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The Xillidi Empire

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The Xillidi Empire Empty The Xillidi Empire

Post  Octie♥ Mon Jul 22, 2013 4:17 am

1950, 20 Year Impasse, Field Marshall Ze'tk Ggaarl wrote:"The same blood and fate weaves through all of us, as laid out by the Primordials. The neighbor you fight for land today will be your brother in arms tomorrow. When a challenge arises, our own selfish struggles are put aside and we fight as one. We are Xillidi. Hail the Empress."
A vast, expanding Empire that dominates the North of the Old World. Their presence suddenly pronounced a mere 200 years ago, Xillidi history is riddled with war and political difficulties. Recent times have seen it become easier for the Empire as they open up more trade relations with other countries, but their lust for expansion will eventually lead to war once more; and the Xillidi War Machine is as unshakable as it is intimidating.
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The Xillidi Empire Empty The Xillidi Empire Remastered - Introduction

Post  Octie♥ Sun Jan 14, 2018 2:36 pm

In the wake of the Twenty Year Impasse, many would expect the Xillidi Empire to be a savage, barbaric society that is driven by war and combative impulses. While their military power is to be feared, the Empire has a distinct, unique and deep culture at the heart of its society, one that has had its influence spread through much of Kayre in recent years, thanks to the Empire's multi-faceted trading industry.

Despite a majority of its denizens being strictly under the influence of the ever-mysterious Empress, the Xillidi are an amiable and passionate race that have many different faces that fit into many different positions and roles in the world. They are very open to the ways of other cultures, and some even choose to deviate from the Empress' influence to partake in such lifestyles.

The main thing that distinguishes Xillidi from other races are their appearances. Overall, they encompass the appearance of invertebrates of various types due to forms of genetic engineering in their upper castes and subjugation of other invertebrate-like races. The Xillidi races are sorted by social class, rather than the type of Xillidi that they are. Regardless of what they may accomplish in life, Xillidi are bound to their social caste from the moment they are spawned or conquered. The four social castes are:

Ds'nam [Diss-nam] - The working caste. Encompasses the largest population of the Xillidi Empire, and is the most diverse as well. Most everyday Xillidi hail from this populace, and some of their greatest figures were born Dsnians. They include sub-racial classes for military and merchants.

Cry'x [Cry-ecs] - The noble caste. The wealthy elite that rule over the Ds'nam masses in the deeper parts of the Empire. They have a lot of control when it comes to anything that the Empress doesn't explicitly create as law. They often look down on any of their own kind that are not of their own racial class or the Zeph'ss. They too have sub-racial classes for military and merchants.

Zeph'ss [Zeffs] - The religious caste. They are among the most well-respected figures in the Empire, among the Cry'x. A lot of Ds'nam hold contempt towards them, however. They preach the Empress' name and devote their livelihoods to her. They hold charge of delivering the laws set in place by the Empress, effectively giving them full control over the Empire.

Gurr'bo [Ger-bo] - The human caste. Due to the Impasse and its aftermath, many slaves taken in from the war were unable to be returned to their homes. Instead, the Empress granted them refuge and a place in their Empire as a class of their own. Ever since, the "slave class" have become a full-fledged part of the Empire and contribute to it despite their bloody origins. They draw mass amounts of contempt from the nobility of both Xillidi and other human countries, however. There are Xillidi who become branded as "Gurr'bo" as a condemnation, typically as a type of punishment from Zeph'ss.

===

Each social class has certain groups that can be found within them. These are typically called "Strains", and are how the Xillidi organize themselves based on other factors than social status since birth. In some cases, Strains even succeed the restrictions laid by the social classes. However, these are mostly Ds'nam and Gurr'bo-based groups because of the stricter nature of the other castes.

Strain names always start with a two-to-three letter designation that identifies the Strain to other Xillidi, followed by more meaningful titles that define them further. For instance, "Kz'Nok'Jal" roughly translates to "Wasp-led Wanderers of Jungle".

Depending on the caste, Strain designations vary when it comes to factors. In Ds'nam and Gurr'bo, it is often named after what the commanding authority of the Strain is. For Zeph'ss, there are only two distinct designations depending on the doctrine of the denizens within it, with slight variations depending on the religious focus of the Strain. Cry'x Strains are the most diverse in that they can be created on a whim by the nobles themselves.

Ds'nam/Gurr'bo Strains

Kz - Denotes a Strain that is led primarily by wasps.
Dt - Denotes a Strain that is led primarily by non-wasp flying insects.
Vi - Denotes a Strain that is led primarily by arachnids.
Gb - Denotes a Strain that is led primarily by Xillidi humans.
Fo - Denotes a Strain that is led primarily by ants.
Pt - Denotes a Strain that is led primarily by beetles.

Cry'x Strains

Vez - Denotes a nobility Strain entirely composed of bees.
Lr - Denotes a Strain of noble-raised military.
Sx - Denotes a wealthy Strain of noble merchants and businesspersons.
En - Denotes a noble dynasty Strain descended from the Empress herself.

Zeph'ss Strains

Qel - The most dedicated and zealous Strain that answers only to the wisdom of the Empress.
Tha - A Strain of oracles that dedicate themselves to the Spinner of Fates.
Qet - Missionary Strain of Qel that primarily focuses on spreading the Empress' influence.


Last edited by Octie♥ on Fri Jun 07, 2019 11:14 am; edited 1 time in total
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The Xillidi Empire Empty The Xillidi Empire Remastered - Language

Post  Octie♥ Sun Jan 14, 2018 3:07 pm

Please see Xillidi Culture in the TOS Cultures section.


Last edited by Octie♥ on Thu Jun 06, 2019 6:17 pm; edited 1 time in total
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The Xillidi Empire Empty The Xillidi Empire Remastered - Seat of Power

Post  Octie♥ Mon Jan 15, 2018 3:23 pm

As an empire, the Xillidi are governed by the country of the same name, under the influence of a single Empress. However, since the Empress is rare to ever make appearances to the populace, the Empire is effectively ruled by the Chosen Senate which finds itself based in the center of Xillidi's capital, Tok'az'Tok.

The Chosen Senate

A Senate formed of six members, each one being an immensely influential individual in Xillidi society. The Senate is led by the First, who is typically the representative of the Zeph'ss and the "speaker" of the Empress. Second to Sixth are occupied by noteworthy individuals that the Empress chooses herself. Hence, the designation "Chosen Senate".

The members are as follows:

The First - Qel'Eik'thn, Forty-Third Speaker of the Empress
The Second - Lr'Al'rokk Sel, High Commissioner of Rel'Vadim
The Third - Sx'Tza'rrem, Trade Prince of Vvorpa
The Fourth - Fo'Ahk'Mahl, Lord General of Fo'Zaz'Kal.
The Fifth - Tha'Mel'jtkk Au, Scaffi High Priestess
The Sixth - Kz'Borr'ganik, Elder King of Gregildia


Last edited by Octie♥ on Fri Jun 07, 2019 11:18 am; edited 2 times in total
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The Xillidi Empire Empty The Xillidi Empire Remastered - Countries

Post  Octie♥ Sun Jan 21, 2018 12:54 pm

The Empire is currently composed of fourteen countries, each one governed by the seat of power within the Xillidi city-state.

Xillidi


The country that sits in the central Northern area of the Empire. Its capital, Tok'az'Tok, is the largest city in all of Kayre, a multi-layered city that spans a majority of the country's landmass. It is here that the Empress first appeared and declared the independence of the Xillidi as their own national power. Ever since their establishment, the Xillidi have endlessly built upon and expanded the city, creating one of the most active and developed hubs of any nation. In a world riddled with war, the development has gone by untouched due to the sheer difficulty of any conflict being able to reach the city-state itself. The desert and jungles to the South were enough to halt Ivellean forces to a standstill in the past, while the oceans to the North are too treacherous to risk, especially since even upon reaching the country there is the city-state itself to siege, a monumental task in itself. Despite these natural barriers, the capital has open access to trade routes thanks to burrowed tunnels and a massive harbor district that have allowed the city to interact easily with the rest of the world's powers.

The area that the country of Xillidi finds itself in, as well as its neighbor Rel'Vadim, is known as the Whispered Plains. Previously it was a vast wasteland without much life, which the Xillidi have since changed to such a drastic degree. A smaller collection of slums can be found outside Tok'az'Tok. Even though it has its own local leaders and such in the form of a small council, their laws and regimes are still essentially established in the greater city itself. These slums are the product of a constant overpopulation problem that the Xillidi endure to this very day. Despite areas of it reeking in crime and poverty, it is a very lively and self-sustaining city that sees its fair share of tourists due to its internalized culture that isn't found in many other places in Kayre.

Also located outside the walls of Tok'az'Tok is the religious base for a lot of the Zeph'ss population, Tok'az'Craan. It is essentially a "compacted city" formed of temples, cathedrals and other sorts of religious buildings, all constructed in the name of the Empress. It is extremely off-limits to any non-Zeph'ss population, and is considered hallowed ground. Despite this, a lot of nobles will "offer tribute" to the Zephss in order to take their business there. Beyond there, Apx'Ra is the mountain range that separates Tok'az'Tok from Mr'Abis, a high altitude city that is the only other proper city in Xillidi next to the capital. Mr'Abis resides several hundreds of meters above sea level and is renowned for the produce of their unique livestock. There are some that say the city itself is older than the Xillidi are as a race, and the reason it remains separate from the Tok'az'Tok is because they see it as the "true birthplace of the Empress". This is uncertain however, and it is likely due to the complications of trying to expand into the mountains.

Rel'Vadim


A small country latched onto the side of Xillidi, it is comprised of many rock-dens and a capital city found within a massive, bored out rock that is known as Vadim'Ikr. This country is unique in that its populace is almost entirely comprised of mantid-type Xillidi that are all believed to be descendants of the Empress herself (however, they are still separated based on Xillidi racial class. Due to their difference, workers and nobles often get along better than their counterparts).

This country is notable as being the only populace that is unaffected by the Empress' influence. The reason for this is unknown, but they remain as a reliable part of the Empire regardless of this distinction, likely because their proximity would make any complications in affairs difficult. The Vadim people have their own unique culture that is very honor-based, with many of their people being bound by oaths from birth or rites of passage that dictate the way they shall live their lives. The breakage of any of these traditions tends to be met with hostility and rejection, and though rare there are cases of Vadim denizens leaving their country forever to pursue their own ambitions.

Gurr'bo


The country that sits along the south-western border of the Empire, and is home to the Gurr'bo population of the Empire. Originally an unmarked territory that served as a connecting battlefield between the Empire and Ivellea, it has since become a thriving country where Xillidi and human cultures meet and mingle. It is locally governed by the capital city within the grasslands, known as Gurr'az'Jahk. Although the architecture is relatively primitive compared to other cities in the Xillidi Empire (most likely due to the relevant youth of the racial class), it can be considered one of the major factions established within the Empire, and is one of the biggest contributors to the Empire economically. In contrast to the aridity of the north, Gurr'bo is mostly made of grasslands, swamps and jungle with a much more humid climate. Many Xillidi native to the northern areas find the area unbearable to reside in, and vice versa.

The origins of this country finds itself in the sheer amount of prisoners that the Xillidi captured during the Twenty Year Impasse. Due to Xillidi reluctance to slaughter innocents, they were simply hoarded enmasse and kept in camps. However, many of the prisoners were met with much friendliness and respect from their captors. This led to an "epidemic of Stockholm Syndrome", so to speak, when many of these prisoners were found reluctant to abandon their new lives in these camps. Thus, a tense agreement was made between both sides by the end of the war, and a new country was formed. However, while the original idea was for the country to remain independent, the established leader of the time decided of their own volition to join the Empire. While this did cause friction with Ivellea, neither side was eager to jump into war again, so it was left as is. Ever since then, Gurr'Mai became an active component of the Empire and a lot of animosity between Ivellea and Xillidi was lost in time thanks to the social participation of this new country, formed from the bonds forged in wars of the past.

Despite relations with other human races improving over time, their relations internally remain somewhat torn. Most Ds'nam get along well with Gurr'bo, but Zeph'ss and Cry'x are loathe to even look at them a lot of the time. They will interact if it is matters relating to business, but personal relations are entirely unheard of. Because of this, Gurr'bo find themselves constantly needing to prove themselves to the Senate and other authorities in the Empire.

Gregildia


The country found on the south-eastern border of the Empire, a neighbor to Gurr'Mai that is similar in climate to it as well. Originally, this country was home to a few of the bloodlines that now comprise parts of Xillidi society. Xillidi of those ancestries are commonly found here because of this, though it is a primarily Ds'nam-governed country with very few Cry'x and little to no Zeph'ss. The major city that can be found here is Gil'az'Eir'Apx, nestled between the twin peaks known as Eir'Apx. Additional holdings found in this country include the village of Gil'Aborr and the burghal of Murr'wulss. A majority of the country is dominated by the vast yet treacherous Gregildian Jungle.

Notably, this country is home to the world-renowned university of botany and alchemy known as Scaffi Hollow. An establishment formed in the hollowed out tree of grand proportions, it also home to the Scaffi cult that worship the native deity that resides within the tree, where they cultivate the surrounding area around the tree as well as the tree itself, which in turn has made the university grounds itself one of the most lush and beautiful paradises in all of Kayre. The current Scaffi High Priestess is also a member of the Xillidi Senate. Despite this, she is not actually involved in the matters of the university itself. Thus, the university remains a facility that is neutral to all nations and factions.


[WIP]
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