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The Maquixtl (pronounced Ma-kwee-still, they are sometimes called Maquis by the Ailor) are a Race of Nelfin who aggressively rejected their Nelfin heritage and decided to create an entirely new civilization away from their Allorn Legacy. Once having been part of the Allorn Empire, some time before this Empire collapsed, a large Cult of Altalar known as the Genos followed their leader Suel to the lands far west. The exact history that followed has mostly been obscured from the world, but in the remnants of the poisoned lands the Eronidas came from, the Maquixtl created a vast civilization built on science, strict hierarchy and a caste system, the natural laws of the world, and the ever increasing capacity of the mortal body. The Maquixtl rejected Magic in favor of genetic manipulation, and creating a more fair society free of the excesses and depravity of the Allorn Empire. Even after the Allorn Empire fell, the Maquixtl continued along their path, diverging further and further away from what unites the other Nelfin Races. In the process of centuries, the Maquixtl colonized parts of the Allorn Empire formally abandoned by the Altalar, while also on-boarding many Yanar who felt more marginalized in Allorn society, if not outright ignored. The Maquixtl to this day maintain a unique position as a Nelfin Race that radically diverged from the Magic-obsessed standard set by the Allorn heritage shared by other Races, and one that still fiercely guards its secrets in the Guldar homeland.
Maquixtl | |
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Race | |
Pronunciation | Ma-kwee-still |
Classification | Magus |
Common Nicknames |
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Languages | Saan, which is based on real-life Nahuatl. |
Racial Traits | |
Distinctions | Democratic and whimsy fact-focused Elves that use science and co-habit with the Yanar. |
Maximum Age | 500 |
Height | Tall for Avantl, average for Huactl, short for Xieloth. |
Eye Colors | Any shade of blue or green is common, brown rarely. |
Hair Colors | Black, Blonde, Auburn (very common), Brown, Caramel (very common), Dusty Blonde (very common). |
Skin Tones |
Core Identity
At their core, the Maquixtl are a race of outcast Elves who usurped the Mesoamerican inspired remnants of the Avarr civilization in Guldar, and built a whole new civilization on top of that. This civilization stands as a protest to the excesses and dependency on Magic of the other Nelfin Races, and as a celebration of bottom up direct democracy instead of top down autocracy. The Maquixtl are physiologically split into three subraces, the larger and imposing Avantl (pronounced Avan-tul), the lithe and spritely Xieloth (pronounced Ksee-yell-oth) and the middling in between Huactl (pronounced Who-wak-tul). The Avanth protect and labor, the Xieloth till the fields and tend the animals, and the Huactl oversee and enforce everything in between. The Avantl are fiercely protective warriors who despite their size, have no qualms being commanded by something smaller than them. The Xieloth are compassionate and kind, but pragmatic to the point of moral questionability. The Huactl are factual and straightforward with a brashness that is unusual for their Nelfin kind. The three of them compose what they consider the perfect society, built from the ground up to move past the sins of the past.
Magic versus Genos
To say that the Maquixtl absolutely hate Magic is not true, after all, the Yanar are incorporated into much of their society, and the Yanar exclusively bring Magic to the table. Magic exists in a somewhat grey spot for the Maquixtl, who mostly rely on genetic engineering to achieve things with their own bodies. For example, the ability of the Maquixtl to control air pressure around them is not Magical, it is in fact produced by careful genetic editing done by their leader Suel, resulting in a Mundane ability to control air. The Maquixtl do however accept Magic here and there where it can aid them with things that their bodies could never achieve, for example encouraging plants to grow better harvests. In general, Magic is more present among the Xieloth, and sometimes among the Huactl, but very rarely among the Avanth, while many of the Maquixtl incorporate Yanar into their societies to fulfill the Magical role also. In general though, the Maquixtl focus more on pride in physical ability over short-cuts through Magic.
Allorn Sinners
The Maquixtl have a very strong anti-Allorn sentiment born out of a shared history with the other Nelfin Races, especially Teledden and Fin'ullen, who still mostly continue the Allorn memory. The Maquixtl consider the Allorn Empire the greatest evil that ever existed, their leader Suel's cult once being hunted down by the Archmages as abomination while Suel experimented with genetics. Suel's cult aggressively rejected Magic as a born weakness, professing he witnessed a distant future where all Nelfin would be withering corpses kept alive only by a sliver of Magic, and that this would not be their future. While Magic has certainly seeped back into Maquixtl society through the Yanar, love or tolerance for the Allorn and its heritage certainly have not. The Maquixtl will be the first to stand up and call out the abuses and hypocrisies of the Allorn Empire, and expose any over-reliance on Magic as dangerous and inviting atrophy both in body and mind.
Secretive Wardens
The Maquixtl do not like sharing their secrets. While Maquixtl can be found in most lands where the Allorn Empire once ruled, their homeland of Guldar is shrouded in a constant poisonous mist that the Maquixtl can breathe in just fine and see through, but causes tissue-death when inhaled by other Races, even those who are traditionally immune to poisons. The Maquixtl are very secretive about their homeland, preferring nobody tries prying into it, as they believe this will bring the wrong kind of tainted Magic into their world and start the Allorn corruption all over again. Most of the Maquixtl who live outside of Guldar however have to make do without the vast Avantl citadels and survive in small villages where only part of their infrastructure is built around wind power. As such, rural Maquixtl tend to be more open and inviting, and willing to trade with other Races.
Reverend History
The Maquixtl hate the Allorn history, but to a degree still acknowledge the beginning message of the greatest Nelfin Empire, and Talea's preachings. The Maquixtl have respect for the Estellian Pantheon, even if they worship a different religion, and still acknowledge Talea as their original founder, even if she now represents a twisted Empire of Magic. Talea as a pseudo stand-in for Estel is present in the Maquixtl pantheon of gods and goddesses, allowing the Maquixtl to be tolerant of those who worship Estel and Talea. They do however completely reject the newly resurging Allorn Empire, and refuse to believe that the risen Talea is the same as the Talea of old times, calling her instead the Imposter. Despite their historical grievances, Maquixtl remain respectful and deferential to history as well, and would not be caught outright ridiculing it or using derogatory language.
Design
Phsyical Characteristics
The Avantl appear much like the Fin'ullen, broad shouldered, tall, hairy and muscular, though they often take it a step further, becoming even bigger with more squared features. Avantl on average are more likely to have dark hair tones, especially auburn, and have a habit of looking stern or bored even if they are happy and content. Their ears tend to be somewhat shorter than the other Maquixtl subraces, though they can be just as long and pointy as the others. The Huactl are very similar to Ailor, average in frame, though have a habit of leaning more to the athletic-lean builds, failing to reach the bulk and size of Avantl. Huactl have more pointy features, but generally lean in the middle between the more masculine Avantl and the more androgynous Xieloth. The Huactl appear energetic and alert, vexing and challenging to some even, like they are waiting for the right time to grin. Xieloth are soft and slender, shortest of the Maquixtl subraces with a lithe and gentle build. The Xieloth always appear content or even droopy, ready to share a joke or a delicious sandwich with any passer-by. Each subrace represents a genetic strain, meaning that if the Maquixtl reproduce, their children can be born of any random subrace regardless of parent subrace dominance.
Mental Characteristics
The Avantl are best described as a hidden explosive temper both in the good and the bad sense. While they are generally reserved and quiet, they are often waiting for the right moment (the right people) to reveal their inner thoughts and feelings, which can be very overwhelming, passionate, or aggressive. Avantl have trouble understanding boundaries and often end up pushing them too far. They are prideful, loyal, dependent, and harbor a great deal of respect even for those who are smaller and less imposing than them. The Xieloth on the other end appear more skittish. While they are at a base line more trusting and more willing to socialize with just about anyone, they know that exposing one's self too quickly to stranger may end up getting hurt, so they are slower to build a trust that is quickly forced by the Avantl. The Xieloth are compassionate, empathetic, co-operative and always the first to run back into a burning building to save a complete stranger with no regard for self-protection, while it is usually the Avantl running after them to make sure they are okay. The Huactl sit in the middle, with more social awareness than either the Avantl or the Xieloth. Huactl are social chameleons, able to fit into any social circle and seamlessly adapt to the societal circumstances of that group. They are generally likeable, but always hold back some information or familiarity to an advantage to themselves. In the before mentioned analogy of the burning house, the Huactl are more likely to do the smart thing and contact the fire brigade instead of running into a burning building, and making sure in the background that the Xieloth and Avantl come out unharmed.
Summary of Abilities & Specials
Racial Abilities are generally a set of unique powers and effects that all peoples of that Race all innately have, while Specials are more passive, aesthetic focused capabilities. Specials are defined per-page, while Abilities can be searched on the Ability List page to determine their generic function. Maquixtl have mostly Specials with some Abilities tied in, themed around transformation, gene-editing, wind, genetics and Mundaneness. Half Race characters select a Dominant parent, and take all the Racials & Specials from that dominant parent. (In this case, a dominant parent Maquixtl would be Half-Maquixtl) Half races must have a majority of their physical features come from their dominant parent, including but not limited to skin tone, hair or fur color, ear shape, or eye color.
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+).
- Body Reading: The Maquixtl can read someone's emotion even if they are surpressing it, purely by looking at them. They can also make their own emotions unreadable by any Ability or Special in turn, even Maquixtl.
- Biolumin: The Maquixtl have glow pigment control of their skin, able to glow any part of their body (including hair or tattoos only) with any color and any intensity, even to light up a small area in a dark room.
- Homehappy: The Maquixtl 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 an extremely useful skin that can rapidly absorb pollutants, dirt, and smells from objects and even liquids with mere physical touch, like a brush and soap but without the heavy scrub.
- Guldarin: The Maquixtl are immune to the (magical) poisonous mist that hangs over the Guldar continent, thus allowing them to travel to it in Progressions. They are also immune to paralyzing snake venom.
- Homebrew: The Maquixtl are able to control the environment in their Rental/Estate/Base, controlling humidity and temperature to create an indoor jungle or tropics, allowing wild plant growth and flourishing.
- Yanarin: Given Yanar Genos by their most fervent allies, the Maquixtl can sustain branches, moss, flowers and plant life on their body as aesthetics, and maintain them between Genos forms.
- Windcraft: The Maquixtl can graft items that they have collected on their journeys into their homes, such as statuettes into support beams, and wood carvings into plaster wall, binding them so they fuse.
- Tailgift: The Maquixtl can manifest a tail inspired by the various Genos forms (Cat, Pig, Falcon, Dragon, Shark, Deer) which is prehensile (if long enough) but cannot be used in combat roleplay in any form.
- Genosser: The Maquixtl can manifest small parts of their Genos States, for example just a grouping of feathers behind the ear (Avarr Genos) or a set of gills on their neck (Moloq) on their Cleanslate State.
Genos Editing
The Maquixtl have an Ability called Genos Editing, which allows them to apply a limited transformation to their body that converts about 50% of the visual aspects and aesthetics with Genos Mutations. This is an actual Transformation that has to take place, though it is instant. When Transformed, the Maquixtl is stuck with said Transformation for 48 hours, though may choose to retain it permanently (exception for Avarr Unity which is 7 days). Genos States cannot be mixed, though it is possible to move from one State to another so long as the Cooldown is respected, without having to go through Cleanslate State. The Abilities and Specials gained from a Genos State should not be written onto the Character Application, nor should their chosen State be. Specials and Abilities gained in a Genos State are only valid so long as the Maquixtl is in that state. Maquixtl Gene Editing and switching is very normal in Maquixtl society, and many of them even permanently live in particular Genos States.
Maquixtl Genos States | ||
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Cleanslate Maquixtl Genos State | ||
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Stalker Maquixtl Genos State | ||
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Barroth Maquixtl Genos State | ||
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Avarr Maquixtl Genos State | ||
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Moloq Maquixtl Genos State | ||
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Wyvern Maquixtl Genos State | ||
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Springbok Maquixtl Genos State | ||
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Avarr Unity Genos State | ||
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Avarr Souls
The Maquixtl in Guldar practice a ritual called Totonal Avarr in which the Maquixtl consents to carrying the soul imprint of an Avarr. Avarr civilization ended centuries ago under mysterious circumstances, but somehow, the soul imprints of tens of thousands of Avarr survived in Soul Lockets. A Maquixtl who undergoes the Totonal Avarr ritual consents to carrying the soul of a long dead Avarr in their body, thus sharing their body between two souls, their own and the Avarr. The Maquixtl who carry on the legacy of the Avarr, having adopted their language, architecture and artistic expressions, consider this carrying of the souls a challenge their people must face up to, to atone for past sins, and to compensate the Avarr for using part of their cultural heritage. The Maquixtl believe that the Allorn Empire eradicated the Avarr Race, and that by carrying the souls of the dead, the Maquixtl atone for their ancestor's sins. Avarr souls are not complete, that is to say, there is enough to form a personality, but the Avarr themselves do not have any memories of their past life, or what life inside the Soul Locket felt like. All they have left is vague likes and dislikes about art, fashion, Races, behavior and actions. It does not bring any additional skills or Abilities to the table, it merely has a personality and rough understanding of what Avarr society was like through which to judge modern societies.
At all times, the Maquixtl who underwent the ritual can communicate with the Avarr in their head, though the Avarr can also be permitted to speak through them. Some Maquixtl and Avarr become friends, though most Maquixtl consider the Avarr a challenge to be carried, as the Avarr had quite a power-driven and honor-focused culture where combat was an often preferred manner of settling disputes. As such, to many Maquixtl, a opposites clash-like situation occurs, where the Maquixtl is in control of their body most of the time, but the Avarr can also randomly take control, or take control during specific situations of heightened emotional duress or stress. Avarr personalities are usually flamboyant, bombastic, loud, domineering, prideful and vain. As they were once nine feet tall terror bird-like humanoids, most Avarr consider the host of a Xieloth to be an insult, though will still enjoy being alive again even if it has to be through the body of what they consider an inferior specimen. Avantl and Avarr are usually more in synch, which is why most Avantl warriors carry an Avarr Soul. This also had advantages in that Avarr were once fierce warriors who showed supreme bravery and never second guessed themselves, thus resulting in a culture of letting the Avarr take control during battle in Maquixtl armies.
Despite the opportunity of Avarr to, in theory, revive their culture by just usurping the Maquixtl bodies and re-establishing their domain, there is a more co-operative nuance between them and the Maquixtl. They are eternally fascinated by the Maquixtl scientific inquiries and curious mind, and are honored and pleased that the Maquixtl would bring homage to their culture and their memory by giving them another sunset to enjoy long after they all perished, when feasibly, the Maquixtl could have just erased their souls and ignored their Soul Lockets. Even though the Avarr may berate, insult, critisize and mock their host, get into arguments with them, or forcibly take control over their body without the host's consent, at the end of the day, both Souls work together for the benefit of the host body, and they both have an unspoken respect for one another. This does however not stop the Avarr from doing horrible things with the Maquixtl's hands, and the Maquixtl having to struggle with the implications of their actions afterwards. Once an Avarr Soul is bound to a Maquixtl, it cannot be removed. The Avarr soul is also played by the Maquixtl player, and the only visible way anyone can tell an Avarr soul is in full control of a Maquixtl body, is if the eyes become blood-shot, which is a sign of the Avarr forcing its way out.
More Lore yet to come
While we are in the middle of our Proficiency update, there was not yet enough time to finish up the Culture of the Maquixtl. This will follow some time after the Proficiency update is done. For now, old history and information is still applicable for both Cielothar and Avanthar seperately. This page changing does not make all that go away, as the Cielothar and Avanthar as Plains people will be treated as colonies of the Maquixtl in the Allorn Empire, with only minimal societal tone changes.