Azkaderra — Bea’txo/ Meseidiaren hybrid created by the Bea’txo in their conflict with the Umegarik as a counter to the [[Kutsa’atu | Kutsa’atu]]. As such, some Bea’txo and well-read historians, consider them weapons best left in the past.

When the conflict ended, the Azkaderra bands who fought and killed during the conflict were considered too dangerous and were exiled to three far-flung lands. Those that had acted as house guards for the Bea’txo were allowed to stay and continue that service.

The Maritsi are the descendants of those that stayed in Marit and have served one of the houses faithfully ever since. The Maritsi look very much like the Bea’txo they live with, but perhaps less angular, more muscled. They are rarely allowed to hold any position of influence in any aspect of Bea’txo society.

The Qi Simias live in the Qisimel Valley in northern Tulis, a land currently only known in legend among the Meseidiaren, and only scant few at that. At the time of their exile, this group were engineers, crafters, wielders of magic, and heavily armed and armored reserves, all wishing to get away from the Umegarik- Bea’txo conflict and make a land and culture for themselves. They are graceful and thoughtful, but also proud and aloof. They are outstanding shipwrights, architects, siege engineers, and wizards of every kind. Those who are aware of their troops acknowledge their discipline and teamwork, using their polearms to stymie foot troops at distance, and repeating crossbowmen to pepper enemies from range. They are lean, but comely like their Bea’txo makers. Skin and hair are typically pale, and the Qi Simias are often mistaken for Bea’txo by those who have limited exposure to either.

The Tumkayal have made the Vale of Suwesyin in west-northwest Delim home, about as close to their enemy’s old home of Kartuus as possible. These are largely descendants of shock troops, cavalry, and some other combat specialists all dedicated to the mission of quelling the threat from the Umegarik and [[Kutsa’atu | Kutsa’atu]]. They make their home in a valley that radiates magical energy, and where the barrier between realms is very weak. At the heart of their valley is a massive oak-like tree that predates the exile. Surrounding it are 12 other trees that are all seedlings from the central tree. It is here that the Tumkayal gather to govern, commune, and congregate. The Tumkayal have widely varying appearance due to both the diversity of their progenitors and the heavily fluctuating magical fields throughout the valley. The more time the Tumkayal spend growing up in those fields, the farther from the norm their skin, eyes, and hair color, as well as height and weight. They also maintain a vigil for their old, exiled enemies, and all Tumkayal train in the ways of defeating the [[Kutsa’atu | Kutsa’atu]]. The Tumkayal are allied with the Zalamiri Empire by convoluted mutual aid treaty, with all Tumkayal having the rights of Zalamiri Citizens while within the Empire.

The Never-ending Wood of Zynaris, at the northern end of Areiystis, is the home of the Zynar, descendants of scouts, archers, and those who wanted nothing to do with the agendas of the Tumkayal nor the Qi Simias. They live in communal villages among the massive forest they call home. Zynar coloration is earthy and more muted than their cousins. They range the northern half of their continent and have contact with Grugan, Pymlion, and Dunyabetia.

There are four known lands populated by Azkaderra.

  • Maritsi — still live in Marit (unable to be reached except by Bea’txo vessels) [[+2 to all physical stats, -4 to Wisdom]]
  • Qi Simias – Qisimel Valley, Tulis (unable to be reached except by Bea’txo and Qi Simias vessels) [[+2 to Dexterity, +2 to Intelligence, -2 to Charisma]]
  • Tumkayal – Vale of Suwesyin, Delim (nominal ally of Zalamiri Empire) [[+2 to one stat]]
  • Zynar – Never-ending Wood of Zynaris, north Areiystis [[+2 to Dexterity, +2 to Wisdom, -2 to Charisma]]


Bea’txo: Azkaderra are humanoids with the Bea’txo subtype.
Medium: Azkaderra are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Azkaderra have a base speed of 30 feet.
Low-Light Vision: Azkaderra can see twice as far in low-light conditions.
Ancestral Grudge: The enmity between Azkaderra and Umegarik and their created races is long-standing and deeply entrenched. Azkaderra with this racial trait gain a +1 bonus on attack rolls against humanoids with Umegarik and Dunyabetia subtypes because of their special training against these reviled foes.
Bea’txo Immunities: Azkaderra are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Azkaderra gain a +2 racial bonus on Perception checks.
Natural Stalker: The lands outside of cities, are treacherous to navigate. Azkaderra with this racial trait may move through difficult terrain without penalty while in forest or jungle. In addition, Azkaderra with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat.
Spell Resistance: Azkaderra possess spell resistance equal to 6 plus their class levels.
Weapon Familiarity: Azkaderra are proficient with the hand crossbow, rapier, and short sword.
Languages: Azkaderra begin play speaking Common and Bea’txo.


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