Izir
Appearance:
Build:
From slender to muscular.
Height: (cm)
Females: 155-165
Males: 155-175
Weight: (kg)
Females: 70-80
Males: 75-90
Lifespan: (yr)
Females: 400-405
Males: 375-380
Skin:
Pale.
Hair:
Black or dark brown, rarely golden or white.
Eyes:
Brown.
Language:
- OST-ARLIAN
- THA-ARLIAN
- SOUTH-DARIN
- RIM-DARIN
- EAST-DARIN
- WEST-DARIN
- UPPER-DARIN
- SOUTH-SKOGISH
Culture:
- ARCTIC
- HIGHLANDER
Legend
“Long ago Dwarves and Heidel… united under the odd sky-lights of The Void… and sired the tribe of Izir… Whom are rumoured to guard… the passages across The Rim.”
Description
In the timeless saga of Races, the Izir emerge—a people whose lineage reaches deep into history, intertwining with the legacy of Archaic and Dwarves. Their existence is a testament to the power of love and unity, a tale that began with the bond forged between races and gave birth to a unique heritage. Within their realm, the Izir stand as embodiments of diversity, adaptation, and a connection to the ever-changing tapestry of life.
The roots of the Izir’s lineage stretch back to the moment when Dwarves grandfather Mulvû Koroztazar granted his blessing to the unions between Dwarves and Archaic. This pivotal decision set into motion a journey of unity and identity as the long-lived Izir emerged from the fusion of their parent races. A gift bestowed upon them was an unusual hunger for sunlight and open fields, a yearning that drew them apart from their ancestral homes and onto a path of their own making.
As generations flowed like the currents of time, the Izir carved out their own destiny. The hunger for sunlight and the embrace of open spaces birthed Settlements, Towns, and Villages that mirrored their unique needs and desires. While the roots of their heritage remained entwined with Archaic and Dwarves, the Izir forged a distinct identity that set them apart. The tale of their emergence stirred history, much to the chagrin of Mulvû, who could not have foreseen the course his blessing would take.
Their existence unfurls amidst the frozen expanse of Darin, a land characterised by its icy plains and towering mountains. Hunting becomes a way of life as they chase elusive prey across the cold, frosty terrain. Seals, Ice Bears, and other wild game become the focus of their endeavours, a testament to their harmonious existence with the land.
The Izir’s societal composition is marked by a division between the Genders. The Females remain nestled within towns and villages, caring for the infants and fostering community bonds. Meanwhile, the Males undertake the arduous task of Herding livestock across the tundras, foothills, and rugged lands, their lives entwined with the rhythms of the wilderness. The hunt becomes a sacred pursuit as they track and engage creatures like the formidable Rimbear, the agile seal, the fierce Wolf, the majestic Bear, and even the colossal Mammoth.
Yet, within the fabric of their existence, a unique connection flourishes—one that bridges the gap between the realm of myth and reality. The Izir are whispered to be on friendly terms with the enigmatic Ye'Til, furred muscular beings more than 3 metres tall, with huge fangs and long, thick clawlink nails. This alliance with creatures that tread the boundaries of the unknown speaks to the Izir’s deep-rooted harmony with the mysteries of their world.
Their resilience against the currents of magic sets them apart, as the Izir are seemingly immune to the touch of Essence. Magic. This anomaly, a mark of their unique nature, forms a barrier against the mystical currents that weave through the Rim, a testament to their ability to withstand forces that affect even the most powerful.
In a world where love transcends races and where unity births a new heritage, the Izir stride forth—a symphony of diversity, adaptation, and coexistence. With every step they take, the frozen earth seems to resonate with their presence, a reminder of their connection to the land, the mysteries of the unknown, and the threads that weave their story into the ever-evolving tapestry of races.
Skjald El Mary
History
Considered the 3rd oldest of the Indigenous Tribes, dating back to when the Dwarves tribefather Mulvû Koroztazar allowed marriages between Dwarves and Heidel. Within a single generation, these long-lived people started to marry more with their own kind than with their parents races, and to be considered pure Izir, one has to have but one heritage line to either. They had an odd birth gift: a hunger for sunlight and open fields, which soon set them apart from both their races. And it was but a few generations before they had their own settlements, much to the dismay of Mulvû.
Skjald Vinotis
Maybe it’s the antimagic state of the Rim, maybe it’s the cold; it beats us all, but there are very few Izir vampires known to us. Anyway, here are the two we know of.
Karmrana Jataqua, a 5th-generation vampire, is relatively powerful yet holds significant influence. Karmrana was a respected elder within the Izir community before her transformation. Her vampirism amplified her natural leadership qualities and gave her an even greater presence. Karmrana’s motivations were preserving the Izir heritage and protecting her people. But her vampirism became a blessing and a curse—a way to gain the strength and longevity needed to safeguard her community, but at the cost of her natural connection to the sun and the Izir. Karmrana struggled with the loss of her connection to the sun and people. This internal conflict drove her to seek ways to mitigate the effects of her vampirism.
Fatukot Jahbak, a 7th-generation vampire, is less powerful than Karmrana but still possesses notable vampiric abilities. Fatukot was a skilled hunter, someone who excelled in navigating the harsh tundras and icy plains of Darin. Fatukot’s motivations centred around the hunt and the thrill of the chase, now amplified by his vampirism. He saw his new abilities as a way to become an even more formidable hunter, using his enhanced senses and strength to track and capture game that would be impossible for a normal Izir. Fatukot lived on the fringes of Izir society, yet he used his vampiric abilities to hunt game and protect the herding routes. He became a legendary figure among the hunters, whispered about but rarely seen, but also the target of considerations about his skills.
Now, all this chitchat about hunting and drinking has made me thirsty. Let’s eat a plate of food and a mug of foamy ale.
Skjald Yell'a'Beard
Cartography
They are spread throughout the following Isles. and countries
Darin:
The Rim:
Skjald Ulrich
Organisation
They are somewhat odd folk, with their females staying at their towns or villages with the infants, while the males herd livestock across the tundras, foothills, and rough lands. Or hunting Rimbear, Seal, Wolf, Bear, and Mammoth.
Skjald El Mary
They adhere to the decisions made by their tribe’s council of elders and their Shaman.
Skjald Yell’a’Beard
Special
They are as good as immune towards Essence. Magic.
Skjald Sejrik
Last Updated on 2024-05-28 by IoM-Christian