Neth

Neth

Chakkatama

Chakkatama

  • Status of Organization: Active
  • Active Membership: A few hundred to a thousand
  • Where Based and Areas of Influence: Red Dragon Mountains in Shi Inkahan
  • Leadership: TBD
  • Legal Status:
  • Distinguishing Marks:
  • Known Enemies:
  • Known Allies:

As the neth clans in the Red Dragon Mountain chain grew, many more threats presented themselves. To keep fighting between the Nethar clans the leaders had met and decided to form a group that would select individuals from each of the clans to form an order of warriors to help protect the best interests of the nethar clans and take on some of the more strange enemies to come their way such as strange and mutated creatures, called oni, at their frontlines.

With the recent expansion and changes within the Shi Inkan empire, the Chakkatama find themselves looking outward into the world to discover new ways to fight their old enemies.

Not unlike an order of paladins or knights, members of the Chakkatama (translated roughly to Ignited Souls) have to be fully committed to their cause, holding values of honor, bravery, and fearlessness in highest regard. As with their society in general, they are organized in a strictly militaristic fashion, eschewing the typical matriarchal hierarchy of other Nethar and placing the most value on individual merit.

Aspirants to the order of the Chakkatama are accepted only if they have proved to be outstanding examples of their societal values, as well as highly capable in battle. Whether that's with magic or physical might, they don't discriminate. After a period of serving as initiates, individuals deemed ready by the council of three generals are allowed to undergo the process by which one truly becomes part of the order. This is not to be taken lightly, as it involves taking on attributes of the oni in order to become better suited to fighting them.

Chakka-no-higi (ignition ceremony) is an event sacred to the order. The initiate must find and capture the oni they wish to join with, and results are not guaranteed. If the initiate ends up too changed, or changed in ways that disqualify them from being in the order, they are killed. Successful rituals leave the initiate physically altered, taking on attributes from the oni, as well as imparting an ability (or multiple, depending on the level of success) from the subject to better help fight against them. (These abilities must be reflected as a skill(s) on the character sheet.)

If they make it through the ordeal, the initiate is then considered a full member of the Chakkatama. They're considered special forces, often the first on site for battle. Chakkatama members are generally treated with reverence and respect, though there is some underlying controversy among the general population of these Nethar concerning them. It is hard for some to reconcile their long fight against the enemy with the fact that these warriors now share some of their attributes.

It is rare for a member to leave the order on their own, but if they wish to leave they surrender any item bearing the order's insignia and then undergo a small ritual which seals away their memories of the order's secrets. This is to protect the order should a former member get captured.

Should a member violate the values of the order and their clans then they shall be expelled, usual left in the heart of the land of witches with no armor, weapons, supplies, and their magic sealed so they can not use it. Some situations the order may execute the offending member.

Categories

Department: 

Realm: 

Type: 

Organization Type: 

Categories: 

Has goals: 
This organization does NOT have goals
Membership Size: 
0
Diplomatic Influence: 
0
Material Strength: 
0
Economic Influence: 
0

Paraskezrai

Paras'kezrai is a district of GHOUL located north of the main GHOUL cavern. It has connections to the main GHOUL cavern and to Shingack-Ghoroth.

This suburb is particularly favored by Nethar and others whom may feel more at home in the more cliff like dwellings, vertical living and little light.

It consists of a central core which is one of the more cylindrical types of caverns in the area. It doesn’t have a very wide diameter, but it is pretty deep. From this core a few other smaller caverns are connected. Peering into it there is a faint twinkle of various colors of light that shift about, as the area is also very well known for its bioluminescent mosses and fungi which do provide most of the light. There are also soft lanterns scattered about thanks to visitors or some just wishing for a little more light. Giving a rather serene beauty to the rather imposing darkness of it all.

At the very top is the connection to Shingack-Ghoroth. In this section are more buildings which resemble the usual architecture of GHOUL as they are built out on what ledge there is before the descent into the main core.

The very center of the central core contains a mechanical and magical lift system which can transport anything from people to large caravans and shipments. This system is composed of 8 total lifts, which kind of forms an octagon shape. The main lift system does not go all the way down, but stops right before it hits the more affluent section of the core. Nearly all walkways and transport ways connect to this lift.
There are also many smaller personal type of lifts which branch off of the main lift system. Quite a few of them were funded by the community and is also public transportation, however one must purchase a pass. A handful are private (A show of wealth in the suburb to allow their guests an express and private venture to Paras’kezrai), and can handle transporting the same heavy traffic as the main as they go down to the very bottom.
The lift system also contains staircases which go around its full length. These also connect to staircases which can be found on the walls as well (though those are a bit more sparse).

It is also possible to climb the walls to get around (the surface has tons of nooks and crannies, and corners and such from the buildings), though it's not recommended unless a resident of the area, as it is very possible to mis-step into someone’s residence unwelcomed.

Buildings are carved out of the walls of the core and connected caverns as well, or at least attached to them. There are a rare few buildings which are hung off of whatever support could be found, but what open space there is between the lifts and walls tends to be reserved for other structures of the infrastructure.

The majority of shops, restaurants and artisans in the area are in the section closest to the connection leading to GHOUL’s main cavern which is about the center-top, though some are scattered about the rest of the area.

The bottom section of Paras'kezrai is favored by the more affluent and richest residents of the area, making it the more ritzy and high society part of the area. Access to this section is very restricted, though one may save up to buy a short visit pass to partake of some of the high scale vendors and restaurants there.

Categories

Department: 

Realm: 

Type: 

Location Type: 

Categories: 

Nethar

Nethar

  • Lifespan: - 700 to 1500 years
  • Typical Height: - 5 feet 6 inches to 6 feet 6 inches
  • Typical Build: - lithe
  • Distinctive Traits: pointy ears, red/orange/yellow kind of sheen to the eyes
  • Where Found: Underground, mostly under Vaxia and Shi Inkahan, some aquatic settlements
Elves and Nethar are related as they had split off from a common fae ancestor a number of millennium before the Cataclysm. The common past heritage is grudgingly acknowledge by both the elves and nethar no matter how intense regional conflicts between the two groups.

Each region has their own story on what the details and reasons of a great and gruesome conflict that drove their ancestors to the underground to find solace and safety, but there are some common elements found in all. Just like elves, neth also adapt to their environment which affects their physiology and appearance. (Such abilities, like low light/dark vision, that reflect these adaptations must be reflected in an actual skill if the player wishes to make use of them on the character.)

In time the Neth adapted to living in the underground, as well as in low light conditions. Due to this they prefer to live underground in extensive cave systems and natural habitats beneath the surface of the world, and tend to be more nocturnal on the surface.

The average neth stands as tall as any common elf, taller than the average human. Nethar most commonly have skin tones that range in various shades of blacks, blues, purples, and grays which provide the best camouflage to underground and low light conditions. Reds, yellows, and oranges are the most common color of their eyes, while other colors are possible they tend to have a faint sheen of the common colors with them. The Nethar have been known to naturally have any color hair, but the most common shades are in the blacks to whites range, with purples, blues, and reds most prevalent among the remainder of the populace.

Neth culture is heavily influenced by their living in a somewhat 'closed' environment - an environment of scarcity. Survivalism and cut-throat behavior are a natural evolution and are somewhat pervasive where resources are limited.

As a result, children are considered a danger as much as a necessity. Birth rates, if unchecked, could lead to a drought in resources and thereby the deaths of many. Consequently, women acted as the gatekeepers of life, considering the larger ecosystem when deciding whether or not to give birth on a personal level. They became seen as leaders, planners, and the primary architects of society.

Men became seen as second-class citizens due to their limited influence on the life cycle. Stereotypes evolved of men as "short-sighted and selfish by nature," resulting in societal restrictions on their behavior being far tighter than those for women.

Eastern Vaxian Continent
Several prominent neth cities under the former Vaxian Empire saw a way out of their resource-scarce situation: conquering the surface, or at least portions of it. Slavery became popular, as did raiding, and a cultural attitude of supremacy and the 'rightness' of surface conquest. Even those who saw the violence as an ill-fated endeavor saw the reality: the more of their (expendable) soldiers who die in the attempt, the fewer mouths to feed back home.
The shift in focus also preserved the equilibrium of local politics to keep the cities from focusing their violent efforts on one another. Unfortunately, it also expanded negative impressions of the neth to most of the Vaxian Empire, despite the non-involvement of a substantial number of cities and nations underground.

Southern Vaxian Continent
Neth territory in the Underground beneath Kundul borders on and overlaps forsaken dwarven ruins. Dwarven reclamation and treasure-finding efforts led to tensions with the neth - the Dwarves were seen as invaders, while the dwarves saw the neth as invaders and desecrators of their ancestors' works. Despite historic periods of open conflict, tensions now largely exist in a 'cold war' state.
Many neth in this area are nomadic, solving the riddle of resource scarcity similarly to the desert dwellers above them. The neth near Kundul are the exception and operate a cluster of larger, permanent settlements near renewable resource sites; underground oases, of a sort. Unlike their northern counterparts, the southern neth are shrewd but peaceful traders, often lacking standing armies and having no interest in violent in-fighting with other wandering neth clans. Despite being traders, they are somewhat xenophobic otherwise, keeping to small, mobile groups and guarding their cultural assets rather than sharing them openly when they interact with other species.

Their interactions with surface-dwelling cultures have led to a number of appropriations, blending the culture of others into their own until the origins disappear. This is especially seen in their food and music.

Red Dragon Mountains
Local neth contend with subterranean areas of high magical concentration that warp local flora and fauna in unpredictable ways. A prominent Neth academy studies the effects regularly from all along the range. Centuries ago, a massive system of cave-ins was orchestrated to keep the warped creatures and manifest spirits from getting out except through chosen tunnels where the neth post guard and ward magically against escape. This manufactured bottleneck is maintained regularly as a 'sacred duty' by the local neth.

Oddly mirroring their human and elven counterparts on the surface, the neth of the Red Dragon Mountains place a high value on a cultural standard of honor and bravery, coming from years of a militaristic culture whose primary purpose has been combating the dangerous oddities of their area. They are isolationist purely by virtue of not being able to spare many travelers from the duty at "the breach" to become merchants or traders. However, several outposts have been established by small groups splintering away from the central cities - founded by individuals who saw that the breach could not be maintained by an army short on supplies. These outposts act as liaisons between the larger underground cities and the surface world, trading openly with humans, Mojingans dwarves and elves to secure the resources they need to supply the key cities and keep the honorable soldiers guarding the breach fed and outfitted as needed.

Subaquatic Neth
An expansive neth culture founded in ages past lives in tunnel systems beneath the oceans of the world. The massive networks have solved the resource scarcity issue through sheer dispersion, spreading themselves out thin enough that no one area ever exhausts the things it needs. Additionally, expansive magical and technological systems filter air and water through the bedrock, creating a sustainable cycle of resources for growing things in the heated soil nearer the crust of the planet.

A combination of explorers and settlers, the subaquatic neth live in general peace and isolation, trading with (and occasionally warring with) each other while largely ignoring the surface world. Their society focuses heavily on culture and history, and they have some of the more expansive and preserved libraries among the neth (due to the lack of traveling, infighting or chaotic magic zones), though their works often catalog only happenings under the water and ancient surface histories from before they migrated to their current homes.

Other information of interest:

Notable Organizations: Chakkatama
Notable Cities:

    Vrraul'kezrian

Events:
History Of The Baaal'ock Clan

Categories

Department: 

Realm: 

Type: 

Categories: 

Subscribe to RSS - Neth