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Khasm

Succumb to my darkness!

0 · 1,286 views · located in Late Medieval.

a character in “Gods; A New Age.”, as played by Crooked Thoughts

Description

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God Name: Khasamas or Khasm

Alias: Black King

Title: Spirit of Vengeance, God of Pain & Suffering, Lord of Torment

Gender: Male

Alignment: Neutral Evil

God Appearance: Though Khasm can assume a number of different forms, his true form is as a black spine-covered humanoid with a long tail. He smells unpleasantly of burning ink and roses, and has no discernible heartbeat. His weight and height vary, but is never shorter than his peers. Khasm has a strong disliking of looking up at others, and will actively alter his height. To touch his skin, is like touching ice: it is hard as stone and freezing cold, yet smooth. Although he is black as the darkest pit, his muscular frame presents clear definition. His face is void of all other features, except glowing red eyes. There is not a strand of hair on his body, however, he does have numerous long tendrils sprouting from his head. Khasm can always be seen floating, he never touches the ground (he feels there ground, is literally beneath him and someone of his stature should never touch it). This quirk also extends to his hands, which are usually folded across his chest.

Personality: Khasm personality can easily be summed up in one word: narcissist. Through and through, he is a text book narcissist; he will never fail you at how narcissistic he can be.

He sees himself as perfect. When feeling deflated he may re-inflate by diminishing, debasing, or degrading somebody else. He gets security from a sense of superiority in the face of another person's greatness by trying to minimize the other person. The exploitation of others is not something he is against. He will do so without regard for their feelings or interests. Those below Khasm exist for him, to meet his needs or else they may as well not exist at all. Khasm expects favorable treatment and automatic compliance because of who he is. He may not outright ask for it, but he does expect it. Failure to comply is considered an attack and may trigger his rage. He detests anyone who does not like him or holds admiration for him.

Khasm is cunning and manipulative; his glibness or superficiality aids in this, not to mention the fact that he is a pathological liar. The Black King is callous and lacks empathy. He has trouble viewing the world from the perspective of other people. His mind is free of remorse and guilt, ever-failing to accept responsibility for his own actions.

Khasm is his primary focus at all times. This is the reason (among many others) he has trouble sustaining a satisfying relationship. In addition to his hypersensitivity: he can easily dish out punishment, but has trouble handling insults. You will never see Khasm express true gratitude, unless being complemented by those that admire him.

Interference: It has been ages since Khasm has had to interfere with mortal affairs, directly. In recent centuries he has worked behind the scenes while Grief & Sorrow carry out his will. However, he actively forges their underground tunnels/caverns, and constantly watches over them to ensure society is progressing as he dictates.

Enemies
Hallow: Though unaware, Khasm secretly plots against his brothers. He wishes to see their demise and take their godly thrones and powers for himself. Because of this, he views them as an enemy to be conquered.

Seriosis: Though unaware, Khasm secretly plots against his brothers. He wishes to see their demise and take their godly thrones and powers for himself. Because of this, he views them as an enemy to be conquered.

Allies
The Exalted: The Black King has longed since forged an alliance with other gods, even their people are his allies. The Exalted Coalition share similar views and goals, so it only made since to unite; for the time being anyway.


Quoted Opinion of Mortals

"Does he hear them?" Khasm laughs, "You asks, does he hear them? Of course he hears them. They are sooooo, LOUD... Their cries; screams of pain;
vows of revenge -- he hears it all." Khasm pauses briefly, "It is all that satiates him." he says abruptly, "I yearn for more!"



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There is no shining sun in this land, instead there are dark skies and constant downpour of rain. Thunder shatters the silence, as lightning streaks across the heavens. A thick, purple mist is ever present, forever clouding ones vision. The earth is cracked and shattered, forcing jagged mountains to rise. Trees grow from the ground like, large spikes shooting into the sky. Strange, horrific beast stalk this gloomy, barren wasteland of gray earth and black stone. It is clear that hope and happiness fled this place a long time ago, only to be replaced by despair and hate. This tortured and twisted place is known as the Shadow Lands. This terrifying place is called home by The Black King. He resides out in the open, sitting in a 20ft tall throne where he watches over his people through black pool of mist.

Personality


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Avatar Name: Grief & Sorrow

Alias: Murder Twins, The Black Princes

Gender: Both Male

Alignment: Grief - Chaotic Evil / Sorrow - Lawful Evil

Role: Avatar

Real Age: Lost Count

Visual Age: Early 30's

Avatar Appearance
As offspring of the Black King, they have a slight resemblance to their father.

Grief: Cold, cruel eyes stare relentlessly, making the weak weep under its penetrating red beams. A wicked smile stretches from ear to ear, bearing ominously pearly white teeth. Smiling. ALWAYS smiling, as if the lone person aware of a painstakingly funny joke; it's tortuous, to say the least. It sends shudders across one's soul to whiteness his enjoyment, almost like watching a psychotic-man strangle a puppy with delight. That menacing expression leaves one no other option, but to think that he is pondering your death. It is obvious... pain and anguish is no strange concept to him; at least in terms of inflicting it. His icy cold skin clings to him, like rotting flesh to a corpse. One gets an immense feeling of fear and terror by just standing near him.

Sorrow, however, takes more after their mother, who is unknown to them.

Sorrow: Sorrow is like the wind: bleak, silent, and emotionless... he is always there, but rarely ever seen or heard. Though you can't see his face, his lips seem to always convey his emotions perfectly. A single white braid hangs down his back. Tall and slender, muscles cover his body, defining his frame. Never does anything other than a unique single piece of clothing don his body. Arrogant like his father, he is always floating, feet never touching the ground under him. The air around him gives off an aura that will ease and soothe the soul, so peaceful and calm like a gentle breeze. Yet he is precise, stern, and fearless, never hesitating to cut down his foes or succumb to emotions. Never think for a second that he is anything unlike his brother or father.

Grief
    Hair: Bald
    Facial Hair: Long Whiskers
    Eyes: Red
    Build: Skinny, Fit
    Skin Tone: Purple
    Height: 6'0 ft
    Weight: 170 lbs
    Voice: Orochimaru from Naruto
    Handed: Right
    Body Markings: Seen in picture.
    Scar Tissue: None
    Unique Body Features: No Nose or Lips
Sorrow
    Hair: Long, White Braid
    Facial Hair: None
    Eyes: Covered
    Build: Athletic, Lean
    Skin Tone: Brown
    Height: 6'0 ft
    Weight: 190 lbs
    Voice:
    Handed: Right
    Body Markings: Seen in picture.
    Scar Tissue: None
    Unique Body Features: None.

Personality/Description/History: It's amazing how similar these two are. Their bond as brothers runs deeper than just a few coincidences of speaking simultaneously or shared likes and dislikes. No; it is goes much, more deeper than that... for they also share souls.

It could be their godly heritage that allowed this to happen or the intensity of the dual personalties that dwelled inside their once shred body. No matter the reason, their soul split in two therefore manifesting a twin. This event happened shortly after their birth and blessed their father with twin boys instead of a single son.

However, Grief and Sorrow still act as one, even forcing others to refer to them by saying their name as a single title. Except when differing on subjects, the two always speak simultaneously. They also: mimic movements perfectly, breath at the same time, feel each others pain, etc. Despite this, they can exist separately and act independently of each other.

(Still Working On.)

Enemies
Many: In their long life, many enemies have accumulated, fallen and failed in their attempts to destroy Grief and Sorrow. They do not bother remembering who is friend or foe; everyone, eventually becomes your enemy.

Allies
Each and Other: They have no true allies, besides the person who came into life with them. Not even their father counts, as he is truly only looking out for himself, and they understand and respect that.

Magic Abilities
Levitate: Though they rarely do so, Grief and Sorrow have the ability to levitate. This allows them hover over the ground at varying heights and move as normal as walking. Do not confuse this with flying, for their speed and agility is limited.

Blink: In literally the blink of an eye, Grief & Sorrow can go from area to the next, as if teleporting. But, the truth is, they have only increased their speed to a whole new level. However, since they are not teleporting, they can only blink short distances.

Corrupt Soul: A mimicked ability of their fathers, this allows for Grief and Sorrow's darkness to consume their victims soul and corrupt it. Once the transformation is complete, a new being exists called an abomination. Abominations are mindless drone who live only for their masters.

Umbrakinesis: The ability to mentally generate and manipulate darkness, shadows, and negative energy. It can be very useful if used properly. By using this ability, Grief and Sorrow can deactivate and repulse light energy or travel through shadows. They can even surround foes in pitch black clouds, or shoot bolts of solid darkness at foes.

Immortality: Is the ability to live forever.
(Explain more below & add weapons)

Reaper's Trinket

ImageType: Accessory
Advancement: 1

Power: Becomes the prison to the souls belonging to those the owner has slain.

Weakness: Once the owner perishes, their souls become imprisoned as well.

History: An artifact that has been in existence for nearly a millenia. It has belonged to only the strongest of war lords and those alike. A gift from one god to another, both of whom have long since fallen. Worn as proof of their prowess in battle and for no other purpose, it holds the souls of any and all that have died bey their hands. To don this chain means eternal respect in life, but no peace in the afterlife. Once you claimed a soul while this is in your possession, your own soul will also become trapped in the chain. It may seem like a foolish thing to do, but to a warrior who has killed thousands, redemption is no longer obtainable. For that reason alone is why an death spent with countless others like you, seems like heaven.

The number of souls within the necklace is definitely in the millions, but there is no sure way to tell. One thing that can be measured is one's own contribution to the amount. Which can be seen by the size of the skulls which increase in size relative to the amount of souls captured.

Another interesting fact about the trinket is its value. To own it, is to own the souls of countless people, from peasants to kings, and even gods. However, once it has bonded to the owner's soul they are forever linked. This trinket cannot be broken or lost. It will always find its way back to the owner.

Retainment Ring(s)

ImageType: Accessory

Advancement: 10

Power: Retains the owner's abilities as long as it is worn.

Weakness: Must be worn for it's power to be active.

History: A fairly simple device, given to Grief and Sorrow made for them by their father. By wearing these rings, it allows for them to retain their abilities and status. This ring nullifies the effect of spells seeking to relinquish or diminish their powers or avatar-hood. It is also lets them retain their abilities in other realms, where they would usually be powerless.


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ImageTitle: The Silencer

Role: Master of The Seed

Race: Necropolitan

Gender: Male

Loyalty: Extremely So

Combat Prowess: Byin didn't earn the name the Silencer because of his mute ways, he earned it by silencing those who'd rise up against the Black King. It is, however, a ironic he has this name... for when in battle, Byin screams like a mad man, demanding that his enemies be quiet and until they do so, he will relentlessly beat them.

Byin goes to war with nothing but his bare hands and the gauntlets that don them. Though they appear simple braces, they are actually arcane instruments that enhance his physical capabilities ten fold. This allows the brute to shatter stone walls with a single blow. Because Byin is dead, he has no need for sleep or nutrients to keep him going. He can literally fight for days with the same enthusiasm and strength. His endurance is also quite high, thanks to the garments he wears. He is also capable of casting simple spells which allow fallen Seed Warriors to accumulate and be reborn, and is capable of wielding a wide range of weaponry.

Personality/Reason/History: Byin is a simple man, he likes to keep to himself, enjoying the sweet bliss of silence and loneliness. To call him a loner would be understatement. He will go out of the way and to the ends of the earth if it meant isolation. It is this hunger for quiet, that drove him into giving up his life. Seeing this as the only way to get what he wanted most, Byin traded away the warmth of life for the cold graces of death. But, even in death did he not achieve peace. Instead he was tricked into a lifetime of servitude to the Black King. However, Byinn was not completely bamboozled. In return for his service, the only noise he would be hear would be his masters orders and the sound of battle. This is why Byin was chosen to lead the Seed: with their intent to kill and his hatred of noise, together they pummel the opposition until the battlefield is silent.

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ImageOriginal Name: Mordrede Grey

Title: The Broken Knight

Race: Unknown

Gender: Male

Role: General of The Fierce

Reason: Revenant earned his station as General and Archon of Darkness, by overcoming overwhelming odds. Singlehandedly, Revenant took on a group of fire giants who sought to take the Unseen Kingdom as their new home. He is also one of the few who can manage to control an army of oni. Which coincidently can only be done by earning their respect and he did by accomplishing the aforementioned feat.

Personality:

Loyalty: Yes

Combat Prowess: Revenant is a titan on the battlefield, his skills are unparalleled in sword-mastery. Dual-wielding two large swords, he cut's down the opposition with ease. Each swing is precise and controlled though his weapons are large and wild. Collateral damage is nearly unavoidable, which why he leads the charge into battle.

He wears armor covered in protective runes to deflect what his blades cannot. Every inch of his body is protected except for his right arm and chest, which no longer needs protecting. A monstrous claw replaces what should be a normal right arm; the disfiguration extends well into chest, digging in like the gnarled roots of a tree. Though, he is ashamed of it, the arm has become quite useful. Able to withstand the mightiest attack, it also has the ability to lift nearly two times Revenant's weight.

History: Revenant was once a normal human being, serving a far away kingdom as a honorable knight. Until, he was forced into exile after he "changed". It was random and sudden, out of the blue his skin began turning a pale green, his hair grew into a long fiery mane, and his right arm became a large gnarled claw. Hours would pass until Revenant would awaken from what he thought was a nightmare. However, his whole world was shook up when he saw his friends and family brutally murdered. Before he could make sense of it all, he was discovered and hunted down for crimes he wasn't sure he committed.

With no other place to go, this lost soul eventually found himself wanting a way out, longing for everything to be normal again. It was at that moment the Black King intervened and told him of a place where he wouldn't be looked at as a monster, he could live in peace and begin a new life.

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ImageTitle: The Avenger

Race: Arch Angel

Gender: Male

Role: General of the Birds of Prey

Reason: Seran proved himself worthy to command by achieving multiple victories for Khasm in war games. Before then, he also had an impressive history leading a small platoon of mercenary angels often hired by Khasm.

Personality:

Loyalty: Yes

Combat Prowess: Seran wields a large spear, that is ever burning with bright red flames. The flames are enchanted and never cease burning, unless extinguished by magical means. Though he also is an adept divine spellcaster, he prefers CQB and aerial combat. His wings, though appearing soft and fluffy, they are actually as tough as steel and razor sharp. If surrounded, he will commonly use them to defend himself or perform crowd clearing attack. He is also protected by heavy armor, but this doesn't seem to hamper his movement too much.

History: Seran has always been a loyal worshiper to the Spirit of Vengeance, it was only recently that he became a devout citizen of the Unseen Kingdom. To some, it seems out of place for such a just man to follow what many consider an evil being. But, fighting in so many wars and battles, acquits one with revenge many times. So after his all his men meant their death at the hand of one foul beast, Seran promised traded his soul for aid in revenge.

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ImageTitle: The Procurer

Race: Unknown

Gender: Male

Role: Leader of The Shroud

Reason: Lazarus was put in charge of The Shroud after he traveled to hell and back for a single item. Baring the burns and scars to prove it, the Black King rewarded him with an army of loyal assassins.

Personality:

Loyalty: Slavishly So

Combat Prowess: Lazarus prefers to use a pair of daggers when in close quarter battle. He is quite proficient with them, aiming to land a torrent of blows or strike with precision to leave a target helpless before moving in for the kill. Despite this talent, Lazarus hates open combat and for this reason, he sticks to the shadows and waits patiently before striking. He is a vigilant practitioner of ninjutsu and has perfected many techniques surrounding the art form. By far, his deadliest skill is ability to gather energy and disperse it in powerful beam.

History: Before being put in charge of his own unit, Lazarus worked solo as Khasm's Procurer. Whatever the Black King requested, Lazarus would retrieve it. Intel, people, currency, artifacts, souls; nothing was out of reach. His infamy after a quest had him travel to hell. He now leads his own army of stealthy assassins known as The Shroud. Together, they serve the will of Black King, ensuring victory behind the scenes.

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ImageTitle: The Cruel Empress

Race: Tiefling

Gender: Female

Role: Sublime Priestess of the Priestess of Black Thought

Reason: Shar's ambition is the reason why she is the Sublime Priestess in the Church of Black Thought. She back-stabbed and plotted her way to the top, along with mastered the dark gift. A true embodiment of the durahki way, which is why she leads one of their highest institutions of society.

Personality:

Loyalty: Conditional

Combat Prowess: Shar has gained mastery over her magical arts. Complete reliance on magic may seem like a crutch, but witnessing her skill in battle will prove otherwise. However, if enemies do make it within arms length of the empress, her claw-like hands secrete a viscous poison that will leave them paralyzed.

History:


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[Image]Hero Name:

Title:

Race:

Gender:

Role:

Reason:

Personality:

Loyalty:

Combat Prowess:

History:

Hero Name:
Race:
Gender:
Role:
Reason:
Class:
Specialization:
Personality:
Loyalty:
Combat Prowess:
History:

Equipment


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Name of Kingdom/Empire: The Unseen Kingdom
Terrain Preference: Underground Caverns
Population: +500,000
Dominating Race: Düráhki- Children of the dark (Tengu, Oni, Kitsune)
Minor Race: Shadō- Black soul (Night Elves)
Primary Resource: Gemstones & Adamant



The Unseen kingdom earned its named because of it's well hidden location. It is the only known, unknown kingdom in existence. Even the few who have been to their cities, can't tell you how to get there. Many have tried to map the tunnels, but none have succeeded. If they haven't drove themselves insane or died of starvation, then they are probably still wandering the tunnels. Though, the Durahki have strict laws against outsiders and trespassers, they often like to watch and mock those trying to find their way through the maze of tunnels.

The Durahki built their kingdom under Mt. Yokai, with numerous entrances; some hidden and others in the open. Understand, getting in is the easy part, finding your way is the true challenge, even getting out can become a problem if you aren't paying attention. There are countless criss-crossing tunnels, that all look familiar. It is easy to see how one can get lost. But to the Durahki, navigating the tunnels is second nature. Only they know that out of the many tunnels, there are only a few that lead somewhere and that there are even fewer that lead to the center of their kingdom. This is where the bulk of their people are and anything else of value.

What most outsiders don't know is that there are three levels and that most of the time, they don't go beyond the first. When the durahki do have guests, they are escorted. The guides are instructed to lead them on a goose chase for the majority of the trip. On average, it can take half a day to reach a durahki city. Even when alone, they aren't allowed to go the direct route to their cities. As an extra precaution, they even collapse tunnels and change routes. They do this at least once a month, in dire situation they can do this at a moment's notice.

The tunnels of Mt.Yokai make the Unseen Kingdom an impenetrable fortress. Not only does it offer great defense, it offers many resources to be profited from. From gemstones to precious metals, it can all be mined from the tunnels and caverns. With unlimited expansion room, their cities will never be crowded and fertile soil and underground streams, exempts them from starvation.

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The picturesque capital of the Unseen Kingdom, Nexus, named because of its prime location in the center of the kingdom. To this day, there has never been an outsider within a rocks throw of the city. It is considered an prestigious honor to live here, so much so, that one has to be invited to stay within its confines.

The entire city is constantly illuminated by magical lamps that burn a bright blue flame. Each structure is massive and enchanting to gaze upon. There is even a pristine lake, with rivers that flow through the city. To top things off, the roof of the cavern has been altered to resemble a night sky. But, don't let this city fool you. However peaceful and serene it may seem, it is all a facade for its people are still cutthroat assassins.

(Still working on the contents below.)

ImageOrtheza: Ortheza is one of largest settlements in the Unseen Empire. It is known as the Guardian City, the brother to Malaria. Because of its rough environment, is why it was chosen to protect the entrance to Nexus. Ortheza is not as fancy as the other cities, but it is home to the biggest population. The majority of its populace are the laborers, which is why this is considered the slums of the empire. Surviving a day here, is an accomplishment to most durahki.

ImageWeb of Lies: The intricate series of tunnels below and inside Mt. Yokai are known as _____ or the Web of Lies, among the Durahki. It earned its nickname because out of the countless tunnels, only a few will actually lead to populated locations. The others are dead ends, which will lead to deep pitfalls or solid walls. The tunnels are large and expansive, some are lit by natural or unnatural means others however are pitch black. Dangerous and wild creatures call these tunnels home, making a casual stroll a perilous journey. Not only that, but small savage villages claim land in the tunnels as well raiders and bandits. But, tunnels leading to durahki civilizations are considerably much safer because of constant travel and patrol by the Genma Remnant.

ImageMalaria: Malaria, sister city to Ortheza and second guardian to Nexus. This is one of the earliest cities built. A majority of the durahki's highly respected nobles reside here, coincidently they belong to the oldest and largest houses. This city would be considered the suburbs: void of filth and grime but loaded with gossip and wealth.


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The only durahki settlement above ground, is Havencrest. Located a few miles off the shore of the Unseen Kingdom, this island-city is shared with the people of Tyrmhael. It is home to the largest harbor of the Durahki and doubles as city of commerce and trade as it is the only location in both kingdoms that allow outsiders unsupervised, but limited access. Any profits seen by this city is split 50/50 between the two nations. This was part of a deal worked out, which included an armada provided to the durahki, permanently stationed for unlimited access by their army.

History

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"All who walk the blessed path will find salvation, even in death.
Out of darkness, our blades will light our way.
Glory and honor be our wings to ascension.
On the blood of our brothers and sisters.
The true devotee honors our name with actions, not words.
Victory is secured, not from the throne, but from the front lines.
With this sacrament of blood we journey into the Divine Beyond.
"


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ImageThe world of the durahki, where violent conflict is part of everyday life, so much so that most durahki encountered are ready for a fight. Their inherent magic use comes from training in the dark arts, which all durahki receive. Durahki society is fragmented into opposing noble houses and merchant families, and they base their rigid class system on the belief that the strongest should rule.

Female durahki tend to fill many positions of great importance, with priests of the Black King Khasm holding a very high place in society. Males are expected perform other manual duties within durahki society, which is why they are never allowed to rule.

Durahki society is based upon violence, murder, cunning, and the philosophy that "those who survive are strong." Hence, most durahki plot endlessly to murder or otherwise incapacitate their rivals and enemies, using deceit and betrayal. Durahki, particularly in higher positions, are constantly wary of assassins and the like. One of the quirks of this constant infighting is the relatively short lifespan of the average Durahki. While being able to live as long as a thousand years; you are very unlikely to meet an elderly durahki. Consequently, they are the only species that have high fertility.

Their society, as a whole, is seemingly nonviable. The only reason they do not murder themselves to extinction is by the will of the Black King, working primarily through their clergy. While the Black King may feed on pain and suffering, he will not tolerate any durahki that threaten to bring down society, and the clergy make certain that perpetrators cease their destructive actions by either threatening or killing them, depending on their mood.

Durahki society is matriarchal and militaristic. Their city-states are formed in huge underground caverns but frequently war with one another. Most creatures who live on the surface have never seen a durahki city, those who do report nightmarish buildings constructed of stone and minerals, carved into weird, fantastic shapes. These cities are ruled by the most powerful of the families (or houses) and although the power of the many families changes often, the top few usually remain stable.

Slavery plays a large part in durahki society and households usually have two or more slaves for each member. All unskilled labor in durahki cities is carried out by slaves.

Caste System

The durahki are all divided up into Houses. These houses are ranked in importance and dedicated to a single goal. They are a lot like the Hindu caste system. You can usually identify what house a durahki is from by the signet they wear of an animal. These six houses are then made of the individual noble houses and merchant families.

  • House of the Rat: The lowest house, these are the merchants and clerks of the durahki. They are also the ones most likely to be encountered on the surface, as their profession often forces them to mingle with the lesser races. (Although considered the lowest house, it should be noted that even durahki from the House of the Rat are considered of higher status than other species).

  • House of the Serpent: This house is primarily made up of assassins, thieves, and rogues. Nobody has ever seen one in action, though, because they are experts at stealth and quick kills. And they tend not to leave witnesses.

  • House of the Spider:This is the house of warlocks.

  • House of the Bat: This is the house dedicated to priests. Members are also considered to be the most testy... and angry durahki leads to lots of death. Lots and lots of death.

  • House of the Scorpion: The warrior caste.

  • House of the Dragon: This is the highest house, and it holds the most influential and powerful durahki. Think of it, if you will, as the 'noble' house. The Overlord comes from this House, and usually is the only member of the House of Dragon any surface dweller will ever see.

Durahki House System

These six houses are then made of the individual noble and merchant families. Durahki society is based on the gain of status and the knowledge that only the strong survive in the world. A traditional House consists of, in the order of rank, as follows:

  1. The ruling Matron Mother.

  2. The Matron’s first daughter.

  3. Any daughters in birth order that are in training to become priestesses, or are priestesses.

  4. Any daughters in birth order not in training.

  5. Any priestesses not of the same family.

  6. The Elderboy, oldest living son of the Matron.

  7. The Secondboy, second oldest living son of the Matron. The third born son is sacrificed to Khasm at birth, unless one of the first two sons die before he is born.

  8. The Patron, the Matron’s current lover.

  9. Warriors

  10. Warlocks

  11. Workers and slaves


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Durahki are arrogant, ambitious, sadistic, treacherous and hedonistic. They are superior to other races and should crush those beneath them. Children who resist and show kindness or love are brutally punished, so as to drive the instinct of cruelty into them. They value advancement over their peers more than anything else, pulling down their superiors and crushing their inferiors. This doesn't mean they treat all of their peers with disdain, however. They appreciate a sense of subtlety and thus durahki are often courteous and urbane, even to deadly rivals.

From an early age they are taught to trust no one, forging alliances only when they are confident that they can outmatch their ally if he/she decides to turn on them. The inherent pride in their own abilities quite often leads to such alliances being forged, though they almost always end badly when one party decides said alliance is no longer convenient. Even durahki who escape the cruelties of their homeland find it more difficult to form long-term friendships than most species do. Most durahki share a hatred of all other species, especially the _______.

Durahki see all other species as inferior, even those to whom they are allied, and will attempt to enslave any enemies they capture, usually never willingly releasing them. They are willing to forge temporary alliances with anyone that will help them inflict pain or suffering on their enemies.

Durahki have an admiration for stealth and guile, and works of great skill. An assassin is prestigious in durahki culture.

It is important to recognize that though durahki are untrusting and devious, they are not necessarily supremely evil since they can become forces of good given the right conditions. However, the mental scars of durahki culture are not easily removed from the minds of an individual and the terrors of their homeland and society can leave those who reject its evil with fractured minds and even a loose hold on their sanity. Others may escape relatively unscarred, but these individuals are rare and considered, by and large, anomalies.


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Cities are structured around the most powerful families taking the best areas, leaving the other durahki to take whatever land they can. The focus of a city is often the temple and this is often in the grounds of the ruling family. Outside the city, the garrison and some of the slaves are kept, as well as farms.

Durahki diet include shellfish, fish, freshwater snails, and several varieties of mushroom. These are supplemented with bat milk, bat cheese, a thin sap-based drink derived from tapped tree roots which is their only steady domestic source of vitamin C, and a thickening agent made of crushed shells. These are prepared raw and served cold in combination with salt and a variety of preserved, seasonal or imported flavorings.

Alcohol is available almost exclusively imported, but several natively available intoxicants based on fungal or pufferfish toxins are available and popular. Other popular imported foods include syrups, vinegar, jarred or dried fruits (and almost any preserved sweet), smoked meats, jarred and/or pickled vegetables, and a variety of seasonings.


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Durahki are not necessarily governed by a matriarchal theocracy. Durahki community is governed, through the unsteady cooperation of its three most powerful institutions: The Church, the Houses, and the Military. The leaders of these three groups work together to govern over their individual cities. But in the end, The Avatar and his Chosen have absolute say over them all because they take orders directly from Khasm.

The Church

The Church is the most influential faction among the durahki. The priestesses of this church interpret and disseminate the will of Khasm, conduct rites and rituals to honor the Black King, and technically have the authority to demand anything in his name. The priestesses are indeed the social leaders of the durahki, the church often lacks the power to take drastic action without the support of the great houses. Powerful matriarchs frequently hold power in both the church and a house—thus, what is self-interest for one must often be self-interest for the other. It is also important to understand that the church is not a monolithic entity, guided by a single voice or a single goal. It is made up of individual priestesses, all of whom are loyal to Khasm, but all of whom have the same drive to dominate the weak and advance their own cause as any other durahki. Thus, although a durahki priestess can bring substantial might to bear against a lone individual or small family who offends her, she cannot muster the resources of the church against an entire house, unless the house has blatantly and conspicuously turned against Khasm as a whole.

The House

The houses of the durahki hold the bulk of the community’s economic and military power in their hands. In some communities, a specific house might be a greater power even than the priestesses of Khasm, directing the activities of religious leaders with behind-the-scenes threats or open shows of force. The high priestess of a community might also be a highly ranked matriarch of a great house, using one to advance the schemes of the other. Each house is tied to the other houses in a complex web of treaties and conflicts, alliances and betrayals. Should one house become too powerful, others ally to bring it down (even while appearing, on the surface, to support them, playing both sides against the middle).

Further, although the church usually lacks the power to single-handedly destroy a house, neither can a house afford to make an enemy of the church. Too much of the power in a community is held by Khasm’s priestesses, and a house that fails to work with those priestesses loses access to those channels of influence. Although such an occurrence is rare, the church can decree that a house has earned the disfavor of Khasm, essentially giving all other houses blanket permission and encouragement to openly turn against it. Some houses are strong enough to withstand even this sort of assault, which invariably leads to a dilution of the church’s position in the community. But more often, such a decree results in the house being weakened sufficiently for another to rise and take its place. When one adds to this already volatile mix the constant scheming of house members against one another, in the hope of gaining higher status within the house, it’s quite understandable that no single house has ever managed to hold widespread power for long.

The Military

The military is the final durahki institution. Durahki communities do not have standing armies, since this would require a formal government. Multiple smaller forces make up the larger soldiery of a durahki city. These consist primarily of house-loyal militias, church soldiers, and independent mercenary companies. For the most part, then, the “military” is simply the enforcement arm of a house or the church. When communities are engaged in a constant war with a hostile power—the military takes on an authority of its own. Its generals usurp authority from the matriarchs who normally hold it and house soldiers become the dominant members of the house. The generals of differing factions, such as rival houses or a house and the church, have been known to cooperate behind the scenes, artificially extending or even creating military crises to wrest supremacy from the houses and the priesthood.

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Poisons and toxins are favored by the durahki, especially a powerful knockout poison made from a slippery black fungus growing in certain caverns, but other poisons can be made from purple worms, scorpions, and spiders.

ImageDurahki favor non-restrictive armors that will not hamper their natural dexterity. Commonly, they favor weapons like the katana, and will choose hand crossbows when possible, to deliver their poisons from a distance. Durahki have several kinds of innate spell powers of darkness and spell resistance. Durahki are also very alert an inquisitive, simply as survival traits in their twisted society. This mental readiness gives them an intellectual advantage over most creatures. They often use riding lizards, spiders, and bats as mounts for either transportation or war purposes. They also like to employ the use of other subspecies as servants and guardians.

Durahki are rarely surprised. This is because durahki always expect attack, whether in Yomi Caverns or surface world; in their own cities, where rival durahki may strike with a dagger, dart, or spell at any time, or even at home where rival family members may seize an unguarded moment to "prune the family tree".

Typical durahki tactics include arranging ambushes where known dangers can be used, such as loose rocks that can be knocked down atop intruders. Anti-personnel traps, such as strategically placed glass bulbs filled with ascomoid spores, are also not uncommon in Yomi.

Durahki fighters are required to go through rigorous training in their youth, and those who fail are put to death. Durahki constantly war with other underground neighbors and keep slaves of all types - including allies who fail to live up to durahki expectations.

Infantry

Infantry for the durahki revolve around two large armies, the Seed and the Fierce. Both are the first into the fray when the time comes for battle. Durahki armies focus on quantity instead of quality, with a large enough numbers they can easily overwhelm their foes. For this reason, is why their primary unit is The Seed.

7'2 and 800 lbs, the seed are mindless automatons designed for war, that obey their creator's commands absolutely, which makes them unbribable and absolutely trustworthy. They are very literal-minded about the execution of their duties, and obey orders to the letter without any concern for their intent. Their bodies are able to assume the forms of other people and change the shape of any part of their body to fit the task at hand. The clay literally absorbs damage: shoot them with an arrow or cut the with a sword, and watch their bodies mend injuries and regrow lost limbs. As they lack a metabolism, the seed have a wide array of immunities to frailties and effects that would affect creatures of flesh and blood, such as: poison, fatigue, exhaustion, disease or various special attacks and magical effects related to draining a creature's life energy. However, these perfect soldiers are not unstoppable. While they can regrow limbs and mend themselves, they cannot completely regenerate themselves. They are also susceptible to extreme cold or heat, and acid.

The Fierce are well trained and battle hardened oni warriors, taught to obliterate their foes. Death and destruction is the definition of a good time for them. Oni thrive in battle and take no prisoners. They are incredibly strong, which is further proved by the massive weapons they wield. The general stratgey incorporated in their tactics is to simply decimate what lies before them. They also employ mounted soldiers, riding giant mountain tigers. But, where their true prowess lies, is in the hands of their berserkers: rage fueled warriors who stop at nothing, until a field of blood surrounds them. Squads of Oni Berserkers are known to platoons of enemies and walk way the victors.

The Seed


Unit Type: (50,000)
Lethality: 3
Race: Magical Construct
Class: Fighter
Specialization:
Weapon: None
Armor: None
Abilities: Extreme Endurance, Immortality, Super Strength
Mount: None
The Fierce


Unit Type: (25,000)
Lethality: 5
Race: Oni
Class: Barbarian
Specialization: Berserker
Weapon: Large Weapons (anything thats big and will do damage, commonly Iron Kanabo)
Armor: Light
Abilities: Rage, Strength, Endurance
Mount: Giant Tiger (5000)


The Air Force

The air force is the most recent addition to the durahki military, before that there was no representation in that field. Refereed to as the Birds of Prey, they are completely staffed by Tengu Warriors that operate as an secondary offensive unit. Tactics are focused on dealing damage to the enemy from above, usually this done by: bows fired simultaneous creating a aerial volley or by pelting the enemy with explosives. Every warrior also carries a long spear which they will use to swoop in and impale the chosen target. Other than this, they are capable casting simple offensive and defensive spells to aid the ground units. Despite their aerial focused tactics, these warriors are capable of fighting on the ground as well and aren't afraid to.

Birds of Prey


Unit Type: (10,000)
Lethality: 6
Race: Tengu
Class: Monk
Specialization: Ninja
Weapon: Bow, Staff, Spear
Armor: Medium Armor
Abilities: Magic, Flight
Mount: None


Navy

The durahki have no navy to call their own, per se. Instead they use a conscripted armada belonging to and staffed by Tyrmhael sailors. The armada is made up of durahki designed ships, perfected by Tyrmhael engineers.

There are 4 Large Naval Carriers, which are used for ferrying large quantities of men or whatever else may need transporting. These giant vessels are not made for battle, but still each deck is fully loaded with cannons. Three decks successfully hold 5000 men including room for equipment, supplies, and war machines. The ship is composed of a very strong wood, braced by Adamant and blessed with wards and runes to keep it in the best condition. With all of its weight though, she moves quite slow which is why the armada is consists of warships as well.

Protecting the carriers at all times are 6 Durahki Warships, which are used to combat any hostiles that seek to harm the armada. These ships are fast, capable of cutting through waters like a sentient being. This is because they are powered by immortal creatures that do not rest, feed, or relax. Their energies remain at the same level, never depleting. Likewise, their muscles never tire or get strained enabling them to row at top speeds for days on end. These vessels are armed with six cannons each, but this is not their main offensive. On deck, there are two large catapults which are used to hurl a number of projectiles at enemies. Others have even been outfitted with ballistae and fire large bolts. As a last result, their is also a large spear and jagged maw at the front of the ship used for ramming. The ships can hold 500 men, but usually only have 200-300 to keep the vessel as fast as possible.

Special Ops

The Durahki are one of the few nations to employ a Specials Operations Task Force. The Shroud, as they are known is a guild of elite assassins. It is a prestigious honor in durahki society to become one of these few men and women. As a side note, this is the only military branch where women are encourage to join. Joining the shroud isn't as easy as volunteering.
  • First,one must be invited for showing exceptional talent.
  • Next, one must complete vigorous and competitive challenges.
  • Then, if one is accepted, they undergo mind and spirit breaking training.
  • Finally, after graduating, they are officially a member of the shroud.

The Shroud do not participate directly in battles or wars, instead they are given quests to complete. One such task may be to sabotage enemy defenses or assassinate an opposing general in his/her fortress. Accomplishment of these missions are thanks to their abilities in stealth and guile, along with magic spells and items used to enhance said abilities and control over the darkness. The combination of talents is a style called ninjustsu which they are all experts in. Another aspect of their combat is the use of giant bats, which are often use as transportation. Overall, shroud completion rate is somewhere within the 75th percentile. While they are highly skilled, they are not unstoppable or immortal. Since their creation, they have been an important part of the durahki military.

Another aspect of the durahki special operations task force is, The Priestess of Black Thought. This branch of the military is strictly female priest only. However, these priestess are different from the ones that lead the churches. Instead of being taught to spread the truth of Khasm, they are trained for war and taught to bend the shadows.

The Priestess of Black Thought are a support unit the aid the warriors in battle. These women do not only heal the wounded or reawaken the seed, they also fight using the shadows as their weapons. Their most famous technique is a spell that spills a sea of darkness across the entire battlefield. This presents a problem for the enemy as they obviously cannot see, but for the durahki, it is just like being home again in the tunnels of Mt. Yokai. Some see this as dirty trick, but it is simply taking the home-field advantage away from their opponents; it is no different than fighting a shark in the ocean. Priestess can usually be found in the back of the battlefield casting their spells. Although they are trained for war, they are not warriors themselves and as such, they could easily fall before the weakest soldier.

The Shroud


Unit Type: (2500)
Lethality: 7
Race: Kitsune (Mostly)
Class: Assassin
Specialization: Ninja
Weapon: Small Blades, Poisons, Bows, Bombs
Armor: Light
Abilities: Magic, Stealth
Mount: Giant Bat (50)
Holy Priestess of Black Thought


Unit Type: (501)
Lethality: 7
Race: Mixed
Class: Priest
Specialization: Shadowcaster
Weapon: None
Armor: Light
Abilities: Magic
Mount: None


Elite Force

The final branch of the durahki military, is their Elite Forces. Outside of the Unseen Kingdom, no one even knows about the existence of an elite group of durahki. These warriors do not leave the tunnels of Mt. Yokai, they reside there to protect their people from intruders. When not roaming the tunnels, they are in the capital city of Nexus. There, they provide protection for everyday citizens, priestess of the church, and the Archons of Darkness. From the shadows and in secret, do they carry out their tasks, as it was the way they were taught.

These select durahki are known as the Genma Remnants, or as they were called in history: the Champions of the Night. This old order is a homage to their fallen leader, Lord Genma, who taught them the ways of the Soul Knife. This technique and other skills, is what make them elite warriors. The Black King, Khasm, allowed this group to continue practicing their ways because of how powerful they were. But, even he has not the power to control them. The Genma Remnants exist outside of durahki law, but live to protect those who fall under it's banner. There is no official way to join their cause, one must just hope to catch their eye and one day awaken in their midst.

Another relic of the past, is the Deimos Warriors who also fought for Lord Genma. Though separate from Genma Remnants, they too reside in the tunnels to protect their kingdom. However, the Black King has order them to war on occasions, as a last result. Not many have lived to tell the tale of the fury mighty Deimos Warriors posses.. It is a frightening thought to think that there once was an entire legion roaming these lands. Many fear these titans for good reason, they have been known to level entire cities in hours and kill a thousand men in a single strike. These giant oni warriors are the secret weapon of the durahki military.

Genma Remnants


Unit Type: (1000)
Lethality: 9
Race: Night Elf
Class: Warrior
Specialization: Soul Knife
Weapon: Bladed Weapons, Shield
Armor: Medium
Abilities: Psychic Powers
Mount: Riding Spider (50)
Deimos Warriors


Unit Type: (25)
Lethality: 10
Race: Colossal Oni
Class: Barbarian
Specialization: None
Weapon: Kanabo
Armor: Heavy
Abilities: Endurance, Strength
Mount: None


Study

Durahki are capable of killing another from a young age, typically durahki children are just as mature as adults by 10 years than humans are by 18. This is because of the ideals and morals their parents and society instill in them. At academies they begin warrior and mage training when they are able to walk, talk, and comprehend directions. However only durahki who belong to a noble family are directed on a specific path very early in life. Commoners will rarely have these opportunities unless they catch the eye of a noble through uncanny skill in a particular area.

    Warlock's Academy
    All Durahki males of a noble houses attend the Warlock's Academy for at least a brief period to:
      1. Hone their natural Durahki abilities.
      2. Gauge their prowess in the arcane arts.
    Depending on their performance at the Mage's Academy, and the will of their House leadership, they will either stay in the Mage's Academy, or return to the Warrior's Academy for further training in the melee fighting styles. The most elite of candidates will be allowed to remain, training in the dark arts. They will focus greatly on precision of their magical strikes, as the confined tunnels of Yomi would prove most deadly to one's own forces, should a mage not fully control a spell's area of effect. Highly skilled students will eventually be elevated to House Mmage, with a very select few rising all the way to Arch Mage. Females are generally not sent to the Mage's Academy, as most noble houses direct their females to the Priestess Temple, in order to gain Khasm's favor. While a female attending the mage's Academy is not impossible, it is exceedingly rare.

    Warrior's Academy
    All Durahki males of noble houses also attend the Warrior's Academy. Their aptitude is judged over a short training period and they are sent to be further tested at the Mage's Academy. Most will return to continue their development here, as only the most promising students are chosen to stay in the Mage's training. Their training will consist of various melee weapons, poison use, stealth, vital points, and utilization of their spell-like abilities in battle. Adept students will also receive training in two handed fighting techniques, both skills of great importance to traditional Durahki combat. The warrior's training is mostly intended to enable the males to properly defend their House. Females are almost never sent to the Warrior's Academy, as most noble houses direct their females to the Priestess Temple to gain favor with Khasm. As with the Mage's Academy, a female attending the Warrior's Academy is not impossible, though it would be even more rare than mage training.

    Priestess Temple
    Traditional Durahki Houses gain the majority of their power through favor with the Black King. They will do most anything to please Khasm, and thus, most noble females are sent to be Priestesses of Khasm. Those particularly cruel, savvy, and most of all, loyal to Khasm, will gain the Black King's favor, thus increasing the station of their House.

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Before their retreat underground, life for the Durahki was different. For one thing, males held more power in a dictatorship and females played a primitive and background role in society. Durahki, back then were lead by Lord Genma and worshiped no god. Under his name the durahki were known as the champions of the night, known for their impressive combat prowess and their legion of mighty Deimos Warriors.

When aggression grew between the durahki and ______, Genma was the first to land a mighty blow on ____ society. He launched an assault on one of their largest city, Aelcare and left it a ashy remnant of what it once was. That battle ended in his favor as many more would, but in the end, the war was lost and Genma was killed. All though the The ______ War, would be a victory for the durahki. When they honed in on a single target, not even the old gods were able to withstand their wrath; though the ______ proved to be greater than gods.

The last battle was concluded in the durahki's capital, Ferin. The battle lasted for days until the _______'s army infiltrated Genma's fortress. They had no choice, but to retreat to the vast underground caverns of Yomi or fall under ____ reign. The _______ took this as a sign of their surrender and didn't see the need to hunt them down.

Meanwhile, in what would soon be their new home, the durahki were in need of a new leader. It was then that their pain and suffering reached the ears of Khasm. He immediately sought them out, but not for further torment, but to aid them. For even louder than their cries, were their prayers for vengeance

An introduction was made and the Black King told them of what he could do for them. He was not welcomed with open arms, though. Because it was against their ways to worship the gods, they didn't want to mix their fates with one now. Not to mention, there were others matters at hand. Their people were divied by what they would do next: half wanted to form a new plan of action and take back what was their; the other, wanted to forget about the surface world and forge a new home.

This was the beginning and the first of the never-ending civil war. However, Khasm would have his way and unite both groups in defeating their enemy and making a new home. In thanks for Khasm's service, they now worship him and live by his words and he continues to reward with his Dark Gifts and Godship.

So begins...

Khasm's Story

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