Join for FREE | Take the Tour Lost Password?
[x]

deviantART

 

Merilith Race Write-up by =milenkomancy:iconmilenkomancy:



Race: Meriliths

Other Names: Snake-Mages (Western Human name), Merunaga (Asian Human name), Basilo sapiens (Scientific Classification)

Average Height:
Note: height for a Merilith is defined as the length from the top of the head to the tip of the tail. They are not giants.
10’7- 16’4 (Male)
15’0- 20’8 (Female)

Region: The Meriliths are common in tropical climates or forest regions of the Americas and Western Europe. And are very seldom seen in places where it snows in winter. The first semi-immune to mutate into this race is believed to have lived somewhere along the southern coasts of Florida.

Physical Traits: Meriliths are humanoid snake creatures. That is, head and torso of a human, snake from the waist-down. They have four arms with clawed finger-tips. Instead of legs, they have a very long snake-like tail that they slither on for movement. For faster travel, they walk on their arms as well as slither. When they stand on their tail, their height matches that of humans, but a Merilith can stand taller than that if it chooses. On the back of their heads, they have two 1.5ft long tails that are extensions of their cerebral cortex, giving them twice the mind-power of the Taingan. These head-tails are hairless; under the skin, the brain-matter inside the tails is protected with boned rings and cartilage in between, making them flexible and able to withstand the same forces that the skull can. However, if these head-tails are amputated or destroyed, the Merilith still lives, but will lose their powers. Thankfully, the chances of this happening accidently are very slim.
Females- are slightly different than males in the fact that they have a significantly longer tail, long hind arms, and pointed elf-like ears that extend upward. They can hear much better than their male counterparts, but they’re ears aren’t as sensitive as the Taingan’s are.
Abilities- Meriliths are not only telekinetic, but can also materialize and manipulate fire, as well as electricity using only their minds (Pyrokinesis, and Electrokinesis respectively).  These powers grow and become stronger with age until their 35th year. Merilith males specialize in metal forging using their pyrokinesis, advanced spellcrafting, and making enchanted swords and items. Females specialize in gardening and the Healing Arts. And both genders are excellent swordfighters.

Inner Society:

Family- Meriliths are patriarchal and follow a samurai-esc moral code. The male chooses his mate and tries to marry her. At this point, the female can either consent to the marriage, or if the female doesn’t want to marry that particular male, she has the right to challenge him to a swordfight; the rules are no powers, no magick, first to draw blood wins. If the female wins, the male has to find another mate. However, if the male is victorious, the female is required by moral code to marry him. Whoever uses powers or magick in the challenge loses the match, and the other side wins by default. Once married, they can have as many children as they please (an average family consists of 6 or 8 children). Meriliths are half-reptilian, so if mating is successful, the female will lay 6 eggs about three days afterwards. Yet about only three or four of them actually hatch. Merilith eggs surpass Emu eggs in size by 2 inches. Once hatched, the female nurses and raises the babies like a mammal would.

Community- Meriliths prefer to make their own settlements using their powers and magicks. Their telekinesis is powerful enough to uproot trees from which they use the wood to build tree-houses that look similar to log cabins.  Yet there are some Meriliths that like to make themselves at home in old-world residences. Regardless of where they live, if you find a wall of logs, chances are there’s a Merilith settlement nearby.

Government- The settlement is run by the general of the settlement’s Guards. He is put into office by popular vote among its residents; much like a President is elected. Nominations for office go through tests to determine their skill in combat and whether or not they meet other criteria for leadership before being voted on. Despite this militaristic government, the settlement is run democratically.

Justice System- the Meriliths emphasizes crime prevention as the key to maintaining order compared to the chaos of the Badlands (which is any area outside any established settlement. In the badlands, it’s total anarchy). Regular patrols are made by the Guard at all hours. A crime committed in a Merilith settlement is a rarity. Yet if a crime does occur, the felon is arrested and taken to the local precinct until a proper hearing can be made (about 15 days). Sentencing can range from a jail sentence, banishment from the settlement, or death by beheading depending on the seriousness of the crime. If the felon is banished, the Guards confiscate all the felon’s items and amputate his/her head-tails before being thrown out.

Culture- Merilith culture is somewhat of a mystery to outsiders and is the least understood. Yet in general, Meriliths are benign although rather warrior-like. They enjoy fencing and swordplay, as well as studies in both stage magic, and real magick. They prefer using hand-made enchanted items and spells to using old-world electronics.

Age- Meriliths live long lives with an average life-span of 175 years and age at a human rate but doesn’t develop age-related conditions until 3 years before death. Merilith children are born without their head-tails, and both genders have the same tail length. Their tails and head-tails grow out when they hit puberty. A Merilith isn’t considered an adult until their 16th year.

Clothing- Due to the hot and humid climates they live in, Meriliths prefer to be in the nude whenever possible, wearing nothing but the old-world jewelry they collect from either off of the ash piles of the plagues infected or from old-world jewelry shops.  Yet when they venture out into the Badlands or to other settlements, they wear clothing for common decency. They wear scavenged shirts that they find in old-world stores, and all Meriliths wear skirts regardless of gender for they are incapable of wearing pants. And making fun of a male for this is like making fun of a kilt-wearing Scottish person, so prepare to be severely injured if you ever do.

Religion and Beliefs- Like the Taingan, Meriliths are polytheistic but have a different Pantheon from the Taingan. Meriliths worship the Five Divines; three Gods and two Goddesses, all bearing their image. However, human scholars have yet to fully study this faith and know little about it.

Names- Meriliths commonly name their children using crystal, mineral, and incense personal names, and have regional surnames. Pretty sounding incense names are given to girls (Sandalwood of Miami), while crystal and mineral names are given to boys (Graphite of the Yolanda Settlement). To prevent confusion if a Merilith has the same name and/or birthplace, the personal name of their mother can serve as a middle name. Like all other races of the New beginnings Era, First-gen Meriliths keep their former human names.

Outer Society:
Currency- by Year 1, Month 2NBE (February 2013) Meriliths broke the bartering trend and established the first inter-racial currency that became known as Merilith Credits. One Credit is worth half of a US Dollar from the old-world. And like the Japanese Yen, it has no subsidiary (cents). Credits are coins of 60% silver and made from melted down old-world coins and jewelry. To prevent counterfeiting, the Meriliths have engraved special symbols on both sides of the coins that only a trained Merilith minter can produce. These symbols are both beautiful and complex, and almost look like magick sigils. The coins have a 1.5-inch radius and a hole in the middle to string them together. Some Meriliths like to flaunt their wealth and wear long necklaces that use Credits as beads.
Taingan- since the invention of Merilith Credits, the Taingan have developed an unshakable alliance with the Meriliths who trade with them regularly.
Humans- are tolerated by the Meriliths as long as they don’t cause trouble. Meriliths rarely trade with humans, so for them, Credits aren’t easy to come by. If they travel with humans, they do so with slight discomfort.
Other Races-Meriliths are relatively friendly with other semi-immune races. But if it’s one that’s known for causing trouble (ex. Were-Pyres), the Merilith won’t hesitate to defend themselves against them.

War- the Meriliths have done a good job so far of maintaining relative peace between the semi-immune races using the fear of their powers as a deterrent. When they fight, they do so with enchanted swords (with some having a short-sword for each hand that are capable of a variety of things) as well as a spectacular display of all three of their kinetic powers.

Fun Facts:
~Few Meriliths drive old-world vehicles. Those that do are commonly females because their hind arms are able to reach the pedals. They drive vans (or busses in some cases) with all the seats taken out.
~Meriliths can understand a variety of human languages, but only few can actually speak a language other than the local tongue.
©2009 =milenkomancy
:iconmilenkomancy:

Author's Comments

Here's a write-up for the Meriliths, an original race (OR) that I've made for my novel. Reference compilation comming soon.

Template for the write-up provided by :icongundamzero:. I just filled in the blanks.

Comments


love 0 0 joy 0 0 wow 0 0 mad 0 0 sad 0 0 fear 0 0 neutral 0 0
:icongundamzero:
Ahh! So this is what I am! They sound really cool! I Might have to draw myself as one some time :D Great job with the write up!

--
On a scale from 1 to Hojo you are....well I'll be nice and leave that blank.
:iconmilenkomancy:
Yep ^^
Hmm...I shall jump on the reference compilation then (^_~)
Thanks bunches :D

--
Assistant Admin at ~melonboobz-club
If you'd like an avy lik mine plz note me

Spirit be with you. So Mote it Be... (Φω~)b
--
I'm taking Commissions, check out my price-list here: [link]

Details

June 26
9.5 KB

Statistics

2
0
18 (0 today)
0 (0 today)

Site Map