The Azracs are an aggressive, desert-dwelling race. They are, in many ways, similar to Humans. What little hair they have on their bodies they usually shave. Azracs wear minimal clothing and disdain heavy armor. Their religious zeal makes them particularly aggressive and fanatic.
Society[]
Azrac society is one of strict religious and societal conformity. Insubordination to one's superiors is neither tolerated nor punished lightly. Azracs believe that the almighty god, Yaka, ordains one's social status. Still, a high level of respect for all other Azracs is common in Azrac society. Azracs are wary of most races and only ally themselves with other neutral races, unless truly dire circumstances force them to broaden the scope of their trust. They typically do not mix or intermingle even with their allies, as all others are seen as inferior in the eyes of Yaka. Azracs disdain the concepts of good and evil, and will go to war with any who stand in the way of their religious beliefs or goals.
Combat[]
Azracs will fight fearlessly, because they believe that dying for their god will make them immortal. They are prepared to give their lives for their king or god at any time. In combat, Azracs most often take the offensive and attack relentlessly. They are naturally good fighters because of their inbred toughness, fostered by living in a harsh desert environment. Their disdain for any kind of armor leaves them somewhat vulnerable, however. Azrac tactics typically consist of overrunning their enemies with brute force and magic, and they rarely employ stealth tactics.
Units[]
Level 1[]
Portait | Name | Description |
---|---|---|
Azrac Archer | Azrac Archers wield the bow with average proficiency. Like all of their race, they benefit from a natural resistance to fire-based attacks. | |
Azrac Swordsman | The common Azrac warrior is proficient in the use of a scimitar in melee combat. These foot soldiers are lightly armored, preferring mobility in the hot climate, to roasting in the confines of metal shielding. Like all of their race, Azrac infantrymen are resistant to intense heat. | |
Elephant | Horses are not the only animal first domesticated among the Azracs. Among the more useful breeds, Elephants serve the Azracs in nearly every aspect of Azrac life, including the battlefield as living battering rams. Azrac Elephants are relatively docile creatures, and despite their size, are not easily trained for combat. | |
Scorpion | Perhaps the strangest animal employed by the Azracs are the giant scorpions. Not nearly as venomous as some smaller scorpions, they still may sting their opponents with a nasty toxin. Their hard exoskeletons and huge gnashing pincers make them quite dangerous. |
Level 2[]
Portait | Name | Description |
---|---|---|
Azrac Priest | Azrac Priests are called the Yakamajal, meaning "The Will of Yaka." They worship the ageless, all-seeing, Azrac king-god, Yaka. The priests are believed to be the embodiment of Yaka's will among his chosen people. In Azrac society, priests act as teachers, judges, and enforcers of Yaka's Code. Azrac Priests are not exceptional fighters, but instead, may project arcane energies given unto them by Yaka. They are completely immune to fire and often perform feats of wonder over searing fire pits to impress their subjects. Though sanctimonious, they will heal the "rightly wounded." They can dispel infidel magic. They also possess the power to repel the Yakamapu, meaning "The Waste of Yaka," or more commonly called, the Undead. | |
Azrac Rider | The Azracs are the first recorded race to domesticate the horse. Their horses are legendary for their stamina and strength, even in blistering desert heat. Azrac riders establish a blood-bond with their steeds from their birth. Instead of heavy armor and bulky weapons, they rely upon their steed's swiftness and the sharp curve of their scimitar. Like all of their race, Azrac cavalry are resistant to intense heat. | |
Catapult | Catapults are fairly simple but expensive devices widely used by most races. They utilize leverage and the flexibility of the wooden arm to hurl boulders over a great distance. Made of sturdy wood, catapults can sustain a fair amount of damage before rendered useless. Their size and weight also make them very slow to transport. | |
Ballista | Although mechanically different from crossbows, Ballistas function quite similarly. Ballistas are siege machines that are most effectively deployed at long ranges against other units rather than city walls. Their javelins are much more accurate and aerodynamic than the boulder of a catapult. Several ballistas can provide excellent cover for catapults and rams attempting to breach a city's outer wall. |
Level 3[]
Portait | Name | Description |
---|---|---|
Beholder | The Beholder has a spherical body, one large central eye and a huge maw lined with razor-sharp teeth. Several omni-directional eye-stalks atop it make it impossible to surprise the Beholder from any side. This creature floats magically, and its gaze has been known to freeze its victims in terror, stopping all bodily functions and causing instant death. Those who do not die instantly are deeply afflicted with a gripping fear that makes it difficult to think coherently. Beholders most often inhabit dank ruins in hot climates. The Azracs revere these creatures and refer to them as, Yakamaheli, The Eyes of Yaka, believing that they have been sent to watch over their people. Indeed, Beholders fight alongside the Azracs to preserve this notion, and the respect it generates. | |
Djinn | The Djinn are thought to be related to Air Elementals. However, these beings take on a more human countenance and seem more magically adept. Though not particularly strong, Djinn are skilled in combat. They are able to fly and can strike with pure magical energy. The Djinn are loyal to the Azrac and have at times influenced their social codes and laws. They are revered in Azrac society and sought at times for gifts of wisdom. The Djinn are loyal to the Azrac and have at times influenced their social codes and laws. They are revered in Azrac society and sought at times for gifts of wisdom. Bards sing of the Djinn, portraying them as clever beings which offer luxurious gifts to the greedy. Invariably the gifts turn out to cause the greedy wisher's destruction. Despite all the tales, treasure hunters still seek the Djinn, thinking they can provide, or hoping for a point in the direction of, untold wealth. The result tends to be a parched skeleton swallowed in the golden desert sands. | |
Sandworm | The Sandworm is a huge annelid indigenous to the desert. These creatures have a rough muscular skin that protects them from hot sands and other dangers. Sandworms move easily through the desert sands and burrow in the deep earth. Concealed Sandworms can easily ambush unsuspecting desert travelers. |
Level 4[]
Portait | Name | Description |
---|---|---|
Yaka Avatar | According to legend, should Yaka, the Azrac god, set foot on the world, it would melt with such intense heat that it would melt and fold together like a scroll. Since this has not yet happened yet, it is presumed that Yaka has not stepped upon this world. However, in times of war the Yakamajal call upon their God's aid in the form of the Yaka Avatar. Avatars under Yaka's possession can be killed, but not easily. They generally possess a strong resistance to magic and formidable fighting skills. Yaka may also exert his irresistible influence upon other humanoids, making them his disciples to do his bidding. |