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The Sharrak Iruxi

The Sharrak Iruxi are one of the two nations that descended from The Korruksi Empire. While the reasons for the event known as the Schism have been lost to time, the Sharrak are the descendants of the aggressors (and eventual losers) of that civil war.

Driven from the lands that would have been their new home, the defeated conquerors retreated to the Orian continent, and took shelter from Earthfall in the only place that was left: underground. They discovered an entrance to a series of intricate cave networks that descended deep below the surface, far enough to protect them from the cataclysm above. The survivors of that harrowing flight laid blame for all the death and destruction at the feat of the magocratic leaders who had begun the ill-fated war, and vowed never to be taken in by the same failures again. As refugees became an established nation deep underground, their culture solidified into one with a deep distrust of outsiders, and of the magics that steered their ancestors so wrong.

Physical Description

While generally similar to most lizardfolk, the Sharrak have had time to adjust to their subterranean homes. They tend to stand shorter than most Iruxi, generally around 6 feet tall, and have wiry - if muscular - builds. Their scales are usually very muted shades, either very pale or dark, and striped patterns aren't unusual. The most common heritages they display are Cliffscale and Unseen Lizardfolk.

Culture

At its heart, Sharrak culture is a deeply untrusting and isolated one, even more than their cousins, The Dowuari Iruxi. Both shame at their ancestors actions and distrust of any new outsiders drive them to be extremely xenophobic, often violently so, and they do not take kindly to intruders in their lands. They are an ascetic and religious people, viewing their harsh lives as a deserved divine punishment for their ancestors' misdeeds, and live their lives in devotion to their gods. Any show of excess or deviance may be seen as sign of blasphemy, to be punished harshly.

The Sharrak as a whole despise most forms of magic, especially arcane and occult; they view it as a vile and corrupting influence, and those who use it are at best a catastrophe waiting to happen. The one exception to this rule, that goes hand-in-hand with their devotion to their gods, is a deep and abiding respect for divine magic: as it is granted by the gods, and thus can only be used with their oversight and consent, the Sharrak view it as honorable and trustworthy. Druidic primal magic is often viewed with skepticism, but is useful enough in their harsh homeland that careful practitioners can navigate the cultural biases.

Government

The nation is governed as a strict Theocracy; priests and clerics are regarded with deep respect, and the nation is led by a group knows as the Lightspeakers. This group is comprised of one high priest of each of the gods the Sharrak venerate. Together, they dictate laws and justice for the whole nation. Individual citizens have little control of their government, or hope of ascending to a position, but view their leaders with respect as the chosen of their gods, and trust in their wisdom.

Settlements

The Sharrak dwell in vast cavern complexes under the surface of the continent. Their claimed territory spans many miles of underground tunnel systems, jealously guarded against outsiders and monsters alike. Their main settlement is known as Coreholm, the seat of their leadership and religion. Most of the nation's citizens live here, in homes carved out of the rock or built inside building- or city-sized caverns. Most settlements outside of Coreholm are much smaller, created mostly for utilitarian purposes (mining ore deposits, farming in fungal caverns, etc) or as defensive outposts; Coreholm is the only place of true importance in the nation.

Adventurers

Sharrak adventurers are exceedingly rare, due both to their nation's xenophobia and isolationism. Almost any Sharrak seen outside their territory would be some kind of outcast, either criminal or misfit, and thus would not conform very well to Sharrak culture and behavior. Thus, while the Sharrak abhor uncontrolled magic, exiles would actually be more likely to show such a gift. Sharrak encountered within their borders would often include martial classes such as Fighters or Rangers, to defend their homes or search for resources; the vast majority of sanctioned magic users are Clerics.

The Vault Of Sin

Deep within the Sharrak capitol's holiest temple is the Vault of Sin. It is the single most secure room in their entire nation, because inside of it is the most heretical of things: magic items. Any item too powerful to destroy, or object holding too much history to discard, are sealed within the Vault, never to be released again. The vault itself has an enchantment supplied by an immovable, rune-infused pillar built in the exact center: a powerful anti-magic field, to prevent any of the sealed artifacts from causing trouble or exerting their power. Only the highest of the Sharrak's priests are allowed into the vault, to learn study to control, suppress, and destroy the dangerous objects within.


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