Cuirizu Species in Alkotas | World Anvil
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Cuirizu

The Cuirizu, sometimes known as Plant Demons, are a race of fiends from a plane called Ivalia. Created from the spontaneous awaking of a plant creature bathed in the fiendish energies of the plane of Abaddon, the First cuirizu somehow made it's way into the world of Alkotas and began to reproduce by breeding with other mortal creatures. To this day, the cuirizu are seized with a driving need to produce more of their kind, warring among themselves nearly as often as they do with other races.   Though considered fiends, Cuirizu are not typically extraplanar in nature, with most being born in the physical world. Because they're born in the physical plane, they're considered native to it, so tactics usually reserved for fiends, elementals, and other outsiders fail to work on the cuirizu. Also unlike other fiends, cuirizu are more "tame", with most of their kind choosing to cultivate the world they live in rather than spoil it and bring it ruin. Cuirizu do this for selfish ends of course, having a preoccupation with indulgence, torture, and breeding.   At first glance, cuirizu are humanoid with little to set them apart other than being taller and more robust than many other humanoids of Alkotas. But in practice cuirizu possess dramatically different plant based physiology, mostly mimicking the appearance of humans. For example, what looks like hair is actually some kind of plant matter that may feel like grass or flower petals. Their skin, though smooth and sensual, is not actually skin and has no real pores or hair.   Cuirizu view most other races as a means to entertain them and provide them with the means to reproduce. While Cuirizu are capable of carrying their own children, reproduction for cuirizu comes with an inherent risk. During the process of gestation, unborn cuirizu can spontaneously warp or grow out of control. The best outcome in this situation is miscarriage, with the worst outcome being the birth of a fully realized cuirizathi. Cuirizathi can just be a creature with mutations or deformities, but the truly fearsome ones are writhing plant monstrosities that tear themselves free of their mothers to engage in murderous rampages.   Because the possibility of Cuirizathi, and what they can do to their mothers, is so feared among the Cuirizu, they elect to seed other races and let them take the risk. Cuirizu that breed with others always breed true, producing full blooded cuirizu regardless of what race the mother is. Despite this, the new cuirizu can pick up traits from their mothers and cuirizu are often selective about these traits and abilities they wish to breed in their offspring in order to add it to the growing pool of resources for their Order.   Cuirizu perform this breeding by seducing or breaking the wills of mortals who catch their eye. Though different orders implement different methods of taking what they want, the will of the person they have targeted factors very little into the overall decision making process. Cuirizu take what they want when they want it and live lives of luxury while letting other races take the risks for them.   This isn't to say that cuirizu are weak, the opposite is true. Despite being ranked fairly low on the scale of fiends, cuirizu get more powerful with age, gaining many of the various powers one would classically associate with a dryad or a demon, wrapped into one package. Cuirizu are born among their host race and grow up relatively normal until adolescence when they begin to manifest much of their powers and abilities. Most young cuirizu have weak auras of evil as well as an aura of "Presence" which gives them a certain animal magnetism. As a cuirizu ages this aura grows stronger, with exceptionally old cuirizu having to actively suppress their auras or risk overpowering those they're around. This aura of presence can inspire fear, awe, or lust with the most powerful of these three being lust.   Cuirizu also have semi-morphic bodies that allow them to change their gender, which they call "aspects". Cuirizu can change certain other traits to imitate other humanoids, sometimes appearing elven or dwarven if they choose, but their most common appearance is that of exceptionally tall beautiful humans. When changing, a cuirizu cannot change it's coloration and most of the changes they can make to appear as other races are superficial, inheriting little to no of their abilities while retaining all of their own. Some cuirizu born of other humanoids such as elves, have an easier time of taking their forms and can even possess a handful of their abilities and aptitudes.   Though native to the physical world, all Cuirizu descend from the plane of Ivalia where the earliest of their kind were created: The Primogen. Curizu are connected to this plane through a mysterious energy known as the Viridian, which is what grants them more potent auras and magic as they age. The Viridian can be called upon by particularly potent Cuirizu, temporarily making them "Unbound" from the constraints of being natives to the physical plane.

Basic Information

Biological Traits

Aspect Shifting: Once a cuirizu hits adolescence, she gains the ability to change her gender at will. There are four base genders that cuirizu learn: male, female, dual, and shame. With only three of these aspects typically taken willingly, it is possible that cuirizu could create new combinations of genders if they had the means to conceive of it.   Enhanced Durability: Cuirizu are hardy and tough, having a natural resistance to disease, poison, and physical punishment. This durability extends to their stamina, making them capable of engaging in prolonged physical activity without a need to slowdown. Cuirizu flesh and bone is more resistant to impact as well, allowing them to take incredible blows or fall from great heights. This durability is of course bypassed entirely by their key weakness: fire.   Enhanced Strength: Cuirizu are considerably stronger than humans, physically capable of feats well beyond even the most well conditioned of their kind. Other humanoid races often fall behind the natural strength of the cuirizu as well, with only a handful being able to keep pace with them. Compared to other fiends though, cuirizu are considered on the lower mid-range of the strength scale.   Eromagic and Phyllymagic: All Cuirizu are born with a natural aptitude for Eromagic and Phyllomagic that is derived from their connection to the Viridian. This power can be trained to great heights through sorcery or wizardry, with those who never train still able to achieve potent effects through trial and error.   Fiendish Presence: All fiends have an otherworldy presence that radiates from them as an aura. While these fiendish auras often manifest as pure evil and an innate sense of "wrongness" with the creature, cuirizu auras have a more mild form of this while still being able to inspire fear, awe, or overwhelming lust. Lust is the most powerful feeling the aura can inspire, often crushing the independent will of lesser creatures when at its strongest and inspiring those around the cuirizu to lewd thoughts and acts. The older a cuirizu is the stronger this aura is and the more area it can cover. Though this aura has less of a fiendish quality than others, it can still be countered through the same means as other fiends.   Photo-regeneration: Cuirizu possess incredible healing, capable of healing injuries that would be fatal to humans. Those exposed to sunlight or powerful photomagic are even capable of regenerating large portions of their bodies. Many have survived being impaled, decapitated, and dismembered while exposed to such light sources. The process tends to leave the individual incredibly thirsty afterward.   Photosynthesis: With plant physiology, cuirizu gain sustenance from the sun and water. Though they're capable of eating, the experience is more for taste and texture than it is for nourishment, with only a small portion of the nutrients in food being held to nourish the body of the cuirizu.   Reduced Sleep: Cuirizu require much less sleep than other races for most of the year. During the summer months most cuirizu sleep only for about an hour or two per 24 hour period and during the winter will sleep for about three to four months. Though sleep for cuirizu isn't quite the same as it is for humans, cuirizu are capable of dreaming, though it is relatively uncommon.   Unbound State: A stronger connection to Ivalia through the energy known as "The Viridian" allows a cuirizu to invoke a transformation into a more "true" version of herself. In this form a cuirizu gains hooves, a tail, horns, and a host of other plant based transformations like wooden limbs, moss covered flesh, and bio-luminescence. The unbound state also multiplies the already considerable strength and durability of the cuirizu while greatly enhancing the fiendish presence and magic as well.

Additional Information

Social Structure

Like many other fiends, Cuirizu organize themselves into "Orders". Nearly every cuirizu of a given order is descended from a Primogen, a founder of the line, who herself is a direct offspring of the cuirizu First One. Primogen represent the most powerful cuirizu, with even the weakest among them standing far above the rank in file in terms of power and accumulated knowledge.   All cuirizu value sexual contact and have a drive to breed and orders provide the general structure and guidelines for how that should be done or is allowed to be done. Originally these methods and guidelines had only slight variation, as the Order of the Deep Undergrowth oversaw all cuirizu and provided the core social structure for every member of the race. Since the order was destroyed, each of the other orders now self governs with many still loosely adhering to the general guidelines laid down by the Deep Undergrowth.   All cuirizu are expected to serve the order and the will of their Primogen, with individuals providing contributions to the group to effectively justify their continued existence within the order. Cuirizu found to be slacking on their responsibilities are reprimanded harshly. Those who cannot have their behavior corrected or often exiled with some orders going so far as to eliminate such transgressors for fear they may provide critical information to a rival order in revenge.   In most orders, individual cuirizu maintain a group of mortals from which to slake their lust and maintain breeding stock. These groups are typically referred to as Gardens, though some orders maintain different structures which are outlined in the individual orders entries. Any member of these groups who is under consideration for carrying cuirizu offspring is called a vessel. Vessels are usually considered to be single use, as the risk of one perishing during childbirth is very high. Vessels who survive with little ill effect are rare, those who produce more than one child are immediate considered Prima Vessila and are rare resources entire orders will seek to protect, even on behalf of other cuirizu.   Orders that use the classic Garden system of organization usually adhere to the following structure, with all roles other than the Mistress typically given to non-cuirizu who serve the Mistress. Additional Roles for cuirizu are specific to their orders which can be found on each orders page.
Mistress/Master: The title given to the cuirizu who runs the Garden and is considered to own everyone and everything in it with absolute authority. A mistress of a given Garden can only be outranked by a Primogen or a cuirizu who acts as a direct representative of a primogen.   First: The First in the Garden is a mortal, vessel or not, who manages the large scale operations of the Garden for the Mistress and collaborates with her on improvements, expansions, and breeding regimens. First's answer only to the Mistress and above and are considered to be of equal or greater rank to a visiting cuirizu, depending on the order. Firsts are the most well respected mortals in cuirizu society and have been known to form their own sub-groups that cater to their needs and desires. Firsts are often permitted to select mates from these groups if they wish, but are expected to remain available to the rest of the Garden with emphasis on the mistress.   Second: The second is the direct adjunct to the First and handles the day-to-day tasks that keep the plans laid forth by the First and the Mistress running. The second attends to smaller matters, usually on an individual level, or matters that keep small daily operations running such as meals, clothing, bathing, and so on. If a First is incapacitated or absent from the Garden, the Second is expected to immediately assume her duties until the First returns or a new First is named. Seconds do not always ascend to Firsts when a First is killed and are considered too valuable in their positions to be removed from them. Seconds can sometimes take mates of their own if given special dispensation from their Mistress.   Archmage: Though not always of Archmage rank from a proper arcane college, the Garden Archmage is the most skilled and knowledgeable in all things magic. The Archmage usually occupies a place in the Garden equal to that of a second and handles duties entirely relating to magic. Archmages provide critical advice to the First and the Mistress on spells, rituals, magical items, and particularly magical races they might encounter. Gardens with little magical ability or who deal with magic very seldom don't usually have Archmages. Archmages seldom take their own mates within the Garden.   Vessel: Vessels are those who are specifically earmarked with the purpose to provide the Mistress with offspring at some point. Vessels enjoy certain privileges in the Garden, being considered valuable items by some and VIPs by others. Vessels perform in other roles before being named as Vessels and do so up until they have been seeded. Once a Vessel has been seeded the rest of the Garden is expected to ensure her comfort and good health to the best of their ability, with whatever other roles she served in being suspended until after giving birth.   Breeder: Not everyone in the Garden is immediately ready to provide the Mistress with offspring, and some may never do so. But the Mistresses of some Gardens will elect to breed members of the Garden together either to see if an individual can handle childbirth or to provide a child with traits that might be more suited to providing cuirizu offspring.   Stud: Studs typically only exist in Gardens where a Mistress is looking to engage in a more extended breeding program or create a multi-generational Garden. Studs are tasked solely with seeding Breeders and giving physical companionship to the Mistress or the First. A stud is sometimes awarded to a First or second or performs well and more rarely is taken by a Cuirizu who wishes to carry it's own child.   Switch: A relatively uncommon role, switches are capable as performing as either breeders or studs. Some races provide individuals with this ability while other instances can occur from magic. Switches are valued for their versatility and flexibility and it's rare for many Gardens to have more than a few on hand.   Provider: Anyone within a Garden's who's job it is to provide food for the rest of the Garden is a provider. Providers may be hunters or farmers, depending on where the Garden is located. Though there are other forms this role may take, hunting and farming seem to be the most common.   Enforcer: Gardens hold all of the things most precious to a cuirizu Mistress, any that even get to be of modest size need to be protected. Though a Mistress is usually a formidable opponent in her own right, a wise cuirizu will employ Enforcer's with other talents to compliment their own. Enforcers defend from threats outside of the Garden but also can impose the will of the Mistress inside the Garden as well. Though the First is usually responsible for deploying any enforcers, they ultimately answer to the Mistress. Enforcers are usually martially skilled, whether it's in close combat or range.   Mage: Gardens with high magic content will often have mages, individuals who are capable of practicing magic. Usually such individuals have a natural magical talent for sorcery but there are some who make use of clerics or wizards as well depending on the Garden's needs or the desires of the Mistress. Mages often act in some other capacity, supplementing whatever other roles they may have with the magic they possess. It's incredibly rare for any given mage to be dedicated solely to the role and no others.   Scout: Dedicated to surveying the land around the Garden, scouts are invaluable not only as advanced warnings against attackers but also to provide continuous updates to the Garden on any changes that may be occurring in the lands around them. Gardens with only a small number of Scouts usually don't send them too far, having to rely on them to cover larger areas. Gardens with more scouts send them out farther for longer periods. Scouts are some of the most trusted members of a Garden and enjoy particular privileges while "at home" in the Garden. Scouts may have other roles, but are allowed to put them second to the duties of being a scout.   Scholar: Not all mortal realms and settlements have a high level of education, but those that do are capable of providing cuirizu Gardens with scholars. In the context of a Garden a scholar is someone with some form of formal academic education. This education helps assist with book keeping, record keeping, and correspondence. Some Gardens have scholars who are skilled in little more than reading while others have scholars capable of more complex academic disciplines. Gardens don't usually use large amounts of scholars, typically only requiring one or two. Multi-generational Gardens make use of more scholars than normal, keeping more members of the Garden educated for baseline proficiency.   Craftsman: Things often need to be made in a Garden and its the job of the Craftsmen to ensure that they get made. The role covers a wide range of responsibilities, from pottery, to painting, to alchemy, to food preparation. Anyone who is capable of creating something or even repairing something, falls into this role. Other roles can supplement this one, specifically that of the Mage.

Civilization and Culture

Major Organizations

Full Orders

Any order with a true living Primogen is considered to be a full order. All True Primogen are direct daughters of the First of the cuirizu and create a symbolic link between the First and the rest of the Primogen's order.   The Briar Harvest
The Briar Harvest is known for its savagery among all the other orders. So infamous is this order that it has become the stereotype that many non-cuirizu have for the race as a whole. Briars do not maintain their own Gardens, instead being nomads who ravage and pillage everywhere they go. Groups of Briars will circle back to previously raided mortal settlements to collect any offspring months after they've passed through and are known to sometimes take slaves and captives from those who catch their eye to keep with them for extended satisfaction. When such a prisoner is used up or becomes boring, they are discarded.   Cuirizu of the Briar Harvest are larger and more muscular than many other orders, even in their female aspects. Further setting them apart from other orders are their general lack of tattoos, preferring instead ritual scarring. Though cuirizu can heal from considerable injury that would be fatal to many others, Briars will choose not to employ their regenerative qualities with one injury sustained from forcibly taking a noteworthy victim, allowing the injury to form a scar. These scars are maintained as trophies, and the most "accomplished" of the Briar cuirizu are covered in such scars.   The Elysium Apple
The Elysium Apple is an order known in equal parts for its administrative abilities as well as it's secrecy. The Elysium apple prides itself on it's ability to bring order to the chaos of cuirizu society, but in understanding the systems of order that other races have established to govern themselves and then exploiting them. Elysians recognize the potency that mortal systems of power have when used appropriately, bent in places to give the cuirizu what they want; be it mortals to bed, vessels to seed, or some other resource needed for another endeavor.   Elysians are often unassuming, and do what they can to blend in when among mortals. Other cuirizu often joke that the most distinguishing characteristic of an Elysian is all the extra clothing they wear compared to other cuirizu.The order has a strict administrative structure and every member of the order is bred and raised with the intent of performing some task or infiltrating some settlement for the order well in advance. Elysians are meticulous and when not choosing to simply blend into a crowd, remain at the forefront of mortal fashion to impress using the tools of those they would dominate. Some Elysians that remain among other cuirizu can still remain difficult to identify, being capable of blending in with the styles and mannerisms of other orders.   The Frozen Holt
The Frozen Holt is a rare order that few mortals encounter due to where they choose to make their homes. The Holts are typically found in cold places, where only the hardiest conifers can take root. So rare are the Frozen Holt that many younger cuirizu of other orders consider them to be extinct or to have never existed in the first place, being mere myths or legends spoken of in obscure stories. The Frozen Holt is tight knit, with multiple cuirizu working together in small tribes with whatever vessels they have taken, with each of the tribes being headed up by a Chief. Everyone in a given tribe is expected to serve an active role in the tribes survival, with the mortal vessels typically commanding much more respect in the social structure of the tribe than they would in other orders.   Cuirizu of the Frozen Holt have similar builds to the Briar Harvest and sometimes can be mistaken for them. Holts will wear more clothing however and tend to have intricate tattoos in the shapes of knot work without the ritual scarring the Briars typically have. Many of the Frozen Holt are extremely resistant to the cold but are more vulnerable to heat and fire than even other cuirizu. Older Holts have been known to shrug off powerful Ice spells without flinching. The Frozen Holt has a proud warrior culture that prizes martial ability and physical feats over magic, but do not eschew magic entirely. Instead, only a few Holts go into mastering their innate magical ability, with only one or two per tribe being magi of considerable skill.   The Golden Sepal
The Golden Sepal are academics and keepers of ancient knowledge with a passion for jewelry and finely made trinkets, both magical and mundane. Sepals are elegant, alluring, and secretive, and generally prefer their female aspects over all others. Sepals will gather mortals for research just as readily as they will for breeding but, unlike other orders, will actively seek out proven stock from other orders through bargains. To obtain valuable stock, Sepals will trade some of the knowledge or magical items kept within their hidden vaults, much of which was plundered from the Gardens of the Deep Undergrowth during the last War of Trees and locked away.   Sepals are some of the most powerful cuirizu in the area of magic, wielding it in such ways as to bend mortals and even other outsiders to their will. True to their order's namesake, many Sepals have an affinity for gold and actively covet it even if they find themselves in positions where it does them little good monetarily. Sepals are often best recognize by the sheer volume of golden jewelry in which they will adorn themselves in and pierce their flesh with.   The Scarlet Thorn
The Scarlet Thorn are considered Zealots by the rest of the cuirizu, worshiping the Goddess Ynale and often crusading in her name. The order represents the darker aspects of Ynale's domains of Blood, Lust, and Sex. Though skilled in martial combat and the magic that comes naturally to all cuirizu, the Thorns are the only order that as a whole holds a reputation for wielding divine magic, which is pulled from their Goddess. The order is often called upon to punish the enemies of the faith but sometimes is provided as a unique reward to the faithful, providing experiences that such supplicants would be hard pressed to find anywhere else.   The Scarlet Thorn is diverse, having some members that are built physically powerful like a Briar and some members who specialize in all the magic available to the order. This comes, in part, from the order's mandate to provide diverse offspring to strengthen the order and sorting them into divisions of specialization and from the order's willingness to accept converts from other orders who wish to come into Ynale's service. Rank an respect is achieved through a combination of guile, physical prowess, faith, and a resume of deeds that prove all three. As diverse as the order is, red hair is more common in the order than it is with any other order due to Ynale's frequent indulgences with members of the order who catch her eye. Thorns are commonly wrapped in leather, often spiked, while prominently displaying the symbols of their faith.   The Vagrant Jasmine
The Vagrant Jasmine is the youngest full order of the cuirizu who's members are often dismissed by other orders. The Vagrants are known as vagabonds, traveling from place to place in shambling trees with warped interiors through spacial magic so as to provide full lodging on the inside despite the appearances on the outside. Where vagrants can't seduce mortals, they elect instead to con them, creating blights and crop failures in secret before approaching locals with devil's bargains to bring their crops back. Vagrants travel in small groups, often with specific roles in larger cons and keeping as many mortals with them as they possibly can while they travel, using them either for casual pleasure or true vessels.   Vagrants are often underestimated, considered lackadaisical, lazy, and even passive; perceptions that the Vagrants don't care to dispel, instead using them to their own advantage. Vagrants are known to have brightly colored hair, often with multiple hues that attract the eye, but beyond this the Vagrants also have a fair number of cuirizu who prefer their male aspect to others. These male aspected cuirizu have developed a reputation in certain parts of Alkotas for seducing males of other races for the sheer fun of it.   The Veiled Glow
The Veiled Glow is an order that is well known among the other orders despite being seldom encountered by them. The Veiled Glow is known for its nearly uncontested presence in the Dark Lands, the cavernous world that lays beneath the surface of Alkotas. The Veiled specialize in operating underground and are most comfortable out of the sunlit lands of the surface world, here they stalk the dark preying on Dark Elves and other subterranean races. The Veiled Glow originates from the deepest part of Ivalia and have become accustomed to a more brutal existence than most cuirizu ever know, they rule with iron firsts in their domain but have been known to be fair by the standards of the Dark Lands, winning mortals over with unusual displays of decadence and pleasure in otherwise brutal surroundings.   Members of the Veiled Glow possess a truly unearthly beauty, owed to their frequent inclusion of Dark Elves as vessels to birth more of their order. Enhancing this innate physical beauty is the potent pheromones and scintillating bio-luminescence the order possesses that can often be described as hypnotic. Though many cuirizu have heard of these abilities, few attempt to replicate them, often considering their efficacy to either be overblown or entirely fabricated. Those few who have met members of the Veiled Glow though find themselves unable to argue with the results of the extensive pool of mortals many have at their feet begging to be seeded.   The Verdant Lust
The Verdant Lust is one of the smallest Full Orders of the cuirizu with a growth rate that is slow but relatively steady. The Primogen of the order is regarded by others as flighty and even ditzy, but within the order she's recognized for putting forth the strict methodology that has resulted in a unusually high ratio of full cuirizu births and comparably low cuirizathi births. The order upholds some of the traditions from the Deep Undergrowth from the days of old, with slight improvements devised by those within the order and presented at regular "Verdant Conclaves" the order holds for the exchange of ideas between Gardens.   The Verdants are a diverse order that excel as warrior-mages, possessing a diverse education in academics, magic, and martial disciplines. Members of the order establish formal Gardens where they meticulously manage the breeding of their thralls and vessels both with their mistress and each other in order to yield the highest rate of success for offspring. Verdants command loyalty of those under their thrall and reward them handsomely, gifting them with pleasures known to few mortals and much more. Cuirizu of the order are capable of flipping between seductive and sultry to fierce and ruthless.  

Fractal Orders


Fractal Orders are any order of cuirizu that does not have a True Living Primogen to connect the order to the First. Some of these orders may have had a Primogen that was slain while others may be orders that sprung up from members of another order than went rogue. Whatever the reason, even the Primogen of these orders are not true primogen and are considered pretenders at the title. Fractal Orders are usually much smaller than full orders and command substantially less authority and respect.   The Deep Undergrowth
Once considered the preeminent order of cuirizu society, the Deep Undergrowth was known for providing the structure and laws for every member of the race. The Deep Undergrowth was the largest order, with multiple branches of the order dedicated to specific tasks. The Deep Undergrowth would both write and enforce the laws of cuirizu society as well as establish entire settlements and Gardens for those who played by the rules. Though other orders didn't pay fealty to the Deep Undergrowth, it often came with immense benefits to do so. This was until the last War of Trees when the Primogen of the order, along with most of the order itself, was slain by the Briar Harvest.   There are few members left of the Deep Undergrowth who escaped the extermination of the order, and those who do remain either remain hidden or keep their order of origin hidden. The Briar Harvest don't care to leave jobs undone, and won't stop until they've murdered every last member of the order. Survivors often have magic or other talents at their disposal considered unusual or esoteric by cuirizu standards, many of which are things that have simply been lost to the race since the order's destruction. The Deep Undergrowth possessed psychics and occultists in it's ranks talents both considered incredibly rare with other cuirizu. Beyond these talents, members of the order are very much like the warrior mages of the Verdant Lust, and are indeed the archetype from which the Verdants likely built upon.   The Carnal Bloom
The Carnal Bloom is another remnant of the Deep Undergrowth, having once served as secretive branch dedicating to eliminating targets and gathering information in secret. Skilled assassins and spies, the cuirizu of the Carnal Bloom were able to largely escape the destruction of their parent order to form their own order in the aftermath. The Carnal Bloom carries a grudge, seeking out bands of the Briar Harvest and slaying high ranking cuirizu and leaders among their ranks. Blooms have extensive knowledge not only of cuirizu anatomy and how best to strike, but of the individual weaknesses that can be exploited in other orders. The Carnal Bloom spent centuries gathering information on these other orders to give the Deep Undergrowth an edge over them, and has continued to do so for itself since.   Members of the Carnal Bloom tend to be more lithe, sleek, and graceful than members of other orders. Though their bodies are just as seductive and alluring as any of their kind, the order has spent more time on spying and killing than it has on breeding, which has kept it from growing much in the years since the War of Trees. When Blooms take vessels they often keep them secret, even from each other, never letting others know when they have even produced offspring until it's off age and ready to join their ranks.   The Gilded Orchid
Many other Full Orders were on good terms with the Deep Undergrowth at the height of its power, but none were so loyal as the Gilded Orchid. Consummate warriors and military professionals the Gilded Orchid was the military arm of cuirizu society since the rise of the Deep Undergrowth. The Gilded Orchid served to defend cuirizu against fiendish and angelic threats alike and quickly became skilled in handling threats from other orders such as the Briar Harvest. Few cuirizu could stand up to the prowess of the Orchids in one on one combat and fewer still in full military engagements.   The Gilded Orchid paid for it's loyalty with the life of it's own Primogen. Like the Deep Undergrowth, the order has no True Primogen and was lost for a time. But unlike the Deep Undergrowth, the Gilded Orchid was able to stay standing and make new allies, aligning itself with the Golden Sepal. Today, the warriors of the Gilded Orchid serve to guard the vaults and secrets of the Golden Sepal, but some of those who were caught away from the order during the war of trees found places with other orders attached to other cuirizu. Any Cuirizu of an order that has a Orchid at it's side is considered to be mighty indeed. Since the fall, Orchids seldom remove their helmets, even when the rest of their body is bare. Every orchid carries a shield, marked with the symbol of the order, that is used to great effect in combat   The Laminaria Tide
Cuirizu of the Laminaria Tide feel at home on the waves, traveling the oceans and sometimes traveling upstream to explore large lakes. When the order started isn't clear, but it is known that the Primogen of the order is not a daughter of the First and thus is not a true Primogen, but where she came from remains a mystery. Cuirizu of this order are sometimes encountered out on the open sea, either on single plant made water crafts or large plant based flotillas where they keep their stock of vessels. Some members of the order have been known to make homes on islands, but these individuals are relatively few and eventually feel the call of the sea.   Tides hold little interest in the politics of the other orders, choosing to direct most of their energy toward exploring both above the waves and below them. Members of other orders are dealt with cordially and on a case by case basis, though they do still remain wary of orders known to have hostile intentions by default. Tides are athletic but have also developed an affinity for Hydromagic and the ability to survive underwater for prolonged periods, with older cuirizu of the order appearing to be able to do so indefinitely. Many Tides even have coloration which can make them hard to spot in the water by would-be foes and prey alike.   The Scorched Saffron
The cuirizu of the Scorched Saffron are all descended from the order of the Scarlet Thorn. Before the Scarlet Thorn came to worship Ynale, its believed they directed their divine attention elsewhere. Whatever it was that Ynale did to convert the Primogen of the order, the worship of Ynale quickly spread through out the order. Many of those who did not convert were slain, presenting a risk not only to the new structure of the order but to the Goddess herself. However some were allowed to go into exile, being sent into inhospitable wastelands or those that bordered them.   Cuirizu of the Scorched Saffron have been forced to adapt to conditions believed entirely antithetical to how the race as a whole is able to function. With little water and an abundance of heat, the Saffrons have not only learned to survive in such harsh conditions, but actually thrive. Specially adapted, the cuirizu of the order are able to go for extended periods with little to no water and commune with a land that has sparse vegetation, many of which do so through Terramagic while others do so through the more rare Umbral Magic, communing with the spirits. Saffrons are desert roses, beautiful and deadly, fiercely protecting what they have from threats. Saffrons often blend in with the land, but many still have the red hair of their parent order, a clear sign of their connection even after all this time.

Beauty Ideals

Cuirizu place different priorities on different aspects, being able to shift between them fairly easily. Many cuirizu will default to a female aspect for aesthetic purposes or to a male aspect for physical power. But there are some common traits that exist across all of them. First, cuirizu prefer to show as much of their bodies as possible. Without this, any of the modifications or obsessive attention to detail on their bodies becomes lost. When not fully nude, cuirizu will try to wear attire that brings attention to their sexual characteristics, funneling the eye by leaving gaps in places that mortals would normally want to keep private and best protected.   Second, Cuirizu like to decorate their nude forms with tattoos and jewelry. Not only do they find these appealing from a perspective of design, but it showcases the belief the race has that all sensation is essentially as valid as another. Pleasure and pain are two sides of the same coin, experienced by living sentient things in equal measure with equal importance. Tattoos and piercings alike are a symbol of that embrace of pain, incorporating it into one's self. It doesn't hurt that they've also become popular things to enchant with protective and enhancement magic. Cuirizu tattoos usually have tribal or primitive designs and eschew nearly all design elements of modern artistic techniques, which many cuirizu find tacky to put on their own flesh.   Lastly is coloration. Most cuirizu consider brighter colors for hair and eyes to be more attractive, with those who have subtle shifts or gradients being considered more beautiful than those with singular solid colors. Skin color has almost no bearing on a cuirizu's beauty ideals beyond how it compliments the rest of the individual's coloration.   Female Aspect
Longer and fuller is better. Long legs, arms, and necks are considered attractive and female Aspect cuirizu tend to stand much taller than human women by almost two feet. This lends them an intimidating presence but also makes them look more ethereal. When it comes to busts and bottoms, bigger is better, but not so much that it inhibits the ability to move and seduce. Some cuirizu, like those of the Gilded Orchid, prefer more streamlined physiques but always remember to keep them elegant and sleek in an almost elven way.   Female aspect cuirizu have adopted some of the makeup rituals of humans to enhance their own coloration. Less of it is needed than one might suspect, with their ability to emulate certain features doing most of the work for them.   Male Aspect
Cuirizu in the Male aspect are generally muscular but never overly so. Cuirizu consider the build of an athlete to be superior to one that might be built entirely for war, as the Male Aspect should be built not just for strength but also endurance and dexterity. Males will generally have broad shoulders and narrow waists and be exceptionally well sculpted. Some of the limb length of the Female Aspect is maintained but the natural size advantage of the male makes it difficult to tell the difference.   Larger male genitals are considered more attractive and are one of the few aspects of this form that can be showcased with confidence. The larger they are before even becoming aroused, the better.   Dual Aspect
Combining the designs of the Female and Male aspects, the dual aspect has predominantly feminine with an amalgam of male and female genitals. The dominant female characteristics tend to remain the same with the dual aspect, with subtle differences existing among orders like the Frozen Holt or the Briar Harvest which may prefer to use more of the muscle mass granted by the Male aspect in this form. The dual aspect is considered the most perfect balance of the aspects available to the cuirizu, offering many traits of male and female without a need to switch between them.   Shame Aspect
The Shame Aspect is almost universally considered an unattractive aspect for any cuirizu to have. It makes use of a primarily male form, slightly trimmed down from the Male Aspect, and female genitalia. In this way it has none of the aesthetic draw of either the male or female form and has none of the potence of the male form. It is a form most commonly imposed on other cuirizu and is a signal to other members of the race that they can be used on a whim by any who should want them. This symbolic meaning is oddly the only thing that other cuirizu find attractive, with some becoming obsessed with the powerlessness of the individual forced to take the form. Some cuirizu become fixated on the shame aspect, seeking to impose it on others whenever possible for their own personal gratification.

Gender Ideals

Cuirizu ideals of gender are progressive and also restrictive in some instances. Because they are a race that can change genders, which they call aspects, on a whim, the concept of being stuck as one is difficult for them to understand sometimes. Cuirizu start as one gender at a young age and have their first aspect shift around adolescence, which allows them to experiment with Aspect shifting after.    Many cuirizu will engage in various experiments in their younger years, engaging in behavior seen as typical of one gender while in another aspect, for example. But eventually settle into an aspect they are comfortable with over time. Some cuirizu have been known to adopt new default aspects every few decades to keep things new and interesting.   Cuirizu aren't usually strict with enforcing the gender ideals of other races unless it gets them what they want. The same is true of breaking such norms. If a cuirizu can grant a female the power and privileges of a male in a patriarchal society as a means to seduce her, she will. If repressing a female in a patriarchal society is more effective however, she'll choose that.   That being said, cuirizu do still assign particular roles and jobs to their individual aspects but regard them largely as symbolic rather than concrete rules. Plenty of cuirizu have demonstrated exceptional physical prowess in their female forms while others have shown to have incredibly alluring aesthetics while male. The only aspect that has a strict line enforced is that of the Shame Aspect, which is most often imposed on others rather than willingly taken. Any cuirizu who willingly takes the shame aspect is either "looking for attention" from his brethren or might have something psychologically wrong. Whether this is true, is unlikely, but it's one of the most firmly held beliefs among cuirizu.

Relationship Ideals

Cuirizu primarily reproduce with other races while also considering those other races to be either inferior to them or simply there to serve their desires. As such, few cuirizu actually court members of other races and the concept of courtship rituals is often lost on them. Cuirizu seek to subjugate and seduce in order to secure Fleshright to mortal races, either to breed with them or to slake their own insatiable lust on them. The concept of love is foreign to most cuirizu, with many believing it's outside of their ability to experience. This is only partly true, as the concept of romantic love is often misinterpreted by members of the race and placed on such a pedestal as to be believed unattainable. But many cuirizu find forming lasting meaningful bonds beyond their lust quite difficult.   Between cuirizu though, courtship can occur. Though it seldom involves concepts like romantic love, it can often be based on aligning values and a productive working relationship. Members of the Deep Undergrowth didn't consider it uncommon for cuirizu to choose "partners" who they worked with on various projects and endeavors. Such pairings are similar to mated pairings without expectations of reproduction and exclusivity, emphasizing non-reproductive sexual activity and companionship. Cuirizu who actually form mated pairs are incredibly rare, and those who wish to reproduce with one another must adhere to the laws that guide such behavior and be absolutely transparent about the relationship. Any cuirizu discovered to be part of a mated pair who has hidden the fact is considered to be engaging in highly suspicious activity.

Major Language Groups and Dialects

Cuirizu's first languages are typically those of the vessel that birthed them, or the community in which they were born to. Once a cuirizu is brought into it's order it learns the cuirizu language and has opportunities to learn others as well.   Cuirizu
The cuirizu language is a strange language of it's own which broke off from Abyssal so long ago as to have very little in common with it. The language is capable of communicating broad ideas in a short period of time and also communicating very specific ideas that are difficult for most others to understand. Other plant based creatures are capable of learning cuirizu much easier than other races. Most cuirizu learn this language only when brought into an order. Unlike other languages, the cuirizu language has changed relatively little since the first century or two in which it was created.   Nearly every form of writing a cuirizu does as it pertains to itself or its peers is done in this language. Histories, records, correspondence, and spells are all recorded in this language making it very difficult for members of other races to make use of. Non-cuirizu who speak the language are viewed with suspicion and watched carefully unless they are in service to a cuirizu. Some individuals have been slain for simply knowing the cuirizu language and having no connection to it's people, simply for being too high of risks.   Abyssal
Another common language among the cuirizu, this is the language of fiends native to the Abyss and to Abaddon. Many of the earliest records and histories of the cuirizu are written in Abyssal, as it was capable of communicating more effectively at the time. But Abyssal is a chaotic language with many words having multiple meanings and entire paragraphs or passages capable of being interpreted very differently or having very different meanings. This is most confusing when those multiple meanings can both be true. The other drawback to this language is that it often seeks to do harm to the reader, either by misleading them in some way or actively instructing them to perform things that bring them in service to a fiendish master or simply ending their own lives. Abyssal, if read at length, can cause overwhelming psychotic episodes, urges to do self harm, as well as the urge to harm others.   Cuirizu still speak the language commonly, as a means of communicating with other fiends if necessary, but seldom keep do writing of any kind in it any longer. Cuirizu of more chaotic orders tend to pick language up more than others, with members of the Briar Harvest speaking it as eloquently as they do cuirizu.   Infernal
This language is more common among orders that strictly regulate their members than it is with any others. Members of the Elysium Apple, the Golden Sepal, and the Scarlet Thorn will commonly learn infernal. The language spoken predominantly by the fiends from hell, it is considered a better alternative for anything written than Abyssal. Infernal is designed to ensnare a reader or a listener and is capable of communicating very dense and specific ideas while providing room for obfuscation. Those who learn infernal often describe it as learning to speak like a lawyer, often with with carefully chosen words, little positive inflection and minimal emotional weight unless being used to seduce or tempt. This language is great for cuirizu who wish to perform such seductions and write up contracts or bind people to their wills.   Sylvan
Though considered the language of the fae, Sylvan is also a language used often among other plant creatures of Alkotas. For cuirizu who wish to make use of plant minions or attempt to seduce members of the fae, this is an excellent language to learn. Knowing Sylvan, and knowing it well, is a good way to keep a fae from assuming superiority in a social interaction and helps place the cuirizu at least on equal footing with them. With terrestrial fae, speaking in Sylvan is the easiest way to assert dominance over them and bring them into a cuirizu's service.    Elven, Dwarven, Vishanti
Each of these languages is only as useful as it is to seduce members of that race. Few cuirizu have much need to reference documents or writings in these languages unless they're members of the Elysium Apple trying to fit in with a society or members of the Golden Sepal hoarding some special knowledge written exclusively in the language. Members of the Carnal Bloom will learn these languages in order to eavesdrop on conversations but don't usually learn to write it beyond very basic forms.

Common Customs, Traditions and Rituals

Ascension of the First
Among Orders that keep track of Firsts within their Gardens or Vaults, maintaining organization through the appointment of a "First" is key. Often the First is the mortal with whom the cuirizu has the best relationship and shows the most administrative skill and dedication to the desires of the Cuirizu in charge. The first is not always the person who the Mistress sees as the most viable for breeding, but is chosen based off of whether they can get things done and keep others in line. The First of a given cuirizu's domain are considered equal to any visiting cuirizu who is not a Primogen or a direct representative of the Primogen.   When a First is chosen she couples with the Mistress in a special ceremony for all others under her power to witness and may, at her own discretion, choose to couple with another from among the Mistress' stock. After this ceremony, the individual is considered the First, and in larger groups, the First will form her own trusted group of individuals and often appoints a "Second" as her adjunct. Sometimes a Mistress chooses the Second, but it is within the rights of the First to petition for another if the working relationship is dysfunctional.   The Rite of Cross Pollination
More common in the days of the Deep Undergrowth, this ritual was a formalized way to "trade" by having members of one order breed with another. Because of the risk involved of a cuirizu carrying a child, additional magical resources are allocated to ensure a productive exchange, specially having the cuirizu mate within a magical circle empowered with phyllomagic or some kind of fertility magic. This magic circle is usually put into place well in advance and is checked meticulously, but is only active once all participants are inside. Participants stay inside until they have worked to exhaustion, ensuring the maximum chance of cross pollination being successful. Though often done with one to two members of each order trading with one another, larger exchanges were known with dozens of cuirizu involved. Such good relations between orders are rare these days, so the Rite is seldom performed.

Common Taboos

The Law of Fleshright
Mortals of any given race are considered to be a valuable resource waiting to be claimed by all cuirizu, how they do it varies from order to order but one thing remains the same among all of them: Once an individual has been claimed, they become off limits to other cuirizu. This is one of the most concrete laws that remains between various orders, with the Briar Harvest even recognizing it's importance, even if they don't obey it. Fleshright is obtained different ways by different orders, either as a formal ceremony or by a cuirizu simply stating it's claim. Once Fleshright has been established the cuirizu maintains the right to that individuals body for her own needs and desires at any time. Usually Fleshright can only be established one individual at a time, and not over a given area, but some cuirizu stipulate that any entry into their Gardens confers implied Fleshright to the Mistress so long as a person remains within it. The only cuirizu who may even attempt to make a claim of Fleshright over groups at a time are Primogen, and it is still a rare thing to be done. Some orders consider Fleshright to be inherited, meaning that any non-cuirizu offspring birthed by a mortal under the Fleshright of a cuirizu automatically become Fleshright of that cuirizu as well, but this usually only occurs in multi-generational Gardens and Vaults.   Violation of Fleshright must in turn be paid in flesh. Minor infractions typically result in some form of weregild, usually in a non flesh payment. Moderate infractions can include weregild of flesh either temporary or permanent as well as time done in the shame aspect. Major infractions can result in complete asset forfeiture to the aggrieved party, physical torture and punishment, forced seeding, Death, or some combination of the four.   If a single cuirizu is found unable to pay the price for violation of Fleshright, the Order will sometimes be held responsible.   The Law of Childbearing
A cuirizu must never carry it's own child until it has already sired other children. Even if a cuirizu has sired other children, carrying their own child must be something that a superior, or even the Primogen herself, signs off on. The life of a cuirizu is never simply their own and all cuirizu owe fealty to their Primogens. Recklessly risking one's life to bear a child is considered a risk presented to the order and to all cuirizu. Cuirizathi are more common when cuirizu carry, so a cuirizu who willingly takes this risk and produces such an abomination becomes an accessory to whatever crimes it commits, including the act of being a cuirizathi.   Punishment for violation of this law is not always death, if the individual has made considerable contributions to the order, but whatever punishment is dealt out is usually performed by the Primogen directly. The only cuirizu considered exempt from this law are those who are uninitiated to any order or who have willingly gone rogue.    The Law of Seeding
Quite possibly the most often broken law by cuirizu of all orders, the Law of seeding prohibits anyone from forcefully seeding another cuirizu and putting them, theoretically, in violation of the Law of Childbearing. Any cuirizu to be found guilty of this crime takes on the responsibilities and punishment that would normally be applicable in the case of the Law of Childbearing. This law was enforced strictly during the years of the Deep Undergrowth, as it was considered a way of preventing cuirizathi from being born. But since the destruction of the order, many orders apply this law only to those of their own order or those they might consider allies, while allowing those of other orders to be free game.   One exception has always existed though, in which a punishment for another infraction is forceful seeding. In these instances the cuirizu who has been seeded is specifically monitored. Regardless of the outcome, whether the cuirizu lives of dies, she is considered to have paid her debt for whatever crimes she has committed.   The Law of Childbirth
No cuirizu may interfere with the birth of a child, including, but not limited to, endangerment of the vessel that carries it. This law does not only protect those carrying cuirizu children. If a cuirizu becomes aware of a birth in progress, it must never interfere or take actions that would complicate the process. Interfering with the reproduction of mortal stock jeopardizes the continued replenishment of the resource for the cuirizu and is subject to extreme penalties, some of which may be paid to the actual victim or her family.    The Law of Cuirizathi
Cuirizathi are, simply put, failed attempts to create new cuirizu. Often the term is associated with writhing masses of fiendish plant matter that kill everything in their paths, but could just as easily apply to someone who has too many idiosyncrasies to be considered healthy or normal. The interpretation of what makes a cuirizathi is often subject to debate among the orders, but what they all agree on is that once an individual has been named cuirizathi, regardless of the metrics used to determine it, that person is to be slain on sight. Any cuirizu who comes across cuirizathi has a duty to destroy it, and there are even some who excel at locating and termination such abominations. Some orders provide specific rewards for such deeds while others consider it to be a responsibility that comes with defending one's territory. The only order that does not adhere to this law is the Briar Harvest.

History

Not much of the beginning of the cuirizu is understood by any but the Primogen, who remain conspicuously silent on the matter beyond very broad generalities. The First cuirizu is known to have been created by plant life of the material plane being exposed to the energies of the fiendish plane of Abaddon. Whether this was by exposure in the material plane through a portal to Abaddon or by plants being somehow brought to Abaddon and grown there isn't fully understood. What is known is that the first cuirizu existed in Abaddon for a long period of time without full sentience and later awoke to it. She understood what it was to be without feeling, either pleasure or pain, and sought both out in equal measure.   How the First made her way to Alkotas isn't known either, but most records indicate that she existed in her sentient form in Abaddon for a time, making alliances with other creatures there before achieving her migration. After arriving in Alkotas, her first order of business was to begin breeding, to create more of her kind. Whether or not the First managed to breed before this isn't known, and various records have conflicting dates on when the first of the true cuirizu was born from this process and how many cuirizathi were brought into existence prior to that. What is known is which Primogen emerged as the eldest of the offspring, and that was Thorne of the Briar Harvest sometime before the Age of Mithral. Thorne did not establish her order formally at first, instead accruing offspring as she traveled across Alkotas.   Orders did not begin to form until several hundred years later when the Primogens of the Deep Undergrowth, Golden Sepal, and Frozen Holt began to formalize them as institutions with rules and codes of conduct. As the orders grew and new Primogen were introduced, the petty squabbles and arguments between the sisters began to evolve into long standing grudges and vendettas. The First War of Trees between Orders was relatively tame compared to the others, but had more impact at the time by virtue of "breaking the peace" between the orders, though the concept of this peace is hotly debated considering the smaller skirmishes and conflicts that had been happening up to that point.   The First War of Trees was also relatively short, spanning only a couple decades in the opening years of the Age of Fire. The First War of Trees was restricted mostly to Ivalia, with only a few battles taking place on Alkotas itself. This war solidified the borders the orders held for their respective territories within the realm and set the stage for future conflicts by way of the grudges and vendettas spawned from it. Across the ages, few of the Wars of Trees had quite the lasting impact as the Last War of Trees in the Age of Conquest which resulted in the death of not one but two Primogens and the destruction of the Deep Undergrowth as a whole.   Unlike previous Wars, the Last War of Trees was not started over matters of territory and breeding, but rather on a philosophical idea of what cuirizu society had become. Though the precise nature of the disagreement is not known, its generally accepted that Thorne had become disgusted with the prevalent influence of the Deep Undergrowth and sought to rip it out. Thorne murdered her sister to cleanse the race of her influence and set the Briar Harvest upon the Deep Undergrowth. The Gilded Orchid rose to oppose the Briar Harvest before the whole of the Deep Undergrowth could be lost and halted their advance. Thorne's subsequent murder of the Gilded Primogen during negotiations broke the morale of the order while emboldening the Briar Harvest.   Orders that had been allied with the Briar Harvest were put in difficult positions, some of which broke alliances while others were utterly destroyed, but the Briar Harvest managed to weather the onslaught of the other cuirizu rallying to fight them. By the time the war was over, the Briar Harvest was still standing albeit with no more allies, The Deep Undergrowth was almost completely annihilated, the Frozen Holt had retreated into the wilds, and the Gilded Orchid was forced to seek shelter with the Golden Sepal. Nearly every other order had suffered crippling losses, to the point of being unable to continue, making the Briar Harvest the tentative victor of the War.   Today, in the age of Reclamation, the Orders keep each other at arm's length and are deeply suspicious of one another. For some cuirizu, the wounds of the Last War of Trees are still fresh and may never heal. The Briar Harvest continues to grow in strength, threatening to become the dominating force for the race if their marauding across Alkotas is not stopped.

Historical Figures

Thorne of the Briar Harvest
The First of the Primogen and the leader of the Briar Harvest, Thorne's actions have always been controversial and tied to the overall fate of the cuirizu race. Her murder of her sister, Dionaea, kicked off the last War of Trees that reshaped cuirizu society as a whole. Thorne stands poised to be the Primogen at the top of cuirizu society, reclaiming what she sees as her rightful place as the heir to the First. Thorne is savage and brutal, standing head and shoulders even over other Primogen, making her an unmistakable figure when she takes the field with her massive scythe.    Dionaea of the Deep Undergrowth
Considered by many for millennia to be the greatest of the Primogen, Dionaea codified many of the traditions and societal norms of the cuirizu. Her order, the Deep Undergrowth, was responsible for the expansion of cuirizu influence outside of Ivalia and organized many of the efforts to defend the cuirizu against other races that preyed upon them  for much of their history. Dionaea was renowned for her magical abilities as well as her intellect and radiance. Dionaea was close with all her sisters, trying to find common ground with them whenever she could and treating them fairly even during conflicts. Even Thorne, who eventually murdered her, was on good terms with Dionaea for much of their history and many believe that it was the jealousy that had brewed over millennia that eventually led to her murder.   Ione of the Frozen Holt
One of the great Chiefs of the Frozen Holt, Ione has lived for a considerable period of time surviving multiple Wars of Trees. Ione is one of the most well traveled members of the Frozen Holt, possessing a formidable working knowledge of other orders from long ago. Though she's grown cold and distant in recent years, older cuirizu remember her for her fury during the wars, especially against the scourge of the Briar Harvest and its allies. Ione has mentored many cuirizu, not just in the acquisition of power but also in it's use. This mentoring has extended beyond her own order on multiple occasions if she deems the individual worthy of her teachings, making her one of the few living cuirizu to extend her hand beyond the bounds of orders after the last War of Trees.   Anamitra of the Veiled Glow
Though mostly unknown in the surface world, Anamitra is well known in the Darklands below the surface, particularly among the Dark Elves. Famed for her insatiable sexual appetite and her harem of Dark Elf slaves, Anamitra is a singular force in the Darklands which all most learn to contend with an negotiate with. Though known for being strict and cruel, there are those among the dark elves who sometimes seek her out, knowing that those who please her are handsomely rewarded and granted pleasures beyond what most could ever hope for within their own oppressive society. Anamitra's territory is extensive, as is her influence, and she has remained a fixture in the Darklands for centuries, but few who have entered her territory have ever left.

Common Myths and Legends

Cuirizu are incapable of Love
One of the biggest myths among the cuirizu is that they are incapable of experience true romantic love. Though it is a difficult concept to grasp, and an even more difficult thing for them to experience, it is possible. The innate insatiable lust of the cuirizu and the general ideal of subjugating others for pleasure and breeding, can make it very difficult to arrive at something like romantic love. But there are those who become attached to their Firsts and lament the idea that they can never truly love them, not realizing that what they might be experiencing is actually love. This comes from the cuirizu, infernal and abyssal languages having major gaps in them when it comes to communicating the concept, often mischaracterizing it or being unable to describe it at all. Mortal languages conversely speak of the concept either implicitly as something you just know, or in overblown terms that place it on a pedestal. Either way, cuirizu misunderstand the concept, have difficulty arriving to it, but it is not impossible for them to experience.

Interspecies Relations and Assumptions

The following are notes provided by an instructor of the Verdant Lust in Ivalia     Boggans: Uncommon and difficult to find, breaking one will ensure that productivity of your Garden goes way up but they're not particularly noteworthy for breeding. The weakness to cold iron can be a problem sometimes as well.
Dwarves: Sturdy and durable, but difficult to seduce or break and yield low magic offspring. Their work ethic and crafting skills makes them worthy additions to any Garden.
Elves: Useful for magical talent and recreation, but physically are seldom capable of handling the rigors of breeding with us. The older ones know more about us than they let on though, which can make them a liability.
Humans: The most stable and numerous of all breeding stock and not difficult to break, however they seldom rise to the level of being exception in any way. If you find one that stands out, take extra care and ensure it's bloodline finds its way into ours.
Knockers: Cantankerous and unpleasant on the best of days with bodies too frail to handle breeding. If you want a fae, this is probably your worst choice, not even their skill with crafting is worth their constant belligerence.
Linirym: Haughty and imperious, the Linirym think themselves masters of dragonkind while skulking in the far reaches of civilization. Still, they would be the ultimate prize in a garden due to their superior attributes, but breeding with any species that reproduces with eggs is almost never worth it.
Miasanamu: Technophiliacs, the whole lot of them. If you catch one outside of their island nation you still have to be on your guard, they can have any manner of technological device to lay you low in something as small as they keep in their pocket. Without that though, they're more or less on the level of humans.
Oreads: Stoic and often too slow to acts of passion, Oreads usually have to be won over or broken through some other means than seduction. If you can find one and arouse her passions, they can make excellent vessels with strong terramagic traits.
Sarunamu: Powerful and Violent savages that will require extra work from you, but worth your time if you can break one. Incredible stamina makes for long sessions and durable breeding stock.
Sidhe: These fae practically ooze with magical power and at first glance seem surprisingly easy to seduce. Be wary though, most Sidhe know we would prize them in our garden's and will use this to entrap you and make a cat's paw of you if they can.
Sluagh: Quiet an unassuming, these creepy fae are every bit the masterminds that the Sidhe are, so have a care. If you can manage to break one they can be impressive fonts of magic and knowledge, but do not attempt to breed with them. There has never been a recorded attempt that didn't result in a cuirizathi. Ever.
Succubi/Incubi: As delightful as they are to lay with, it's short lived. We're deep wells of energy for these creatures and they will absolutely drain everything you have if given a chance. Keep your distance, otherwise destroy them before they have a chance to get their hooks into you.
Therianthropes: Little more than beasts in humanoid skin, these creatures lack control over themselves let alone have enough to obey you. If you leash them and feed them, you can post them as guards or attack dogs, but keep a supply of silver on hand just in case.
Vampires: Because they're undead, vampires are useless for breeding. But their decadent tastes are worth keeping one as a long time ally if you can. If you've one as an enemy though, eliminate it at the first opportunity.
Vila: Beautiful and Ethereal, a delicious experience for any cuirizu. But beware they don't ensnare you in fae politicking lest you become the one serving the whims of others.
Vishanti: Much more durable than one would think for breeding with unusual magical talent, but are difficult to break or seduce. If you manage to break one however, you must remain careful of reversion or all will be wasted.
Scientific Name
Native Fiendish Outsider
Lifespan
700 years
Average Height
6' 5"
Average Weight
205 lbs
Average Physique
Strong and Supple
Body Tint, Colouring and Marking
Usually some shade of green or brown.

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