The Old Races Index

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Hello! Indy, here! With this thread, I'm going to show my finding of old wiki pages on old races. Let me know what you think, and tell me your favorite!

Dakkar had never been seen on the surface of Aloria until roughly 100 years ago. Around 197 AC, the Dwarven Kingdom of Thundrum, which was famed in central Ellador for it's deep mines and rich gold deposits, dug too deep for too long. The Dwarves eventually tunneled into a temple of Hael, a large Dakkar built structure in the caves systems beneath the surface of Ellador, in worship to their war god Hael. The cave-in caused by the Dwarves collapsed the giant statue of Hael in the middle of one of the holiest ceremonies known to Dakkar worship. What followed shortly afterwards was nothing short of a genocide of the Dwarves at the hands of the Dakkar. Fueled by their religious fervor and their violent beliefs, the Dakkar invaded Dwarf hold after Dwarf hold, using the stout folk's own network of commerce tunnels against them. The Dwarven genocide was not as thorough as the Human invasion of Hadar, but similar destruction was brought onto the Dwarven Holds. One by one, the proud Kingdoms fell, forcing the stout folk to the surface, and bringing the Dakkar ever closer to it. As soon as the Dakkar reached the surface however, their undoing was made apparent. The surface world of Aloria was new to the Dakkar. Having spent centuries deep under the ground in the dark and hot lava filled caves, the Dakkar were now exposed to a new less hostile environment. This radical shift in environment caused a rift within the Dakkar religion of Hael worship. Dakkar unity shattered shortly afterwards, resulting in many groups of Dakkar, each with their own interpretation of the worship of Hael, spreading across all of Aloria.



== Naming and etymology ==

== Naming and etymology ==

The Dakkar name comes from the Dwarven insult "Dakkarum", which means "Dumb rock" in the Dwarvish tounge. The name stuck quickly for other surface dwellers, perhaps also in part due to the irony of the stout folk doing off the Dakkar as dumb rocks even though they nearly wiped out their race. Dakkar do not have a name for their own race. Their language never developed with the idea that more than one race would inhabit the world. In practice however, most Dakkar have grown used to referring to themselves as "Loogon", which means "people" in Tekree, the Dakkar language.


== Taxonomy and evolution ==

== Taxonomy and evolution ==

The exact origin of the Dakkar is unknown. According to Dakkar storytelling, their species has existed within the fiery depths for over 4000 years, meaning in theory they could predate the Elven and even Meraic civilization. It is generally assumed by scholars that the Dakkar descend from the yet unclassified second civilization, the enigmatic civilization that existed before the equally mysterious Meraic civilization. Internally and visually, the Dakkar are very similar to Allar. Surprisingly, the Dakkar can also interbreed with the Allar, leading many to conclude that the Dakkar are a member of the Naylar species. This further strengthened the theory that the other Naylar species are also descendants of the second civilization, but in a very crude and rudimentary form. It is uncertain what the ancestors of the Dakkar would have looked like. The Dakkar specifically seem to have evolved strongly to survive in the hostile and violent deep caves of Ellador. On an additional note, Dakkar and Allar interbreeding has a very interesting side effect. The product of a union between an Allar and a Dakkar is born with physical traits of both sub species, but also with non-functional wings, meaning wings that cannot sustain flight. This has led scholars to believe that both Allar and Dakkar, or perhaps all Naylar are somehow related to Dragons.

== Physical description ==

=== Body size ===

Dakkar average between 6 and 7,5 feet tall in height. Notably differing from Humans are their shoulders and necks. Proportionally, Dakkar arms and shoulders are bulkier than Human body parts, their necks also larger and much wider. The shoulder width of a Dakkar is usually large. Female Dakkar are larger than male Dakkar in most cases, though it should be noted the difference can hardly be seen.

=== Genetic traits ===

Dakkar are, genetics wise, fairly similar. Nearly all Dakkar have red/brown/orange/yellow pigmented skin and all Dakkar have yellow eyes. Dakkar do not have any hair. The fiery folk have nearly half their body covered in a thick stone like layer with many sharp edges and protruding parts. This thick hide is usually the brightest colored on their entire body, and grows more irregularly and large the older they get. Despite the Dwarves calling this skin rock, it is actually not stone. The protruding parts of the hardened skin are excess metals and chalk piled up over the years. Dakkar consume large amounts of minerals in their regular diet and these minerals are retained in their skin. Softer tissue is usually lighter than this hard skin, while appearing smooth however, is still as strong as Mekett body armor. The only soft tissue on Dakkar are the exposed muscle tissues across their face and chest. It should still be noted however that Dakkar remain difficult to harm with conventional weapons due to their thick skin. Dakkar appear to have a genetic disposition to develop a thick muscular frame regardless of gender, age or occupation.



=== Reproduction ===
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=== Reproduction ===

Dakkar reproduce at an extremely slow rate compared to other races. The females usually develop a single egg over a period of 5 years, which is laid and then fertilized by the males externally. What further complicates Dakkar birth rates and infancy survival is the the culture, and their tendency to throw their children into fighting pits. On average, a single Dakkar female will only "raise" two children during her entire lifespan. While the actual amount of eggs hatched may be 10 or so, the actual number of survivors is much lower.



=== Longevity ===
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=== Longevity ===

Dakkar live fairly long compared to other races, living up to a ripe age of 150 years. This is usually reserved for the more prominent Dakkar however, like warrior priests or simply strong Dakkar. The violent culture of the Dakkar usually results in deaths occurring around the age of 70 or 60, if not sooner at 20 or 30. These numbers radically differ per different denomination of the worship of Hael however.



== Distribution and habitat ==
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== Distribution and habitat ==

Dakkar are mostly found on Ellador, but have been sighted in Farah'deen as well as the Ithanian deserts. Dakkar usually live in caves, they have no cultural inclination to build housing, but they seem to prefer warmer climates. Despite this however, most Dakkar never leave Ellador due to an innate fear of the ocean and seafaring, despite the cold climate of Ellador. Dakkar will only rarely be found outside of their habitats. They require little sustenance and do not linger far from their kin.



== Behavior and culture ==

== Behavior and culture ==


=== Dietary habits ===
+
=== Dietary habits ===

Dakkar have strange eating habits, being omnivores, but with a twist. They eat small amounts of meat, insects, fungi and sometimes even each other, however they also eat smaller quantities of precious metals or consume them trough ritualistic means. Unlike destroying the internal organs like it would for Humans, the Dakkar body seems to absorb these minerals and metals, and deposit them in the skin. As such, it is in theoretically possible to produce a completely smooth and soft skinned Dakkar by simply denying it these substances from birth.



=== Inter species relationships ===
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=== Inter species relationships ===

Dakkar, while being homogenous, are deeply divided on grounds of Religion. The "Rapture" event of the Dakkar surfacing to the Elladorian surface has left their religion fragmented. This fragmentation has also caused a lot of inner strife. Many of the different groups often wage war on each other, viewing each other as heretics. This resulted in an effective truce with the remnants of the Dwarves and no continuation of the conflict against the Humans as the Dakkar were no longer unified.



=== Cultures ===
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=== Cultures ===

Dakkar culture is very simple and straightforward. Their entire lives exist in worship of Hael, a violently fanatic religion that dominates every aspect of Dakkar life. The fiery folk view themselves as unworthy slaves of Hael, dressing only in a loincloth regardless of gender. The worship of Hael centers around the Warlike god of Hael. Dakkar storytelling speaks of a divine being called Hael that led the race underground, away from the weaklings of the surface and into a life of combat, glory and violence. The running theory among Humans is that Hael was actually the Vice Demon Fury, but these are simply unsubstantial theories. Hael's prophecy is that one day the Dakkar would return to the surface and purge the world of it's weaklings. Before that time, all Dakkar live in a martial state of combat. Their strength is constantly tested in battle against one another or other dangers that the deep had to offer.



The biggest ritual of blood shedding for the Dakkar is the coming of age ritual of Rashpur. The Rashpur is usually executed at the age of 15 for any Dakkar reaching that age, after which all contestants must engage in a battle of life and death until 12 are left at the end of the ritual. This was exactly the ritual that the Dwarves interrupted when they first dug into the Dakkar, and also the sole ritual that kills off the majority of the Dakkar youth prematurely. On the other hand however, it ensures a highly militant and combat effective population among the Dakkar, who continue to fight frequently after this ritual to further hone their skill or ensure more bloodshed for their god Hael.
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=== Forms of governance ===




The event that caused so much discord was the "Rapture", or the surfacing of the Dakkar. Some conservative elements suggested the surface was not the end goal, and the crusade against the unworthy should continue. Others suggested the surface was the reward for the crusade against the Dwarves and that their crusade was over. Yet others suggested that while the surface was their paradise, they should now turn on themselves until only one is left to rule it. This radical split caused an immediate free for all civil war among the Dakkar, breaking apart their union and halting whatever war plans they had against the Humans and other surface dwellers.



=== Forms of governance ===


Dakkar have no known forms of Governance. Their society seems to be based around their religion, and upholding it's principles. If anything, these inanimate principles are the forms of governance, and everyone abides by them.

The Tigrans are an old race. Much like the Elves, they have been around since the recording of modern times.But despite their time as a race, next to no information exists on their pre-slavery culture or existence. Throughout the ages before the Cataclysm, Tigrans were the hunting sport and prime target for Elven slavery. The Elves thoroughly exterminated their culture and whatever possible civilization they might have had. Despite the loss of their identity however, Tigrans have recently started to redefine their own identity away from integrating into other cultures. Certainly, the struggle for personal and race wide identity is central to many Tigrans today.

Contents
[1Physical Characteristics
Physical Characteristics
Tigran subspecies don't formally exist, but different trends in physical appearance have been categorized. These categories are called Skavvss, which share some common traits.They all have fur covering their bodies in a primary and secondary color tone. The secondary color is often seen in softer areas of the body. They all have catlike facial features like a muzzle, cat eyes and cat ears as well as cat like feet/hands. They walk on the ball of their feet, when put in Human terms, and have long retractable nails on both hands and feet. All have a long tail which is roughly half the length of their body. The differences are seen in three distinct groups. The Tigriss are often the smallest, Human sized Tigrans with more colorful fur colors, ranging from nearly any color except for green and pink. The colors are however always dull, never flashing bright or vibrant. These tend to also have fur patterns ranging from stripes to spots. The next group, Reggss, only have earth toned fur colors and tend to have much thicker fur in their neck, on their tail and chest. Reggss are often one head taller than Tigriss. Finally there is the Dahss. Dahhs are often Orc like in size, and very uncommon to be seen out of the wild. They have much larger upper jaw canines and are exclusively gray or white furred.

More on Tigran Physical Characteristics.

Mental Characteristics
Tigrans are generally denounced by non-Tigrans as stupid animals, and in many cases this is true. However the Tigriss certainly have potential for intelligence, in some cases to the height of Elves and Humans. Tigrans tend to be very objective oriented, making them decisive, but lacking proper thought behind their actions. This makes Tigrans generally impulsive an emotion driven in their actions. Tigrans are also not known to be good debaters. Despite their history as being the bootheel of the Elven Empire, they are proud beings that thrive when complimented, but become sour when insulted. Perhaps the most peculiar mental characteristic about Tigrans is that they are utterly incapable of using magic in any form or way. They simply cannot draw from the Void or Exist, as when attempting to do so, these dimensions simply don't answer to them. It is unknown why this happens.

More on Tigran Mental Characteristics.

History
The known history of the Tigrans dates as far back as the early days of the Elven Empire when it expanded its reach far north to Ithania, long before Humans even set foot in the region. However, with the Elves' destruction of any remnants of Tigran history, very few things are known for definite. What is known is that Tigrans did posses some advanced pieces of technology, and those inventions likely contributed to the oppressive reaction of the Elves, who quickly took to attacking and enslaving the Tigrans, just as they had to many other races. After centuries of subjugation at the hands of the Elves, little to no free Tigrans remained in the wild.

Tigrans remained a slave race until the Cataclysm, which brought all magical power to a close. With the Elves' greatest strength gone, enslaved Tigrans were able to overthrow their long-time oppressors and flee south.

After some time, the city state of Ssil was founded, a city that is still populated by nearly entirely Tigrans even today. With race relations still difficult, banditry and piracy have proved common among Tigrans, contributing only further to their unsavoury reputation. Tigrans to this day hold a heavy grudge towards Elves, however, and have been known to target them in aforementioned endeavours.

More on Tigran History.

Society
Tigran Society nowadays is not necessarily much of a society, rather a large heap up of Tigrans in some spot trying not to kill each other. Ssil is the only true Tigran city that can truly claim its society is fully Tigran, though smaller pockets of Tigrans do exist elsewhere, some even in the Regalian Empire. Tigran society is very split between the what they themselves refer to the Free Branch and the Domestic Branch. The Free Branch is mostly dominated by banditry and piracy, Tigrans trying to make a living by stealing from others. The Domestic Branch is mostly dominated by slaves and indentured servants. Tigrans nicely fill a niche in the Regalian Empire in that Regalia technically banned slavery, but still permits indentured servitude. Most Regalian Tigran owners do not pay their servants, and the Tigrans have nowhere to go to complain about their masters, as they have no rights in the Empire. Similarly Tigrans are being re-enslaved by the resurging Talar kingdoms, in an attempt to rebuild what they have lost on the backs of slave labor.

Politics
Tigran politics is difficult to describe, largely as they don't really have a formal way of governance. The city of Ssil just exists, in that nobody really takes care of anything for the public good, and everyone is just watching out for themselves or their next of kin. What limited political structure there is, mostly exists among the pirate and brigand groups of Tigrans. Those often have an Alpha Tigran, which is usually the meanest and largest of their group determine the course of what happens. The position tends to be hereditary, though no clear successor is decided upon until it becomes clear which child of the previous alpha is the strongest. Successions tend to be very chaotic, as they allow other families to claim stronger heirs.

Culture
Tigran culture is best described as a confused mixture of all cultures and none. One cannot truly identify a Tigran culture, as it has not existed for centuries. The majority of the servant and slave Tigrans simply adopt the culture of their owners, and the pirate Tigrans often adopt the culture of Unquale Elves or Qadir, with a heavy preference for the latter. The culture of the Tigran citystate of Ssil can best be described as "First come first serve, strongest are always come first". The city to many outsiders, looks like a cesspool on the constant verge of civil war, though Tigrans claim it is fairly peaceful to them. Tigrans often dress in simple robes or loincloths, as their fur would make any larger clothing look dirty and require constant care. Despite their looks, Tigrans tend to have a very high hygiene, even more so than Ailor. They frequently wash and bathe, and in some cases it's seen as a bonding experience to brush each other's fur in a family environment. Tigrans also have a natural liking for anything shiny, causing them to adorn themselves with piercings and jewelry, preferably made of gold. Despite the common misconception that Tigrans are as loose with their vows as common house cats, Tigrans actually have a strong sense of family duty and responsibility. Mates are often selected for life, and children are hardly ever abandoned for any reason. Tigrans don't formally have a language. They speak a dialect of Common nowadays simply because it is easiest to them, in which they put heavy emphasis on the double pronunciation of S, V, R and A. Aside from this dialect, Tigrans are able to communicate through a complex form of body language and hissing noises. Somehow all Tigrans just instinctively understand this form of body language even at young ages, and it is often preferred within Tigran groups to use this over spoken language.

Religion
Tigrans don't really have any assigned culture. Elven slave Tigrans believe in Estel, Human servant Tigrans believe in Unionism etc. In Ssil however, a modern revival religion of a desert Tigran goddess is making ground quickly among the Tigran populations. Worship of the Goddess Basskarr largely involves bringing valuables offerings and praying in the direction of a large cat like statue made of sandstone. The statue is often painted completely night blue, bar for the white eyes. The Tigrans who worship Basskarr believe she will one day chase the sun out of the sky, bringing eternal night, a time where the Tigrans will come forth from their misery and bring about a Tigran Empire to undo the wrongs done to them so long ago. Basskarr is generally seen as a benevolent and charitable goddess, bestowing gifts and blessings. The Tigrans do not curse her when misfortunes befall them, they simply note that bad things happen in the absence of good things due to the lack of offerings. There appears to be some form of link between Basskett and the worship of ancient Tigrans, as the statue bears striking resemblances to several ruin statues and wall paintings in the Ithanian desserts, but they may as well simply be effigies of rulers during ancient times, which the Tigrans have misinterpreted simply because they don't understand the context.

Economy and Technology
Tigran Economy exists only in the purest and simplest form of bartering and self sufficiency. Tigrans take care of themselves by foraging or hunting what they can, and otherwise stealing what they cannot. Trade between groups of Tigrans barely ever takes place as self sustenance is important for Tigrans, and they prefer to hoard than to share. What limited trade does happen, is servitude in return for gold, often Regals, which are then smelted into jewelry. The wealth of a Tigran is not measured by the coin or food they have, it is measured by the amount of jewelry they have on themselves. Tigran technology is otherwise just a copycat of Elven technology. Tigrans use Elven ships, Elven swords and Qadir daggers. Their houses are built in Human styles, and whatever technology they use around their homes are usually old remnants of Elven Empire days, like fountains having been converted into drinking wells.

Combat and Warfare
Tigrans have not formally participated in any large scale warfare at any point in the recent millennia, but frequent guerrilla or bandit raids happen, alongside the frequent piracy. Tigrans prefer to use their raw strength and agility, coupled with their sharp claws over any weapon. Whenever they do handle a weapon, it is usually a sword, and hardly ever an axe or a bow, as these weapons are not seen as elegant or efficient extensions of the body in combat. Tigrans often prefer light armor, or none at all, simply because it allows faster movement. In general Tigrans rely on their speed to avoid being hit, and to gain the upper hand. Tigrans almost exclusively strike in ambush settings, or at least when the opponent does not expect it. They are masters at picking where and when to strike, and avoid being caught out.

Trivia
  • The fiercest Tigran Pirate ever to have existed was Nakul "The Clawed Demon" Kahn. Rumored to be able to slash through a brick wall with just his claws, Kahn sailed between Daendroc and Kelmoria for fifteen years, plundering Dwarven ships filled with riches from the mines and terrorizing Elven cities along the coastline, before suddenly disappearing from the world view.
  • At one point in time, a Tigran tried to form an effective bureaucracy in Ssil and name himself king, after he had gathered a vast fortune in slavery, large enough to pay others to force his way through. Unfortunately he met his end by a common street thug, who didn't even know who he was, just for the sake of stealing his golden earrings.
  • Scholars have noted that dissected Tigrans cannot be told apart from dissected Elves. Their internals look almost identical, coupled with their strangely similar ears. Elves denounce this information as pure ridicule and racism towards them, but Human scholars often suggest more behind it.

**NOTE: THE INFORMATION SHOWN ABOVE IS NO LONGER CANON AS IT IS OUTDATED. MANY RACES SHOWN HERE HAVE BEEN RENAMED, REPLACED, OR DELETED.**
 
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Hello! Indy, here! With this thread, I'm going to show my finding of old wiki pages on old races. Let me know what you think, and tell me your favorite!

Dakkar had never been seen on the surface of Aloria until roughly 100 years ago. Around 197 AC, the Dwarven Kingdom of Thundrum, which was famed in central Ellador for it's deep mines and rich gold deposits, dug too deep for too long. The Dwarves eventually tunneled into a temple of Hael, a large Dakkar built structure in the caves systems beneath the surface of Ellador, in worship to their war god Hael. The cave-in caused by the Dwarves collapsed the giant statue of Hael in the middle of one of the holiest ceremonies known to Dakkar worship. What followed shortly afterwards was nothing short of a genocide of the Dwarves at the hands of the Dakkar. Fueled by their religious fervor and their violent beliefs, the Dakkar invaded Dwarf hold after Dwarf hold, using the stout folk's own network of commerce tunnels against them. The Dwarven genocide was not as thorough as the Human invasion of Hadar, but similar destruction was brought onto the Dwarven Holds. One by one, the proud Kingdoms fell, forcing the stout folk to the surface, and bringing the Dakkar ever closer to it. As soon as the Dakkar reached the surface however, their undoing was made apparent. The surface world of Aloria was new to the Dakkar. Having spent centuries deep under the ground in the dark and hot lava filled caves, the Dakkar were now exposed to a new less hostile environment. This radical shift in environment caused a rift within the Dakkar religion of Hael worship. Dakkar unity shattered shortly afterwards, resulting in many groups of Dakkar, each with their own interpretation of the worship of Hael, spreading across all of Aloria.



== Naming and etymology ==

== Naming and etymology ==

The Dakkar name comes from the Dwarven insult "Dakkarum", which means "Dumb rock" in the Dwarvish tounge. The name stuck quickly for other surface dwellers, perhaps also in part due to the irony of the stout folk doing off the Dakkar as dumb rocks even though they nearly wiped out their race. Dakkar do not have a name for their own race. Their language never developed with the idea that more than one race would inhabit the world. In practice however, most Dakkar have grown used to referring to themselves as "Loogon", which means "people" in Tekree, the Dakkar language.


== Taxonomy and evolution ==

== Taxonomy and evolution ==

The exact origin of the Dakkar is unknown. According to Dakkar storytelling, their species has existed within the fiery depths for over 4000 years, meaning in theory they could predate the Elven and even Meraic civilization. It is generally assumed by scholars that the Dakkar descend from the yet unclassified second civilization, the enigmatic civilization that existed before the equally mysterious Meraic civilization. Internally and visually, the Dakkar are very similar to Allar. Surprisingly, the Dakkar can also interbreed with the Allar, leading many to conclude that the Dakkar are a member of the Naylar species. This further strengthened the theory that the other Naylar species are also descendants of the second civilization, but in a very crude and rudimentary form. It is uncertain what the ancestors of the Dakkar would have looked like. The Dakkar specifically seem to have evolved strongly to survive in the hostile and violent deep caves of Ellador. On an additional note, Dakkar and Allar interbreeding has a very interesting side effect. The product of a union between an Allar and a Dakkar is born with physical traits of both sub species, but also with non-functional wings, meaning wings that cannot sustain flight. This has led scholars to believe that both Allar and Dakkar, or perhaps all Naylar are somehow related to Dragons.

== Physical description ==

=== Body size ===

Dakkar average between 6 and 7,5 feet tall in height. Notably differing from Humans are their shoulders and necks. Proportionally, Dakkar arms and shoulders are bulkier than Human body parts, their necks also larger and much wider. The shoulder width of a Dakkar is usually large. Female Dakkar are larger than male Dakkar in most cases, though it should be noted the difference can hardly be seen.

=== Genetic traits ===

Dakkar are, genetics wise, fairly similar. Nearly all Dakkar have red/brown/orange/yellow pigmented skin and all Dakkar have yellow eyes. Dakkar do not have any hair. The fiery folk have nearly half their body covered in a thick stone like layer with many sharp edges and protruding parts. This thick hide is usually the brightest colored on their entire body, and grows more irregularly and large the older they get. Despite the Dwarves calling this skin rock, it is actually not stone. The protruding parts of the hardened skin are excess metals and chalk piled up over the years. Dakkar consume large amounts of minerals in their regular diet and these minerals are retained in their skin. Softer tissue is usually lighter than this hard skin, while appearing smooth however, is still as strong as Mekett body armor. The only soft tissue on Dakkar are the exposed muscle tissues across their face and chest. It should still be noted however that Dakkar remain difficult to harm with conventional weapons due to their thick skin. Dakkar appear to have a genetic disposition to develop a thick muscular frame regardless of gender, age or occupation.



=== Reproduction ===
+
=== Reproduction ===

Dakkar reproduce at an extremely slow rate compared to other races. The females usually develop a single egg over a period of 5 years, which is laid and then fertilized by the males externally. What further complicates Dakkar birth rates and infancy survival is the the culture, and their tendency to throw their children into fighting pits. On average, a single Dakkar female will only "raise" two children during her entire lifespan. While the actual amount of eggs hatched may be 10 or so, the actual number of survivors is much lower.



=== Longevity ===
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=== Longevity ===

Dakkar live fairly long compared to other races, living up to a ripe age of 150 years. This is usually reserved for the more prominent Dakkar however, like warrior priests or simply strong Dakkar. The violent culture of the Dakkar usually results in deaths occurring around the age of 70 or 60, if not sooner at 20 or 30. These numbers radically differ per different denomination of the worship of Hael however.



== Distribution and habitat ==
+
== Distribution and habitat ==

Dakkar are mostly found on Ellador, but have been sighted in Farah'deen as well as the Ithanian deserts. Dakkar usually live in caves, they have no cultural inclination to build housing, but they seem to prefer warmer climates. Despite this however, most Dakkar never leave Ellador due to an innate fear of the ocean and seafaring, despite the cold climate of Ellador. Dakkar will only rarely be found outside of their habitats. They require little sustenance and do not linger far from their kin.



== Behavior and culture ==

== Behavior and culture ==


=== Dietary habits ===
+
=== Dietary habits ===

Dakkar have strange eating habits, being omnivores, but with a twist. They eat small amounts of meat, insects, fungi and sometimes even each other, however they also eat smaller quantities of precious metals or consume them trough ritualistic means. Unlike destroying the internal organs like it would for Humans, the Dakkar body seems to absorb these minerals and metals, and deposit them in the skin. As such, it is in theoretically possible to produce a completely smooth and soft skinned Dakkar by simply denying it these substances from birth.



=== Inter species relationships ===
+
=== Inter species relationships ===

Dakkar, while being homogenous, are deeply divided on grounds of Religion. The "Rapture" event of the Dakkar surfacing to the Elladorian surface has left their religion fragmented. This fragmentation has also caused a lot of inner strife. Many of the different groups often wage war on each other, viewing each other as heretics. This resulted in an effective truce with the remnants of the Dwarves and no continuation of the conflict against the Humans as the Dakkar were no longer unified.



=== Cultures ===
+
=== Cultures ===

Dakkar culture is very simple and straightforward. Their entire lives exist in worship of Hael, a violently fanatic religion that dominates every aspect of Dakkar life. The fiery folk view themselves as unworthy slaves of Hael, dressing only in a loincloth regardless of gender. The worship of Hael centers around the Warlike god of Hael. Dakkar storytelling speaks of a divine being called Hael that led the race underground, away from the weaklings of the surface and into a life of combat, glory and violence. The running theory among Humans is that Hael was actually the Vice Demon Fury, but these are simply unsubstantial theories. Hael's prophecy is that one day the Dakkar would return to the surface and purge the world of it's weaklings. Before that time, all Dakkar live in a martial state of combat. Their strength is constantly tested in battle against one another or other dangers that the deep had to offer.



The biggest ritual of blood shedding for the Dakkar is the coming of age ritual of Rashpur. The Rashpur is usually executed at the age of 15 for any Dakkar reaching that age, after which all contestants must engage in a battle of life and death until 12 are left at the end of the ritual. This was exactly the ritual that the Dwarves interrupted when they first dug into the Dakkar, and also the sole ritual that kills off the majority of the Dakkar youth prematurely. On the other hand however, it ensures a highly militant and combat effective population among the Dakkar, who continue to fight frequently after this ritual to further hone their skill or ensure more bloodshed for their god Hael.
+
=== Forms of governance ===




The event that caused so much discord was the "Rapture", or the surfacing of the Dakkar. Some conservative elements suggested the surface was not the end goal, and the crusade against the unworthy should continue. Others suggested the surface was the reward for the crusade against the Dwarves and that their crusade was over. Yet others suggested that while the surface was their paradise, they should now turn on themselves until only one is left to rule it. This radical split caused an immediate free for all civil war among the Dakkar, breaking apart their union and halting whatever war plans they had against the Humans and other surface dwellers.



=== Forms of governance ===


Dakkar have no known forms of Governance. Their society seems to be based around their religion, and upholding it's principles. If anything, these inanimate principles are the forms of governance, and everyone abides by them.

The Tigrans are an old race. Much like the Elves, they have been around since the recording of modern times.But despite their time as a race, next to no information exists on their pre-slavery culture or existence. Throughout the ages before the Cataclysm, Tigrans were the hunting sport and prime target for Elven slavery. The Elves thoroughly exterminated their culture and whatever possible civilization they might have had. Despite the loss of their identity however, Tigrans have recently started to redefine their own identity away from integrating into other cultures. Certainly, the struggle for personal and race wide identity is central to many Tigrans today.

Contents
[1Physical Characteristics
Physical Characteristics
Tigran subspecies don't formally exist, but different trends in physical appearance have been categorized. These categories are called Skavvss, which share some common traits.They all have fur covering their bodies in a primary and secondary color tone. The secondary color is often seen in softer areas of the body. They all have catlike facial features like a muzzle, cat eyes and cat ears as well as cat like feet/hands. They walk on the ball of their feet, when put in Human terms, and have long retractable nails on both hands and feet. All have a long tail which is roughly half the length of their body. The differences are seen in three distinct groups. The Tigriss are often the smallest, Human sized Tigrans with more colorful fur colors, ranging from nearly any color except for green and pink. The colors are however always dull, never flashing bright or vibrant. These tend to also have fur patterns ranging from stripes to spots. The next group, Reggss, only have earth toned fur colors and tend to have much thicker fur in their neck, on their tail and chest. Reggss are often one head taller than Tigriss. Finally there is the Dahss. Dahhs are often Orc like in size, and very uncommon to be seen out of the wild. They have much larger upper jaw canines and are exclusively gray or white furred.

More on Tigran Physical Characteristics.

Mental Characteristics
Tigrans are generally denounced by non-Tigrans as stupid animals, and in many cases this is true. However the Tigriss certainly have potential for intelligence, in some cases to the height of Elves and Humans. Tigrans tend to be very objective oriented, making them decisive, but lacking proper thought behind their actions. This makes Tigrans generally impulsive an emotion driven in their actions. Tigrans are also not known to be good debaters. Despite their history as being the bootheel of the Elven Empire, they are proud beings that thrive when complimented, but become sour when insulted. Perhaps the most peculiar mental characteristic about Tigrans is that they are utterly incapable of using magic in any form or way. They simply cannot draw from the Void or Exist, as when attempting to do so, these dimensions simply don't answer to them. It is unknown why this happens.

More on Tigran Mental Characteristics.

History
The known history of the Tigrans dates as far back as the early days of the Elven Empire when it expanded its reach far north to Ithania, long before Humans even set foot in the region. However, with the Elves' destruction of any remnants of Tigran history, very few things are known for definite. What is known is that Tigrans did posses some advanced pieces of technology, and those inventions likely contributed to the oppressive reaction of the Elves, who quickly took to attacking and enslaving the Tigrans, just as they had to many other races. After centuries of subjugation at the hands of the Elves, little to no free Tigrans remained in the wild.

Tigrans remained a slave race until the Cataclysm, which brought all magical power to a close. With the Elves' greatest strength gone, enslaved Tigrans were able to overthrow their long-time oppressors and flee south.

After some time, the city state of Ssil was founded, a city that is still populated by nearly entirely Tigrans even today. With race relations still difficult, banditry and piracy have proved common among Tigrans, contributing only further to their unsavoury reputation. Tigrans to this day hold a heavy grudge towards Elves, however, and have been known to target them in aforementioned endeavours.

More on Tigran History.

Society
Tigran Society nowadays is not necessarily much of a society, rather a large heap up of Tigrans in some spot trying not to kill each other. Ssil is the only true Tigran city that can truly claim its society is fully Tigran, though smaller pockets of Tigrans do exist elsewhere, some even in the Regalian Empire. Tigran society is very split between the what they themselves refer to the Free Branch and the Domestic Branch. The Free Branch is mostly dominated by banditry and piracy, Tigrans trying to make a living by stealing from others. The Domestic Branch is mostly dominated by slaves and indentured servants. Tigrans nicely fill a niche in the Regalian Empire in that Regalia technically banned slavery, but still permits indentured servitude. Most Regalian Tigran owners do not pay their servants, and the Tigrans have nowhere to go to complain about their masters, as they have no rights in the Empire. Similarly Tigrans are being re-enslaved by the resurging Talar kingdoms, in an attempt to rebuild what they have lost on the backs of slave labor.

Politics
Tigran politics is difficult to describe, largely as they don't really have a formal way of governance. The city of Ssil just exists, in that nobody really takes care of anything for the public good, and everyone is just watching out for themselves or their next of kin. What limited political structure there is, mostly exists among the pirate and brigand groups of Tigrans. Those often have an Alpha Tigran, which is usually the meanest and largest of their group determine the course of what happens. The position tends to be hereditary, though no clear successor is decided upon until it becomes clear which child of the previous alpha is the strongest. Successions tend to be very chaotic, as they allow other families to claim stronger heirs.

Culture
Tigran culture is best described as a confused mixture of all cultures and none. One cannot truly identify a Tigran culture, as it has not existed for centuries. The majority of the servant and slave Tigrans simply adopt the culture of their owners, and the pirate Tigrans often adopt the culture of Unquale Elves or Qadir, with a heavy preference for the latter. The culture of the Tigran citystate of Ssil can best be described as "First come first serve, strongest are always come first". The city to many outsiders, looks like a cesspool on the constant verge of civil war, though Tigrans claim it is fairly peaceful to them. Tigrans often dress in simple robes or loincloths, as their fur would make any larger clothing look dirty and require constant care. Despite their looks, Tigrans tend to have a very high hygiene, even more so than Ailor. They frequently wash and bathe, and in some cases it's seen as a bonding experience to brush each other's fur in a family environment. Tigrans also have a natural liking for anything shiny, causing them to adorn themselves with piercings and jewelry, preferably made of gold. Despite the common misconception that Tigrans are as loose with their vows as common house cats, Tigrans actually have a strong sense of family duty and responsibility. Mates are often selected for life, and children are hardly ever abandoned for any reason. Tigrans don't formally have a language. They speak a dialect of Common nowadays simply because it is easiest to them, in which they put heavy emphasis on the double pronunciation of S, V, R and A. Aside from this dialect, Tigrans are able to communicate through a complex form of body language and hissing noises. Somehow all Tigrans just instinctively understand this form of body language even at young ages, and it is often preferred within Tigran groups to use this over spoken language.

Religion
Tigrans don't really have any assigned culture. Elven slave Tigrans believe in Estel, Human servant Tigrans believe in Unionism etc. In Ssil however, a modern revival religion of a desert Tigran goddess is making ground quickly among the Tigran populations. Worship of the Goddess Basskarr largely involves bringing valuables offerings and praying in the direction of a large cat like statue made of sandstone. The statue is often painted completely night blue, bar for the white eyes. The Tigrans who worship Basskarr believe she will one day chase the sun out of the sky, bringing eternal night, a time where the Tigrans will come forth from their misery and bring about a Tigran Empire to undo the wrongs done to them so long ago. Basskarr is generally seen as a benevolent and charitable goddess, bestowing gifts and blessings. The Tigrans do not curse her when misfortunes befall them, they simply note that bad things happen in the absence of good things due to the lack of offerings. There appears to be some form of link between Basskett and the worship of ancient Tigrans, as the statue bears striking resemblances to several ruin statues and wall paintings in the Ithanian desserts, but they may as well simply be effigies of rulers during ancient times, which the Tigrans have misinterpreted simply because they don't understand the context.

Economy and Technology
Tigran Economy exists only in the purest and simplest form of bartering and self sufficiency. Tigrans take care of themselves by foraging or hunting what they can, and otherwise stealing what they cannot. Trade between groups of Tigrans barely ever takes place as self sustenance is important for Tigrans, and they prefer to hoard than to share. What limited trade does happen, is servitude in return for gold, often Regals, which are then smelted into jewelry. The wealth of a Tigran is not measured by the coin or food they have, it is measured by the amount of jewelry they have on themselves. Tigran technology is otherwise just a copycat of Elven technology. Tigrans use Elven ships, Elven swords and Qadir daggers. Their houses are built in Human styles, and whatever technology they use around their homes are usually old remnants of Elven Empire days, like fountains having been converted into drinking wells.

Combat and Warfare
Tigrans have not formally participated in any large scale warfare at any point in the recent millennia, but frequent guerrilla or bandit raids happen, alongside the frequent piracy. Tigrans prefer to use their raw strength and agility, coupled with their sharp claws over any weapon. Whenever they do handle a weapon, it is usually a sword, and hardly ever an axe or a bow, as these weapons are not seen as elegant or efficient extensions of the body in combat. Tigrans often prefer light armor, or none at all, simply because it allows faster movement. In general Tigrans rely on their speed to avoid being hit, and to gain the upper hand. Tigrans almost exclusively strike in ambush settings, or at least when the opponent does not expect it. They are masters at picking where and when to strike, and avoid being caught out.

Trivia
  • The fiercest Tigran Pirate ever to have existed was Nakul "The Clawed Demon" Kahn. Rumored to be able to slash through a brick wall with just his claws, Kahn sailed between Daendroc and Kelmoria for fifteen years, plundering Dwarven ships filled with riches from the mines and terrorizing Elven cities along the coastline, before suddenly disappearing from the world view.
  • At one point in time, a Tigran tried to form an effective bureaucracy in Ssil and name himself king, after he had gathered a vast fortune in slavery, large enough to pay others to force his way through. Unfortunately he met his end by a common street thug, who didn't even know who he was, just for the sake of stealing his golden earrings.
  • Scholars have noted that dissected Tigrans cannot be told apart from dissected Elves. Their internals look almost identical, coupled with their strangely similar ears. Elves denounce this information as pure ridicule and racism towards them, but Human scholars often suggest more behind it.

**NOTE: THE INFORMATION SHOWN ABOVE IS NO LONGER CANON AS IT IS OUTDATED. MANY RACES SHOWN HERE HAVE BEEN RENAMED, REPLACED, OR DELETED.**

I loved the Dakkar, one of my favorite races
 
There used to be this race of purple haired and purple eyed people, can't remember what their race was.
482px-Tarchlann.png
 
I've heard about the beasts called Avarr.

Can you tell me anything about them? @indyfan98
Aztec terror bird people. They were made into very cruel monstrous people and were kill on sight in Regalia. They were removed fairly quickly due to players just making throw-away characters to go on killing sprees. I have a picture somewhere if I can find it.
 
Wait, you're telling me that Agni, Ch'ien Ji, Tigrans, Vespids, and Naga /aren't/ called that anymore???

Next you're going to tell me that Baver isn't the main villain of our game!




On a serious note special shout out to the Yanar for being named the same thing since like the beginning of time.
 
i remember in my noob days my character getting drunk and trying to go home with an agni and she accepted and brought me to her house then set me on fire with a lava bucket and killed me and stole all my items
 
I remember the solang which were essentially people with dark skin and monkey tails

I don't know how that flew under some people's radars
 
I remember the solang which were essentially people with dark skin and monkey tails

I don't know how that flew under some people's radars
Solang had that cool mockery ability where they could basically touch someone and absorb one of their abilities for a short time. It was also nice to have a race native to hyarroc.