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Mithran Race name: Mithran
Height:
Males: 5’5” average
Females: 5’3” average
Life expectancy: 115 years (Oldest recorded: 143)
Mithran primarily make their livings as fishermen or as merchants, and expert navigators of the seas, this race utilizes the elements of water and earth in survival. A physically weak race, they prefer to seek shelter among the trees, and strike from a distance. Not trusting of the other races, they prefer to keep to themselves, but in recent generations, have sought to create economic links to other nations.

Standing a bit over 5 feet tall, Mithran are highly athletic. They are skilled at hiding, and archery, but in terms of physical strength, it takes two or three to do the work of one human. All are elementally inclined, although most never achieve high levels of control of their fields. Adulthood is reached at about the age of 30, and each sex is equally physically capable. Females tend to hold most of the positions in the ruling government.

Government consists of the more able magically having the highest seats in the governing council. All issues of national interest are put to a vote, and in the event of a tie, the most powerful Mithran casts the deciding vote. There are 2 from every caste system, except Caste Giagian, which has only one member.

The Mithran have a strict caste system, in which their members are divided among their abilities, generally genetically influenced (with minor spurts among families).

Caste Aquarn: The water adapts. (About 50% of population)
With minor abilities in the field of water, they make excellent fishers (and not much else). They have the ability to sense on coming storms, and the movements of fish. Few have been known to be able to communicate with aquatic life forms, but they seldom live beyond the age of 30, and appear once or twice in a generation.
Abilities: able to sense storms, able to create minor changes in water currents.

Caste Aquaeste: The water masters (about 10% of population)
Like their more common counterparts, in Aquarn, these Mithran are able to control the elements of water after years of study. The Aquaeste are able to use water as both a weapon and a defense. They are the primary defenders of the capital city Aqualiste, and the keepers of the oceans off the coast. Expert navigators, and skilled communicators, they are the only ones who have been known to lead expeditions out into the deep oceans off the cost.
Abilities: Able to summon Water Elementals, create a water shield, and enchant arrows with water energy.

Caste Tera: The earth adapts (about 38% of the population)
Caste Tera are the keepers of the forests, and all have the ability (to different degrees) to communicate with plants and animals. Very antisocial, they prefer to keep to their own kind, and live in the forests. When danger threatens the homeland, they are the first lines of defense. They are also the masters of wood working, and designers of the naval fleets. Their ships are second to none, and have the ability to survive even some of the roughest storms.
Abilities: Able to communicate with plants and animals, able to mask trails and move silently through forests.

Caste Giagian: The earth masters (about 2% of the population)
This caste is the ruling class, and is similar to Caste Tera, except more capable in their fields. The ability to shape the earth in the high levels of training makes them formidable foes, and strong allies. They seldom leave the capital, but when they travel abroad, plants grow behind them in abundance. The population is small due to the fact illness runs rampant through this caste. These Mithran seldom crops up in the other castes, and in an attempt to keep their gene pool pure they breed among themselves. The average life expectancy for this caste is 75 (among those who survive childhood).
Abilities: Able to summon Earth Elementals, create shields of stone, and enchant arrows.

Tactical abilities:
In Mithran history, there have been only a few counts of wars, but all are trained in archery from an early age. Weaponry is practical, more then elegant, with a stress on mobility and speed over durability. Primary weapon of choice is the Mithran Longbow. It is similar to a composite bow, but requires years of training to be used properly and effectively. It is not uncommon for all households to have these bows, mostly for hunting or practice.

Combat Tactics: Water
Mithran will always try to fight their battles at sea, and do so with extreme prejudice. With a large portion of the population at least magically inclined in the area of water, they have been known to keep at least a safe distance to avoid being boarded (using water as a weapon, and shifting tidal flows to aid them, and breaking fleets into smaller portions). Only one Mithran ship has ever been captured at sea, but no Mithran will ever admit to that.

Most Mithran ships are not designed for combat, and serve practical roles, but there is a small fleet, consisting of normally 25 combat ready ships docked off the coast at any time, and others that can be reequip to deal with threats in a matter of days.

Of the Aquaeste caste, they are the navel commanders in sea battles, and are often known to be at helms of ships, giving orders, and working magic to strike at foes. They are able (at great physical strain) to summon a water elemental, which can punch a hole in the side of most ships in a few minutes. Most will pass out after four minutes (and occasionally fall overboard), and longest recorded summoning was 8 minutes (but she passed away shortly after from physical collapse, and is still considered a hero among her people). This awesome ability is only accessible in areas of large water supplies, and requires massive amounts of concentration (a lapse in concentration can lose the summon).

Combat Tactics: Land
Mithran will avoid direct confrontation. They will use their natural abilities to hide, and wage warfare on small scales, and break the enemy into small crushable groups. With their mastery of bows, they can fall back into the forest, and pick off targets, without being detected, quickly dropping the morale of their opponents.

Mithran will also fall back on their magical abilities to protect themselves. Creatures of the forests have been known to create confusing trails, and strike at opponents in oddly coordinated tactics.

Caste Giagian, like caste Aquaeste, has the ability to summon an earth elemental (normally with limited success). Although not as powerful as the water counterpart, normally they break apart within a minute or two (maximum ever achieved being 3 minutes, although this is highly disputed among Mithran scholars). Earth Elementals have few prohibitions, and will often attack what ever is in range at the time (friend or foe). Most will never summon in their lives, due to the massive risk to the life of the summoner, so the art has never been mastered.

Warships Ships:
Leviathan Class (Warship, medium):
Medium sized warships, with only a medium amount of armor. They have a long range, and a maximum crew size of 150, and room for supplies of up to 90 days at sea. Weaponry: bows and arrows, two major ballista type weapon, 25 shots average stored onboard per gun (1 shot ever 1-2 minutes). Generally has one to three Aquaeste on crew list. Primary modes of transportation, magic and wind). These are highly maneuverable and able to travel up shallow rivers with some success.

Pride of Aqualiste (Warship, heavy):
This is the capital ship of the Mithran fleet, it is decked with heavy armor. It has the range and speed capabilities of a Leviathan Class warship, but lacks the turning capabilities and the ability to travel far up stream. It is armed with 3 heavy guns, and 20 shots each, and usual Leviathan weaponry. 4-6 Aquaeste are on the crew at any given time, 2 are dedicated to defenses and 2 to attacking (the others in the event they are onboard, spend time between each).

Minnow class (support ship, light):
These light short-range ships are dedicates to strike attacks, and raiding the opponent’s forces. They have a small range, and double for fishing craft in peacetime. Crew, between 15-20, maybe one Aquaeste, but very rare.

Currency: Aneth, it is copper coins (worth 1), silver coins (worth 5) and gold coins (worth 10). There are other coins in circulation, but they are rare.

Languages:
Common, accented in rolled Rs
Mithran, speak and sign (trade language among Mithran)

Myrian Aquan: (Caste Aquaeste)
Captain of the Pride of Aqualiste, she is a skilled water elementalist of the 4th order (highest rank of elementalists, <1% of all water users achieve this level). Born to an Aquarn family in low standing, she was gifted with high abilities, which manifested at a very young age. She is the youngest to achieve ranking in the 4th order, and granted the captain position by the council to keep her out of politics.
She is fairly hot headed, but a tactical genius. She is known for pushing her crew to it’s limits, but achieving more then anyone thought possible. Max summon length, about 6 minutes. She is a mediocre archer, but makes up in magical abilities.
She stands bout 5 foot tall, with a slim build. Her hair is kept at about shoulder length, and has large amounts of charisma. Those about her may not agree with her, but will fallow her to ends of the earth. Her tanned skin makes her hard to identify from the rest of her crew, and those who join the ship often mistake her for an average ship hand (Which she plays up to the fullest).

Tusser Terrer: (Caste Giagian)
Tusser is the only son of a high ranked Giagian family. All members of his family have been Giagians, and among them, he is one of the higher ranked. He achieved the 4th rank at the age of 37, and has sense gone on to practice elemental summoning. He is also a master archer, and is second to no Mithran. His ability to control his summon is slightly better then average, but control is about 2-2.5 minutes before the elemental breaks free and disassociates.
He is arrogant, and hotheaded. He views himself above others, and will often put others down to make himself look better. He views even his teachers as inferior, and will do anything to out class anyone. Tactically, he will always try to face his opponent head on and crush them brutally on the battlefield. He will seek out the height of the battle and join, lending a destructive force into the battle.
He is hard to distinguish among a crowd, due to the fact he poses as his own aid, and his aid plays him. Few detect this ruse, but often he lets his story slip.