Ezahni Tribes
Rules
1. No god-modeling or power-playing.
2. I'm in charge, and Prianamagix is as well.
3. If one of us asks you to leave, please do so.
4. Put 'To the sands!' in your post.
5. This is light Warriors. There is some magic and prophecies, but most are otherwise normal Ezahni.
6. Understand the revised version of leadership and the social clas.ses, which I have included below. It's a slightly altered and horse-ified version of the Warriors one.
7. Don't kill other Ezahnis.
8. If you plan to do something drastic, tell us.
9. Your Ezahni does not have wings, okay?
10. Don't type 'To the sands!'. Instead, type 'Back to the water' in your post.
11. In this roleplay, foals enter apprenticeship at 9 months.
12. Apprentices usually train until 2 to 3 years.
13. There are three leaders and deputies as to have equality. Ask if you want to become an important Ezahni [medicine steed, leader, deputy].
14. Read over the social clas-ses to get a concept of the naming.
15. You may have as many characters as you want, as long as you don't randomly forget about them for the rest of the roleplay.
16. Try to keep gender numbers equal.
Plot
As tradition, apprentices are sent to venture through the shallow parts of the Auglia River [once they find them], and fight predators in the Zaul Desert to retrieve a desert flower. They must bring back the flower to the Sand Tribe to prove they have learned enough to gain their Steed names, and if they fail [meaning they don't make it back or return unable to catch it], they continue training or a hunting party is sent out to look for the lost apprentice. Lately apprentices have been disappearing and unable to be found. None return from the quest, and those that venture out to look for them either don't return or say that they couldn't find anything.
At first the other Ezahnis worry that coyotes have suddenly overpopulated and made the desert even more fatal than usual. Then some realize that maybe the lost apprentices don't want to be found. Later, the Sun Tribe leader emerges, having slowly accumulated a number of tribe members, and constantly threatens the safety of Sand Tribe (weakened from a loss of members). The Sun Tribe leader had received help from friends to build up another tribe, and either recruited more members or forced others by threatening (or in some cases, taking other captives which would stop others from fleeing). They destroy the desert flowers needed to finish the apprenticeship quest so apprentices wander in the Zaul until they are found by one of the Sunnies. Suddenly it's a fight for the right food, and things go wrong. Sun Tribe poisons the river from upstream with the corpse of a baby desert fox they had stomped to death, drinking only upstream from that point. In retaliation, Sand Tribe post more and more steeds around the perimeter of Green Lands with the intention they could starve Sun Tribe into submission.
However, leaders and tribe members of the Sand Tribe don't want to fight Ezahnis that they see as kin. Domestic and foreign conflicts rage as the members of Sand Tribe try to cope with Sun Tribe.
Information
Characters
Sand Tribe
Live primarily in Green Lands and work with the 3 Leader system.
Leaders: Las.s Horn Klandluk [Reeses], Gallop Horn Soralce [Prianamagix], OPEN
Deputies: OPEN, OPEN, OPEN
Medicine Ezahni [and apprentice]: Tref Sharlee Uzhagnet [FoxCrazy], Yazmine [Apprentice- Prianamagix]
Steeds: Gaeza De Maulziankul [Reeses], Kerianor He Zadoer [Prianamagix], OPEN
Apprentices: Suren Ur [Reeses], OPEN
Expecting/Foaling Mares: OPEN
Foals: OPEN
Elders: OPEN
Sun Tribe
Made up of apprentices of the Green Lands, and are forced into joining by captive friends or submit willingly. There is only one leader, and no deputies. Naming is the same, though ranking is divided between the true Sun [Sunnies] and a nickname given to those fored to stay in Sun Tribe against their will- Sandies. All medicine and food is stolen from Sand Tribe.
Leader: OPEN
Sandies: Lae De [FoxCrazy] OPEN
Sunnies: Midreis Sru [Elenna] OPEN
Other
Broncos: Fert [FoxCrazy]
Sand Tribe Social Hierarchy and Naming
Foal: Foals are colts and fillies of a young age, though more typically given to newborns and those under nine months of age. They are given one name from their guardian or birth mother, which is usually something with a few syllables or one.
Apprentice: Apprentices are those that are no longer dependent on their mothers, and range from nine months to three years depending on how good they are at learning and developing required skills to become a steed. At an apprentice ceremony, they are given a second name, which is one syllable and usually two-four letters long. They first have to go on a quest to travel across the Zaul Desert to retrieve a type of rare plant that survives there, and return in order to have a ceremony.
Steed: A steed is an Ezahni that has pas.sed all of their apprentice training, finished their quest, and as.sumes important duties, including doing daily checks around the terrain and protecting the foals. At the ceremony to pas.s from apprenticeship to becoming a steed, a third name is finally added, which is much more complex and is usually a number of syllables.
Mares: While a basic term, addressing the general usage of mares is usually in regards to the mares that are expecting or have yet to wean their foals. They typically stay with that status for a little over a year. There are no name changes.
Elder: When an Ezahni believes they are old enough or can no longer sustain their steed duties, they can become an elder. No name changes take place.
Medicine Steed: Their apprentice and steed names are usually filled with more vowels than others. Their job is to memorize herbs and help with expecting mares, along with the injured. They also converse with ancestors and spirits by dreams, or by seeing signs. The name changes follow the same pattern as normal steeds and apprentices.
Deputy: They share a few responsibilities with the leader, and manage things such as organizing the patrols and helping soothe any tensions that may come up in the tribe. There are three deputies as well.
Leader: There are three leaders in a tribe, all equally powerful to try and prevent corruption. Leaders manage many foreign affairs, and are given 10 spare lives. They communicate with ancestors residing in the Skies by dreams or signs as well. When becoming a leader, the name given as an apprentice is replaced with Horn.
Broncos: These are Ezahnis that belong to no tribe, even though the term is used for wild untamed ones in general.
Terrain/Environment
Green Lands: This is the main grazing land of the Ezahnis, and their primary territory. It's dotted with some trees, though there is plenty of running space southward. Northeast, there is a concentration of trees that can be called a tiny forest, but not quite. Young foals like to explore there with their mares when they are nearing apprenticeship.
Khaulan's Rocks: The ground is stonier with a few jutting out, and can be pebbly when the river is high. Most Ezahnis stay away as it's not that hard to gallop across a few stones, slip, and then fall into the river belly-up. However, many like to simply sit there or practice jumping around areas farther from the shore.
Zaul Desert: More of a canyon-like environment than a desert, the Zaul has arid climates and few Ezahnis (those there are most likely broncos with little sense in tribes]. If you look hard enough, you might find some struggling plant life, which has no medicinal value, but when brought back, symbolizes that your apprentice training has been completed. They are sent out after months of training, and are put up against the harsh climates, rare sightings of the plants, and various enemies such as rattle snakes and coyotes.
Auglia River: The river has an uneven floor, being shallow enough for foals to wade in at some points but deep enough to drown a steed at others. Its current isn't very strong, but at certain bends can be powerful. The shore is a common place for Ezahnis to come and think, or discuss private matters if they believe Khaulon's Rocks has the potential to hide eavesdropping enemies.
Naming Example
As a foal:
Aulli
As an apprentice:
Aulli Re
As a steed:
Aulli Re Phaenskur
As a leader:
Aulli Horn Phaenskur
Character Skeleton
Full Name:
Ranking:
Gender:
Age:
Physical Deion:
Mentor/Apprentice: [if applicable]
Nickname(s):
Personality:
History: [optional]
Family:
Other: