved with ceremonial markings inlaid with (Insert valuable mineral here). The thread used to tie together the armband is color with the colors of the tribal banner. Hunter’s seen with these armbands are highly respected and also feared for their killing aptitude.
 

Tribes

Dahkhubba: King’s Hunters
Largest and most powerful tribe.The most well groomed and mannered of the tribe. Tribesmen usually decorate themselves with ornate and finely crafted jewelry and clothing. Though Malith has the most feared Warriors, Dahkhubba has the most respected warriors.
 
Chieftain: Grazkroxl 
Oracle (Shaman): ???
 
Dahkhubba info
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
The Dahkhubba being the largest tribe of The Navask live in the largest settlements, usually near rivers or large bodies of water. Being so they commonly do trade with the Habaja tribe for goods and services. The Dahkhubba live in grouped together small huts and form villages sometimes surrounded by walls, these walls are more wind protection than a defense as nothing really is a common predator for the Navask. Although Dahkhubba do have patrols around the wall just in case they see Dar Aliit or Forbudte in the area. The Aethian ruins are common found close to bodies of water so it is not uncommon for Dahkhubba to have a constant conflict with Dar Aliit. These patrols that guard the village edge are always accompanied by at least one Lutridea.
 
Malith: The Iron Spines
Famous for their production of warriors. Also where the Iron Claws and Elbow spikes mutation are most common. The Malith’s also are the tribe that primarily produce brew of all varieties.
 
Chieftain: ---
Oracle (Shaman): ---
 
Dahkhubba info
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
The Malith are born through the fires of war and strength. Being so they need a settlement as strong and enduring as they themselves. For this reason the Navask of the Malith clan build their villages into the side of cliff faces and mountains, sometimes ever building into cave systems giving the outward appearance of a smaller village than it actually is. The Malith use Lutridea in a similar way as the Dahkhubba except that just as they are warriors. The Lutridea of the Malith tribe are much like their companions, even more fierce than their Navask brothers. Training alongside the Navask at birth the Lutridea of Malith are NOT to be taken lightly, they tend to be larger and more violent than others and see life as a Malith does. Survival of the fittest. Inside their buried villages the Malith build large forged and pipe systems using stone and adobe up and out. A tell tell sign that a Malith village is near is constant sounds of snarling Lutridea and the smell of hot metal, along with the site of black smoke around the area.
 
Habaja: Those who live with waves
A Coastal tribe who are adapt at hunting in the shallow regions of the oceans. Small groups of Habaja can be found around lakes and other bodies of water.
 
Chieftain: ---
Oracle (Shaman): ---
 
Dahkhubba info
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
The famous hunters and fishermen of the Habaja tribe take great pride in their mastery of the planets water way. Being master of naval vehicles such as boats and dinghies. The Habaja live their lives on the water. Building villages that stand about the sapphire waves and foul smell bog water of their homeland. The Lutridea of this tribe are master swimmers, even better than their Navask counterparts they are also a common way for Navask to hunt. The Lutridea sniffs out the prey while the Navask lays traps. If the traps fail to catch the kill then the Lutridea chases down the prey and takes it down alongside its companion. The large beast of the Habaja carry the most respect in their tribe out of all the tribe. Almost having more respect than the Navask.
 
Ya-Kuna: King’s Shadow
NOT a tribe of criminals. But, a tribe of respected assassins. Often used by the other tribes [Excluding the Malith] to assassinate high value targets. Their Diet which mainly consists of grubs, poisonous fungus, and other dangerous creatures have made their venom evolve to be much more potent than any other tribe. They even harvest their own venom to coat blades and arrows to perform their assassinations.
 
Chieftain: ---
Oracle (Shaman): ---
 
Ya-Kuna info
Warfare
Silent as a still night, unseen like midnight’s shadows. This is the way of the Ya-Kuna, never attacking when they know they can seen. Calculated and precise killers the Ya-Kuna strike without warning and without hesitation hardly ever being seen, the only thing to know that a Ya-Kuna has been there is the trail of dead bodies it leaves in its wake. Armed with daggers and blowguns coated in their own toxin these deadly assassins are never unprepared. The culture of the strangest of the tribe save for the Vela-Drow. Their diet mainly consists of a large grub that to normal Navask would kill them due to the poison they carry. But, the Ya-Kuna have developed an immunity to the toxin and it has actually adapted to increasing the deadliness of their own poison. Ya-Kuna poison is the most lethal neurotoxin on Nagindra. (The traditional dagger carried by Ya-Kuna resembles that of a Kukri.)
 
Lifestyle
Stalking their targets for hours, days, or even weeks. No one ever sees these assassins or their Lutridea companions coming. Striking with deadly precision and armed with the most potent poisons. The Lutridea of the Ya-Kuna’s abilities in stealth and ambushing marks is unmatched among the tribes. You never hear them, never see them, and if you happen to spot a Ya-Kuna Lutridea...Then it is to late for you because the actually assassin is already sliding his/her dagger into your back. This tribe usually stick to remote and isolated areas of the planet, snaking through dark caverns and tunnel systems they’ve dug. The Ya-Kuna build their homes and settlements from the remains of an cavern dwelling insect that are adult form of the grubs they consume to increase their poison’s toxicity.
 
Vela-Drow: Awakened Minds
NOT a tribe of criminals. However, they have geared their minds to the ways of magic. Taking great influence from the tale of Arcania and taking extra measures to ensure corruption does not occur. The have learned to syphon magic from the planet and filter it into a pure source. Being the only tribe the produces Navask that are above average in their natural adaptation to magic they are marked as creators of various magic artifacts throughout history. They also create rune stones and trade with the tribes for other products [Rune stones are hardly ever used. ONLY when no other option presents itself. Navask will ONLY magic when they is no other way out. More often a Navask will choose death over the use of magic.]
 
Chieftain: ---
Oracle (Shaman): ---
 
Vela-Drow info
Warfare
  The Vela-Drow tribe of the Taboo. Respected, but looked down upon by the other Navask they use the forbidden arts of Aethian magic to aid them in their conflicts. Normally carrying only a satchel loaded up with their ruin stones. They avoid conflict whenever possible because the use of magic some with the danger of corruption. But, when they do engage they are absolutely terrifying in a battle. Throwing magic around like a child with a ragdoll, enhancing their personal abilities to make them faster than the Habaja, and stronger than the Malith. Being that they do not fight often not much else is known about the combative ways of the Vela-Drow.
 
Lifestyle
They build their settlements where ever they can fit them. Being hard for them to find a home to call their own. The Vela-Drow have many abandoned settlements throughout the planets various terrains. The Vela-Drow are not nomadic, they simply are constantly at war with one group or another because of their openness to the use of magic. They’re building are built quickly and are often hidden in forests and mountains. The only settlement that has lasted since the creation of the Vela-Drow is the Citadel. The Lutridea that live among the Vela-Drow are calm and seem more intelligent than the others of their species. Often found with their companions in their labs reading from texts and fetching things their partner needs. Being exposed to magic for so long has made the Lutridea of Vela-Drow a perfect match for taking on the Dar Aliit. Being the only known group that built up an immunity to the corrupting poison of the Dar Aliit.
 
Forbudte: Banished ones
The Forbudte (Banished ones in Norwegian) are Navasks who have been removed from the clan and thrown into the wilds to “Be taken by Nagindra”. The Forbudte are commonly exiled due to breaking one of the 3 Tenants of Arcania. Even the ruthless assassins of the Ya-Kuna obey the 3 tenants. A breaker of the 3 Tenants is renounced by their clan. Arrested and given a public humiliation (Usually flogging, or removal of a specific body part accurate to the crime committed). After their punishment they are bound, blindfolded, and gagged. Then the Forbudte are left in the woods bound to a tree far away from the tribe. To ensure the Forbudte doesn’t track the tribesmen back to the clan they cover their scent with the smells of the forest using whatever they can to cover their scent, and cover their tracks by dragging bushels of grass behind them to obscure their tracks. No one knows what truly happens to the Forbudte after that, normally they are never seen again. Some believe they are claimed by Nagindra and recycled into reincarnation to try again. Other believe they escape and join a rogue faction of the Navask the is said to roam throughout the landscape (Though upon this day they have yet to be seen). But most believe the Dar Aliit find them and corrupt them into their ranks of mindly beasts.
 
Rumored Notable Members of Forbudte:         
  • Farkel The Ruthless
  • Mananok The Broken
 
Forbudte info
Warfare
Guerilla fighters in every sense of the word, at least that is the theory being that not main believe they actually exist. It isn’t uncommon to find the sites of a battle in remote parts of the wilderness where the victims have been ambushed, originally thought to be Habaja or Ya-Kuna marks. Further examination found deep gash marks and bruises matching more to axes and blunt force trauma then to that of daggers and nets. Traps are also a regular occurance in these scenes. Spiked pits, counter weight logging traps, net traps where the victims were left helpless while the attackers slaughtered them. The techniques of the Forbudte are unforgiving, bloody, and seen as an disgrace to ways of the Navask. The fact that they use traps to take out larger forces leads most to theorize that maybe Forbudte is not a tribe. But a single, or few rebel Navask living in some secret hidden lair in the wilds. The chieftains often give out an order that if a patrol finds themselves in a remote area of the wilds and it is TO quiet. No birds, no wind, no animals or is an area seem unnaturally cleared of brush. DO NOT under any circumstance travel further.
 
lifestyle
There is no information on how the Forbudte live. If they do in fact exist it is thought that they are nomadic and never stay in one place for more than a day. It is not even known if Lutridea travel with the Forbudte, but it is believed they are used as more of guard dogs or beasts of burden.
 

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
Melee Variants
Bone Tooth Swords:  Bone Tooth Swords are blades fashioned from the teeth and fangs of Lutridea placed between two planks of wood that have been soaked in a curing agent for a few days to soften the wood. Leather and rawhide is tied tightly around the wood and teeth giving the finished product a saw like aesthetic. Once dried the weapon is ready for use and holds firmly together.

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)
Ranged Variants
Atlatl & Tlacochtli: The Navask version of this weapon has been modified to almost be a ballistic weapon. Able to fire long distances being able to fire upwards of 400 yards (365 meters) and penetrate metal plating.