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Maquixtl

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Revision as of 11:06, 16 August 2023 by MonMarty (talk | contribs)
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 (Elven)
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 Magical 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.

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 both Guldar and Daendroc to the Regalian Empire.

  • The Chantli Maquixtl are Suel's followers, who traveled west to Guldar to found a formal Maquixtl state approaching 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 often seek knowledge, or explore the world, or to be in a place where all Maquixtl can exist without Allorn repression in Daendroc.
  • 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 mahoganey-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.

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, driving some even into slavery. Regalia as an anti-slave 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.

Racial Traits

Racial Traits are a set of Abilities, Free Packs, Limitations, and Mechanics that each Race has access to. Half-Race characters select a dominant parent, thus receiving all Racial Abilities & Talents of that Race only, unless specified otherwise, while also taking dominant physical traits like for example skin tone, hair and fur color, ear shape, etc. If Abilities, Free Packs, Limitations, or Mechanics are not mentioned, it is safe to assume this Race does not have one of those. Abilities are usually Combat-Roleplay based, Free Packs give free Proficiency Packs that fit in a Race's design, Limitations are limits imposed on Character design to stay consistent with lore, while Mechanics change the way a Character is played, or how certain Packs interact in Roleplay.

Free Packs

Mechanics

  • Guided Reading: Maquixtl can (with OOC consent) read the emotions from others, even if they are actively suppressing them due to their finetuned understanding of body language. They can also perfectly hide their own emotions in turn, even from other Maquixtl.
  • Guided Pets: Maquixtl pets live unnaturally long lives, with Maquixtl able to apply a lesser version of Gene Editing to give their pets a very long life. Body Reading also extends itself to pets, even pets they do not own themselves.
  • Guided Faith: If the Maquixtl is Estelley worshiper, they can also invest in Diviner Point Buy without needing to be Old Gods Faithful. If they are Dragon Worship follow, they can also invest in Paladin Point Buy without being Unionist (and Diviner).
  • Guided Luck: If a Maquixtl using Optional Combat dice rolls a 1 during Combat Roleplay (only applies to rolls using Main Combat Stat or Main Defense Stat) they may re-do said Dice roll, for as long as it takes for them not to Dice roll 1 again.
  • Guided Analysis: Maquixtl are able to extract blood with a syringe from a person, and analyze the genetic make-up of it, singling out good inherited traits, as well as bad ones, and detecting genetic faults or diseases before they manifest.
  • Guided Sharpness: Maquixtl have extremely sharp eye-sight, able to detect the author of any hand-written words so long as they have seen the writing before. (Consult in DM's in case forgery was used to avoid detection and compromise).

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 whine-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 iuncluding 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 flightless 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

Tlatzon 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, draon 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 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, digitgrade 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:

  • 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.
  • 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.
  • 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.
  • 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.

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.




Accreditation
WritersMonMarty, fantuinn, Okadoka
ArtistsMonMarty
ProcessorsHydraLana
Last EditorMonMarty on 08/16/2023.

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