Earning a Weapon
Weapons are very important to the Soturie, for these weapons allow them to pierce the tough hid of the Felidae.
Once a cadet reaches a year and a half, they are to participate in 'The King's Challenge.' In the challenge, the cadet must complete three tasks. It is always a mystery what the task are, but one is devised by the King, another by the Senior Drill Instructor, and the last by the Council. Depending on how the perform will decide what weapon they will be given.
The King's Portion Always changes
The Shaman's PortionAlways changes
The Instructor's PortionThe Cadets are separated into teams of two. The pair has to survive a three and a half day's journey to a Felidae Hive at the gorge. The team has to kill a total of 10 Felidae.
Weapon and Harness Guide
These are not official, just my help for users having troubles with their weapons and harnesses. Practicality placed on a fantasy race.
Harness Details
The harnesses for Soturie are designed to hold their weapons, and keep the weapon at their side when charging into battle. So, it needs to be able to take the weight and momentum of the Soturie wearing it. All you need is a breast collar to keep everything from sliding back, a girth, and maybe a back cinch. Padding for chest and back would make sense. It should also follow the center of gravity of the Soturie itself.
Harnesses are not to look like clothes or armor. They are just harnesses. If you want to be fancy, the basic harness must still remain, but can have cloth and other accents. It should not be anything like armor.
Weapon ON Harness guidelines
The weapons should sit in the center of gravity as well, and not hinder the movement of the Soturie. The weapon needs to be easy access for the Soturie, so they don't have to struggle to get the weapon free from the harness. Any weapon placed under a strap will be hard to access or not removable at all, and handles should not be facing the rear end of the Soturie as they need to be what's at hand in the Soturie' time of need.
This in turn leaves the weapons to either being held by a sling like structure, clips that button down and easily break free without damaging the harness, or just being set on a holder that is attached to the harness and held in place by magnets.
Weapon Guidelines
Pretty basic, weapons should be able to wielded in the moth/maw, and not be overly sized compared to the Soturie, Though there are exceptions. This means no bows, guns, whips, and most throwing weapons. Throwing Knives excluded, as they Soturie can use the momentum of their body to get the throw to give its the needed distance.
Regarding the ability to use Magic
It is believed that the ability to use magic is the result of a reaction to the poison of the Felidae, and that over time that reaction resulted in mutation that allows for the control of abilities similar to magic. However, Magic is very rare. Only 1 in 20 Soturie have the ability. The ability is varied greatly. Most, only have elemental control. Some have the ability to view the flow of time - relive past events and see he future.
Spirit Warrior ; This is a form of magic with two sides. It can be used to help, and used to harm. This magic not to be confused with its lesser counterpart that only heals. This form of magic is not dominate, for it is taught or given by the Shaman.
Time-Sight ; This magic allows the user a full for of the past, and a limited view of the future. This form of magic is very rare, and has only been seen in one Soturie thus far, but tale are told of another. This magic is dominate, and is passed only through birth.
Elemental ; Magic that allows a Soturie to wield the five elements; Fire, Water, Earth, Air, and Either. Either is the element that she is unable to wield proficiently and is only used in dire situations, it takes a lot of stamina. Earth takes a lot of strength. Fire a lot of will-power. Water a lot of dexterity. Air a lot of concentration. This magic is dominate, and is passed through birth. It is the most common form of magic.
Telekinesis ; This for of magic allows one to move objects smaller than themselves with their mind. This form of magic is both dominate and not, it can be taught or passed on through birth.
Zenith ; Users of this power are able to evolve their powers and abilities to the near highest level, allowing them to obtain almost unparalleled might. Rarely, the user also gains access to the ultimate level of power that is capable of transcending the boundaries of their own species. Most importantly, zenith can be obtained by those who possess full mastery of their own powers or ones with the utmost potential.
Plague ; The ability to cause illness be it in the way of zits to diarrhea. However, the illnesses inflicted are not permanent and do not go far enough to kill. This ability is only hereditary
Mental Projection; This form of magic allows the user to project only their own thoughts, consciousness, emotions into reality. This ability can to hereditary and taught.
Immunity ;The user is invulnerable to most, if not all, forms of magic and magical powers. Advanced users may be able to select which spells they can be affected by. This ability can to hereditary and taught.
Teleportation ;The user can teleport from one point to another without traversing the physical space between them. The distance is relatively short, for the destination must be in clear sight at the time of the teleportation. Is only hereditary.
Memory Absorption ; The user is able to selectively absorb memories from others and use the information within and/or store them within their own minds. The memories taken may come back to the victim over time or can be permanently kept by the user, depending on the level of skill with the power. This ability can to hereditary and taught.
Telepathy ; User can read/sense another person's thoughts and/or communicate with them mentally. Although, the one who's mind they are attempting to reach must be willing. Is only hereditary.
Empathy ; The user can interpret and replicate the emotions, moods, and temperaments of others without reading apparent symptoms, allowing them to understand introverts or discover one emotion is actually hiding another. They can attack someone in a personal and emotional way since they know exactly what emotion is flowing through themselves and can use this knowledge to play against them. Some users may learn to read emotional imprints left into environment or objects. However, they can not alter the moods or emotions of another. This ability can to hereditary and taught.
Illusion ; User can create, shape and manipulate illusions, causing targets to see, hear, touch, smell and/or taste things which do not actually exist or cause them to perceive things differently from what they truly are. However, these illusions are not perfect; an illusion of a loved one will not have the knowledge of that creature and can be recognized as an illusion. Is only hereditary.
Dream-Walking ; User can create, shape, enter and manipulate the dreams of oneself and others, including modifying, suppressing, fabricating, influencing, manifesting, sensing, and observing dreams as well as nightmares, daydreams, etc. They can produce and modify dreams, bestow nightmares or lucid dreaming, and promote spiritual/emotional healing within dreams. Again, the one who's dreams they enter must be willing. Is only hereditary.
Invisibility ; Users can render themselves unseen by the naked eye and become invisible in visible spectrum. The user can move about an environment unseen by others and act without being observed. Some users can choose to let certain people see them, while staying invisible to others.
Other Species
The Thirio
Danger Level ; Moderate - Is relatively docile, but will charge when cornered.
Taste Level ; Good - The meat is tough and does not appeal to some Soturies.
Danger Level: Medium/High
The Thirio are very large creatures, near twice the size of a medium sized Soturie. They are akin to the Earth's Tapir. Due to their lazy and unhigenic behavior, they are often found with moss and mold growing on their hides. The Thirio are herd animals; a male will guard his herd relentlessly. They are to be avoided during the fall rut. They are equip with heavy hooves and sharp tusk that protrude from their maw; these weapons can kill or seriously injure a Soturie.
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Shardiks
Danger Level ; Moderate - Only the larger ones pose a threat to Soturie who decide to take a swim.
Taste Level ; Tolerable - They taste a lot like catfish. Many do no like the taste of fish.
Shardiks range in size to from a Catfish to a Great White Shark. Some live in large pods, other prefer to live alone. They are rather similar to the myth of 'The Loc Ness Monster'