Protectors

Language: Zazel.
Lifespan: Up to 90-130 years old.
Homeland: Zazelle
Capital City: Elementia
Race: Zazellian (common term; Protector)

Overview

The Protectors are a nomadic people, and are quite a mystery to the other Races. Their neighbouring Races, the Imperials and the Celts, only know the basics of Zazellian life. They are unaware of the true nature of the Protectors and the Council that rules the Protectors. The Protectors are an ancient Race, with the Council itself having existed for thousands of years.

Society

The Protectors live in Clans, abiding by a set of laws that were established millennia ago by the Council. They move about constantly, with each Clan having a sacred place that they return to for festivals. This is the closest thing a Protector has to a 'home'.

There is no form of religion in Zazellian society, it is the Council that the Protectors believe in. The older generation can recall tales of the Council stepping in to keep the peace and make sure that the Clans abide by the laws. However, the younger generations do not hold such firm faith in the Council, believing them to be myth.

The Council are immortal, and are the power behind the deities and elementals worshipped by the Celts and Elves. The Council exists to keep balance in Azzaria, their obligations and motives are only known to them. Like the deities they pretend to be to other Races, they keep a distant from their own Race, with the exception being the Shamans.

Their society is divided into groups called Clans, with each Clan being ruled by a leader. This leader is chosen by the Clan's method of choice, which can be by vote, by strength or age, or by winning a fight. It is different for each Clan. Each Clan is expected to follow the laws set by the Council, otherwise what takes place in the Clan depends on the leader of the Clan. For example, if murder was sanctioned by the leader then it would be allowed to happen without consequence. This would only be a law within that Clan, it would not apply to other Clans.

Each member of the Clan is assigned to a particular task by the leader of the Clan. This assignment can be based on the leader's choice or whim just as much as their skill. The various tasks are required for Clan's practical (food, shelter, first aid) and social needs. The social tasks are designed to keep peace within the Clan, helping members work through any issues or strong emotions. In some Clans this can include releasing tension through different mediums, such as intercourse. Each Clan differs in it's tasks, and methods.

The Protectors have a very different way of life compared to the other Races of Azzaria. For one, they only have one established city, with the rest of the land marked out by landmarks and sacred places. As the Clans move about frequently they live in tents, setting up camp in one place for months at a time before moving on. There is also no formal education system, not even in their only city. All education, traditions, and techniques are passed down from generation to generation within a Clan.

The Laws

1) Each Clan must have a leader, and the Council must be acknowledged of all leadership changes.

2) No Shaman can lead a Clan.

3) No Clan can make war with another Clan.

4) Any member of the Clan that develops Shamanistic abilities must be trained. It is their choice how much training they receive, but at the very least they must have learnt control.

5) What happens within a Clan remains that Clan, and should not involve anyone outside the Clan.

Physical Appearance

The Protectors are dark skinned, ranging from a shade of coffee to the darker shade of near-black. Their eyes are dark shades of green, brown and hazel. It is not unusual for men and women participating in hard labour tasks to wear their hair short as it is easier to manage. Otherwise hair is usually grown by both genders, to shoulders for men and longer for women. There is no particular body shape that stands out in their society, although the weight of a Protector does signify the wealth or poverty of their Clan.

Relationships & Family

Heterosexuality is the dominant sexuality of Zazellian society, based on the need for children, which are perceived as the future of a Clan. This makes them very important, and so homosexuality is frowned upon due to the lack of procreation. There are even some Protectors that look down upon any intimate act that does not create a child, seeing it as a waste. Marriage and divorce exist in this society, however, relationships and families are not uncommon outside of marriage. Marriage is the only time when a Protector can change Clan, leaving behind their previous Clan to join their partner's.

Magic

The direct descendants of the Council, family lines that trace their heritage back to the Council, can develop magic. They are known as Shamans, and their magic takes the form of the powers of their ancestor. For example, descendants of the Council member Sharilyn (Mystery and Magic) could display the ability to create illusions.

As the laws dictate, Shamans are trained to at least control their powers because an out of control Shaman has deadly consequences. If a Shaman chooses to learn more than just control they train alongside another Shaman of the same power. There is no time limit applied to this training, it ends when their teacher believes they have nothing more to learn. Their teacher is also responsible for explaining to them the true nature of the Council and their Race.

The nature of a Shaman's magic depends on the Council member they are descended from;

Descendants of Bailo: Bailo's power lies in the realm of life, and Shamans descended from him have the ability to affect fertility, and in extreme cases (usually in self defence) a Shaman can use their magic to stop life in an animal or plant, thereby killing it. They can also heal; people, animals and plants.

Descendants of Naeva: Time is Naeva's forte, and her descendants are able to affect time in short bursts. They can slow it down, or speed it up for a short space of time. They are also adept in reading the future of people and places. Some are also able to see things in visions and dreams that have happened, are currently happening and may/will happen in the future.

Descendants of Sharilyn: Mystery and Magic are where Sharilyn's power comes from, and descendants of her are naturals when it comes to spells, rituals, charms and circles of power. Their powers can seem more passive compared to others, however, their magic is stronger and much harder to break than any other Shaman. Their protective circles and charms are difficult to bypass, and their offensive spells pack quite a punch. Some Shamans are also able to create and maintain illusions and glamour, while all of Sharilyn's descendants have a natural resistance to this type of magic.

Descendants of Lorne: The Council Member with the power of nature, descendants of Lorne are often considered to be the most feared of all Shamans because their magic is a lot more showy. They are able to affect, manipulate and communicate with different aspects of nature. Different Shamans usually find themselves drawn to one of three types of magic; animals, plants or weather. Those attuned to animals are not averse to killing animals, they simply ask nature for help if their Clan requires food.

Descendants of Wilka: Wilka's power lies in all the elements; air, earth, fire and water. Her descendants are attuned to one of the elements, and like the descendants of Lorne they are able to manipulate and affect that element. Out of all the Shamans these are the ones that Clan's depend on the most to keep them protected from the harsh world around them.

Warriors

The Protectors are skilled hand to hand fighters, using weapons as a last resort. They learn how to be especially agile, trusting their instincts and using their speed and agility against their foes. Their lack of physical weapons is made up for by two factors; strong armour and their Shamans. As war is prohibited between the Clans, the Protectors only have to protect their people from their neighbours; the Celts and the Imperials. The Clans that live further away from Zazelle's borders have less fighters and are more relaxed as they do not have any threat from Celts or Imperials. They lead a very different life to the Clans near the borders and avoid the border areas.

Other Races

The Celts are the Race that the Protectors interact with the most, and it is a relationship of distrust and fighting. The Clans on the border of Stonehythe often loose men and women when the Celts raid them. To make up for lost numbers and to increase their Clan's chance of survival they take Celts as slaves. For the most part the Imperials leave the Protectors alone, mainly out of fear of the unknown. Of course fear also breeds hatred and the Imperials along their border are happy to find any excuse to fight the Protectors. Their relationship with the Elves is completely different, with the Elves disputing the true nature of the Gods with the Protectors.

From a distance the Council has a very different relationship with all of Azzaria's Races, working in the background and through their 'gods' and 'deities' to keep balance in the world.