Myrix

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The Myrix are a vulpine race that wander between the deep woods of the Lapix and the other regions of Rym. They have recently begun to slip into Kith Kanaan, answering a call that they do not completely understand. The Myrix are close to the Lapix, bringing news from outside to their rabbit allies. Myrix are stand roughly five and a half feet in height, and are often tan or russet coloured, with black hands and feet. The tail of a Myrix is thicker in appearance than normal for a fox.

Myrix are nomadic and travel in bands. Each band travels a circuitous route, with places to stop to gather information and to meet with allies of the band. For income, the Myrix entertain their hosts by telling fortunes, performing poetry and song, and by creating and selling works of art. Most Myrix are skilled artisans, capable of impressive works of art and construction, and some settle in within a town or village if there is long-term work to be done or the Myrix feels particularly inspired. Most of the breath-taking homes of the Lapix are built by Myrix hands. Each band is usually an extended family, with the head of the band run by the ‘Grandfather’ and ‘Grandmother’, who have equal say on all matters. If one passes on, the other retires, naming a new Grandfather and Grandmother. Children are raised communally.

During childhood, the young Myrix is introduced to a variety of entertainments and tasks, to see which the child would enjoy and excel at. Once the child reaches the age of fourteen, they are apprenticed to a mentor that matches the child’s natural inclinations. From fourteen to twenty, the Myrix trains under their master. Near the age of twenty, the Myrix feels the urge to create. This is called the ‘dream work’. The Myrix are uncertain where this urge comes from, but when the urge comes over the Myrix, they begin an almost obsessive series of wonders without rhyme or reason, until they fixate on one particular project which devours their attention. When it is finished, it is almost always spectacular, and the Myrix is accepted as an adult and allowed to chart their own destiny from there.

Each band is controlled by a married pair, the 'Grandmother' and 'Grandfather' of the band. Between the ages of fourteen and twenty, a Myrix is allowed to have intimate or romantic relations with anyone outside of the immediate family. Myrix do not hold prejudice against same-sex relations, and some Myrix may have more than one lover at a time. Most relationships are not taken seriously, as the influence of the sun and moon can cause a Myrix to have passionate feelings for someone over the course of the night, only to feel disinterested the next day. At the age of twenty, the Myrix is expected to choose a single partner, either from their own band or from another band that they have met. The Grandmother and Grandfather must approve of this union. Some Myrix, of course, disagree with the wishes of the tribe's leaders, and are instead given the choice of forming their own band instead with the mate they've chosen. When this happens, they're given their own wagon, and those who wish to follow the new Grandmother and Grandfather are allowed - as long as it does not put the current band at risk.

The Myrix are skilled with whips, and with the talith, a cloth belt with weights or hooks at the ends. The Myrix wear the talith, either around the waist or over the shoulder, then unhook it to ensnare limbs or rake across vulnerable parts of the body. When dealing with opponents at a distance, the Myrix prefer throwing knives.

The Myrix revere Kij and Nyx, and have special rituals that they perform at sunrise and sunset, as well as at midday and midnight. Their affinity with the sun and moon have a strange effect on their personalities, and only the Lapix seem to understand the unusual nature of their ‘younger’ siblings. Because of the tidal affects the sun and moon have on the Myrix, they are more withdrawn from the other races, appearing either shy or xenophobic. During the night, most Myrix are known to misbehave, under the sway of the moon and without the sun’s guidance. During the day, the Myrix become penitent, and attempt to atone for their night’s misdeeds.

The Sun controls the Myrix’s pattern of structural thought. While the sun is in the sky, the Myrix prefers order and stability to their surroundings. During this period, the Myrix work together and are an organized group with strong traditions. When the sun sets, the Myrix become carefree and individualistic, disorganized and unbound by rules or laws. They are not malicious in their breaking of rules, and will not suddenly turn against friends and allies, but they do become suddenly much more unrestrained.

The Moon controls the Myrix’s empathy. While the moon is in the sky, the Myrix become extroverts, emotional and outgoing, festive and exuberant. During this period, they interact well with others, and often prefer to perform any interactions with outsiders while the moon is in the sky. Once the moon has set, the Myrix become withdrawn and serious, and some even become reclusive, unable to find an emotional connection with any except for their band.

The Myrix live with the land, taking most of their food and shelter from the land itself, and the Lapix have taught them how to listen to the woods and to the land itself. As such, they hold a great deal of respect and reverence for the land, and seeing it abused or twisted by outside forces is enough to send a band on the war path. Attacks by the Myrix are strictly organized during the day, effective and brutal assaults which are surprisingly ferocious, while during the night, daring raids and ambushes cripple opponents for the next day’s assaults. The Myrix, being a race of wanderers, see slavery as an aberration, and will free slaves at any opportunity.

Merit (Sun and Moon)

Myrix are touched by Kij and Nyx, both having sway on the Myrix. The Myrix always gain a permanent Skill bonus to their Artistry, Craft, and Perform Skills equal to the Myrixs Growth. In addition, while the sun is up, the Myrix may activate this Merit to gain additional dice on all Skill rolls involving their Mental Attribute equal to the Myrixs Might for the Scene. While the moon is up, the Myrix may activate this Merit to gain additional dice on all Skill rolls involving their Social Attribute equal to the Myrixs Might for the Scene.

Granted Powers

Favored Powers

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