- The Silurin -


Government:
The real authority of this Democratic-Style Empire divides among three basic elements - elected non-hereditary magistrates, a Senate to advise and consent, and assemblies where chosen citizens can participate as a voice for their particular town/family/village.
Instead of a king, and to guard against despotism, the new government chose Wardens, two in number. These individuals were not elected by the populace but appointed by the Senate and the representatives of the Capital City. Each Warden served a ten-year, non-consecutive, term, although he/she could serve a second or third term later. As both political and military heads of state, Wardens possessed supreme executive power, commanding the army, presiding over the Senate, and proposing legislation; however, as a safeguard each Warden had the ability to veto the other’s decision and the Senate could, at times, overturn both Wardens if they rallied the Area Representatives to their side as well. At the end of their term, they were held accountable to the assembly for any decisions made or actions taken. Members of the Senate could serve terms of Fifteen-years, but only once, and they could be removed by popular vote as well. Area Representatives could serve life-terms, it just depended on how long they maintained the respect and support of their backing party. Due to the current state of their culture and species this system is much smaller than it once was, limited now to two Wardens, seven Senate Members, and only four Area Representatives.
Instead of a king, and to guard against despotism, the new government chose Wardens, two in number. These individuals were not elected by the populace but appointed by the Senate and the representatives of the Capital City. Each Warden served a ten-year, non-consecutive, term, although he/she could serve a second or third term later. As both political and military heads of state, Wardens possessed supreme executive power, commanding the army, presiding over the Senate, and proposing legislation; however, as a safeguard each Warden had the ability to veto the other’s decision and the Senate could, at times, overturn both Wardens if they rallied the Area Representatives to their side as well. At the end of their term, they were held accountable to the assembly for any decisions made or actions taken. Members of the Senate could serve terms of Fifteen-years, but only once, and they could be removed by popular vote as well. Area Representatives could serve life-terms, it just depended on how long they maintained the respect and support of their backing party. Due to the current state of their culture and species this system is much smaller than it once was, limited now to two Wardens, seven Senate Members, and only four Area Representatives.
Most assume the Silurin are a scattered species, fallen to the dark and dependent of the peoples they live amongst. This is not entirely wrong.. Nor is it entirely correct however. In the depths of their God Bjormat's shadows a organization exists that guide the remaining Silurin with gentle prodding, not much is known about whom they are or where they reside but one clear code exists amongst any encounter with their own kind. " Never harm another of your species, Remember to honor the God of Dusk, and Trust the Shadows for in them we thrive." On the sly, in their own mysterious way, they honor this code even when loyally serving another species or kingdom.
Primary Language:
Common tongue, mostly.
Native Lands Data:
Long lost to history they once spanned the Old Lands and the Yal'min Desert, it is rumored that a small Kingdom of these peoples survived in the past.. Where it is, or if it still stands, no one but the Silurin themselves know for certain. Deep within the Ancient forests that house the unusually protective and clever animals rests the true home of the lost Silurin nation, many ruins dotting the landscape and old relics scattered along the once-impressive roads that had tamed the lands.
The main city of this culture is called Talspire City and it is partially submerged in the Parhest Ocean, still fully accessible to the amphibious species. Most of this city is powered by aqueducts that double up as their 'water roads', beautifully carved pathways that reach high and low for both casual traffic and for trade purposes. Some pathways are also submerged, safely encased in a unique translucent substance akin to glass that ensure dry/breathable passage. The buildings are massive, majestic, and mostly empty due to the low amount of population left to fill them. Museums exist, colleges of science and magic still function, and even the age-old libraries are well maintained by this dwindling species as they go about their daily lives.
The heart of their people however, the true hub of their secrets and histories, is a settlement called Memorian in the common tongue. Best described as the culture's cradle this massive castle like building is where young Silurin are brought to learn about the world beyond the Ancient Forest. Spies, travelers, scholars, and even farmers gather in this place to share news and help prepare their younger kin to handle the harsh realty beyond their time-lost home. Unsurprisingly this is also the home of a organization called The Keepers that is dedicated to monitoring the other species, specializing in infiltration and assassinations when it is felt necessary to ensure their own homeland is undisturbed. Not all who study here are required to join this organization of course, it is a voluntary group, but they are very careful to explain that there is no guarantee their members will make it home safely.
Physiology:
Humanoid, in their natural bodies they resemble an aquatic Elf a great deal.. Save for, of course, their eyes. Reptilian in appearance, with a inner-secondary lid, they come in a range of unusual yet stunning colors. Like their younger kin they do share the allergy to Iron but, unlike the elves, they can be rather strong depending on their current shapes. Reproduction is slow for this species, likely due to the fact that their life spans range from 530-550 years with a pregnancy length of 24 months. A child born of a Siluran (Female Silurin) is always one of the species, however with a male Silurin parent it is a 50/50 chance if the offspring ends up as a Silurin as well. There is no such thing as a half-breed of this species. As stated above, in their natural form, they are amphibious by design and able to live above and below water comfortably. They also show a remarkable tolerance for hot environments, such as the Desert, and colder climates due to their shifting abilities. They can reproduce with generally any species but, as listed above, the resulting child is either pure Silurin or not at all.
Society:
In ages long past these peoples did have a thriving society of their own. Unfortunately, due to both their natural traits and the influence of the world around them they have long since lost any sort of self-government as far as the other races can tell. That is to say, they hide their society well from outsiders. Referred to as 'The Lost Ones' they are easily one of the eldest of the Species to date and in their culture they believe they are the first-born children of the late goddess Raulin. ( In Their Lore) Inspired by her love of Bjormat her first children seemed to reflect his traits as the goddess viewed them, the species born of her light yet fond of the shadows.. When the Elves usurped their place as the favorite scions of Raulin the species of the Silurin actually drifted into Bjormat's service willingly, stepping back as the 'mature siblings' to focus on their own devices and give room for the younger species to grow. It was well meant yet, as time would tell, a mistake. The Dwarves developed far more quickly than most would anticipate.. And swiftly the industrious people infringed on their lands. The Silurin answered their current Warden Bjormuli's call to serve in his attempts to cull the hordes and reclaim their homes but they simply could not repopulate as quickly as the younger species could. Fearing extinction of his followers and people Bjormuli allied with the Orcs to continue his war on Dwarves, the Silurin continued to fight.. but lacking the numbers and strength of the other species they faded into the shadows of history. Their land was taken, both by the Orcs whom had stepped in to help them and by the Dwarves whom had coveted the property so much. Now they seem to be a peoples adrift, having no homeland as far as most are aware. Then again, finding the home of wary shape shifters would be difficult to pin anyway.
At the start and to this day male Silurin are called just that, Silurin, yet females are addressed as Siluran. Their numbers are still low, no longer in danger of extinction yet grossly outnumbered by the other species, thus they are a fleeting peoples and unfortunately prone to shadow-work such as thievery and assassinations to survive in this modern world. It is rare they interact in friendly terms with anyone outside their own species or the Orcs, occasionally though they will mingle with Humans. They seem to hold a fondness for the adaptability and studious nature of the human species.
Additional Customs:
Marriage- Entirely a personal choice.
Beliefs- Though once they had a strongly rooted belief in 'The Gods' such as Raulin and Bjormat that belief system has faded a bit.. They are free to practice any religion they see fit, as long as they answer to their species 'code' faithfully.
The Species Gift- Changing their appearance at will in a process known as transmogrification. When it comes to turning into animals the beast can not be much larger or smaller than the Silurin's natural form. Minor 'shifts' like pigment colors or small alterations to their humanoid forms can occur as well but they do drain the energy of the Shifter all the same. Just because they can 'imitate' a creature or being doesn't mean they gain that being's knowledge or skills.. They have no idea how to 'be' that person or animal without intent study. The Silurin has to learn about their new shapes and 'see' them, less they harm themselves in the process or make mistakes in the imitation. Likewise they have to 'hear' the subject speak before they can replicate their sounds/voices accurately. Contact with the metal Iron can typically reveal any lurking Silurin due to their inherited allergy to the metal, though of course pain tolerances and self-control varies from person to person so it may take more exposure/time depending on the Shifter. They have no aptitude for magic beyond shifting their own forms and they cannot shift into inorganic materials.
Common Foods: Whatever is in the area.
Common Drinks: Whatever is in the area.