Zyphynx (zy-fy-nix)
Zyphynxs, while categorised as a monstrous race, are more well-known as a predatory race. Perhaps because of their more animalistic and horrific appearance, or perhaps because of their tendency to hunt, kill and eat others like an apex predator created or formed (who knows) to topple humans on the food chain.
Traveling in small nomadic groups called skulks, they are a devastating force, especially for the roads. They're not only carnivorous meat eaters but terribly cunning, especially or in spite of being monster kin. When fed and in the mood for some fun they have been known to steal and cruelly mess with others regardless of the who or what.
That's not to say they do not have redeeming qualities, after all they are still considered a Mind rather than simply a monster. They have structure and an excellent motivation for teamwork, and the creation and upkeep of sentimentals as well as form deep bonds like any other. But most of all they are known for their unique mutilating of their 'ears' to display their most valued trait in what they call Soul Shaping - which tells of their morals and goals.
Those not in a skulk are the Rogues. It takes a considerably special circumstance or Zphynx to break away from their own kind and culture to become a Rogue because it turns all their own kind against them (except other Rogue exceptions of course) but ironically welcomes them into the world of others. It is a Rogue you want to run into, as they can fairly easily integrate into other civilisations, learning quickly of the laws and unspoken etiquette (despite their opinion of them) in order to function as a barkeep or farm hand etc. Despite their... everything else, they are known for being sound employees for their intelligence and hardworking hands. No fear of them being a hindrance anymore since they can of course survive on other meats, and one can be assured in their sharp minds that they know it would simply be foolish and detrimental to ostracize themselves otherwise anyway.
No, it is for running into other Zphynx skulks that would be a problem for the Rogue, as their way dictates they shall then fight to the death. A skulk against a single Rogue, it doesn't take a mathematician to work out those odds (and even if it did, the Zphynx is on par). It is only more reason for a Rogue to find itself the largest settlement to become a functioning member, and then likely never leave its bounds.
Appearance
- Reptilian in theme, a Zyphynx is bottom-heavy with a much smaller upper chest cavity.
- Arms are long and forearms thick, ending in 4 dagger-like claws. The backs of their fingers are plated for running, in which they hunch over on all fours and run on their knuckles much like a gorilla.
- Their legs appear hooved however have slits that separate when their toes are stretched, which when combined with their clawed fingers are used in hunting to leap onto a target, clamp down and dig in.
- Their necks are long and flexible, allowing them to crane their small head all around them.
- From these small heads, they have long thin snouts with jagged edges and their teeth are small but sharp much like a lizard.
- Their ears are geometric in shape and often cut in various shapes (see Soul Shaping).
- Finally, their eyes are an almost + shape, which allows them to close one side to form a slit shape which is supposedly used for intimidation but to also literally narrows their focus for long distance precision. The colours are solid black sclera with a single pupil swimming within of any colour.
- Their skin is of a sort of rubbery texture and tend towards a dark dull blue colour with a coloured underbelly, supposedly following nature's rule of bright colours = danger but otherwise seems to make little sense...
Height & Weight: When they straighten out they average around 7 feet / 2.2 meters but most keep their necks tucked, coming to meet humans eye to eye. They average around 260lbs / 115kgs
Features
Predatory Build
Being of monstrous foundation and predators by nature, Zyphynx are built to track, hunt, kill and eat just about anything it physically can, including other races. As such they are able to see perfectly well in the dark, although lack any colour.
Their long crocodile like snout it jagged and filled with fine sharp teeth akin to a saw which make for a devastating bite, even being able to snap bone should multiple put their jaws into it.
Claws of small daggers and their feet split into strong clamping mechanisms that when combined can tackle and bleed with their tendency to pounce atop their target like a lion or raptor.
Their overall appearance is unsettling and dark, screaming dangerous, but there is something especially in those eyes when they close one lid to form slit shapes that's just downright terrifying. A lesser creature or person will struggle to face them, instinct begging them to run.
Scavenger Craft
Zyphynxs are very problem solvers, pragmatic and intuitive - a combination that has made them excellent crafters with just about anything. And anything they will use. After all they do not kill for fun, but for food and resources, so they will often - out of some baseline respect - attempt to use as much of a kill as possible - bones, hair etc.
They are so skilled in craftsmanship with what they have in fact that the only reason they are not more well known is because they lack settlements to develop stationary equipment such as forges and kilns, which they would no doubt love to learn and master. Perhaps this reason alone is why some Zyphynx choose to become Rogues.
Naming Traditions
Family names
A Zyphynx names their child after a word related to a trait they may wish for their child to obtain, and in order to add some variety, may take from a language while doing so. However, since this is no guarantee how a child will grow, a name can sometimes be entirely unrelated to who they have become.
Examples: Hazard, Patience or Victory
Skulk names act as lastnames for all members within its number.
Culture
Major language groups and dialects
Coming of Age Rites
Soul Shaping
When a Zyphynx teen comes of age, usually at 16 or older, they are initiated as an adult with their Soul Shaping ceremony. Zyphynx are born with geometric ears that dangle down the sides of their heads when idle, completely plain and flat. These ears are cut in a ritual by an elder, similar to sacred tattooing and is about on par with piercing ears in terms of pain. These cuts are in a shape that reflects a trait the young Zyphynx has shown to shine above all others. For example, the cut of honour, nimbleness or kindness.
The skulk will celebrate the new adult and the completed ritual with a feast and celebration that night, some skulks may have a member who has learned art in creating treats or drinks or necklace gifts and so on, for the occasion. Every skulk has its own subculture which often shines during Soul Shaping.
However, new adults may choose to leave their birth skulk to join another. These are the Zyphynx that feel they have nothing to offer to their current group, perhaps a skill they excel at is already taken by another for example. A skill that another skulk may not have, a spot to fill in elsewhere. Sometimes it is even heavy... encouraged in order to find mates elsewhere and mix blood. Regardless of reasons, the skulk when travel as far as they must, tracking other skulks as they go, to meet and exchange new adults - less they wander off alone and be branded a Rogue. Besides, it's a chance for skulks to catch up, exchange goods and socialise for a while, all good things that keep the race's overall bonds strong and a force to be reckoned with.
Major organizations
SKULKS
Zyhpynx are not just feared predators, they're also very social. Within their own kind they form groups called skulks which are typically led by a Skull (the leader title). These groups are nomadic and travel all over their territory as they hunt. They travel in such a way because they're intelligent enough to understand the dangers of overextending a resource so they're careful to never fully wipe out herds of prey etc and would never attack a human (or elf etc) settlement to wipe it out.
Thus it's important for these skulks to have an understanding of what's in their territory and have full control of the area. So when another skulk wrongly hunts in their territory they will viciously defend their land in combat, sometimes it can be almost warlike. However, more often than not, negotiations can be had to trade or gift territory if the proper channels are taken. Typically they meet on agreed terms at their borders to discuss. Sometimes they may agree on a one-on-one battle where they each send in a champion to fight honourably for the land but most favour craft or resources.
Many will carry with them mementos and trinkets they've found, earned or crafted with them as they travel. So it is not uncommon to see skulks carrying packs. Of course, they also craft (or steal) necessities with them, such as tools, materials for shelter, warmth etc
At night a skulk may settle into camps or others may simply settle under the sky, in dens etc with someone on watch. Some may have chores around settling down for a time, which they are assigned and completed with the same efficiency as they hunt.
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