Name: Keeper
Location: Ju’ra
Appearance: Keepers are a race of tall humanoid creatures, much akin to elves. Major differences include wider shoulders and thicker, more muscular bodies, in addition to their most distinct feature: their crystal flecked skin. Instead of body hair, the Keepers’ skin are covered with flecks of sparkling crystals which range in color.
Purpose: Maintenance of balance
History: The Keepers are an obscure race/faction of wandering warrior/mage-monks from the southern cluster of islands that make up Ju’ra. As a race, their total population has never reached more than one thousand at any given time due to their strange way of life. As long as they have existed, the Keepers have been devoted to Tintrayach and maintaining balance wherever possible across all of Enduwin. All Keepers are born in Ju’ra, yet it is an honor to die there. On a Keeper’s 10th birthday, he/she begins their training in the arts combat and survival. Upon reaching the age of 20, their individual talents are honed until they become masters of their own individual style of fighting. At the age of 25, they are then sent out into the world to act as mediators and promote stability and balance across the land. For the next 50 years, in the prime of their lives, each Keeper is expected to spread out across Enduwin. Though some choose to settle down and establish roots in a particularly corrupt community, the Keepers are not always welcome, as they can sometimes be more trouble than they are worth in the eyes of the people. In most places a Keeper is always welcome so long as there is trouble, but once stability is restored, they are brushed aside. Because of this, most prefer to wander from place to place, often hiding their identities by concealing their telltale skin.
On the rare occasion that a Keeper reaches the age of 75, surviving 50 years of service to the world, they may return to the Islands of Ju’ra. Here, they live out the remainder of their lifespans (on average between 130-140 years) raising children, and training new generations. Because of the dangerous nature of their profession, few Keepers survive long enough to take on this role, and as such, those who do are expected to raise as many children as possible. As a result, any given Keeper often has between 30, up to 60 biological siblings, many of whom they never meet. From that pool, likely only 1-3 will survive, which has accidentally kept their magic rather strong. Nearly all keepers possess a degree of arcane magic, but those keepers who have the power to become fully blown mages have been known to be some of the best in the world. All derive their magic from a connection with Tintrayach.
Optional Information
Key Members: Elder Theravada
Advantages: Extremely good training.
Disadvantages: Most die.
Ranks: On the islands, Keeper society is based on prowess, and the number of feats one accomplished out in the world. On the rare occasions when Keepers team up off the islands, seniority rules.
Rules/Laws: Complex ethical code, which is interpreted differently by each Keeper.
Location: Ju’ra
Appearance: Keepers are a race of tall humanoid creatures, much akin to elves. Major differences include wider shoulders and thicker, more muscular bodies, in addition to their most distinct feature: their crystal flecked skin. Instead of body hair, the Keepers’ skin are covered with flecks of sparkling crystals which range in color.
Purpose: Maintenance of balance
History: The Keepers are an obscure race/faction of wandering warrior/mage-monks from the southern cluster of islands that make up Ju’ra. As a race, their total population has never reached more than one thousand at any given time due to their strange way of life. As long as they have existed, the Keepers have been devoted to Tintrayach and maintaining balance wherever possible across all of Enduwin. All Keepers are born in Ju’ra, yet it is an honor to die there. On a Keeper’s 10th birthday, he/she begins their training in the arts combat and survival. Upon reaching the age of 20, their individual talents are honed until they become masters of their own individual style of fighting. At the age of 25, they are then sent out into the world to act as mediators and promote stability and balance across the land. For the next 50 years, in the prime of their lives, each Keeper is expected to spread out across Enduwin. Though some choose to settle down and establish roots in a particularly corrupt community, the Keepers are not always welcome, as they can sometimes be more trouble than they are worth in the eyes of the people. In most places a Keeper is always welcome so long as there is trouble, but once stability is restored, they are brushed aside. Because of this, most prefer to wander from place to place, often hiding their identities by concealing their telltale skin.
On the rare occasion that a Keeper reaches the age of 75, surviving 50 years of service to the world, they may return to the Islands of Ju’ra. Here, they live out the remainder of their lifespans (on average between 130-140 years) raising children, and training new generations. Because of the dangerous nature of their profession, few Keepers survive long enough to take on this role, and as such, those who do are expected to raise as many children as possible. As a result, any given Keeper often has between 30, up to 60 biological siblings, many of whom they never meet. From that pool, likely only 1-3 will survive, which has accidentally kept their magic rather strong. Nearly all keepers possess a degree of arcane magic, but those keepers who have the power to become fully blown mages have been known to be some of the best in the world. All derive their magic from a connection with Tintrayach.
Optional Information
Key Members: Elder Theravada
Advantages: Extremely good training.
Disadvantages: Most die.
Ranks: On the islands, Keeper society is based on prowess, and the number of feats one accomplished out in the world. On the rare occasions when Keepers team up off the islands, seniority rules.
Rules/Laws: Complex ethical code, which is interpreted differently by each Keeper.