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(Pronounced AH-WHO-OCT-LIE)

Kingdom name: Ahuachtli
Ruler: Eztil (Ehz-T-Eel), The Heart Devourer (Warrior King)
Alignment: Mostly Xenophobic
Inhabitants: Mainly human but a few members of society are thought to be linked to their pantheon of Gods, they can be considered a cross between Angelic and Elemental in nature at times of great unrest.
Land: Basin
Government: Stratocracy
Resources: Wood, agriculture, metal, stone, precious stones, weapons and medicine.
Powers: Military, esoteric magic
Landscape: Major cities surrounded by jungles in a basin in the middle of four dominate mountains; the northern most being shaped like a wolf breathing mist.
Architecture: All building begin with a step pyramid base with built in rooms, larger pyramids the size of small mountains are known to have closely built slope roofed towers that blend into the overall structure. Roads and drainage are built in as are special runes that can manipulate the structures functions and security measures.

Located in the middle of a remote mountain range in the Expanse's southern jungles. Their society dwells in the high jungles inside of a natural basin within the mountains. Since ancient times the people of Ahuachtli or Ahuachtlites have been a war fairing people amongst the various clans and cities. Being so out of the way from the rest of the Expanse and the other kingdoms this region has remained untouched and unseen... Till now. A group of explorers became lost and had only the Wolf shaped mountain that howled mist in the high winds surrounding it. Upon climbing the mountain they were ambushed by a few royal warriors, they were brought to the warring nation's king. The king was surprised that they were not alone after all. During these events there was a time of unstable peace since the new Warrior King, Eztil had taken the throne and attempted to unite all the warring clans. The news of these travelers spread fast all around the basin and each city sent forth their own explorers to see what was beyond their ancestral mountains. Some returned, most did not, from what information was gained the king ordered that his people open their cities to any new person that was not Ahuachtlite and treat them as an honored guest. Some were open to this decree, most are not - regardless, all obeyed.

The Ahuachtlite lands consist of 4 major cities (thousands of people) and one capitol (close to five hundred thousand people) with many smaller villages (20-200 people). There is a massive lake that the capitol sits on with fields for crops surrounding the water while the other major cities and their own fields rest on the sides of the numerous surrounding mountains that protect the basin below. There are many waterways and rivers that traverse through the thick jungles, the jungles themselves can provide seemingly everything they need to survive. There are also several cave systems that can take a person to anywhere else in the basin, provided you know the way and don't become lost or drown in the watery "Underworld" where the dead are taken to the Ahuachtlite afterlife or the banished to their doom. They are no strangers to magic, war or scholars but their ways can be seen as very backwards and ancient; one must remember that this people has been cut off from the rest of the world for thousands of years.

Their pantheon of Gods consist of these...
  • Amoxtil, Protecting Mother. Goddess of protection, parenthood, love and selflessness.
  • Patil-Atl, Healer of the Waters. Serpent God of medicine, rivers, lakes and mischief.
  • Quauhtinolli, Fire Bird. Flaming Feathered God of light, fire, cleansing and day.
  • Icchitiaci, Dark Child. Child God of youth, secrets and the Underworld.
  • Lacotl, Budding Tree. Tree of Beginning. God of trees, agriculture, discovery and wisdom.
  • Manauia, War Titan. Giant God of battle, blood, consistency and reward.
  • Mezoltec, Watchful Moon. Wolf God of the moon, hunting, fauna and night.
  • Necahual, Transfixed Panther. Feline Goddess of wishes, survival, mirrors and knowledge.
  • Nitah, Lorn Maiden. Crying Goddess of sadness, loss, misfortune and burdens.
  • Amamaniliztli, Thunder Dragon. Draconic God of weather, prophesy, trials and restoration.

The current Ahuachtlite people do not delight in needless bloodshed as their ancestors have, so while they do not regularly practice blood sacrifice they will only do so on their enemies and with great respect. They value life, to them any life lost belongs back with the gods where they claim all life comes from and ultimately has to go back to. These rituals are very sacred to them and they do not occur everyday with hundreds of sacrifices in a line around the pyramids. They perform these rituals on their pyramids, alters, stone totems and special rocks only in certain circumstances.

((Their manner of dress is very similar to the water tribes of LoK and the people of Twili in LoZ-TP. For so examples see below...
  • Hairstyles, ignore the colors
  • Clothing examples inspired by the Twili people of LoZ-TP; 1, 2, 3, 4
  • Clothing styles inspired by the Water tribe of the Avatar series, 1, 2, 3
  • Typical architecture; 1, 2, 3, 4, 5, 6, 7, 8
  • Landscape, 1, 2, 3, 4, 5, 6, 7))
The weather surrounding the mountains that contain the Ahuachitite lands varies from thick fog to raging storms, and up towards the peaks to their four mountains snowstorms are all too common. This said there are a few days of the year that the mountains are clearly visible from the jungles below them. Inside the basin is another story all together, it has a relatively temperate climate; hot summers, pleasant autumns, frigid winters and stormy springs.

Most places in the Expanse are plagued by monsters and suffer diease from time to time. The Ahuachtites are a formidable people against both.

This land has many caves that zigzag through, around and underneath the mountains surrounding the cities. Within are ancient burial tombs, labyrinths, lost shrines to the gods, monsters and places where special god blessed treasures can be found. From common metals like enchanted iron and copper, to rare crystals that hold small portions of the gods' mighty power, to hidden relics, tools and weapons made and blessed by the gods themselves.


((Let me know if you are having trouble pronouncing anything, I can help!!!))
This looks like a very interesting nation, the Aztecs are quite the interesting culture... if a little... um... bizarre with the human sacrifices and the flaying and the human-skin wearing and the ritual cannibalism.

I'm curious actually, does the Aztec influence extend to the religious practices with the blood-washed pyramids and things?

Regardless, I'd love to RP with this nation sometime. Perhaps some kind of contact through Terelain scholars.
Yes and no. Ahuachtites do practice blood sacrifice but only on their enemies and with great respect. They value life, to them any life lost belongs back with the gods where they claim to hail from. And yes they do have pyramids, alters, stone totems and special rocks that they can perform these rituals. Mind you these rituals don't occur everyday with hundreds of sacrifices in a line around the pyramid. Their manner of dress is very similar to the water tribes of LoK and the people of Twili in LoZ-TP.
Monster Bestiary

Cave Wolves - Entirely dependent on their superior night-vision and echolocation, these massive wolves with claws like spades live their entire lives in the vast cave networks underneath the Ahuachtli lands. Their only weakness are loud and high pitched noises and bright lights, most spelunkers carry a Quauhtinolli blessed lantern or an Amamaniliztli whistle. Otherwise these giant furry beasts won't think twice about tearing you to shreds.

Slimes - Very diverse in color but all function the same, they are the cleaners of the caves. They do not ordinarily hunt so much as they devour anything unlucky enough to be in their slimy path. There are predominately 5 kinds of slimes; green acids, red lavas, blue ices, yellow electrics and purple shifters.
See more.
  • With the green variety their acid is strong enough to eat through most metal armors and defensive spells over time in darkened settings but this acid can be weakened or neutralized with sun or fire light - depending on the amount of warmth. Their colors range from yellowish greens to blueish greens, all smell very pungent and acidic.
  • Reds while calm leave behind a warm trail that is comfortable to sleep on in a cold cave, agitated and the immediate area around them is liable to burst into flames or melt if remotely flammable or has a low melting point. They have a habit of chasing after anything that disturbs it until it can smoother, suffocate and melt/burn away to nothing. Their colors range from bright reds to yellowish oranges when upset and are nearly indistinguishable from rocks when calm aside from smelling like brimstone and warm to the touch.
  • Icy blue slimes are rarely seen and chose to remain in a single place from years on end to make their frosty homes in empty caverns. They have a chilling aura about them that drops the ambient temperature around them slowly when still and rapidly when in motion. Do not touch at all costs, anything it comes into contact with will freeze solid in a matter of seconds. Their colors range from icy to deep blue, they also have the pleasant scent of mint around them.
  • Uncommon but not unseen yellows are often found in large groups where they can generate massive amounts of electricity from gathering ambient energy around them. These slimes while friendly are not to be toyed with as they can cause paralysis in even the heartiest and thick skinned of beasts. Their colors are usually a vibrant to dusty yellow, because of their electricity generating capabilities they always reek of sweet smelling ozone.
  • The rarest of the rare, these sneaky masters of disguise can hide in plain sight as nearly anything or anyone. Given enough time they can fully replicate anything they see and like. While not immediately harmful they do like to claim things they like - sentient or not, and will steal things away to their stash never to be seen again.


Shadow-people - Avoid at all costs, not much is known about them. But if they catch sight of you they will hunt you down until you leave the cave system you found them in. Light is the only thing that keeps them at bay and they are single minded in their efforts to drive away perceived intruders.

Wisps - Harmless and easy to destroy but tend to congregate around living bodies. They are most often seen as being tiny gaseous orbs of faintly glowing light and evanesce away upon contact. Most other creatures in the caves tend to avoid them for some reason or another.

Demons - Infernal spawn from the old days of myth, they managed to crawl away to the safety of the deep dark caves. Though initially weak and frail they become bigger, stronger and more powerful the longer a person with negative emotions or ties is around them. Do not listen to what they tell you, for every 10 things they tell there is one that is a dangerous lie.

Tormentors - Often confused with Shadow-people but they are much worse. Tormentors are creatures of fear and pain. They possess no true form and shapeshift at will into the things their prey fear most and then torment their prey into insanity. They are highly intelligent and sadistic creatures, some are even capable of speech and learning entire languages in an instant. Once encountered a single glance is all it takes for a Tormentor to find ways to pull your deepest and most secret fears and desires from you. A common way to do this is for it to impersonate someone you had met before, if you knew them or not it wouldn't matter - everyone eventually begins to believe this person is real. But this is an illusion, one so powerful that this image can be felt, smelled, heard, seen and otherwise sensed as what can be defined as normal for the individual in question. But this projection is one of the mind, one that even the most trained of minds will find difficult to disbelieve. It can only be seen by the target person it is affecting, it uses their natural magic against them to conjure up the image and maintain it, the longer it is around the more it will learn about the victim. No one; not friends, family or even the greatest spellcasters are able to see what projections are shown, or hear what is heard, or feel what is felt, or smell what is smelled or even sense what is sensed.

Animal Bestiary

Most animals that live here are commonly found in other rain forest to mountainous regions. Though one thing that sets them apart and creates animosity towards outside beasts are markings that are given to them by their patron Gods of Flora and Fauna. These markings are usually found to be reds, blacks, greys, and muted blues and whites in rarer occasions.
Birds - Eagles, hawks, songbirds, scavengers
Beasts - Boars, bears, horses
Cats - Leopards, pumas, tigers
Dogs - Wolves, foxes, coyotes
Reptiles - Snakes, lizards, turtles
Insects - Beetles, ants, stingers
Fish - Most if not all freshwater types, Mer's (fey-like fish)
Amphibians - Frogs (half the time extremely poisonous), newts, axolotls
FACTOIDS!!!

- The Ahuachtli people are unfamiliar with phrases and often take them literally.
- In their language there are no contractions, trying to make them say a contraction usually ends up with them butchering any language they pick up.
- All Ahuachtlites are incapable of lying or keeping secrets, it is against their culture. However they will not tell information trusted to them without first being asked a specific and direct question pertaining to the information they may or may not know. Otherwise they can go on and on talking about whatever they like while still answering the question.
- It is customary to cleanse one's feet when entering a building. If a person leaves a building even for a moment only to return it still expected of them to re-wash their feet.
- Gifts, no matter how big or small, are held with an almost sacred respect. To turn away a gift, desirable or undesirable, is considered extremely rude. It is viewed by all that one must accept the gifts given to them - no matter what blessings or curses they carry with them as all were given thought before being given freely.
Magic within the Ahuachtlite culture

Everyone born in my kingdom's culture is blessed at a very young age with a "Seed of Divinity", a gift from their gods that is irrevocably anchored to their being. This gift helps shape them as a person and gives them direction in their life. This gift is infused directly into their soul making them immediately magical to varying degrees. Some have little magic and take up jobs like artificers or merchants, some have a normal amount and become warriors and messengers, others have vast amounts and become religious figures or nobility. It all comes back to how strong their soul is. But with a device like this it would drain their magic and depending on how much magic is within their soul that too could be pulled in with it.

The magic has all sorts of effects depending on the person, the amount they have, how much it is used and how willing they are to use it - as well as other factors too numerous to mention here.

Rare Metals

Tragdinite - The chief material that all Ahuachtlite weapons were made from. Extremely light weight and durable, it can take on the hardness and properties of any metal it is added to when making alloys.

Teludite - Blast proof, rust proof, acid proof, chill proof and after it is refined and cooled it is melt proof. It is also very resilient against most forms of magic.

Ardontium - A unique metal favored because of its ability to react to magic in strange ways. This metal is used to both test and help train young Ahuachtlites to harness and use their inherent magic for practical use.

Stygium - Used primarily as a core for most weapons as it tends to catch fire when placed in direct sunlight and is extremely volatile in large quantities. Stygium is extremely dense and black in coloration.

Alloys
  • Tragdinite + Teludite: Together are capable of creating powerful and unbreakable anti-magical fields against any magics they have not come into contact with.
  • Tragdinite + Ardontium: An adaptable alloy that can mirror and magnify the magical effects they come into contact with.
  • Tragdinite + Stygium: A weakened form of Stygium that makes the otherwise volatile metal more manageable.
  • Teludite + Ardontium: A tricky alloy that both protects against magics and energies but can also channel them. The full effects of this alloy are still being tested.
  • Teludite + Stygium: This mixture creates an alloy that absorbs all forms of energy, it is cold to the touch and does not shine in light. What happens to energy it absorbs is not known, though it is speculated to still contain this energy and anything else placed inside it.
  • Ardontium + Stygium: This alloy radiates energy over time, the more it comes into contact with the longer it expels and the more intensified. Commonly used as light sources as they can absorb sunlight during the day and give off light at night or in darkness.
Nation's Defenses

The land of Ahuachtli has a few natural barriers as well as a few magical ones, when needed the entire nation can shut itself off from the rest of the Expanse and any attempts at intruding forces. This makes Ahuachtli the safest place to live within, its seemingly paradisaical setting mixed with its rich and prosperous culture make it an ideal place to seek sanctuary in times of duress and war.

The known physical barriers are these: Outer Nation forests, Outer Nation Sinkholes, Mid Nation Cliffs, Mid Nation Canyons, Southern Wall, City Structures
The known magical barriers are these: Outer Rim Wards and Barriers, Outer Mountain Cages, Mid Nation Gates, Inner Nation City Barriers

Wards
Wards are like barriers but to a lesser extent, they are primarily used to keep out minor annoyances and give early warnings of greater threats. As such, to the trained and skilled eye, anytime there is an active ward there will appear to be a slight rippling shimmer in the air that looks like an ethereal cloth that reaches into the skies from the ground it is tethered to thanks to the runes inscribed on the ground. Wards are strong enough to keep out spirits and plagues, they are not strong enough to prevent a magical attack like a fire ball and as such will allow such a spell through. Anything that has not been allowed verbal permission through runs the following risks: a tracking spell for the nearby scouts to home in on, a minor curse of divine origins, or a cleansing of minor impurities (physical, mental, spiritual).

Barriers
A much more fortified version of a Ward. Barriers have many appearances depending on their location. The Outer Nation has a wall barrier that stretches into the skies, Inner Nation Barriers are bubble shaped and can surround an entire section of the kingdom by using a major city as a focal point and minor towns as catalysts. Barriers are extremely tough, resilient and self repairing from all magics and physical abuse. The have a distinct glow to them when struck or otherwise affected. These barriers rely on the faith of the people they protect and fueled in turn by the Pantheon. The barriers have three functions; shield, absorb and reflect.

Cages
Smaller versions of Barriers and rely on rune engraved rock formations and trigger Wards to activate. Cages are able to chain together with other marked rock formations to create a cage like barrier that can corral and hold most any ground based assault as the cage itself can reach heights in excess of 300 feet. Attempts to escape or damage the cage will result in a three part deterrence; shock, confuse, disintegrate.

Gates
Gate rely on natural fortifications like entrances and checkpoints near opening into and out of the nation. Like a stone archway hundreds of feet high and carved with runes Gates are the ultimate way to keep out both intruders and foreign contaminants. If triggered or armed a gate will act much like a single side of a cage but with a few noticeable differences. A gate will negate mind control, exorcise possessions, curse with truth spells, lift illusions, revert shapeshifters to their most basic and original form, perfectly purify and cleanse foreign diseases, destroy pestilences, repel undead and neutralize poisons.

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