[[kirlsa]]

Kirlsa

Basics

The hump-backed Kirlsa, long renowned as the greatest warriors in the land, live in the Mosel desert which over the millennia has tempered them into formidable foes. As well as individual skill at arms, some Kirlsa train to lead armies or wield their magics in defence of their oasis fortresses. Those who cannot fight find their place in Kirlsa society crafting weapons for their more capable brethren or healing those who fall in battle.

Physical Nature

As a race, the Kirlsa are well adapted to their native desert. With a thick hide and tan, sand coloured skin they are almost impossible to spot against the dunes. A second, transparent set of eyelids allows them to see even in the most terrible of the frequent desert sand storms. However, it is not these features that make them obvious wherever they go - instead, it is their large humped backs giving them their very characteristic profile.

Magic

“In the moon cave near the summit of the high peaks, there is a beautiful treasure, but it is guarded by a hideous three headed monster. Many have died seeking the finely crafted…” at this point the young Kirlsa warrior interrupted the old man - “I care not for this 'treasure'. Tell me more about this three headed monster.”

The Kirlsa magic is, like their culture, based on fighting prowess. Once a Kirlsa warrior has defeated an enemy, they may perform a rite of binding. If performed correctly this will enable the Kirlsa to summon back the fighting spirit of the beast to do their bidding. There are two main techniques practised by the Kirlsa: Guardian adepts summon familiars to do their bidding, while Shaping masters supplement their own bodies with the abilities of beasts. It is considered taboo to bind other Kirlsa in such a fashion, and any found to have done such a thing is considered to be without honour.

Why the Kirlsa?

  • You wish to play a great warrior. The Kirlsa are a straightforward people who respect strength.
  • You wish to play a hunter, seeking new and interesting beasts throughout the land.
  • You enjoy playing an honourable character whose promises are never broken.
  • You prefer uncomplicated politics based on strength rather than words.

Society

History

While little information survives from before The End, what little the few Kirlsa scholars have surmised of history is this: That there was once a great war among the many disparate Kirlsa tribes. The desert was stained red with the blood of the fallen, and bodies littered the dunes. The death toll was such that the continuation of the race was in doubt.

Emerging from a gathering of the tribes was a final agreement. There would be a grand battle royale, with the winner gaining ultimate control of the tribes with the support of the elders and sanction of the mages. The first King it seems was a man of unusual foresight and wisdom, imposing a series of harsh reforms on Kirlsa society, moulding it to the present form and ultimately resulting in the current strong Kirlsa nation.

Strength

The core principle of Kirlsa civilization is strength. Mostly military strength, though those who are infirm compete in the quality of their craftsmanship. Open warfare between the tribes is discouraged with memory of the great wars of the past that almost lead to the extinction of the Kirlsa. There is still competitive raiding of livestock and other goods, however it is seen as deeply dishonourable to kill an opponent - stealth and non-lethal take downs are seen as much more of a challenge of skill.

Annual games are held at the royal fortress, and allow all to compete and demonstrate their skill, either for internal promotion within their tribe, or to fill one of the very prestigious posts working for the entire Kirlsa nation. Tribes as a whole engage in competition to control various natural resources, and to gain political power.

Honour

The only aspect that comes close in importance is honour. The guiding principles are as follow:

  • Assassination is dishonourable - you are admitting they are stronger than you.
  • Persecuting the weak is wrong. It is sufficient to demonstrate your superior strength. However there may be another kind of strength in accepting their willing allegiance.
  • Killing another Kirlsa who has not agreed to a fight to the death is forbidden. There is no weakness in avoiding such a fight, only wisdom.
  • In real war there is no honour. There is only victory. Pray that we never experience it.

Those who are found dishonourable are forcibly marked with horizontal scars on both cheeks and are given 3 days to leave Kirlsa lands. If you are still there at that time, or should you return, you may be killed through any method, as if you were an animal not a Kirlsa.

Upbringing

The typical Kirlsa youth is born to her parents in the deep desert, where she will spend most of her life. At the tender age of 10 she will be brought before the head priest of her tribe on the night of the full moon at the Oasis, her hand will be cut and allowed to drip into the oasis. Staring into the patterns, the priest will announce the caste to which the youth will be apprenticed.

What follows is five years of gruelling apprenticeship that forge the future Kirlsa warrior. At the first new moon following the 15th anniversary of their birth, the young warrior must leave the tribe with which they have spent their entire life. They will not return for a year and a day.

It is often said that the year a warrior spends on their totemic quest provides the true foundation of a warrior's greatness. In this time they travel the deep deserts, the rocky peaks, and some the world, perfecting their skills and, if they are so inclined, building their summoning repertoire. The only rule is that they may not return to their home tribe until the appointed day, though spending more than a moon with another tribe is frowned upon. After their return they will have come into their majority, and must choose whether to remain with their birth tribe, join another they spent time with, or head to the royal fortress and petition to help start a new tribe.

Oasis Fortresses

One of the major forces that allows the monarchy to remain stable is the vast network of oasis fortresses. Built through a secret technique known only to the upper echelons of the Guardians, all known oases are surrounded by walls of such ethereal beauty they are mistaken by many visitors for a mirage. The material glimmers in the sunlight, but is hard as the finest steel. For much of the year each fortress houses but a handful of Kirlsa from the Guardian caste. Each such Guardian is among the strongest in their tribe, and has accepted the honour of spending half a year serving the king. During this time they have no loyalty except to the royal command. Each is capable of summoning a small army of the most vicious beasts found in the land, more than sufficient to hold off most armies long enough for reinforcements to arrive.

With the water on the inside, the inevitability of ambushes by Kirlsa tribes outside, and the fearsome beasts of the Guardians, it would be foolish to try and assault such a bastion. Nonetheless, several have tried. From these missions, not one soldier returned.

Tribes tend to lead a nomadic existence, moving between different oases. Every full moon they will make their way to their nearest oasis for celebration and trading, but also to hear messages from the king and others.

The Monarchy

At odds with his people, the King lives in a fortress throughout much of the year. Following the annual games, the King spends one month travelling the land, and picks a new fortress to occupy for the rest of the year. This fixed abode allows Kirlsa messengers, or foreign dignitaries and traders, to easily locate the King through most of the year.

When a King becomes too weak to effectively rule, he will quietly abdicate to make way for fresher blood. At the subsequent annual games a vote is held, with votes partitioned among tribes according to the level of strength they demonstrate. Historically the King's son is normally elected, as the King has built many allies over his reign, and has trained his children well. In this way the crown has been in the Kaddan family for generations.

Castes

Warriors

The vast majority of Kirlsa are warriors. Warriors do most of the hunting and herding, protect the tribe, and compete in competitions of strength. Many warriors have some small skill in magic, sufficient to reinforce their body or summon a small familiar to help. Others have developed their skill with weaponry to a fine art.

Warriors learn either Beast Form or Manifested Creature magic.

Warriors take either Weaponsmaster or Ranger as their favoured skill.

Infirm

Those who are born with physical deformities, or who are injured beyond the point where they can function as an effective warrior, train in craft rather than the sword. They devote their time to creating objects of power and while other Kirlsa compete in tournaments of martial prowess, the Infirm compete on the skills of their creation. The result of this is that each piece is unique, yielding some of the finest trade goods in the world (though not in such quantities as less skilled or patient craftsmen can produce). The arms and armour, embodying the power and strength an Infirm cannot demonstrate themselves, are renowned as some of the most beautiful and most deadly in the world.

Infirm must learn Spirit Carving magic.

Infirm take either Healer or Craftsman as their favoured skill.

The Guardians

Named for their role in guarding the oases, this caste represents most of those with the ability to perform significant magic. Members of this caste normally dedicate themselves to the pursuit of strength through their summoned beasts. It is not unusual for members of this caste to have travelled extensively outside the deserts in search of deadly creatures to defeat and bind.

Guardians may learn all forms of Kirlsa magic.

Guardians take any one of the Kirlsa magics as their favoured skill.

Warleaders

A small number of Kirlsa are chosen to train as warleaders, and spend their lives learning tactics and strategy that the Kirlsa have seen throughout their history, both their own and that of their enemies. At the annual games, tribes (or teams of tribes) fight each other in the ritual games, pitting their warleaders against each other, keeping them in fine form.

Warleaders may learn Summoned Totem or Manifested Creature magic.

Warleaders take either Strategist or Organiser as their favoured skill.

Views on Other Races

Aquienos

The Aquienos War Fleet is known for its strength on the seas, and the beasts of the sea they encounter are varied and vicious, even if they are less useful to a Kirlsa. There has been frequent trade with the Aquienos, though they have not traditionally been held in high regard by the Kirlsa as a whole.

Becquerel

The Becquerel are a strange race - they appear weak and infirm but Kirlsa who have met them say that their hunters are exceptionally skilled warriors. Stories are told of Becquerel guides taking Kirlsa deep into Seraphol to find beasts never seen or hear by the Kirlsa tribes before.

Not many Becquerel have been seen or met, however, and so without evidence before their eyes the Kirlsa do not regard them too greatly. Their supposed prowess must be seen to be believed!

Sylphim

The Sylphim are weak and more concerned with idle speculation of something they call beauty. Kirlsa disregard them as a race - as they are all to a bug considered infirm, there is little cause to match one's strength against them. Nevertheless, the Sylphim are capable of finding beasts for the Kirlsa to fight and best. Ill feeling is also felt towards the Sylphim over a number of incidents of Sylphim raiding the tombs of Kirlsa kings.

Teklo

A proud race that can put forth considerable strength. An opponent worthy of raiding to test your strength, though they do not respect the honour code like true Warriors. They can often provide useful information and resources when raiding other tribes.

Magic - Beast Summoning

The Kirlsa classify their techniques into the following categories:

Beast Forms

A warrior moulds her body in the image of a beast she has defeated, gaining its strength, its speed and/or its natural weaponry.

This technique enhances her Weaponsmaster skill.

Summoned Totems

A warrior summons the spirit forms of beasts she has defeated to fight on his behalf, reinforcing the spirit of any army. Such creatures greatly augments the types of strategy that may be employed.

This technique enhances her Strategist skill.

Manifested Creature

A warrior summons a single beast spirit so strongly that it takes a real physical form. The potential uses are many, but include summoning cattle that may be killed and eaten, dogs that are used for tracking, or a flock of birds that sleep outside a tent to give warning of someone attempting to sneak up.

This technique enhances her Ranger skill.

Spirit Carving

The craftsman temporarily forces the spirit of an animal into the material they are working, allowing very lifelike features to be created - a superb snake like embellishment, an edge as sharp as a tiger's claw, leather armour as tough as a bradha's hide.

This technique enhances her Craftsman skill.

kirlsa.txt · Last modified: 2010/09/21 20:37 by joe
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