Natives

Strong, quiet, quick, and deadly. The cities of the Panthers are dimly lit and voices are kept to whispers. Anything said is the business of any who hear it, and anyone seen is the business of any who ask about them. Though on the surface, the longclaws and light hide reveal no allegiance, a closer study will tell you if you should have started running a few seconds ago. While the race as a whole gives lip service to Lord Verglor Fritze, almost none seem to agree with or understand him. The only truth they know is he has kept them safe through the bloodiest time in recorded history.

The Panthers control four regions: Tregor, Zilon, Lemgar, and the Spawning Grounds. Each of the regions has a baron to rule over it and keep the balance. The parents for the race consists of a male (father), a geldmale (vother) and female (mother). If the father dies, the geldmale inherits the father's title and responsibilities as well as vis own. The female carries on the name for the family because she bears the children and is least likely to die. Females are forbidden to serve in the armed forces if they are mated and have a child under a cycle old. Females are fewer than males; geldmales are most numerous.

 

Society

Baron Kizhath of the Spawning Grounds is the youngest because of the dangers in that region. The Panthers are only there for its richness in shards. There are more shards in the Spawning Grounds than in most of the Twelve Moons, but it costs a great deal to guard it from the bizarre creatures that appear there. The Panthers support the cost of an army both for the small profit they earn and to keep the creatures from spreading. They have not received any help from the other races with this task because they have not helped with any other major conflict since being conquered by the High Warden.

 

Zilon is the region with the most trading in all of Vinakaru. The Panthers in this region do not care who you serve, but if it's the High Warden, they expect you to not voice it; this is how they keep peace. When traveling off the main roads, you are required to have at least one Panther with your pack because of the large groups of bandits in the surrounding areas that want to disrupt the status quo. However, there is no guarantee that your Panther agrees with the open trading policy. Zilon once cut through present day Winott and Spleet back before the High Warden's rule.

 

Lord Verglor Fritze controls Tregor and is rarely seen. Twice a cycle he shows himself to allay rumors of his demise. His last known battle was Lemgar's Lunge. He has delegates who speak for him, though at times some have been caught doing their own will, not Lord Fritze's. Such delegates are punished by public execution. Lord Benock has no effect on the Panthers of Tregor. They don't think of him unless they are traveling through his lands. The High Warden is respected because of her vision to bring true balance.

 

Lemgar is still run by the Lemgar family mainly because they don't have any more wars on their borders. The region was named from its last battle, Lemgar's Lunge, named after the Baron who drove back the Crocodile hoard. The Otters expanded Winott during the war, and the Eagles slowly took the rest of Spleet back while the Panthers were still fighting. The Panthers allowed this because the Eagles were allies to the Panthers once again, and fighting on two fronts was not possible. Lemgar is a Panther-controlled region, but even most Panthers don't think about it. The region is considered more of a place to stay at a tavern before heading to Winott, or somewhere to go when you did something stupid in Spleet. Lemgar is too hot and bright as well as foggy and misty in the morning, making it hard to see early in the day. The air is humid and makes the fur feel sticky and damp. No one has challenged the Lemgar family because of these conditions and because their family line is so strong and numerous. Lemgar is the only Panther region with high skill in aquatics due to its proximity to water.

 

Relations


  • The Bears are brutes. They upset the balance the High Warden maintained. Their motive was understandable, but they didn't think it through.
  • It is claimed we lay and wait in the shadows to ambush foes unaware. It is the Crocodiles who truly do this. They are the ones who would attack us when we are at our weakest. The peace that everyone else sees is an ambush waiting to happen. It will not persist.
  • The days the Eagles made easy food are long gone. Now we are required to tolerate them. Occasionally, a good one in their flock emerges, but only occasionally. Too steeped in the past to see the present.
  • The Foxes' leader had the right idea. They, however, do not share the same vision. It is a pity. They would otherwise be a near perfect race. But they are not.
  • The Hares are known as the masters of defense...more like the masters of cowardice. But they don't cause trouble anymore, and that makes our lives easier.
  • The Monkeys are a problem. They thrive on war and chaos, and they don't seem to have a cause.
  • The Otters see the future. They see great power. They do not see how to control it. For now, they may lead us to the enlightened path, but if they do not learn balance, they can lead us to destruction.
  • The Rats are good allies. They trade information more readily than we do. They trade wares that we could not get anywhere else. If any are balanced it is them. We should strive to be more like them, or at least most of them. If only they weren't so lazy.
  • The Turtles have a shell to hide in, but their real shell is their head. What secrets does this docile race possess? And why have they been without a leader for so long?
  • We have seen the Vipers' opulence. We have seen their greed. We have seen their deception. We have not seen any virtue. One day we will have to face them. We don't look forward to it.
  • The Wolves know law, but they do not know balance. They cannot manage the chaos that is inherent in everything. They do not bend in the wind like the trees. That will eventually break them.

Special Trick: -

Power - Good Brawn - Average Fatigue - Average


Agility - Average Evasion - Great Move - Great


Endurance - Weak Vitality - Average Stamina - Average


Mind - Great Perception - Good Knack - Average


Spirit - Poor Will - Average Focus - Average


Axe - Weak Book - Weak Bow - Average Cross-Bow - Weak Dagger - Weak Long-Claw - Great
Mace - Weak Maul - Weak Sai - Weak Shuriken - Weak Staff - Weak Sword - Weak
Bone-Link - Poor Bone-Mail - Poor Bone-Plate - Poor Heavy-Leather - Poor Light-Hide - Great Light-Leather - Poor
Robe - Poor Scale-Link - Poor Shell-Mail - Poor Shell-Plate - Poor Thick-Hide - Poor Tights - Poor
Aquatics - Average Astrology - Average Athletics - Average Entertain - Average Forge - Average Imbue - Average
Languages - Average Lore - Average Medicine - Average Merchant - Average Poison - Average Refocus - Average
Servant - Average Stalking - Average Survival - Average Tact - Average Translocation - Average Traps - Average
Aim - Poor Clarity - Poor Block - Poor Demoralize - Poor Dodge - Poor Keen Senses - Poor
Regeneration - Poor Resistance - Poor Toughness - Poor Wallop - Poor Zeal - Poor

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