Shakrim
Background
Shakrim (Ch. “snake-people”) live on the many islands off the eastern coasts of Isarchael and Ryshael. They trade with the races of the continents but want little else to do with them, viewing the ‘big lands’ as a source of suffering and war.Physical Characteristics
Size: Although there are tremendous differences of form and shape among the Blessed and After, it can be said the “average” Shakrim is 5’10 tall. Coloring: Shakrim, except those with the ability to transform and in their “human” state, range in hide coloring from brown to green and in every shade. Lifespan: Blessed live from 90-150 years, After, 60-90. Language: Shakrim speak a dialect of Chalish. Factions: Shakrim are a single faction race.
Origins
The Shakrim came to be when the great Shakkamal granted a group of prisoners marooned on Shakessmai Island with the Glorious Change, a gift that altered their physiology and gave them a chance for survival on the island that they were imprisoned upon. Though their evolution brought a greater chance of survival, the harsh environment of the isles ensured that the Blessed, as the first group of Shakrim would be called, could only inhabit a small portion of their new home. As the Traazorites dumped more of their criminals on the isles, these people, known as the After, were granted change by the great Shakkamal as well. Where the Blessed were given changes that aligned them with serpents in his image, the Afters’ changes resembled more of the island’s other reptiles. The two groups came together in the “entwining” and combined they established enclaves, Shakrim cities, throughout the nine isles. The islands remain wild and untamed, but the Shakrim have learned to live in harmony with their environs and have grown to appreciate their place in the natural order. Most Shakrim are more than happy to live out their lives naturally and secluded on their islands. Contact with the rest of Faelon is minimal, and always on the terms of the Shakrim. Visitors to the Shakrim Isles, should they find their way through the hidden reefs, constantly shifting mists, and Shakrim naval patrols, usually find death awaiting them when they make landfall. A few trusted traders are allowed into Shakrim ports, but are not allowed outside of predefined areas within the larger enclave. There are some Shakrim though, that for one reason or another, are induced to leave their jungle lands and travel the wider world of Faelon. They are met with little enthusiasm by most peoples, though there are some cultures that are more tolerant of them than others. Remaining hidden from the rest of Faelon and known to but a few, there are Shakrim enclaves outside of the Isles. Whether from groups striking out on their own or on orders of the Ever Serpente, leader of the Shakrim, some Shakrim travel to other lands with the intention of expanding Shakrim society. As most Shakrim cannot regulate their own body temperatures, these enclaves are usually hidden deep within marshes, jungles, or subtropical forests where the Shakrim’s physiology can survive and thrive. The reason for this expansion and exploration is unknown. Shakrim keep their secrets, and Shakkamal is a deity of plots, conspiracies and deceptions. Occasionally one of these enclaves is stumbled upon by explorers looking for treasure or some rumored fortune. These are never seen or heard from again. The Mershael conduct constant sweeps of their lands to root out and destroy these Shakrim incursions. Other kingdoms are less thorough or even turn a blind eye to Shakrim expansion. It is rumored that the Symidians not only allow Shakrim to inhabit their southern jungles, but have an agreement by which these Shakrim will fight for them if called to war. Most Shakrim wandering the world do so in a far less organized manner. They are individuals or small groups looking for adventure and treasure. Some are simply overcome by their curiosity and give up their life in the isles for the wider world. Many Shakrim are at home in the water and make excellent mariners. Because they are looked upon with suspicion, most Shakrim that take a job on a ship other than a Shakrim trade or pirate ship are relegated to menial and physical tasks. Few are the captains that understand their natural navigation talents and put them to use. More Shakrim become pirates, and are eagerly recruited by crews who value their fighting prowess and ability to attack from the water. The majority of these Shakrim are members of all-Shakrim pirate crews but a fair few can be found amongst crews of mixed nationalities that ply the waters of Faelon looking to take advantage of the weak. Shakrim are mostly willing to engage in trade and can readily be seen in ports of call on the ocean borders of both the northern and southern continents. Some of these ports even have small enclaves of Shakrim inhabitants who have found their skills with leather and wood are in great demand in these cities. What is uncommon is these Shakrim staying in their adopted homes permanently. Most find their way back to the Shakrim Isles having garnered much wealth but still untrusted by their customers. Those that do set up homes in foreign countries are distrusted by other Shakrim. They are seen as abandoning a way of life that is gifted by Shakkamal. One of the most unsettling traits among Shakrim is the ability for some of them to change between reptile and human forms. This shapeshifting opens up many opportunities, good and ill, to an enterprising Shakrim. Those who can control this shift find employment wherever they please. Many in Faelon live and work with Shakrim and aren’t even aware. Others put their abilities to more nefarious ends. Their nature and ability make them perfect spies, saboteurs and deadly assassins, working for those that have coin and need a particular skill from time to time. Wherever Shakrim are seen they are not to be underestimated. They fiercely protect what is theirs, and have no qualms about killing to do so. For them the strongest survive, and the rest are reclaimed by nature.
Encompassed species
Related Organizations
Comments