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{{Info races
{{Info Lineage
|name = Maquixtl
|test = Maquixtl (in Nātl)
|test2 = [[File:Huatlt.png|80px]]
|test3 = '''Motto:''' "Break with the past, change the future."
|image = Avanthyydue.png
|image = Avanthyydue.png
|pronunciation = Ma-kwee-still
|state = Tlan Iuitletl (Chantli only)
|classification = [[Magus]]
|ruler = Emperor Suel (Chantli only)
|nicknames =  
|suzerain = Sovereign
*Plains Folk (referring to their colonies)
|languages = [[Nātl]], [[Altalar]]
*Genos Splicers (referring to their Genos work)
|religion = [[Estelley]], [[Dragon Worship]]
*Tech [[Nelfin]] (derogatory)
|first_recorded = 50 BC
|languages = [[Saan]], which is based on real-life Nahuatl.
|demonym = Maquixtl
|distinction = Democratic and whimsy fact-focused [[Elves]] that use science and co-habit with the [[Yanar]].
|maxage = 500
|height = Tall for Avantl, average for Huactl, short for Xieloth.
|eye = Any shade of blue or green is common, brown rarely.
|hair = Black, Blonde, Auburn (very common), Brown, Caramel (very common), Dusty Blonde (very common).
|skin =
[[File:Avantharskin2.png]]
|}}
|}}
The Maquixtl (pronounced Ma-kwee-still, sometimes called Maquis by the [[Ailor]]) are a [[Race]] of [[Elves]]. Once having been part of the [[Allorn Empire]], some time before its collapse, a large cult 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 jungles of [[Westafar|Guldar]], the Maquixtl created a vast civilization fusing Elven elements with the ruins of the cultures that had existed there before their arrival. Rejecting the Elven obsession with [[Magic]] for a more balanced approach, the Maquixtl are renowned for their ability to edit Genos, the very substance that makes up mortals. Over the centuries, the Maquixtl re-colonized abandoned parts of the Allorn Empire, while also on-boarding many [[Yanar]] who felt marginalized in Allorn society. To this day, most Maquixtl remain in Guldar, scattered across mountain-peak city-states shrouded in treetop canopies while others have returned to their former homeland of Daen.
The Maquixtl (pronounced Ma-kwee-still, sometimes called Maquis by the [[Ailor]]) are a [[Race]] of [[Elves]] that used the power of science to rid themselves of their [[Magic]] addiction and decadence during the fall of the [[Allorn Empire]], but then split on their attitudes on how to transform society afterwards. They are an incredibly versatile Elven Race that uses Life Magic and genetics to enhance themselves or their lifestyles, while spreading their views on world-balance, racial-tolerance, and religious diversity. In many ways, the Maquixtl represent those Elves that desire change, to let go of the past, and to learn from mistakes made to find a better way to live. Their societies are an equal mix of knowledge and science focus, cottage core aesthetics, and the traditional forest-elf design, depending on which community is interacted with. There exist vibrant communities of Maquixtl in [[Regalia]], with notable presence of [[Estelley]] priests, Maquixtl mercenaries, and [[Dragon Worship]]ers having come to the east to share in the lore of the [[Dragon]]s and stepping out of their isolated [[Guldar]] homeland.
==Subgroups==
The Maquixtl are sub-divided over three distinct groups, each following a different Prophet of the Cult of Genos. These leaders, once united in their desire to rid the Elves of their dependence on Magic, all turned to different paths after they broke free from the Allorn Empire, their individual ideologies no longer able to be kept in communion. Each Maquixtl is a member of one of these subgroups, but generally speaking all Maquixtl get along very well with each other. While there is ideological differences, their common unifying rejection of the Allorn heritage overrides any animosity that could be gotten from their conflicting ideals. While this section gives some general ideas for why a Maquixtl would want to come to Regalia when they have a world of their own in the West, the section further down referring to Allorn Relations, delves in greater detail why there is a large migration wave of Maquixtl from Guldar, [[Westwynd]] and [[Altaleï]] to the Regalian Empire.
* '''The Chantli Maquixtl''' are Suel's followers, who traveled west to Guldar to create a Maquixtl state as an Empire, with Suel as Emperor, and their own nobility below that. The Chantli are urban Meso-American styled Elves who favor science and the natural forces of Aloria. Chantli Maquixtl that go to Regalia to seek knowledge, explore the world, or to be in a place where all Maquixtl can exist without Allorn repression.
* '''The Xotik Maquixtl''' are Ramvaal's followers, who traveled south to form forest communes devoid of statehood, and most aggressively rejected nationhood, autocracy, or even any form of formal government structure. They live deep in nature in harmony with the [[Yanar]] without earthly connections, acting as forest protectors reminiscing of Wood-Elves. Xotik Maquixtl traveling to Regalia often seek to encourage environmentalism, or assistance against Allorn encroachment.
* '''The Sentli Maquixtl''' are Ceylenn's followers, who stayed in the Plains, believing in a rejection of Suel's autocratic principles, but believing Ramvaal went too far by rejecting all heritage and culture in favor of the forest. The Sentli live in windswept plains, building communes around vast windmills and approaching elven cottage-core aesthetics while favoring strong democracy, abolitionism, and freedom for all. They often travel to Regalia to get away from Allorn encroachment.
It should be noted that these societal splits aren't absolute. Despite having started out this way, people move around, and its entirely possible for a Sentli Maquixtl to have opened up a medical healing shop in Guldar among Chantli Maquixtl, or for a group of Chantli Maquixtl to travel to a Sentli commune to protect them from [[Eronidas]] raiders. People move around, these distinctions only describe visual vibes.  


=Core Identity=
==Design==
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 it. Unlike the other Elven societies, they are democratic and communal rather than taking orders from a single leader.  
The Maquixtl are an Elven Race, meaning they have a general humanoid appearance, with pointy ears. Unlike many of the other Elven Races however, most Maquixtl have more rough or rounded appearances than their gaunt or sharp featured Lanlath or Kathar cousins. The most notable distinction about the Maquixtl, is that they have a medium dark skin-tone, with a reddish or olive-like shade to it, refer to [[:File:Avantharskin2.png|THIS IMAGE]] for skin tone references. The Maquixtl have a wide range of hair colors available from a warm black to brown, blonde, and even graying with age. The most common hair color however is found within the reddish/red-brown range, most commonly mahogany-like. Eye colors can range from brown to blue and green, with a rare few showing gray. Unlike the other Elven Races, the Maquixtl don't lean physically one way or the other (lithe or big). Their Race has a great range of physical capabilities, because of their Gene-Editing culture and capability, allowing them to change their own body without the use of Magic. As such, Maquixtl can be large (as large as Eronidas!) or small and lithe. Maquixtl, like all other Elves, are long-lived, living to around 500 years old, and being able to physically control how old they look, thus staying young (or old) looking forever.
===Allorn Memories===
The Maquixtl originated as a persecuted group in the Allorn Empire, hunted down by Archmages and government agents as abominations. Their founder Suel was targeted as a dangerous radical who preached anti-Allorn sentiment, due to his experimentation with Genos (the [[Teledden]] considered themselves already perfect), and ideas that Elven society would be better off without relying on Magic. While Magic has seeped back into Maquixtl society and is used heavily by the Xieloth, this has not been forgotten. Even though the Maquixtl acknowledge the Allorn Empire as the greatest Nelfin state of history, and respect [[Talea]]’s message and the [[Estellon]] religion that led to its power, they remember where they came from, and are quick to call out Allorn supporters on their evil and hypocrisy. The Maquixtl additionally refuse to acknowledge the returned Talea as real, calling her The Second or The Imposter instead of using her name, and suggest that she is a [[Demon]] sent to lead the Elves astray. As a result, some of the Plains Maquixtl and their allies have been expunged from the borders of the Allorn Empire, settling in nearby lands as well as southern [[Corontium]].
===Genos===
Rather than Magic, most Maquixtl rely on power that has been given to them through manipulation of their Genos. Their ability to control the air pressure around them, for example, results from genetic editing designed by Suel. The Maquixtl are a very physically proud society who value brute power and strong bodies as an expression of the mortal form: even the little Xieloth gardeners who tend to their sheep are good long-distance runners. Where Magic is accepted, is as a tool to do things that the body never can. Both Xieloth and Yanar, who are considered friends of the Maquixtl, use it frequently to encourage the plants to grow better harvests, rapidly raise buildings that would take laborers weeks, clear rock slides, and more.
===Respect Our Privacy===
The Maquixtl do not like sharing their secrets. While they can be found in most lands where the Allorn Empire once ruled, their main continent of Guldar is shrouded in a poisonous mist that kills those without their genetic protections. As they fled to Guldar in large part to escape the outside world, talking too much about it is considered inviting the outside world back in, and so they are usually cagey and obscure about their place of origin. Maquixtl who were born outside of Guldar do not have the context of the wind-powered Avantl citadels or the volcanic mountain passageways tunneled through cliffsides, so this does not apply to them so much, as there is nothing to hide. Most importantly, the Maquixtl are not interested in the idea that someday others might figure out how to safely access Guldar and bother them there, as they like having it to themselves.  
===Castes===
Maquixtl are physiologically split into three subraces: the large Avantl warriors, the small Xieloth civilians, and the Huactl who float in between. They do not have a hard social caste system per-say, but each of these subraces tend to gravitate towards the tasks that they are most suited towards. It would be odd to find a Xieloth soldier, for example, who was involved beyond scouting or medic work. Avantl are by far the largest, the most rugged and wide. Regardless of their religious alignment, very few of them are Mages. Xieloth are usually little and lithe, more like the Teledden that the Maquixtl originated from. Magic is quite frequent among them to make up for this lack of strength, and they together with the Yanar are the acceptable users of Magic in Maquixtl society. Huactl are an in-between category, the average of the other two, and can be used for whatever flexible role desired (though never as committed).


==Design==
===Why Maquixtl in Regalia===
===Cultures===
Why Maquixtl in Regalia is a section designed to give (new) Players some idea for why a Race might want to be in Regalia, as opposed to their homeland, as some Races are heavily homeland-coded and may need some contrivances to actually Roleplay in Regalia, where all the on-server activity takes place. While you can usually extrapolate other reasons from the Lore on this page, this section provides a few easy-access suggestions.
The Maquixtl are split population-wise between two regions, Guldar and the Plains of central Daen. While they still share much in the way of culture, the Guldar Maquixtl are more Mesoamerican in design and more influenced by the Avarr, while the Plains Maquixtl are more Elven in design and retain some Allorn styling (though more agrarian and simple).
* '''Center of Learning:''' As much of Maquixtl society is centered around the idea of learning both in the literal sense of knowledge, but also in self-exploration and better understanding of the self, Regalia affords a unique location in the world where information and diversity come together like nowhere else, while also all Genos Editing needs are answered by Regalian imports and zoos.
<table style="width: 100%;"><tr><td style="width: 50%; vertical-align: top; text-align: left;">
* '''Escaping Allorn:''' Particularly the Xotik and Sentli suffer greatly from Allorn enrcroachment. Since the [[Teledden]] re-proclaimed the Allorn Empire, they have started burning Sentli villages and imprisoning Xotik Maquixtl as forest fanatics. Regalia as an anti-Allorn state with open borders, allows the Maquixtl to live free from Allorn dangers.
* '''Environmentalism:''' Many Sentli and Xotik are concerned about the industrial progress in Regalia, particularly how it seems to be going at the expense of nature and environmental preservation. These Maquixtl travel to Regalia to try and teach Regalians and other people living there respect for nature and harmony with resources in sustainability.
* '''Personal opportunity:''' Whether due to the choking of Chantli aristocracy, or the lack of industrial and financial opportunities in Xotik and Sentli communities, Regalia is the world center of business and commerce. Maquixtl who care more for the personal pleasures of life leave the financial backwaters of Maquixtl societies, and travel to Regalia to make bang for buck.
* '''Protecting Manaseia:''' There is some evidence that both of the Maquixtl patron gods interact a lot with Regalia, or more specifically the lands it owns, resulting in Mana and Aseia worshiping communities springing up all over the Regalian Empire, with migrants traveling in to add to these existing communities and fortify them to seek out the [[Arken]].
 
==Heritage Traits==
When designing a Character, Proficiency Points allow for a limited Ability selection with Point Buy Packs. Heritage Traits adds free Packs and Mechanics on top of that to help with cultural themes. Free Packs grant Abilities usually, while Mechanics change the way a character functions in Roleplay through subtle, and usually out of Combat ways. In essence, Mechanics just add aesthetic flair that invest in the niche of each culture. Free Packs never raise Proficiency Points, but the character must be able to purchase them normally. (ex. if a character is a certain Affinity that locks them out of a category, they cannot take that specific free pack and must choose the alternative option.) If a Free Pack grants Magic of some type, that Magic can be of any Alignment the character can normally choose, or limited to a select alignment, which will always be written in the Free Pack description.
 
Mixed Heritage characters (i.e. characters born from two parents of different Cultures) may take one parent's 'Free Packs' and mix and match up to 5 Mechanics from both parents, although some Peoples cannot produce Mixed Heritage children (due to Magical/Fantasy reasons). Gene Editing is available to Mixed Heritage Characters who take the Maquixtl Free Packs.
===Free Packs===
* Maquixtl can choose one [[Athletic_Point_Buy|Athletic]], or [[Magic_Point_Buy| Magic]], or [[Chem_Point_Buy|Chem]] Pack for free, either as Mundane, Exist Magic, or Dragon Magic Alignment.
* Maquixtl can choose another [[Athletic_Point_Buy|Athletic]], or [[Magic_Point_Buy| Magic]], or [[Chem_Point_Buy|Chem]] Pack for free, either as Mundane, Exist Magic, or Dragon Magic Alignment.
 
===Mechanics===
* Maquixtl can (with OOC consent) read emotions from other Characters, and suppress their own from being read.
* Maquixtl pets live unnaturally long lives, with them being able to apply Gene Editing on their pets to modify them.
* Maquixtl can analyze blood to understand the genetic make-up of something, or discover inherited genetic traits or faults.
* Maquixtl have extremely sharp eyesight, capable of detecting the author of any written work, if they have read the author's writing before.
* Maquixtl may choose one Mechanic from either the Ailor, Fin'ullen, or Eronidas Heritage Traits as a form of personal Genos Editing.
 
===Gene Editing===
One major aspect of Maquixtl culture (predominantly Chantli, less so for Xotic and Sentli) is their ability to use a form of Life Magic to analyze and incorporate the genetic makeup of other creatures into their own genetic source, as a mechanic. As a result, Maquixtl can create mutations that aren't harmful (like Void or Exist mutations tend to be), and can incorporate various traits and functions of the bodies of these creatures onto themselves to make up for shortcomings in the Elven body, or just for aesthetic reasons. The list presented gives a general overview of all the individually available Genes. A person can choose to stay Default, incorporate only one type of Gene, or mix multiple Genes together. Additionally, Maquixtl can also perform Gene Splicing on other Races, taking on minute aspects of them. For example, a Maquixtl can incorporate Eronidas tusks, [[Isldar]] white hair, [[Qadir]] arm tattoos, [[Songaskia]]n Dragon horns, etc, but these must always be minor and never approach a Disguise, or radically make a character no longer recognizable as Maquixtl. Maquixtl can change all of these aspects on the fly, mid-combat, and retain them for as long or short as they like. None of the Genes grant Combat Functions, though some may grant some aesthetic flairs where expressed.
<table style="width: 100%;"><tr><td style="width: 33%; vertical-align: top; text-align: left;">
{|
|[[File:Baveavant.png|170px|thumb|left]]
|
<span style="font-size:130%;><center>'''Default Gene'''</center></span>
Default Gene are the basic default appearance of the Maquixtl. The image depicts a Chantli Maquixtl, on the more muscular side, though most Gene splicing results in proportional changes that do not make a Character bigger or smaller unless specifically indicated. In Maquixtl society, Default Gene is not weaker purely because it has no Gene splicing applied to it. Most Maquixtl live their entire life without ever Gene Splicing, and a greater sense of religious fulfillment or life fulfillment can still be gained only using Default Gene.
|}
</td><td style="vertical-align: top; width: 33%;">
{|
|[[File:Catavanth.png|170px|thumb|left]]
|
<span style="font-size:130%;><center>'''Tlatzon Gene'''</center></span>
Tlatzon Gene incorporates traits of the Great Jungle Stalker, a large feline predator native to the Daen jungles which is considered the apex predator of this region. The Tlatzon gene affords the Maquixtl feline-like appearance traits, including but not limited to claws and fur, feline whiskers, cat-eyes, digitigrade legs, and a feline tail. Fur patterns occurring may follow the color theme of the Maquixtl's skin or their hair, but may also incorporate more wild variations and patterns, or the standard Jungle Stalker black.
|}
</td><td style="vertical-align: top; width: 33%;">
{|
|[[File:Oniavanth.png|170px|thumb|left]]
|
<span style="font-size:130%;><center>'''Tetl Gene'''</center></span>
Tetl Gene incorporates traits of the [[Barroth]], a large swine-like beast with scales and fur and large tusks. The Barroth is traditionally used as a war-mount for the Eronidas, but the large beast is native to Guldar, where the Maquixtl have also domesticated them for agricultural uses. The Barrot are exceptionally durable, allowing traits including but not limited to scaled skin, aggressive fur or hair growth, tusks, cloven hooves and high resistance to ingested toxins such as alcohol or other narcotics.  
|}
</center>
</tr></table>
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{|
|[[File:Birthavanth.png|170px|thumb|left]]
|
<span style="font-size:130%;><center>'''Cōzca Gene'''</center></span>
Cōzca Gene incorporates traits of the Guldar Paradise Bird, a large bird that forages in the low canopies of the jungles of Guldar, but has beautifully vibrant feathers and a long feathered tail. The Cōzca gene affords the Maquixtl bird-like appearance traits, including but not limited to feathers, a more hawkish build, bird legs and arms with talons, and a long feathered tail reminiscing of a peacock. The Cōzca gene is favored due to the high alertness and sharp eye sight of the Cōzca which can see great detail.
|}
</td><td style="vertical-align: top; width: 33%;">
{|
{|
|[[File:Iuletl.png|260px|thumb|left]]
|[[File:Lekkuavanth.png|170px|thumb|left]]
|
|
<span style="font-size:130%;><center>'''Iuletl'''</center></span>
<span style="font-size:130%;><center>'''Ātl Gene'''</center></span>
Iuletl is the Maquixtl name for Guldar proper, and where the majority of Maquixtl are from. A storied land of mountain and jungle, it is divided between hilltop and valley-side city-states. These city-states are divided by religion, split in equal parts between [[Dragon Worship]] of Caius, Estellon worship of [[Estellon#Gods_and_Goddesses|Ghilland]] and [[Estellon#Gods_and_Goddesses|Mana]], and [[Estelsoor]] worship. Each is ruled by a local prince, all of them paying theoretical homage to the still-living Suel, each city is like the center of its own civilization, and they frequently war with one another just to make a point. Foreigners do not know much of this land due to its toxic air and the quiet the Maquixtl keep about it, intentionally done: though it is most often the soldiers who cannot resist telling war stories. Some sections of this page will discuss culture that is only relevant to Iuletl.
Ātl Gene incorporates traits of the [[Moloq]], a near-sentient aquatic creature that lives in small communities and preys on smaller fish with great waterborne speed and precision. The Ātl gene affords the Maquixtl fish-like appearance traits, including but not limited to gills, webbed feet and hands, fins, and notably the Moloq tendrils that replace their hair. Manifesting Moloq Gene Splicing causes the Maquixtl to be able to breathe underwater (but not gain Arcana Oceana equivalent mechanics otherwise).
|}
|}
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</td><td style="vertical-align: top; width: 33%;">
{|
{|
|[[File:Ularenplains.jpeg|260px|thumb|left]]
|[[File:Dragonavanth.png|170px|thumb|left]]
|
|
<span style="font-size:130%;><center>'''Plains'''</center></span>
<span style="font-size:130%;><center>'''Nāhuī Gene'''</center></span>
The Ularen Plains, commonly just the Plains, are the abandoned part of Daen that the Maquixtl re-colonized after the Allorn Empire collapsed. The Maquixtl who live there have more of a fusional culture that splits Iuletl Maquixtl with Allorn influences. The greatest Allorn influence is perhaps their majority worship of Estellon, centered around Mana, but sometimes including one or two others from the Pantheon. Though their land of tranquil fields and rolling windmills has fallen on hard times with the restoration of the Allorn Empire (which does not look too fondly on them), they remain prominent in their own way. Many merchants who do trade in Daen are familiar with the Plains Maquixtl, whose villages they stop in on their travels from north to south. Some sections of this page will discuss culture that is only relevant to the Plains.
Nāhuī gene incorporates traits of the [[Fire-Salamander]] (called Nāhuī in Maquixtl language), a large salamander-like creature native to the volcanic caves of Guldar that can breathe fire. The Nāhuī gene affords the Maquixtl dragon or salamander-like traits, including but not limited to scaled or leathery skin, claws or webbed hands and feet, a draconic or salamander tail, horns, and the ability to breathe fire from their mouth (although not to such a degree that it can be used to harm people, unless used as combat aesthetic).
|}
|}
</td></center>
</center>
</tr></table>
</tr></table>
 
<table style="width: 100%;"><tr><td style="width: 33%; vertical-align: top; text-align: left;">
==Racial 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 the various gene-edit transformations they have learned to use to their advantage.
|[[File:Faunavant.png|170px|thumb|left]]
===Specials===
|
* '''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+).
<span style="font-size:130%;><center>'''Mazatl Gene'''</center></span>
* '''Body Reading:''' The Maquixtl can read someone's emotion even if they are suppressing it, purely by looking at them. They can also make their own emotions unreadable by any Ability or Special in turn, even Maquixtl.
Mazatl gene incorporates traits of the [[Springbok]], a goat-like animal that is famous for its exceptional balance and capacity to jump up high ledges and scale steep mountains. The Mazatl gene affords the Maquixtl faun or deer-like appearance traits, including but not limited to antlers, fur, digitigrade legs with cloven hooves, a deer-like tail, and a more lithe appearance. The Springbok is favored because of their extreme sense of balance and reaction time, giving great sleight of hand capacity.
* '''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 can have pets who live unnaturally long lives, due to the special care the Maquixtl give them. They can also clearly tell an animal's mood at a glance, regardless of familiarity with them.
* '''Cleanseskin:''' The Maquixtl have 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.
<!--####################################    CURIA CORDIS    ##############################################-->
{| class="wikitable"
{| style="color: black; background-color: #608a7b; width: 80%;" align="center"
! colspan="3" |
Maquixtl Genos States
|- style="background:#eee;"
| rowspan="2" style="width: 7%; text-align:center;" |
[[File:Baveavant.png|180px]]
|
'''Cleanslate Maquixtl Genos State'''<br/>  
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.
|- style="background:white;"
|
* '''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.
<!--#########################################################################################################-->
|- style="background:#eee;"
| rowspan="2" style="width: 7%; text-align:center;" |
[[File:Catavanth.png|180px]]
|
'''Stalker Maquixtl Genos State'''<br/>
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.
|- style="background:white;"  
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* '''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.
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[[File:Oniavanth.png|180px]]
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'''Barroth Maquixtl Genos State'''<br/>
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.
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* '''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 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.
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[[File:Birthavanth.png|180px]]
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'''Avarr Maquixtl Genos State'''<br/>
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.
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* '''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.
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[[File:Lekkuavanth.png|180px]]
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'''Moloq Maquixtl Genos State'''<br/>  
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.
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* '''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.
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[[File:Dragonavanth.png|180px]]
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'''Wyvern Maquixtl Genos State'''<br/>  
The Wyvern Maquixtl Genos State is based on the [[Wyvern]], a large animal made infamous by the Isldar who ride them into battle, favoring endurance and stamina in bonuses for Genos benefits of the body.
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* '''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.
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[[File:Faunavant.png|180px]]
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'''Springbok Maquixtl Genos State'''<br/>  
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.
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* '''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.
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[[File:Birdmodeavant.png|180px]]
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'''Avarr Unity Genos State'''<br/>
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.
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* '''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.
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<span style="font-size:130%;><center>'''Ichtli Gene'''</center></span>
Ichtli gene incorporates traits of the [[Broadback Gorilla]] (called Ichtli in Maquixtl language), a large and immensely powerful gorilla-like animal living in the Guldar forests and posing a risk to anyone encroaching on its territory. The Ichtli gene affords the Maquixtl gorilla or beast-like appearance traits, including but not limited to larger size and muscularity, larger proportional forearms used to support their frame, fur, and the optional blue fur color that the Ichtli have.
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|[[File:Tantaquiklamx.png|170px|thumb|left]]
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<span style="font-size:130%;><center>'''Tlohtli Gene'''</center></span>
Tlohtli gene incorporates traits of the [[Tlohtli Barnacle]] native to the swamps of Guldar. The Tlohtli is a mixture between a barnacle and an octopus, particularly noteworthy for its psychic abilities to project nightmare visions on anyone encroaching its territory. The Tlohtli gene affords the Maquixtl squid or octopus-like appearance traits wish a dash of deep-sea horror, including but not limited to tentacles for a face, sunken dark eyes, spikes and scales, and a haunting appearance.
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</tr></table>


====Avarr Souls====
===Avarr and Avarr Unity===
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.
[[File:Birdmodeavant2.png|260px|thumb|right|Avarr are colorful Terror Birds with a short beak, muscular large frame, and Urlan height.]]
A final mechanical ability that the Maquixtl have, is to share their body with an additional soul. The [[Avarr]] were a Race of Terror-Bird-like (Phorusrhacidae, but with shorter beaks) humanoids that were killed some long time ago under mysterious circumstances. Despite the collapse of their civilization, many of the souls of the Avarr were preserved by the Dragon Caius who saw them as his favored champions in Soul Cairns. The Maquixtl (particularly the Chantli) who traveled to Guldar, in essence inhabited the ruins of their civilization (as the Eronidas seemingly lacked urban housing) and took up much of their old culture. Eventually, with the guidance of Caius, the Maquixtl learned how to commune with the Soul Cairns, and were able to house the souls of the dead Avarr in their own bodies as secondary passengers. This process is very similar to Spirit Remnants, but not exactly, because they aren't "dead", they are also unable to exist outside of a Soul Cairn or host. Avarr souls demand some explanation: Avarr culture itself was brutally warlike, violent, cruel, and chaotic. The Avarr as a result are often violent, know-it-all, and vain people. The Maquixtl accept these soul passengers even with potential turmoil in their own bodies for two reasons: they have absorbed much of Avarr culture, and part of a repayment to their influence, is to letting their cultural forebearers live a second life in a new host body, to see and experience the world through new eyes. The second reason is that not all Maquixtl are proud, strong willed, and confident, and a shy or meek Maquixtl's personality can sometimes be made more extrovert or bold by adding an Avarr. The choice is always entirely based on consent, and the Maquixtl travel to Guldar to absorb a Soul Cairn to house a second soul in their body. This has several consequences:
* '''Avarr Control:''' Having a second Soul that has equal theoretical control, means that sometimes they can lose control to the Avarr soul altogether. This can also happen voluntarily, or they can both be active at the same time, or in some cases, a Maquixtl may earn the respect and cooperation of the Avarr and only take control when permitted.
* '''Avarr Legality:''' Having only an Avarr soul is legal in Regalia due to a legal exception, though engaging in any other summoning of Spirits is not legally allowed for the Maquixtl. They are still responsible for any damage inflicted on people or buildings in case the Avarr takes control and goes on a rampage.
* '''Avarr Stories:''' There are a great many narrative stories to tell with Avarr souls, from an enraged Avarr who disapproved of their new host, to an Avarr who forms a perfect harmony with their host. How these Avarr function, is entirely up to the player.
* '''Avarr Memories:''' Avarr only remember their name, their personality, and vague memories of the past. We have hopes of writing out Avarr History in the future, so that this can be expanded upon, but for now, all Avarr entities suffer from complete amnesia.
* '''Avarr Transformation''': Finally, having an Avarr soul, allows the Maquixtl to transform partially or wholly into the body of a full Avarr, either by letting the Avarr soul take over or doing it themselves. For reference what this would look like, see art on the right. This is not a disguise.


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 sync, 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.
==History==
 
The Maquixtl descend from Allorn Teledden and [[Fin'ullen]] who rejected the decadence and corruption of Magic in the Allorn Empire, and joined forces with the Cult of Genos, an Elven Cult dedicated to research genetics and Life Magic. When the Allorn Empire fell, the Maquixtl underwent an event called The Siphoning, during which hundreds of thousands of Elves, researchers and their families who were members of the Cult of Genos, agreed to evolve to rid themselves of the Magical infection that had destroyed their Empire. The Cult of Genos was led by Suel, his wife Ceylenn, and their husband Ramvaal, all three immensely powerful Life Magic Mages (making them also exceedingly rare). The three leaders of the Cult of Genos used their considerable Magical powers to change the bodies of their followers, allowing them to focus more on their own capabilities than having to rely on Magic, while also siphoning much of their Magic away from them. While The Siphoning was a great success, the rapid decline and collapse of the Allorn Empire had rushed the plans of the three leaders of the Maquixtl, meaning they had not yet agreed on what to do after The Siphoning. The urgency of departing from the ruins of the Allorn Empire where civil war and barbarism was quickly becoming a daily occurrence, forced Suel on a quick departure west, where his followers would found the Maquixtl State on Guldar.  
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 cooperative 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, criticize 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.


==Language==
His spouses Ceylenn and Ramvaal disagreed with Suel's intentions to maintain aristocracy and autocracy, believing Suel did not take The Siphoning far enough, and kept the same corrupt aristocratic systems of the old Empire alive, and thus they and their followers were left behind. Ceylenn and Ramvaal would initially work together, but the arrival of the Yanar complicated their relation as well. Ceylenn had in the meantime founded the Sentli Communes, small villages and townlets built around windmills that were centers of communal care and hospitality, bringing for the first time abolitionism and democracy to the Elves, but refusing to let go of Allorn history of culture beyond governance and Magic, and more importantly honesty and observance of all religious gods of Estelley. Ramvaal instead agreed with the Yanar that the only way to fully purge the rot of the Allorn Empire from themselves, was to leave all remnants of Allorn history behind, including all the art, the language, the traditions and customs, but most importantly, the lessons of Cemaan the Goddess of the Teledden. Ramvaal and his followers left the Sentli Communes, and traveled far south to the Lessarion forests on the border of the Selevaan nation, where they would build communes in the forest where they lived with the Yanar around Mana Trees, eventually attracting other Elves who abandoned their urban lifestyle to live in the forest in harmony with nature. This represents the present three-way split between the Maquixtl. While they are physically all the same, their cultures and thoughts on the world around them differ.
The Maquixtl language, Saan, is derived from the wider Allorn languages, but is so full of loan-words from Avarr that it has become completely unintelligible. While its most basic words are still Elven in nature, many nouns, place names, and complex verbs are Avarr (Nahuatl), with the influence only increasing over the centuries due to Maquixtl isolation. Even the Plainsfolk have caught onto this method of talking, influenced by the continued diaspora from Guldar, though many of them also end up learning Allorn to converse with those nearest them. Despite taking on Avarr speaking customs, the Maquixtl retain a simplified version of Elven naming customs - first, sometimes middle, and last name, with the placename dropped since they identify their place of birth in other ways.


* '''A list of Maquixtl male coded names:''' Yaotl, Omacatl, Itzcuin, Pantli, Tlapoca, Tenoch, Telpoch, Acopa, Milli, Xochihua, Itzmalli, Tonal, in general Nahua first names.
==Language and Naming==
* '''A list of Maquixtl female coded names:''' Necahual, Ocoxochi, Centehua, Xochitl, Cecihuatl, Xoco, Ameyalli, in general Nahua first names.
The Maquixtl language is called Nātl, which is largely based off reverse engineered Avarr language, and as such completely detached from the Elven languages. That being said, all Maquixtl can still speak Altalar (the main Elven language), and many Xotik and Sentli villages in fact only speak Altalar because they have had very little interaction with the Chantli in Guldar. The Nātl language is absed off the real-world Nahuatl language, with names also being based off this language. Keep in mind that Minecraft font may not support complex accents of the Nahuatl language, so even if the correct way of spelling would include them, it is recommended to leave them be when referring to a Character's name on a Character Application or by using the in-game Nickname system. It is also recommended not to use excessively long names. Due to the way consonants flow in Nahuatl, long names tend to become unpronounceable for anyone who does not have a degree in Nahuatl studies. It should also be noted that not all Maquixtl have Nātl names, some still defer to Elven naming (general Elven fantasy naming, but avoiding Tolkien Elven). Many Maquixtl also have two names, their Nātl name used for family and friends, and their Altalar name used for public engagements and towards strangers until trust can be earned.  
* '''Maquixtl middle names''' are more Elven sounding while their first names sound more Avarr, some example: Menaar, Essalaïs, Milaen, Lanvaal, Salaëlle, Solayë, Visala, Missaal etc.


Elven naming is always complicated, so players are always invited to inquire in the Discord Ticket Bot to have the Lore writers check over a name (as many also speak different languages and can pick out silly syllables).
==Conflicts==
A lot of MassiveCraft's lore is constructed around conflicts that are based on religious, historical, or societal grievances. This section aims to set out the various conflict points for this Race, while also attaching some nuance, so that there is wiggle-room for players to not get stuck in endless loops of arguing the basics of societal conflict without clear Character Development or Resolution.
* '''Conflictfree:''' The Maquixtl are, surprisingly enough, completely devoid of conflict, save for their national animosity towards the Teledden who support the Allorn Empire's occupation of Maquixtl inhabited lands, or the vague testiness of Eronidas about their habitation in Guldar (which they cannot live in anymore because of the toxic fumes, but still have some historical claim to). Maquixtl as a Race are barely 400 years old, which in terms of Elven lifespans, is barely a single lifespan. Not enough time has passed for them to generate societal conflicts.


==Religion==
==Religion==
Maquixtl are very religiously divided. Their city-states each dedicate themselves to one particular religion, divided between Estellon (with Avantl centered around Ghilland and Xieloth centered around Mana), Dragon Worship (wholly Avantl city-states usually follow Caius in Dragon Worship), and Estelsoor (city-states with many Huactl usually lean Estelsoor). The nobility of that city-state dedicates itself to the protection of its chosen religion and its people who follow it, making some of the frequent city-state warring have a religious air. This does not devolve into all-out civil war between the Magic-hating Caius worshipers and the Magic-positive Estellon worshipers because the Caius priests at the top have made a concerted effort to declare other Maquixtl off-limits for Mage purges, which is working for the time being.
Maquixtl Society is split fairly evenly between Dragon Worship and Estelley worship, with a heavier lean towards Dragon Worship among the Chantli, and a heavier lean to Estelley among Sentli, and almost exclusive Estelley worship among the Xotik (there are so many Chantli that they make up the difference with the Xotik and Sentli). The Maquixtl have two patron deities in Estelley specifically for them: Aseia and Mana, who were once together Manaseia, but split in two different Gods when Maquixtl society broke on ideological lines. Maquixtl Dragon Worshipers often have a strong preference for Caius, who resides in Guldar with them, and also controls the majority of the Dragon Sites there. Many Maquixtl are Red Hunter Archon, though Maquixtl who worship other Dragons also exist, especially when they have been exposed to the outside world more and aren't strictly cooped up in Guldar exposed to constant reinforcement of their ideology.  
 
The colonies in Daen, on the Plains, are usually Estellon worshipers because of the cultural influence of the Yanar, Teledden, [[Fin’ullen]], and others surrounding them. Like their cousins in Guldar, they focus on Ghilland for the Avantl and Mana for the Xieloth, although there is Elleyon worship present also where more Allorn influences are present. The Daen Maquixtl have a very rural interpretation of Estellon, preferring trees and groves as temples instead of the opulent grand galleries of the Teledden, claiming that this is closer to the original way their ancestors gave prayer, and that they keep the ancient methods alive.
 
==History==
The Maquixtl are the personal creations and in some senses children of the scientist Suel, a powerful and charismatic figure of the late Allorn Empire. Preaching the need for Elves to escape their crippling reliance on Magic, and preaching that the decadent and wasteful Allorn culture would soon drive itself into a dead end, he chased ancient lore and secrets in an attempt to splice the Genos of the Teledden Race and create mortals capable of improving their own physical composition. At his encampment on the Ularen Plains in the center of the Empire, with the support of some dissident Allorn Princes and some armies to both protect him and experiment on, he made strides towards developing what would later become the Maquixtl in the face of increasing persecution and hatred from mainstream Allorn society. Eventually, when he believed that the situation was untenable, he raised his supporters and made for the far western continent of Guldar, having a few tricks up his sleeve to survive its toxic atmosphere. It remains unclear how Suel knew of Guldar, or that the land was now barren of its Avarr and Eronidas inhabitants. When Suel’s cult came upon the ruins of the Avarr civilization there, they were taken by its beauty, and under Suel’s orders adopted large parts of its culture including its language and architecture to atone for what they believed was the Allorn sin of having wiped them out (as this was the only power they could conceive would have had such strength). Since then, and Cataclysm, there has been some limited reverse Maquixtl colonization of Daen to create the Plainsfolk, but as an isolationist people the Maquixtl are very unchanging and do not attempt to exert a force on geopolitics as a whole.


==Society==
==Dragons in Guldar==
Maquixtl in both the Plains and Guldar tend to make raising children a group activity, albeit for different reasons and in different ways. For the Iuiletl, having a child is monitored by the state and nobility, and all pairings that result in children must be pre-approved to be certain that the child is up to standard in terms of Genos. This often means that marriages between different subraces are rejected. Shortly after being born, when safe to do so, the child is put to training and intensive learning, as to be certain they remain at the same level as their peers. In the Plains, there are no such restrictions on children and all are raised communally by the settlement as a whole, encouraged toward what interests they may show and still kept in frequent contact with their biological parents. Colonies do tend to split children based on subrace, though, under the idea that an Avantl warrior would do best raised around other warriors, and a Xieloth farmer would learn more surrounded by peers of the same skill. This leads to many cross-subrace siblings being disconnected in later life, having spent their entire childhoods separate.
Guldar is home to the Red Dragons, the most fanatical purist purging of Magic Dragons in existence, and yet, Mages exist in Maquixtl society in defiance of the extermination orders of Caius, the leader of the Red Dragons. This is because of a cultural notion called the "Red Truce". The Red Truce is a concept held by the Red Dragons (and by extension their Matron and worshipers and Archon), that while the Occult should generally be purged, that in some places or instances, going ton a purging rampage can actually be self harming. One such instance, is the existence of Magic in Maquixtl society. If the Maquixtl were to turn hostile to Mages overnight and start purging their own Mage populations, civil war would erupt, and the Dragons would have to contend with internal strife before even being able to strike out externally. As such, Maquixtl Archon and Dragon Worshipers never go after Maquixtl Mages, as they have been declared "Off-limits", by the Matron of the Red Dragon, who is a Maquixtl Chantli in Guldar. Some Red Hunters may still go after them, but Maquixtl Dragon Worshipers are generally encouraged to stop this from happening. The Red Truce can also be applied by Red Hunters in other instances, where attacking everyone on sight would be self-harming, and sabotage the divine mission they are on. All in all, Dragons exist in relative peace despite the existence of Magic in Maquixtl society.  


Later years for Maquixtl are defined completely by societal duty. City-states request that every individual strive to act with their absolute best in whatever field they choose to specify in, something which is pushed for through immense social pressure by government and usually even family. Leisure is not unheard of, but is usually found in rest days of training or otherwise productive hobbies, where it is easy to still compete with others. Plainsfolk believe in the same idea of duty to their fellows, as colonies religiously push the idea of everyone doing their own part and having their own role, which they must fulfill for everything to function properly and safely. Plainsfolk work mostly through bartering rather than standardized currency, and most supply themselves with food by the colony’s shared farms. The exception to this is any form of village protection, which doesn’t give much in terms of supply but is invaluable in providing safety for the settlement, and are thereby paid for their hours by supply of equipment and food. Maquixtl city-states are led by noble councils of various faiths and castes. Their villages are helmed by elder Maquixtl who in turn report back to the nobles in Guldar, as each settlement is still considered a colony.
==Maquixtl Magic==
The Maquixtl have a somewhat complicated relationship with Magic. It's not accurate to say that Maquixtl are outright anti-Magic despite them having been cleansed of all Magic nearly 400 years prior to the modern day. It is true that at one point in time they were "purist", however the Maquixtl have both made peace with and can celebrate the fact that, even if society is cleansed of all Magic, Mages will continue to be born in the future due to the random Mageborn seeding of souls that cannot be predicted or prevented. While Maquixtl society is strongly dominated by science and knowledge pursuits, Magic does exist, and it is not shunned. That being said, because of how little investment there exists in Magical training, Mages often have to rely on eccentric tutors if they are born with Magic, while extremely few Maquixtl go out of their way to actually learn Magic while not being born into it. This is also why many Maquixtl travel to Regalia, which has much better Magic schools, that aren't tainted with Teledden ideology from the west.  


Maquixtl in the homeland and in the colonies have no standardized gender roles. Allorn heritage means they have an understanding of the concept but they are otherwise apathetic to it or its presentation. Duty to state or settlement is not defined by gender in any form. Maquixtl romance is one of the few things state or faith does little to define or standardize. In the city-states, the process of reproduction is monitored and marriages may only be standardized if the resulting child would have good quality Genos. But the same weight is not placed on marriage, and so Maquixtl frequently find romantic interest in partners that they would never be allowed to marry.
==Fashion==
In the plains, restrictions on marriage do not exist, and moreover marriage itself does not exist, so romance is a loose affair. It is expected that a community loves each other in a very familial way though, on account of being raised together, so plains Maquixtl have a tendency to look outside of their villages when pursuing romantic endeavors.
Maquixtl fashion is born from a combination of Aztec and Maya traditional clothing from pre-Colombian times (adopting patterns, colors, and some invidual pieces) while adding high-fantasy Elven clothing or using said clothing as a base. A common feature could be for example a Tilmàtli (Tilma/Aztec cape), or Huipil (loose fitting tunic). However, because of climate acclimation, many Maquixtl also wear robes of silk or complex leather harness outfits that have a more tribal appearance. Maquixtl hair styles are very varied, with mohawks particularly common among the so-called Ullaren Maquixtl, who are nomadic and roam around on horseback. Literal Meso-American clothing is perhaps a little inappropriate for the clothing standards of Regalia, so creative combinations and synergies are encouraged. Jewelry carved out of jade is very commonly used by the Maquixtl, usually in the shapes of various animals from Guldar like the jungle giant boa, the flying water serpent, or the great apes. Much like their hair colors and skin-tones, ochre-dominated pigments are common, in combination with orange or yellow, though very colorful outfits including blue and green are also found.  


==World View==
==World View==
* It is a deep cultural taboo to ridicule a Genos state, or to insult another Maquixtl for their choice of Genos state, excluding cleanslate, which is considered free game.
* It is a deep cultural taboo to ridicule a Genos state, or to insult another Maquixtl for their choice of Genos state, including Default Genos. Freedom to define one's own body and to have bodily autonomy is a very important aspect of Maquixtl culture.
* The Avantl have famous warrior lodges, militant monastic orders that are comparable to Regalian knighthood in their scope. Naming themselves after the creatures of the jungle, these Brotherhoods are extensively well armed and trained, and a force to be feared.
* The Chantli have famous warrior lodges, militant monastic orders that are comparable to Regalian knighthood in their scope. Naming themselves after the creatures of the jungle, these Brotherhoods are extensively well armed and trained, and a force to be feared.
* Maquixtl internal warfare is quite ritualized. The purpose is never to debilitate opposing city states by hurting their adult male population, but instead to demonstrate superior strength and get a social victory. They could even be compared to mass spars or bloodsports.
* Maquixtl have a very extensive education system, especially at the higher level, based on patronage. Master-student relationships are very strong, and the close friendships formed between teachers and their three to four acolytes goes an entire lifetime.
* Maquixtl have a very extensive education system, especially at the higher level, based on patronage. Master-student relationships are very strong, and the close friendships formed between teachers and their three to four acolytes goes an entire lifetime.
* Maquixtl architecture and design is unlike anything else in the world. Combining Avarr pyramids, hanging gardens and open archways with an Elven sense of grandeur, chiseled carvings and statues, the great cities of Guldar are the topic of much mystique among Regalian so-called Occidentalist painters, who are an entire movement dedicated to the admiration of Elven works.
* Maquixtl architecture and design is unlike anything else in the world. Combining Avarr pyramids, hanging gardens and open archways with an Elven sense of grandeur, chiseled carvings and statues, the great cities of Guldar are the topic of much mystique among Regalian so-called Occidentalist painters, who are an entire movement dedicated to the admiration of Elven works.
* The Maquixtl are quite close with the Yanar, who they are able to bring to Guldar with them. Especially the Xieloth, who see in them kindred spirits, do the best they can to keep a few Yanar in their vicinity to hang around with since they are so close.
* The Maquixtl are quite close with the Yanar, who they are able to bring to Guldar with them. Especially the Sentli and Xotik, who see in them kindred spirits, do the best they can to keep a few Yanar in their vicinity to hang around with since they are so close.
* Maquixtl are unrivaled as concerns making barbecues. The fires of Mount Vestor itself come alive when an old Avantl uncle starts up a grill and asks for the set of skewers. Steak skewers smothered in every kind of chili imaginable and an aftertaste of lime are the most famous Maquixtl culinary export, and much sought after in general.
* The Maquixtl love feasts as a social event. For Sentli, the act of cooking is a bonding experience and many communal kitchens are set both within Guldar and in plains colonies. Villages especially enjoy using feasts as a way to spread local gossip, or engage in scheming.
* The Maquixtl love feasts as a social event. For Xieloth, the act of cooking is a bonding experience and many communal kitchens are set both within Guldar and in plains colonies. Villages especially enjoy using feasts as a way to spread local gossip, or engage in scheming.
* Maquixtl Archon consider it a necessary pilgrimage to summit the approaches of Mount Vestor, the volcanic home of Caius, at least once in their lifetimes. It is called “making the ash,” with a ritual at the end where the warrior dirties their forehead with the soot of Caius’ mountain and returns home without washing it off, to prove that they have stood where he stood.
* Avantl Archon have a close bond with their Wyverns. They in fact have style competitions centered around showing that their Wyvern Genos form is close in appearance to their actual Wyvern, with an entire respected panel of elders to judge their aesthetic similarity. This fortunately does not disturb their Wyvern Mounts.
* Avantl Archon consider it a necessary pilgrimage to summit the approaches of Mount Vestor, the volcanic home of Caius, at least once in their lifetimes. It is called “making the ash,” with a ritual at the end where the warrior dirties their forehead with the soot of Caius’ mountain and returns home without washing it off, to prove that they have stood where he stood.
* Maquixtl alternate between using metal and sharpened obsidian weapons. The former for regular armed conflict, usually spear and shield but sometimes chopping sword or axe, the latter for more ceremonial purposes, usually clubs with sharpened pieces bound between wooden slats.
* Maquixtl alternate between using metal and sharpened obsidian weapons. The former for regular armed conflict, usually spear and shield but sometimes chopping sword or axe, the latter for more ceremonial purposes, usually clubs with sharpened pieces bound between wooden slats.
* The Maquixtl founder Suel is considered the closest thing Guldar has to a single authority, but is otherwise disinterested with rulership to the point where his massive theoretical power is never used.
* There is a loud minority of Maquixtl that are complete splicing fanatics, that aim to push for faster evolution via riskier experimentation and full discarding of the cleanslate.
* Plainsfolk have removed capital punishment from their society, and have replaced it with exile. Names, faces and crimes of exiles are quickly spread through the many villages and sometimes even to Guldar, to assure they cannot return to any facet of society.
* Maquixtl do not just compete by combat, and have a love for competitive sports between city-states and settlements. These are usually lifted from other cultures with some modifications to the rules to allow for complete use of Genos States, creating games that are as alien as they are explosive.
* Maquixtl do not just compete by combat, and have a love for competitive sports between city-states and settlements. These are usually lifted from other cultures with some modifications to the rules to allow for complete use of Genos States, creating games that are as alien as they are explosive.
* Plainsfolk settlements are often founded with a sapling in the colony’s center, which grows with the colony. These Great Trees become social grounds for the community, and their fruit a part of each feast.
* Many adventurers attempt to use masks or suits to enter Guldar, only to perish shortly after exposure to its toxic air that is actually not mundane but Magical in origin, not affecting Yanar and Maquixtl only. Maquixtl sometimes pick this fallen equipment off the shoreline as souvenirs.
* Many adventurers attempt to use masks or suits to enter Guldar, only to perish shortly after exposure to its toxic air. Aquatic Maquixtl sometimes pick this fallen equipment off the shoreline as souvenirs.
* Most Teledden look down their noses at the Maquixtl as strange, misguided Elves led off course by a radical. Despite this, their martial prowess rivals that of the Fin’ullen, and Maquixtl mercenaries performing services for Teledden and Fin’ullen nations were not unheard of prior to the return of the Allorn Empire.
* Xieloth and Huactl adore wind instruments, and frequently engage in their use.
* The Maquixtl have not just altered the Genos of themselves and local animals in Guldar, but also certain plantlife, creating unique produce, and allowing existing crops to develop in unique ways oftentimes nearly doubling their productivity.
* Younger Plainsfolk are encouraged to soul search early in life, and many end up stepping out from their villages to engage in adventure and discovery in greater Daen, or in the greater world.
* Maquixtl Gene Splicing also has a dark side. A Maquixtl who Gene Splices so much that they lose humanoid characteristics, eventually ends up of lesser-intelligence and may even lose sentience altogether, becoming merely a wild animal and no longer being able to turn back.  
* Due to their nature as intermediaries in the lucrative Daen overland trade between the Teledden and Ailor states, the Plainsfolk often can be found staffing the log-cabin trading posts that are raised to keep the roads safer and give travelers a place to rest themselves.
*The Maquixtl and Eronidas do not get along, as the Maquis often deny any Eronidas remnant or indication of their presence in the continent, while the Eronidas are often unhappy to learn their ancient homeland has been occupied again. Before the reformation of the Allorn Empire, conflicts between the Maquixtl and Eronidas in Daen were fairly frequent, but these have largely ceased.
*Most Teledden look down their noses at the Maquixtl as strange, misguided Nelfin led off course by a radical. Despite this, their martial prowess rivals that of the Fin’ullen, and Maquixtl mercenaries performing services for Teledden and Fin’ullen nations were not unheard of prior to the return of the Allorn Empire.
*Of all the Genos States, the one mimicking the Moloq is perhaps the most controversial. While it is generally viewed as harmless, some Maquixtl raise the rapid development and growing intelligence of the Moloq species, and suggest that to use their Genos is disrespectful or a mockery. The Moloq, for their part, have acclimated to Maquixtl visiting their coastal colonies in mimicry of their form.
*The ties between the Maquixtl, Avarr, and [[Ochil]] are strange to consider. Now extinct like the Avarr, the Ochil were a slave Race who existed on a small peninsula in what is now western Westwynd, yet who spoke a tongue eerily similar to that of the Avarr. Some believe the Ochil had ancient contact with this fierce bird-people, but the additional connection to the importance of the wind in both Ochil and Maquixtl society has some suspecting Suel might have had contact with Ochil slaves who somehow influenced him. What is certain is that [[Maize]], a crop the Ochil cultivated, is central to many Maquixtl dishes, the crop having been brought with them from the Allorn Empire.
*The Maquixtl have not just altered the Genos of themselves and local animals in Guldar, but also certain plantlife, creating unique produce, and allowing existing crops to develop in unique ways oftentimes nearly doubling their productivity.


==Trivia==
==Trivia==
* Maquixtl play various types of handball, especially the Brotherhood lodges of warriors, and have evolved such a competitive culture around this that there can be riots when the team of an opposing city-state comes out on top in a close-fought final round.
* The Maquixtl have gone so far in their appropriation of Avarr culture that the Teledden like to deride them as Avarr role-players behind their backs, a sure-fire way to make other Teledden smile smugly, and to make a Chantli start sharpening their axe.
* The Maquixtl have gone so far in their appropriation of Avarr culture that the Teledden like to deride them as Avarr role-players behind their backs, a sure-fire way to make other Teledden smile smugly, and to make an Avantl start sharpening their axe.
* The Maquixtl are fond of animal iconography, using it to decorate their brightly colored cotton clothes and as inlays on their weapons. The serpent, the [[Mantavaar]] and the [[Silat Wolf]] as well as more fantastical creatures, are all common finds.
* The Maquixtl are fond of animal iconography, using it to decorate their brightly colored cotton clothes and as inlays on their weapons. The serpent, the [[Mantavaar]] and the [[Silat Wolf]] as well as more fantastical dinosaur-like or giant lizard creatures, are all common finds.
* The Maquixtl state does not have a formal ambassador in Regalia. This is because the Maquixtl state is so far away and isolationist, that generally speaking it does not want or act in any way that impacts the wider world, thus not necessitating diplomatic contact.
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Latest revision as of 03:43, 28 September 2024

Maquixtl
Maquixtl (in Nātl)
Motto: "Break with the past, change the future."
Nation StateTlan Iuitletl (Chantli only)
RulerEmperor Suel (Chantli only)
Other PresentSovereign
LanguagesNātl, Altalar
ReligionEstelley, Dragon Worship
First Recorded50 BC
Demonym(s)Maquixtl

The Maquixtl (pronounced Ma-kwee-still, sometimes called Maquis by the Ailor) are a Race of Elves that used the power of science to rid themselves of their Magic addiction and decadence during the fall of the Allorn Empire, but then split on their attitudes on how to transform society afterwards. They are an incredibly versatile Elven Race that uses Life Magic and genetics to enhance themselves or their lifestyles, while spreading their views on world-balance, racial-tolerance, and religious diversity. In many ways, the Maquixtl represent those Elves that desire change, to let go of the past, and to learn from mistakes made to find a better way to live. Their societies are an equal mix of knowledge and science focus, cottage core aesthetics, and the traditional forest-elf design, depending on which community is interacted with. There exist vibrant communities of Maquixtl in Regalia, with notable presence of Estelley priests, Maquixtl mercenaries, and Dragon Worshipers having come to the east to share in the lore of the Dragons and stepping out of their isolated Guldar homeland.

Subgroups

The Maquixtl are sub-divided over three distinct groups, each following a different Prophet of the Cult of Genos. These leaders, once united in their desire to rid the Elves of their dependence on Magic, all turned to different paths after they broke free from the Allorn Empire, their individual ideologies no longer able to be kept in communion. Each Maquixtl is a member of one of these subgroups, but generally speaking all Maquixtl get along very well with each other. While there is ideological differences, their common unifying rejection of the Allorn heritage overrides any animosity that could be gotten from their conflicting ideals. While this section gives some general ideas for why a Maquixtl would want to come to Regalia when they have a world of their own in the West, the section further down referring to Allorn Relations, delves in greater detail why there is a large migration wave of Maquixtl from Guldar, Westwynd and Altaleï to the Regalian Empire.

  • The Chantli Maquixtl are Suel's followers, who traveled west to Guldar to create a Maquixtl state as an Empire, with Suel as Emperor, and their own nobility below that. The Chantli are urban Meso-American styled Elves who favor science and the natural forces of Aloria. Chantli Maquixtl that go to Regalia to seek knowledge, explore the world, or to be in a place where all Maquixtl can exist without Allorn repression.
  • The Xotik Maquixtl are Ramvaal's followers, who traveled south to form forest communes devoid of statehood, and most aggressively rejected nationhood, autocracy, or even any form of formal government structure. They live deep in nature in harmony with the Yanar without earthly connections, acting as forest protectors reminiscing of Wood-Elves. Xotik Maquixtl traveling to Regalia often seek to encourage environmentalism, or assistance against Allorn encroachment.
  • The Sentli Maquixtl are Ceylenn's followers, who stayed in the Plains, believing in a rejection of Suel's autocratic principles, but believing Ramvaal went too far by rejecting all heritage and culture in favor of the forest. The Sentli live in windswept plains, building communes around vast windmills and approaching elven cottage-core aesthetics while favoring strong democracy, abolitionism, and freedom for all. They often travel to Regalia to get away from Allorn encroachment.

It should be noted that these societal splits aren't absolute. Despite having started out this way, people move around, and its entirely possible for a Sentli Maquixtl to have opened up a medical healing shop in Guldar among Chantli Maquixtl, or for a group of Chantli Maquixtl to travel to a Sentli commune to protect them from Eronidas raiders. People move around, these distinctions only describe visual vibes.

Design

The Maquixtl are an Elven Race, meaning they have a general humanoid appearance, with pointy ears. Unlike many of the other Elven Races however, most Maquixtl have more rough or rounded appearances than their gaunt or sharp featured Lanlath or Kathar cousins. The most notable distinction about the Maquixtl, is that they have a medium dark skin-tone, with a reddish or olive-like shade to it, refer to THIS IMAGE for skin tone references. The Maquixtl have a wide range of hair colors available from a warm black to brown, blonde, and even graying with age. The most common hair color however is found within the reddish/red-brown range, most commonly mahogany-like. Eye colors can range from brown to blue and green, with a rare few showing gray. Unlike the other Elven Races, the Maquixtl don't lean physically one way or the other (lithe or big). Their Race has a great range of physical capabilities, because of their Gene-Editing culture and capability, allowing them to change their own body without the use of Magic. As such, Maquixtl can be large (as large as Eronidas!) or small and lithe. Maquixtl, like all other Elves, are long-lived, living to around 500 years old, and being able to physically control how old they look, thus staying young (or old) looking forever.

Why Maquixtl in Regalia

Why Maquixtl in Regalia is a section designed to give (new) Players some idea for why a Race might want to be in Regalia, as opposed to their homeland, as some Races are heavily homeland-coded and may need some contrivances to actually Roleplay in Regalia, where all the on-server activity takes place. While you can usually extrapolate other reasons from the Lore on this page, this section provides a few easy-access suggestions.

  • Center of Learning: As much of Maquixtl society is centered around the idea of learning both in the literal sense of knowledge, but also in self-exploration and better understanding of the self, Regalia affords a unique location in the world where information and diversity come together like nowhere else, while also all Genos Editing needs are answered by Regalian imports and zoos.
  • Escaping Allorn: Particularly the Xotik and Sentli suffer greatly from Allorn enrcroachment. Since the Teledden re-proclaimed the Allorn Empire, they have started burning Sentli villages and imprisoning Xotik Maquixtl as forest fanatics. Regalia as an anti-Allorn state with open borders, allows the Maquixtl to live free from Allorn dangers.
  • Environmentalism: Many Sentli and Xotik are concerned about the industrial progress in Regalia, particularly how it seems to be going at the expense of nature and environmental preservation. These Maquixtl travel to Regalia to try and teach Regalians and other people living there respect for nature and harmony with resources in sustainability.
  • Personal opportunity: Whether due to the choking of Chantli aristocracy, or the lack of industrial and financial opportunities in Xotik and Sentli communities, Regalia is the world center of business and commerce. Maquixtl who care more for the personal pleasures of life leave the financial backwaters of Maquixtl societies, and travel to Regalia to make bang for buck.
  • Protecting Manaseia: There is some evidence that both of the Maquixtl patron gods interact a lot with Regalia, or more specifically the lands it owns, resulting in Mana and Aseia worshiping communities springing up all over the Regalian Empire, with migrants traveling in to add to these existing communities and fortify them to seek out the Arken.

Heritage Traits

When designing a Character, Proficiency Points allow for a limited Ability selection with Point Buy Packs. Heritage Traits adds free Packs and Mechanics on top of that to help with cultural themes. Free Packs grant Abilities usually, while Mechanics change the way a character functions in Roleplay through subtle, and usually out of Combat ways. In essence, Mechanics just add aesthetic flair that invest in the niche of each culture. Free Packs never raise Proficiency Points, but the character must be able to purchase them normally. (ex. if a character is a certain Affinity that locks them out of a category, they cannot take that specific free pack and must choose the alternative option.) If a Free Pack grants Magic of some type, that Magic can be of any Alignment the character can normally choose, or limited to a select alignment, which will always be written in the Free Pack description.

Mixed Heritage characters (i.e. characters born from two parents of different Cultures) may take one parent's 'Free Packs' and mix and match up to 5 Mechanics from both parents, although some Peoples cannot produce Mixed Heritage children (due to Magical/Fantasy reasons). Gene Editing is available to Mixed Heritage Characters who take the Maquixtl Free Packs.

Free Packs

  • Maquixtl can choose one Athletic, or Magic, or Chem Pack for free, either as Mundane, Exist Magic, or Dragon Magic Alignment.
  • Maquixtl can choose another Athletic, or Magic, or Chem Pack for free, either as Mundane, Exist Magic, or Dragon Magic Alignment.

Mechanics

  • Maquixtl can (with OOC consent) read emotions from other Characters, and suppress their own from being read.
  • Maquixtl pets live unnaturally long lives, with them being able to apply Gene Editing on their pets to modify them.
  • Maquixtl can analyze blood to understand the genetic make-up of something, or discover inherited genetic traits or faults.
  • Maquixtl have extremely sharp eyesight, capable of detecting the author of any written work, if they have read the author's writing before.
  • Maquixtl may choose one Mechanic from either the Ailor, Fin'ullen, or Eronidas Heritage Traits as a form of personal Genos Editing.

Gene Editing

One major aspect of Maquixtl culture (predominantly Chantli, less so for Xotic and Sentli) is their ability to use a form of Life Magic to analyze and incorporate the genetic makeup of other creatures into their own genetic source, as a mechanic. As a result, Maquixtl can create mutations that aren't harmful (like Void or Exist mutations tend to be), and can incorporate various traits and functions of the bodies of these creatures onto themselves to make up for shortcomings in the Elven body, or just for aesthetic reasons. The list presented gives a general overview of all the individually available Genes. A person can choose to stay Default, incorporate only one type of Gene, or mix multiple Genes together. Additionally, Maquixtl can also perform Gene Splicing on other Races, taking on minute aspects of them. For example, a Maquixtl can incorporate Eronidas tusks, Isldar white hair, Qadir arm tattoos, Songaskian Dragon horns, etc, but these must always be minor and never approach a Disguise, or radically make a character no longer recognizable as Maquixtl. Maquixtl can change all of these aspects on the fly, mid-combat, and retain them for as long or short as they like. None of the Genes grant Combat Functions, though some may grant some aesthetic flairs where expressed.

Default Gene

Default Gene are the basic default appearance of the Maquixtl. The image depicts a Chantli Maquixtl, on the more muscular side, though most Gene splicing results in proportional changes that do not make a Character bigger or smaller unless specifically indicated. In Maquixtl society, Default Gene is not weaker purely because it has no Gene splicing applied to it. Most Maquixtl live their entire life without ever Gene Splicing, and a greater sense of religious fulfillment or life fulfillment can still be gained only using Default Gene.

Tlatzon Gene

Tlatzon Gene incorporates traits of the Great Jungle Stalker, a large feline predator native to the Daen jungles which is considered the apex predator of this region. The Tlatzon gene affords the Maquixtl feline-like appearance traits, including but not limited to claws and fur, feline whiskers, cat-eyes, digitigrade legs, and a feline tail. Fur patterns occurring may follow the color theme of the Maquixtl's skin or their hair, but may also incorporate more wild variations and patterns, or the standard Jungle Stalker black.

Tetl Gene

Tetl Gene incorporates traits of the Barroth, a large swine-like beast with scales and fur and large tusks. The Barroth is traditionally used as a war-mount for the Eronidas, but the large beast is native to Guldar, where the Maquixtl have also domesticated them for agricultural uses. The Barrot are exceptionally durable, allowing traits including but not limited to scaled skin, aggressive fur or hair growth, tusks, cloven hooves and high resistance to ingested toxins such as alcohol or other narcotics.

Cōzca Gene

Cōzca Gene incorporates traits of the Guldar Paradise Bird, a large bird that forages in the low canopies of the jungles of Guldar, but has beautifully vibrant feathers and a long feathered tail. The Cōzca gene affords the Maquixtl bird-like appearance traits, including but not limited to feathers, a more hawkish build, bird legs and arms with talons, and a long feathered tail reminiscing of a peacock. The Cōzca gene is favored due to the high alertness and sharp eye sight of the Cōzca which can see great detail.

Ātl Gene

Ātl Gene incorporates traits of the Moloq, a near-sentient aquatic creature that lives in small communities and preys on smaller fish with great waterborne speed and precision. The Ātl gene affords the Maquixtl fish-like appearance traits, including but not limited to gills, webbed feet and hands, fins, and notably the Moloq tendrils that replace their hair. Manifesting Moloq Gene Splicing causes the Maquixtl to be able to breathe underwater (but not gain Arcana Oceana equivalent mechanics otherwise).

Nāhuī Gene

Nāhuī gene incorporates traits of the Fire-Salamander (called Nāhuī in Maquixtl language), a large salamander-like creature native to the volcanic caves of Guldar that can breathe fire. The Nāhuī gene affords the Maquixtl dragon or salamander-like traits, including but not limited to scaled or leathery skin, claws or webbed hands and feet, a draconic or salamander tail, horns, and the ability to breathe fire from their mouth (although not to such a degree that it can be used to harm people, unless used as combat aesthetic).

Mazatl Gene

Mazatl gene incorporates traits of the Springbok, a goat-like animal that is famous for its exceptional balance and capacity to jump up high ledges and scale steep mountains. The Mazatl gene affords the Maquixtl faun or deer-like appearance traits, including but not limited to antlers, fur, digitigrade legs with cloven hooves, a deer-like tail, and a more lithe appearance. The Springbok is favored because of their extreme sense of balance and reaction time, giving great sleight of hand capacity.

Ichtli Gene

Ichtli gene incorporates traits of the Broadback Gorilla (called Ichtli in Maquixtl language), a large and immensely powerful gorilla-like animal living in the Guldar forests and posing a risk to anyone encroaching on its territory. The Ichtli gene affords the Maquixtl gorilla or beast-like appearance traits, including but not limited to larger size and muscularity, larger proportional forearms used to support their frame, fur, and the optional blue fur color that the Ichtli have.

Tlohtli Gene

Tlohtli gene incorporates traits of the Tlohtli Barnacle native to the swamps of Guldar. The Tlohtli is a mixture between a barnacle and an octopus, particularly noteworthy for its psychic abilities to project nightmare visions on anyone encroaching its territory. The Tlohtli gene affords the Maquixtl squid or octopus-like appearance traits wish a dash of deep-sea horror, including but not limited to tentacles for a face, sunken dark eyes, spikes and scales, and a haunting appearance.

Avarr and Avarr Unity

Avarr are colorful Terror Birds with a short beak, muscular large frame, and Urlan height.

A final mechanical ability that the Maquixtl have, is to share their body with an additional soul. The Avarr were a Race of Terror-Bird-like (Phorusrhacidae, but with shorter beaks) humanoids that were killed some long time ago under mysterious circumstances. Despite the collapse of their civilization, many of the souls of the Avarr were preserved by the Dragon Caius who saw them as his favored champions in Soul Cairns. The Maquixtl (particularly the Chantli) who traveled to Guldar, in essence inhabited the ruins of their civilization (as the Eronidas seemingly lacked urban housing) and took up much of their old culture. Eventually, with the guidance of Caius, the Maquixtl learned how to commune with the Soul Cairns, and were able to house the souls of the dead Avarr in their own bodies as secondary passengers. This process is very similar to Spirit Remnants, but not exactly, because they aren't "dead", they are also unable to exist outside of a Soul Cairn or host. Avarr souls demand some explanation: Avarr culture itself was brutally warlike, violent, cruel, and chaotic. The Avarr as a result are often violent, know-it-all, and vain people. The Maquixtl accept these soul passengers even with potential turmoil in their own bodies for two reasons: they have absorbed much of Avarr culture, and part of a repayment to their influence, is to letting their cultural forebearers live a second life in a new host body, to see and experience the world through new eyes. The second reason is that not all Maquixtl are proud, strong willed, and confident, and a shy or meek Maquixtl's personality can sometimes be made more extrovert or bold by adding an Avarr. The choice is always entirely based on consent, and the Maquixtl travel to Guldar to absorb a Soul Cairn to house a second soul in their body. This has several consequences:

  • Avarr Control: Having a second Soul that has equal theoretical control, means that sometimes they can lose control to the Avarr soul altogether. This can also happen voluntarily, or they can both be active at the same time, or in some cases, a Maquixtl may earn the respect and cooperation of the Avarr and only take control when permitted.
  • Avarr Legality: Having only an Avarr soul is legal in Regalia due to a legal exception, though engaging in any other summoning of Spirits is not legally allowed for the Maquixtl. They are still responsible for any damage inflicted on people or buildings in case the Avarr takes control and goes on a rampage.
  • Avarr Stories: There are a great many narrative stories to tell with Avarr souls, from an enraged Avarr who disapproved of their new host, to an Avarr who forms a perfect harmony with their host. How these Avarr function, is entirely up to the player.
  • Avarr Memories: Avarr only remember their name, their personality, and vague memories of the past. We have hopes of writing out Avarr History in the future, so that this can be expanded upon, but for now, all Avarr entities suffer from complete amnesia.
  • Avarr Transformation: Finally, having an Avarr soul, allows the Maquixtl to transform partially or wholly into the body of a full Avarr, either by letting the Avarr soul take over or doing it themselves. For reference what this would look like, see art on the right. This is not a disguise.

History

The Maquixtl descend from Allorn Teledden and Fin'ullen who rejected the decadence and corruption of Magic in the Allorn Empire, and joined forces with the Cult of Genos, an Elven Cult dedicated to research genetics and Life Magic. When the Allorn Empire fell, the Maquixtl underwent an event called The Siphoning, during which hundreds of thousands of Elves, researchers and their families who were members of the Cult of Genos, agreed to evolve to rid themselves of the Magical infection that had destroyed their Empire. The Cult of Genos was led by Suel, his wife Ceylenn, and their husband Ramvaal, all three immensely powerful Life Magic Mages (making them also exceedingly rare). The three leaders of the Cult of Genos used their considerable Magical powers to change the bodies of their followers, allowing them to focus more on their own capabilities than having to rely on Magic, while also siphoning much of their Magic away from them. While The Siphoning was a great success, the rapid decline and collapse of the Allorn Empire had rushed the plans of the three leaders of the Maquixtl, meaning they had not yet agreed on what to do after The Siphoning. The urgency of departing from the ruins of the Allorn Empire where civil war and barbarism was quickly becoming a daily occurrence, forced Suel on a quick departure west, where his followers would found the Maquixtl State on Guldar.

His spouses Ceylenn and Ramvaal disagreed with Suel's intentions to maintain aristocracy and autocracy, believing Suel did not take The Siphoning far enough, and kept the same corrupt aristocratic systems of the old Empire alive, and thus they and their followers were left behind. Ceylenn and Ramvaal would initially work together, but the arrival of the Yanar complicated their relation as well. Ceylenn had in the meantime founded the Sentli Communes, small villages and townlets built around windmills that were centers of communal care and hospitality, bringing for the first time abolitionism and democracy to the Elves, but refusing to let go of Allorn history of culture beyond governance and Magic, and more importantly honesty and observance of all religious gods of Estelley. Ramvaal instead agreed with the Yanar that the only way to fully purge the rot of the Allorn Empire from themselves, was to leave all remnants of Allorn history behind, including all the art, the language, the traditions and customs, but most importantly, the lessons of Cemaan the Goddess of the Teledden. Ramvaal and his followers left the Sentli Communes, and traveled far south to the Lessarion forests on the border of the Selevaan nation, where they would build communes in the forest where they lived with the Yanar around Mana Trees, eventually attracting other Elves who abandoned their urban lifestyle to live in the forest in harmony with nature. This represents the present three-way split between the Maquixtl. While they are physically all the same, their cultures and thoughts on the world around them differ.

Language and Naming

The Maquixtl language is called Nātl, which is largely based off reverse engineered Avarr language, and as such completely detached from the Elven languages. That being said, all Maquixtl can still speak Altalar (the main Elven language), and many Xotik and Sentli villages in fact only speak Altalar because they have had very little interaction with the Chantli in Guldar. The Nātl language is absed off the real-world Nahuatl language, with names also being based off this language. Keep in mind that Minecraft font may not support complex accents of the Nahuatl language, so even if the correct way of spelling would include them, it is recommended to leave them be when referring to a Character's name on a Character Application or by using the in-game Nickname system. It is also recommended not to use excessively long names. Due to the way consonants flow in Nahuatl, long names tend to become unpronounceable for anyone who does not have a degree in Nahuatl studies. It should also be noted that not all Maquixtl have Nātl names, some still defer to Elven naming (general Elven fantasy naming, but avoiding Tolkien Elven). Many Maquixtl also have two names, their Nātl name used for family and friends, and their Altalar name used for public engagements and towards strangers until trust can be earned.

Conflicts

A lot of MassiveCraft's lore is constructed around conflicts that are based on religious, historical, or societal grievances. This section aims to set out the various conflict points for this Race, while also attaching some nuance, so that there is wiggle-room for players to not get stuck in endless loops of arguing the basics of societal conflict without clear Character Development or Resolution.

  • Conflictfree: The Maquixtl are, surprisingly enough, completely devoid of conflict, save for their national animosity towards the Teledden who support the Allorn Empire's occupation of Maquixtl inhabited lands, or the vague testiness of Eronidas about their habitation in Guldar (which they cannot live in anymore because of the toxic fumes, but still have some historical claim to). Maquixtl as a Race are barely 400 years old, which in terms of Elven lifespans, is barely a single lifespan. Not enough time has passed for them to generate societal conflicts.

Religion

Maquixtl Society is split fairly evenly between Dragon Worship and Estelley worship, with a heavier lean towards Dragon Worship among the Chantli, and a heavier lean to Estelley among Sentli, and almost exclusive Estelley worship among the Xotik (there are so many Chantli that they make up the difference with the Xotik and Sentli). The Maquixtl have two patron deities in Estelley specifically for them: Aseia and Mana, who were once together Manaseia, but split in two different Gods when Maquixtl society broke on ideological lines. Maquixtl Dragon Worshipers often have a strong preference for Caius, who resides in Guldar with them, and also controls the majority of the Dragon Sites there. Many Maquixtl are Red Hunter Archon, though Maquixtl who worship other Dragons also exist, especially when they have been exposed to the outside world more and aren't strictly cooped up in Guldar exposed to constant reinforcement of their ideology.

Dragons in Guldar

Guldar is home to the Red Dragons, the most fanatical purist purging of Magic Dragons in existence, and yet, Mages exist in Maquixtl society in defiance of the extermination orders of Caius, the leader of the Red Dragons. This is because of a cultural notion called the "Red Truce". The Red Truce is a concept held by the Red Dragons (and by extension their Matron and worshipers and Archon), that while the Occult should generally be purged, that in some places or instances, going ton a purging rampage can actually be self harming. One such instance, is the existence of Magic in Maquixtl society. If the Maquixtl were to turn hostile to Mages overnight and start purging their own Mage populations, civil war would erupt, and the Dragons would have to contend with internal strife before even being able to strike out externally. As such, Maquixtl Archon and Dragon Worshipers never go after Maquixtl Mages, as they have been declared "Off-limits", by the Matron of the Red Dragon, who is a Maquixtl Chantli in Guldar. Some Red Hunters may still go after them, but Maquixtl Dragon Worshipers are generally encouraged to stop this from happening. The Red Truce can also be applied by Red Hunters in other instances, where attacking everyone on sight would be self-harming, and sabotage the divine mission they are on. All in all, Dragons exist in relative peace despite the existence of Magic in Maquixtl society.

Maquixtl Magic

The Maquixtl have a somewhat complicated relationship with Magic. It's not accurate to say that Maquixtl are outright anti-Magic despite them having been cleansed of all Magic nearly 400 years prior to the modern day. It is true that at one point in time they were "purist", however the Maquixtl have both made peace with and can celebrate the fact that, even if society is cleansed of all Magic, Mages will continue to be born in the future due to the random Mageborn seeding of souls that cannot be predicted or prevented. While Maquixtl society is strongly dominated by science and knowledge pursuits, Magic does exist, and it is not shunned. That being said, because of how little investment there exists in Magical training, Mages often have to rely on eccentric tutors if they are born with Magic, while extremely few Maquixtl go out of their way to actually learn Magic while not being born into it. This is also why many Maquixtl travel to Regalia, which has much better Magic schools, that aren't tainted with Teledden ideology from the west.

Fashion

Maquixtl fashion is born from a combination of Aztec and Maya traditional clothing from pre-Colombian times (adopting patterns, colors, and some invidual pieces) while adding high-fantasy Elven clothing or using said clothing as a base. A common feature could be for example a Tilmàtli (Tilma/Aztec cape), or Huipil (loose fitting tunic). However, because of climate acclimation, many Maquixtl also wear robes of silk or complex leather harness outfits that have a more tribal appearance. Maquixtl hair styles are very varied, with mohawks particularly common among the so-called Ullaren Maquixtl, who are nomadic and roam around on horseback. Literal Meso-American clothing is perhaps a little inappropriate for the clothing standards of Regalia, so creative combinations and synergies are encouraged. Jewelry carved out of jade is very commonly used by the Maquixtl, usually in the shapes of various animals from Guldar like the jungle giant boa, the flying water serpent, or the great apes. Much like their hair colors and skin-tones, ochre-dominated pigments are common, in combination with orange or yellow, though very colorful outfits including blue and green are also found.

World View

  • It is a deep cultural taboo to ridicule a Genos state, or to insult another Maquixtl for their choice of Genos state, including Default Genos. Freedom to define one's own body and to have bodily autonomy is a very important aspect of Maquixtl culture.
  • The Chantli have famous warrior lodges, militant monastic orders that are comparable to Regalian knighthood in their scope. Naming themselves after the creatures of the jungle, these Brotherhoods are extensively well armed and trained, and a force to be feared.
  • Maquixtl have a very extensive education system, especially at the higher level, based on patronage. Master-student relationships are very strong, and the close friendships formed between teachers and their three to four acolytes goes an entire lifetime.
  • Maquixtl architecture and design is unlike anything else in the world. Combining Avarr pyramids, hanging gardens and open archways with an Elven sense of grandeur, chiseled carvings and statues, the great cities of Guldar are the topic of much mystique among Regalian so-called Occidentalist painters, who are an entire movement dedicated to the admiration of Elven works.
  • The Maquixtl are quite close with the Yanar, who they are able to bring to Guldar with them. Especially the Sentli and Xotik, who see in them kindred spirits, do the best they can to keep a few Yanar in their vicinity to hang around with since they are so close.
  • The Maquixtl love feasts as a social event. For Sentli, the act of cooking is a bonding experience and many communal kitchens are set both within Guldar and in plains colonies. Villages especially enjoy using feasts as a way to spread local gossip, or engage in scheming.
  • Maquixtl Archon consider it a necessary pilgrimage to summit the approaches of Mount Vestor, the volcanic home of Caius, at least once in their lifetimes. It is called “making the ash,” with a ritual at the end where the warrior dirties their forehead with the soot of Caius’ mountain and returns home without washing it off, to prove that they have stood where he stood.
  • Maquixtl alternate between using metal and sharpened obsidian weapons. The former for regular armed conflict, usually spear and shield but sometimes chopping sword or axe, the latter for more ceremonial purposes, usually clubs with sharpened pieces bound between wooden slats.
  • Maquixtl do not just compete by combat, and have a love for competitive sports between city-states and settlements. These are usually lifted from other cultures with some modifications to the rules to allow for complete use of Genos States, creating games that are as alien as they are explosive.
  • Many adventurers attempt to use masks or suits to enter Guldar, only to perish shortly after exposure to its toxic air that is actually not mundane but Magical in origin, not affecting Yanar and Maquixtl only. Maquixtl sometimes pick this fallen equipment off the shoreline as souvenirs.
  • Most Teledden look down their noses at the Maquixtl as strange, misguided Elves led off course by a radical. Despite this, their martial prowess rivals that of the Fin’ullen, and Maquixtl mercenaries performing services for Teledden and Fin’ullen nations were not unheard of prior to the return of the Allorn Empire.
  • The Maquixtl have not just altered the Genos of themselves and local animals in Guldar, but also certain plantlife, creating unique produce, and allowing existing crops to develop in unique ways oftentimes nearly doubling their productivity.
  • Maquixtl Gene Splicing also has a dark side. A Maquixtl who Gene Splices so much that they lose humanoid characteristics, eventually ends up of lesser-intelligence and may even lose sentience altogether, becoming merely a wild animal and no longer being able to turn back.

Trivia

  • The Maquixtl have gone so far in their appropriation of Avarr culture that the Teledden like to deride them as Avarr role-players behind their backs, a sure-fire way to make other Teledden smile smugly, and to make a Chantli start sharpening their axe.
  • The Maquixtl are fond of animal iconography, using it to decorate their brightly colored cotton clothes and as inlays on their weapons. The serpent, the Mantavaar and the Silat Wolf as well as more fantastical creatures, are all common finds.
  • The Maquixtl state does not have a formal ambassador in Regalia. This is because the Maquixtl state is so far away and isolationist, that generally speaking it does not want or act in any way that impacts the wider world, thus not necessitating diplomatic contact.

Accreditation
WritersMonMarty, fantuinn, Okadoka
ArtistsMonMarty
ProcessorsHydraLana
Last EditorOcularum on 09/28/2024.

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