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Pronunciation Ma-kwee-still
Classification Magus
Common Nicknames
  • Plains Folk (referring to their colonies)
  • Gene Splicers (referring to their Genos work)
  • Tech Nelfin (derogatory)
Languages Saan, which is based on real-life Nahuatl.
Racial Traits
Distinctions Democratic and whimsy fact-focused Elves that use science and co-habit with the Yanar.
Maximum Age 500
Height Tall for Avantl, average for Huactl, short for Xieloth.
Eye Colors Any shade of blue or green is common, brown rarely.
Hair Colors Black, Blonde, Auburn (very common), Brown, Caramel (very common), Dusty Blonde (very common).
Skin Tones Avantharskin2.png

The Maquixtl (pronounced Ma-kwee-still, they are sometimes called Maquis by the Ailor) are a Race of Nelfin who aggressively rejected their Nelfin heritage and decided to create an entirely new civilization away from their Allorn Legacy. Once having been part of the Allorn Empire, some time before this Empire collapsed, a large Cult of Altalar known as the Genos followed their leader Suel to the lands far west. The exact history that followed has mostly been obscured from the world, but in the remnants of the poisoned lands the Eronidas came from, the Maquixtl created a vast civilization built on science, strict hierarchy and a caste system, the natural laws of the world, and the ever increasing capacity of the mortal body. The Maquixtl rejected Magic in favor of genetic manipulation, and creating a more fair society free of the excesses and depravity of the Allorn Empire. Even after the Allorn Empire fell, the Maquixtl continued along their path, diverging further and further away from what unites the other Nelfin Races. In the process of centuries, the Maquixtl colonized parts of the Allorn Empire formally abandoned by the Altalar, while also on-boarding many Yanar who felt more marginalized in Allorn society, if not outright ignored. The Maquixtl to this day maintain a unique position as a Nelfin Race that radically diverged from the Magic-obsessed standard set by the Allorn heritage shared by other Races, and one that still fiercely guards its secrets in the Guldar homeland.

Core Identity

At their core, the Maquixtl are a race of outcast Elves who usurped the Mesoamerican inspired remnants of the Avarr civilization in Guldar, and built a whole new civilization on top of that. This civilization stands as a protest to the excesses and dependency on Magic of the other Nelfin Races, and as a celebration of bottom up direct democracy instead of top down autocracy. The Maquixtl are physiologically split into three subraces, the larger and imposing Avantl (pronounced Avan-tul), the lithe and spritely Xieloth (pronounced Ksee-yell-oth) and the middling in between Huactl (pronounced Who-wak-tul). The Avanth protect and labor, the Xieloth till the fields and tend the animals, and the Huactl oversee and enforce everything in between. The Avantl are fiercely protective warriors who despite their size, have no qualms being commanded by something smaller than them. The Xieloth are compassionate and kind, but pragmatic to the point of moral questionability. The Huactl are factual and straightforward with a brashness that is unusual for their Nelfin kind. The three of them compose what they consider the perfect society, built from the ground up to move past the sins of the past.

Magic versus Genos

To say that the Maquixtl absolutely hate Magic is not true, after all, the Yanar are incorporated into much of their society, and the Yanar exclusively bring Magic to the table. Magic exists in a somewhat grey spot for the Maquixtl, who mostly rely on genetic engineering to achieve things with their own bodies. For example, the ability of the Maquixtl to control air pressure around them is not Magical, it is in fact produced by careful genetic editing done by their leader Suel, resulting in a Mundane ability to control air. The Maquixtl do however accept Magic here and there where it can aid them with things that their bodies could never achieve, for example encouraging plants to grow better harvests. In general, Magic is more present among the Xieloth, and sometimes among the Huactl, but very rarely among the Avanth, while many of the Maquixtl incorporate Yanar into their societies to fulfill the Magical role also. In general though, the Maquixtl focus more on pride in physical ability over short-cuts through Magic.

Allorn Sinners

The Maquixtl have a very strong anti-Allorn sentiment born out of a shared history with the other Nelfin Races, especially Teledden and Fin'ullen, who still mostly continue the Allorn memory. The Maquixtl consider the Allorn Empire the greatest evil that ever existed, their leader Suel's cult once being hunted down by the Archmages as abomination while Suel experimented with genetics. Suel's cult aggressively rejected Magic as a born weakness, professing he witnessed a distant future where all Nelfin would be withering corpses kept alive only by a sliver of Magic, and that this would not be their future. While Magic has certainly seeped back into Maquixtl society through the Yanar, love or tolerance for the Allorn and its heritage certainly have not. The Maquixtl will be the first to stand up and call out the abuses and hypocrisies of the Allorn Empire, and expose any over-reliance on Magic as dangerous and inviting atrophy both in body and mind.

Secretive Wardens

The Maquixtl do not like sharing their secrets. While Maquixtl can be found in most lands where the Allorn Empire once ruled, their homeland of Guldar is shrouded in a constant poisonous mist that the Maquixtl can breathe in just fine and see through, but causes tissue-death when inhaled by other Races, even those who are traditionally immune to poisons. The Maquixtl are very secretive about their homeland, preferring nobody tries prying into it, as they believe this will bring the wrong kind of tainted Magic into their world and start the Allorn corruption all over again. Most of the Maquixtl who live outside of Guldar however have to make do without the vast Avantl citadels and survive in small villages where only part of their infrastructure is built around wind power. As such, rural Maquixtl tend to be more open and inviting, and willing to trade with other Races.

Reverend History

The Maquixtl hate the Allorn history, but to a degree still acknowledge the beginning message of the greatest Nelfin Empire, and Talea's preachings. The Maquixtl have respect for the Estellian Pantheon, even if they worship a different religion, and still acknowledge Talea as their original founder, even if she now represents a twisted Empire of Magic. Talea as a pseudo stand-in for Estel is present in the Maquixtl pantheon of gods and goddesses, allowing the Maquixtl to be tolerant of those who worship Estel and Talea. They do however completely reject the newly resurging Allorn Empire, and refuse to believe that the risen Talea is the same as the Talea of old times, calling her instead the Imposter. Despite their historical grievances, Maquixtl remain respectful and deferential to history as well, and would not be caught outright ridiculing it or using derogatory language.


Phsyical Characteristics

The Avantl appear much like the Fin'ullen, broad shouldered, tall, hairy and muscular, though they often take it a step further, becoming even bigger with more squared features. Avantl on average are more likely to have dark hair tones, especially auburn, and have a habit of looking stern or bored even if they are happy and content. Their ears tend to be somewhat shorter than the other Maquixtl subraces, though they can be just as long and pointy as the others. The Huactl are very similar to Ailor, average in frame, though have a habit of leaning more to the athletic-lean builds, failing to reach the bulk and size of Avantl. Huactl have more pointy features, but generally lean in the middle between the more masculine Avantl and the more androgynous Xieloth. The Huactl appear energetic and alert, vexing and challenging to some even, like they are waiting for the right time to grin. Xieloth are soft and slender, shortest of the Maquixtl subraces with a lithe and gentle build. The Xieloth always appear content or even droopy, ready to share a joke or a delicious sandwich with any passer-by. Each subrace represents a genetic strain, meaning that if the Maquixtl reproduce, their children can be born of any random subrace regardless of parent subrace dominance.

Mental Characteristics

The Avantl are best described as a hidden explosive temper both in the good and the bad sense. While they are generally reserved and quiet, they are often waiting for the right moment (the right people) to reveal their inner thoughts and feelings, which can be very overwhelming, passionate, or aggressive. Avantl have trouble understanding boundaries and often end up pushing them too far. They are prideful, loyal, dependent, and harbor a great deal of respect even for those who are smaller and less imposing than them. The Xieloth on the other end appear more skittish. While they are at a base line more trusting and more willing to socialize with just about anyone, they know that exposing one's self too quickly to stranger may end up getting hurt, so they are slower to build a trust that is quickly forced by the Avantl. The Xieloth are compassionate, empathetic, co-operative and always the first to run back into a burning building to save a complete stranger with no regard for self-protection, while it is usually the Avantl running after them to make sure they are okay. The Huactl sit in the middle, with more social awareness than either the Avantl or the Xieloth. Huactl are social chameleons, able to fit into any social circle and seamlessly adapt to the societal circumstances of that group. They are generally likeable, but always hold back some information or familiarity to an advantage to themselves. In the before mentioned analogy of the burning house, the Huactl are more likely to do the smart thing and contact the fire brigade instead of running into a burning building, and making sure in the background that the Xieloth and Avantl come out unharmed.

Summary of Abilities & Specials

Racial Abilities are generally a set of unique powers and effects that all peoples of that Race all innately have, while Specials are more passive, aesthetic focused capabilities. Specials are defined per-page, while Abilities can be searched on the Ability List page to determine their generic function. Maquixtl have mostly Specials with some Abilities tied in, themed around transformation, gene-editing, wind, genetics and Mundaneness. Half Race characters select a Dominant parent, and take all the Racials & Specials from that dominant parent. (In this case, a dominant parent Maquixtl would be Half-Maquixtl) Half races must have a majority of their physical features come from their dominant parent, including but not limited to skin tone, hair or fur color, ear shape, or eye color.


  • Ageless: The Maquixtl are Ageless, when they become adults, they cease to visually age. Additionally, they can change their age-based appearance to any Ailor age equivalent they want (so long as it is 18+).
  • Body Reading: The Maquixtl can read someone's emotion even if they are surpressing it, purely by looking at them. They can also make their own emotions unreadable by any Ability or Special in turn, even Maquixtl.
  • Biolumin: The Maquixtl have glow pigment control of their skin, able to glow any part of their body (including hair or tattoos only) with any color and any intensity, even to light up a small area in a dark room.
  • Homehappy: The Maquixtl gain the Husbandry Pack from the Husbandry Point Buy category for free without Proficiency investment required. If this Pack is separately bought, they can have two pets instead of one.
  • Cleanseskin: The Maquixtl have an extremely useful skin that can rapidly absorb pollutants, dirt, and smells from objects and even liquids with mere physical touch, like a brush and soap but without the heavy scrub.
  • Guldarin: The Maquixtl are immune to the (magical) poisonous mist that hangs over the Guldar continent, thus allowing them to travel to it in Progressions. They are also immune to paralyzing snake venom.
  • Homebrew: The Maquixtl are able to control the environment in their Rental/Estate/Base, controlling humidity and temperature to create an indoor jungle or tropics, allowing wild plant growth and flourishing.
  • Yanarin: Given Yanar Genos by their most fervent allies, the Maquixtl can sustain branches, moss, flowers and plant life on their body as aesthetics, and maintain them between Genos forms.
  • Windcraft: The Maquixtl can graft items that they have collected on their journeys into their homes, such as statuettes into support beams, and wood carvings into plaster wall, binding them so they fuse.
  • Tailgift: The Maquixtl can manifest a tail inspired by the various Genos forms (Cat, Pig, Falcon, Dragon, Shark, Deer) which is prehensile (if long enough) but cannot be used in combat roleplay in any form.
  • Genosser: The Maquixtl can manifest small parts of their Genos States, for example just a grouping of feathers behind the ear (Avarr Genos) or a set of gills on their neck (Moloq) on their Cleanslate State.

Genos Editing

The Maquixtl have an Ability called Genos Editing, which allows them to apply a limited transformation to their body that converts about 50% of the visual aspects and aesthetics with Genos Mutations. This is an actual Transformation that has to take place, though it is instant. When Transformed, the Maquixtl is stuck with said Transformation for 48 hours, though may choose to retain it permanently (exception for Avarr Unity which is 7 days). Genos States cannot be mixed, though it is possible to move from one State to another so long as the Cooldown is respected, without having to go through Cleanslate State. The Abilities and Specials gained from a Genos State should not be written onto the Character Application, nor should their chosen State be. Specials and Abilities gained in a Genos State are only valid so long as the Maquixtl is in that state. Maquixtl Gene Editing and switching is very normal in Maquixtl society, and many of them even permanently live in particular Genos States.

Maquixtl Genos States


Cleanslate Maquixtl Genos State
The Cleanslate Maquixtl Genos State has no special Genos Mutations, however their Nelfin Genos still grants them Benefits. This is how most Maquixtl are found, though splicing fanatics consider it a weaker state of being.

  • Wind-Gene: The Maquixtl gain greater control over the wind, able to steer wind and funnel gusts of wind in various directions out of combat. Additionally, they can analyze the air simply by smelling, pollutants, toxins, humidity, wind direction, can all be discerned.
  • Arcane Mastery: The Maquixtl can use telekinesis to automate non-combat domestic functions like opening windows and doors and levitating cutlery or retrieving items from a distance and levitating them to their hands. This can be used in conjunction with Wind-gene.
  • Sound-Gene: The Maquixtl have a great amount of control over air vibrations in their own Rental/Estate/Base. They can mute the outside, meaning any loud sounds, cityscape noise, birds, factory grinding, and people talking can be muted to create a truly tranquil home.


Stalker Maquixtl Genos State
The Stalker Maquixtl Genos State is based on the Jungle Stalker, a feline super predator that lives in the jungles of Daen, favoring a more aggressive combat and roguery focus for Genos benefits of the body.

  • Asha-Gene: The Maquixtl can move as fast as an Asha. Additionally, the Maquixtl gains the Ability Greater Speed from the Asha Ability Racials (drop on all fours, run even faster than "Asha Speed", though cannot fight or use abilities or Mundane Techniques or wield weapons until they stand up again).
  • Hunter-Gene: The Maquixtl gains Nightvision, being able to perfectly see in Mundane darkness, even in near pitchblack rooms and underground. Additionally, if they have smelled someone's scent before in Stalker Genos, the Maquixtl can see through Mundane Disguises from the Rogue Packs, but only if they have smelled the un-disguised person in the last 24 hours.
  • Apex-Gene: The Maquixtl will have the scent of Jungle Stalkers, meaning that most if not all wild animals in Progressions and the Regalian wilderness will consider them the Apex Predator, and avoid them at all costs. This may not count for any party members that accompany the Maquixtl.


Barroth Maquixtl Genos State
The Barroth Maquixtl Genos State is based on the Barroth, a scaled and horned boar-like beast favored among the Eronidas, favoring a more defensive combat and utility focus for Genos benefits of the body.

  • Prime-Gene: The Maquixtl gains dark hardened scales on their forearms and shoulders, which function like psuedo-armor for them, partially protecting from cuts and bladed weapons. These scales can be pierced with enough force and effort, and wear down with enough damage, requiring them to be healed, or naturally regenerate over a day's time.
  • Brute-Gene: The Maquixtl is physically empowered, gaining +2 Constitution Proficiency (without additional Point Buy) which can break the Proficiency Limit. Additionally, the Maquixtl gains the Ironheart Pack and Bruteforce Pack from Training Point Buy for free.
  • Enzyme-Gene: The Maquixtl gains iron lungs and an iron stomach (not literally), and becomes immune to ingested/inhaled toxins and poisons or other corrosive materials. The Maquixtl can eat any spoiled or rotten food without being disgusted, and can digest hard materials like bones.


Avarr Maquixtl Genos State
The Avarr Maquixtl Genos State is based on the Avarr, the now extinct sentient race of bird warriors and hunters, favoring flexibility and risk mitigation and group mentality bonuses for Genos benefits of the body.

  • Feather-Gene: The Maquixtl gains hollow bones, meaning they weigh considerably less. With the air of additional feathers, they can never approach lethal falling speeds, nor can they ever break any of their bones on any kind of impact, always gently floating or bending away.
  • Scree-Call: The Maquixtl is able to produce a high pitch calling noise that is only audible to other Maquixtl (regardless of what Genos State they are in). This is allowed to be used to call other Maquixtl players to log on, and notify them of the location of the caller.
  • Predator Leap: The Maquixtl gains the Power "Instant Leap" from the Afflicted Predator Pack in Curses Point Buy for free. When using Instant Leap, this Power is instead counted as a Mundane Technique, but has a 2 Hour Cooldown instead of the 30 Minutes for Afflicted.


Moloq Maquixtl Genos State
The Moloq Maquixtl Genos State is based on the Moloq, a near sentient and peaceful aquatic creature that forms tribes near the coastline, favoring an aquatic lifestyle and water Genos benefits of the body.

  • Salt-Born: The Maquixtl becomes able to breathe and move perfectly fine underwater, able to move at Mai-Allar swimming speeds underwater (thus faster than anything else except Mai-Allar). They can also wear armor underwater without weight drag or sinking.
  • Water-Blast: The Maquixtl have become adept at fighting underwater, both with weapons and with Abilities. As a result, with this Genos State, the Maquixtl can make use of Abilities, Mundane Techniques, and weapons underwater as if they were on dry land, not slowed down.
  • Water-Bender: The Maquixtl becomes able to have limited control over water, able to move it around and make it flow up and down surfaces and in the air, following their directions. Additionally, they can condense and rapidly evaporate small bodies of water from air.


Wyvern Maquixtl Genos State
The Wyvern Maquixtl Genos State is based on the Wyvern, a large animal made infamous by the Isldar carrying them to battle, favoring endurance and stamina in bonuses for Genos benefits of the body.

  • Element Shield: The Maquixtl is immune to taking any damage from fire, lightning, or cold temperatures/ice, though is still harmed if immersed in lava or sub freezing water. This does not protect from Abilities with these aesthetics, purely natural elements and Specials.
  • Claw-feet: The Maquixtl is always grounded with their feet in the ground, meaning that they become Immune to Displacement effects of Mundane Techniques and Abilities so long as they are facing the person who is using this particular type of Mechanic on them.
  • Dragon-Kin: The Maquixtl can understand and speak Dragon-Tongue (or Wyrm-Tongue, Dragonspeech). Additionally, Dragons and Wyverns encountered in progressions will not be hostile to them by default. Finally, they may also optionally turn the irises in their eyes purple.


Springbok Maquixtl Genos State
The Springbok Maquixtl Genos State is based on the Springbok, a sheep or goat like animal famous for its high leaps and scaling of walls, favoring displacement bonuses for Genos benefits of the body.

  • Hoof-Kick: The Maquixtl gains the Power from Spell Point Buy Displacing "Arcane Knockback" for free, though this does not count as a Spell Point Buy investment. Instead of a Magical Instant Power, Arcane Knockback is a Mundane Technique, though the Cooldown is 1 Hour.
  • Scale-Hoof: The Maquixtl gains the Roguery Point Buy Parkour Pack for free without the Proficiency Investment. Additionally however, the Maquixtl may use an Enderpearl (once per day) to instantly leap up to the roof of a building, so long as they used it near the building.
  • Sound-Mimic: The Maquixtl has a sound mimicry capability that allows them to create passive animal noises around them, or in their Rental/Estate/Base, such as crickets or bird singing, just like the Springbok is capable of mimicking various animals to confuse predators.


Avarr Unity Genos State
The Avarr Unity Genos State is only available to those who have an Avarr Soul imprint. This Genos unlocks the full Avarr Genos, allowing the Avarr Soul to take over the body and make the Maquixtl soul the passenger.

  • Transform: Avarr full control always turns the Maquixtl into a full body covered with feathers, and bird-like forearms and lower legs, a predator bird head, though never wings as Avarr were wingless bird-people. Additionally, Avarr Unity must be kept up for at least 7 days before changing to anything else.
  • Brutalizer: As an Avarr, the host can no longer use any Spell Point Buy Abilities they might have had, but gain +3 Strength Proficiency and +3 Constitution Proficiency (that cannot break Proficiency Limit). Any Custom Kit they might have had is also disabled for the duration of them being Avarr.
  • Pax-Hunt: Avarr are always massive aggressive predator birds, gaining 1 foot in height and always being muscular/strongman in physical build. Additionally, when the minimum time for Avarr Unity Genos State is up, the Avarr soul may not want to revert to another Genos State, though this is up to the player. It is also allowed to play a Maquixtl who is permanently an Avarr with Maquixtl soul passenger.

Avarr Souls

The Maquixtl in Guldar practice a ritual called Totonal Avarr in which the Maquixtl consents to carrying the soul imprint of an Avarr. Avarr civilization ended centuries ago under mysterious circumstances, but somehow, the soul imprints of tens of thousands of Avarr survived in Soul Lockets. A Maquixtl who undergoes the Totonal Avarr ritual consents to carrying the soul of a long dead Avarr in their body, thus sharing their body between two souls, their own and the Avarr. The Maquixtl who carry on the legacy of the Avarr, having adopted their language, architecture and artistic expressions, consider this carrying of the souls a challenge their people must face up to, to atone for past sins, and to compensate the Avarr for using part of their cultural heritage. The Maquixtl believe that the Allorn Empire eradicated the Avarr Race, and that by carrying the souls of the dead, the Maquixtl atone for their ancestor's sins. Avarr souls are not complete, that is to say, there is enough to form a personality, but the Avarr themselves do not have any memories of their past life, or what life inside the Soul Locket felt like. All they have left is vague likes and dislikes about art, fashion, Races, behavior and actions. It does not bring any additional skills or Abilities to the table, it merely has a personality and rough understanding of what Avarr society was like through which to judge modern societies.

At all times, the Maquixtl who underwent the ritual can communicate with the Avarr in their head, though the Avarr can also be permitted to speak through them. Some Maquixtl and Avarr become friends, though most Maquixtl consider the Avarr a challenge to be carried, as the Avarr had quite a power-driven and honor-focused culture where combat was an often preferred manner of settling disputes. As such, to many Maquixtl, a opposites clash-like situation occurs, where the Maquixtl is in control of their body most of the time, but the Avarr can also randomly take control, or take control during specific situations of heightened emotional duress or stress. Avarr personalities are usually flamboyant, bombastic, loud, domineering, prideful and vain. As they were once nine feet tall terror bird-like humanoids, most Avarr consider the host of a Xieloth to be an insult, though will still enjoy being alive again even if it has to be through the body of what they consider an inferior specimen. Avantl and Avarr are usually more in synch, which is why most Avantl warriors carry an Avarr Soul. This also had advantages in that Avarr were once fierce warriors who showed supreme bravery and never second guessed themselves, thus resulting in a culture of letting the Avarr take control during battle in Maquixtl armies.

Despite the opportunity of Avarr to, in theory, revive their culture by just usurping the Maquixtl bodies and re-establishing their domain, there is a more co-operative nuance between them and the Maquixtl. They are eternally fascinated by the Maquixtl scientific inquiries and curious mind, and are honored and pleased that the Maquixtl would bring homage to their culture and their memory by giving them another sunset to enjoy long after they all perished, when feasibly, the Maquixtl could have just erased their souls and ignored their Soul Lockets. Even though the Avarr may berate, insult, critisize and mock their host, get into arguments with them, or forcibly take control over their body without the host's consent, at the end of the day, both Souls work together for the benefit of the host body, and they both have an unspoken respect for one another. This does however not stop the Avarr from doing horrible things with the Maquixtl's hands, and the Maquixtl having to struggle with the implications of their actions afterwards. Once an Avarr Soul is bound to a Maquixtl, it cannot be removed. The Avarr soul is also played by the Maquixtl player, and the only visible way anyone can tell an Avarr soul is in full control of a Maquixtl body, is if the eyes become blood-shot, which is a sign of the Avarr forcing its way out.

More Lore yet to come

While we are in the middle of our Proficiency update, there was not yet enough time to finish up the Culture of the Maquixtl. This will follow some time after the Proficiency update is done. For now, old history and information is still applicable for both Cielothar and Avanthar seperately. This page changing does not make all that go away, as the Cielothar and Avanthar as Plains people will be treated as colonies of the Maquixtl in the Allorn Empire, with only minimal societal tone changes.