Xarte Kin'toni Clan The Xarte Kin'toni Clan were children when they was turned in the overrun city. From the city also came the Parakk Kin'toni Clan, Vlakia Kin'toni Clan and the Yergha Kin'toni Clan. These kin'toni decided to make their base in the Xerte school and named the clan after the school. As children, they were weaker then the other kin'toni and therefore had to rely on stealth to survive.
The clan's role in their early days was as scouts and scavengers. They were seen as an curiosity; children rarely survive turning into kin'toni. The clan heared rumors of an Jalka Kin'toni Clan, living far from the city in the Ia Kelp Forest. They heard that they lived as an independent clan. Following this rumbor, the clan left the city behind to journey on to the Ia Kelp Forest.
Months later, the clan arrived at the Imech Dunes, near the coast. This coast was also home to the Ia Kelp Forest. Seeking kinship with the Jalka Kin'toni Clan, they met. The clans debated for days over the terms of their alliance. Upon the dusk of the fifth day, the leaders emerged. The debate had led to a choice, decided by a game of hop-stones. The winners of the game were the Xarte.
with the win, the alliance was declared. The Xarte settled in the Imech Dunes. The clan built dome-shaped shelters out of driftwood and woven kelp to protect themselves from the sun. Their alliance with the Jalka protected them from local packs and bands of kin'toni. To defend their land, they built pit traps and camouflaged their camp. The final defense is walls of driftwood, woven kelp mats and sand. These walls are topped with sharp shells and coral.
The clan had to deal with a local band. The Iush band wished to kill these new people near their lands. The Xarte and Jalka used ambush and traps to wear down the adult sized Iush. It took weeks, but the Iush slowly dwindled in number. The final attack by the Jalka and Xarte slaughtered the rest. Their body parts were used to decorate the Dunes and the coast near by the Kelp Forest.
In the Shattering, the clan had to deal with more bands of kin'toni. These bands were drawn by the promise of the ocean's food. The bands, such as the Loa'ak were worn down with traps and then ambushed. One band, the Maui had to be tracked back to their underground lair. The location of the lair was found by their Jalka allies. Once the Xarte found the lair, they smoked the Loa'ak out. The Loa'ak were burned to death by the sun.
As of 4E 500, the clan has noticed the increase of rival groups of kin'toni coming to their region. These groups were drawn by the bounty of the sea. The Jalka and Xerte dug and built more traps. The Xerte had negotiated with the Jalka to split any blood they get half each. The kin'toni stragglers grew in number day by day. The Jalka and Xerte also had a pact for retreating to the sea if all esle fails.
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The kin'toni are driven by the remnants of their super-soldier programming and their primal hunger. Their society is composed of fluid structures. The groups vary greatly in size, internal dynamics, and the threat posed to the dwindling zu'aan population.
Solitary Hunters / Lone Wanderers
- Size: 1 Kin'toni
- Description: Loners are kin'toni who operate alone. Some are outcasts, some are survivors of a shattered group, and some are just cunning, highly independent, and prefer solitude. Some have mutations or mental health issues that make it hard to live in a group.
- Complexity: None. They only survive due to stealth, their own prowess, and the instincts of a predator.
- Purpose: The lone only cares about survival, hunting zu'aan and fauna when they can, scavenging for resources, and avoidance of larger kin'toni groups and dangerous zu'aan territories.
- Threat to zu'aan: Medium: Even a loner is a silent, relentless predator. A loner is skilled at ambushes, picking off stragglers, and stealth.
- Lair/Habitat: The lair of a loner is a concealed and very temporary place. A loner will use natural crevices, collapsed sections of buildings, abandoned vehicles, or dense overgrowth for shelter. Most of the time, the lair is nothing more than a hidden sleeping spot. Often, the loner changes their lair each night and leaves minimal traces. They rely on their stealth and ability to blend into their environment.
## Packs
- Size: 2â10 Kin'toni
- Description: A pack is a small and highly cohesive unit of kin'toni and often formed by those with similar or complementary mutations. Often, they have strong primal bounds or even consider themselves a family in a twisted sense. A pack has a strong sense of unity and shared purpose and relies on coordinated tactics.
- Complexity: Very Low. A pack is often led by the Alpha, the strongest, fastest, or most cunning kin'toni in the pack. The decisions are instinctual and immediate, driven by hunger and opportunity. A pack has a fluid hierarchy based on dominance.
- Purpose: The purpose of a pack is efficient hunting of larger prey, often small zu'aan groups, and mutual protection against rival kin'toni. They establish temporary, mobile lairs.
- Threat to Zu'aan: High: If a pack is well coordinated, they can be devastating to zu'aan foraging parties or patrols or even small outposts. Together, the pack's combined strength and tactics make them far more dangerous than a lone Kin'toni.
- Lair/Habitat: The lair of a pack is established more than a lone wanderer's, but it is still temporary. Often, packs occupy places such as a small, defensible ruin, a section of a collapsed tunnel, or a dense thicket. The dens are crude, marked by zu'aan and animal bones, scavenged debris, and the distinct, feral stench of the kin'toni. A den is a central point for resting, feeding on prey, and planning hunts, but is abandoned if needed. Dens are often abandoned due to the pack being threatened or prey becoming rare in the area.
Bands
- Size: 11â100 Kin'toni
- Description: A band is a significant aggregation of Kin'toni. Bands are often coalitions of several successful Packs. Many are large nomadic groups that have not yet established a permanent territory.
- Complexity: Low to Medium. A band tends to have a recognized leader, a council of the strongest pack Alphas or similar. With bands, coordination is more formal than a pack and always less rigid than a clan. In a band, disputes are common, but most disputes are resolved quickly to maintain group cohesion for hunting.
- Purpose: The purpose of a band is large-scale hunting expeditions, sustained raiding of zu'aan trade routes and smaller settlements, and defending against rival Kin'toni Clans.
- Threat to Zu'aan: Very High. Bands are able to overwhelm most zu'aan patrols and pose a threat to a smaller walled settlement. Bands are a serious force of kin'toni and often require a coordinated defense or a strategic retreat. A band is a clear and present danger across wider regions.
- Lair/Habitat: The lair of a band is a temporary but often fortified encampment. A band will take over and crudely reinforce a defensible ruin, a large underground chamber, or a natural stronghold. Defenses are often made of scavenged debris, twisted metal, and piled rubble. Often, a lair will have rudimentary barricades and choke points and is messy, filled with discarded bones, scavenged goods, and the stench of the kin'toni. Their lairs are designed for short-to-medium term occupation while the band carries out its raiding campaign or exploits a rich hunting ground.
Clans
- Size: 101â1,000 Kin'toni
- Description: The clan is the primary stable and territorial social unit for the Kin'toni. Each clan controls a significant, often fortified, region-sized territory. Only 10% of kin'toni are in clans, the rest are in bands, packs, or are loners. There are some "nations" made of alliances of clans, such as the Ashat and Tharis.
- Complexity: Medium. Clans have a clear chain of command. They have their own unique histories, psychologies, biologies, cultures, governments, militaries, and religions. They have defined hierarchies, structures, goals, and members.
- Purpose: A clan's purpose is defending against rival clans, maintaining and expanding territory, and preparing for larger conflicts.
- Threat to Zu'aan: Extreme. A clan is able to launch sustained sieges against zu'aan cities, control a whole region and its vital resource points, and a clan poses an existential threat to regional Zu'aan populations. A clan is a major, organized adversary.
- Lair/Habitat: A clan has a permanent, heavily fortified "Nest" or "Stronghold." Such nests include abandoned industrial complexes, deep sections of subway tunnels, or even a cluster of collapsed skyscrapers. A nest is fortified with extensive defenses such as barricades, traps, and watch points. Often, they are made of scavenged concrete, wood, metal, and debris. Inside, there are designated areas for sleeping, storing scavenged goods (often piles of junk), and "turning dens." These lairs echo with the sounds of the kin'toni and the turning zu'aan prisoners.
Hordes
- Size: 1,000+ Kin'toni (potentially tens of thousands)
- Description: A horde is a grand, but truly cataclysmic aggregation of multiple kin'toni clans, bands, packs, and loners. Often, the leader is a "warlord" or "grand alpha." A horde is a temporary and unstable formation and is driven by a singular, overwhelming objective such as the complete destruction of a major Zu'aan city, or a vast war against another horde. A horde is a force of pure, unbridled destruction.
- Complexity: Medium to High, but fragile. In a horde, the Warlord's rule is absolute during the Horde's existence but inter-clan/band/pack internal rivalries are constant. Any logistics are primitive, as the horde just moves and consumes. If the objective is met or resources deplete, the horde fractures back into its constituent clans, packs, and bands.
- Purpose: A horde's purpose is to take out a large zu'aan population like a walled city, conquer vast new territory, or engaging in massive, devastating wars for ultimate dominance.
- Threat to Zu'aan: Apocalyptic. The horde is an unstoppable tide of destruction. It is able to raze an entire walled zu'aan city or even over-hunt an area bare. The horde's appearance is the sign of a period of immense suffering for the zu'aan.
- Lair/Habitat: A horde does not have a fixed lair, instead its lair is a vast moving encampment that is a temporarily devastated zone. A horde gathering for an assault may occupy a wide, defensible plain or a large, ruined city district. Such a place becomes a large, chaotic, temporary staging ground. A horde's camp is a scene of utter desolation.
Shelters are made crudely from scavenged materials, there are huge piles of bones and other refuse, and the horrific smell of vast amounts of kin'toni feces and urine. Once the assault is finished, the lair is but a devastated ruin of the territory, picked clean. The horde then soon disperses or moves on.
Lore by Stevie Lambert (Introduction) and LogicalPremise (core biology)
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Owing to their scholastic descent, the Rakylt have kept relatively immaculate records of their history. They can state with pride that they are scions of the Empireâs academic class; professors, doctors, theologians, scientists, and students from the now age-long defunct Imperial Academy of Higher Education (IAHE).
The Rakylt, as such, maintained and preserved many historical documents, each with a verifiable date and author, that can be traced to even the earliest days of the Academyâs Pre-Awakening period.
âWhat can be said about us? Perhaps our most basic yet fecund characteristic is the lack of that horrid presupposition that haunts most other tribals. That obtuse, obscure mystery, a nigh esoteric tapestry woven from threadbare strands of ostensibility. We are not mere savages who wallow in the self-pity of some mist-shrouded past.
No, we are free of such a mythology, for our ancestors have kept meticulous records of the who, what, why, where, and when of the Rakyltâs founding. If one could forgive the poignant preamble, we, the Rakylt, are descended from the academic class of exiles of the esteemed IAHEâŠâ
-Dean Alster Fedwin, Dated 4E 226
The earliest years of the Rakyltâs existence are thus linked, innately, to that of the Academy. Despite the tribeâs impeccable maintenance of its history, the same cannot be said of records pertaining to the IAHE. As with any zuâaan material linked to the old Empire, much of the surviving evidence exists in a fragmentary and oral nature, the latter of which is usually distorted through a superstitious tribal lens.
However, a brief history of the Academy can be deduced using existing Rakylt texts in conjunction with external sources. Utilizing the existing sources, it can be postulated that the IAHE was founded between the latter portion of the Second Era. While exact dateage is unclear, most prominent scholars propose the years of 2E 2600-700 as the Academyâs nascent formation.
This 300/400-year lifespan seems to fit into the waning of the Empireâs power and subsequent vampyre outbreak of 2E 3000. The final centuries of the Second Era saw the Imperials battling for supremacy with their many rivals. The resulting centuries-long conflicts produced a need not only for martial refinement but for an evolution of thinkers as well.
âDevelopment. Refinement. Growth. I warned the Emperor that his enemies were not only expanding their armies in this manner. They were producing knowledge at such an alarming rate, expediting the evolution of divisions beyond the martial scope. The power of zuâaan thought was a weapon to be harnessed, to be swung like a glaive or fired like a shell.
Our existing academia is bogged down in such deep rhetorical misalignment that they bicker far worse than any of the noble families. It is thus integral that we synthesize them into something else. They must be broken down and amalgamated into a single think tank capable of outwitting our rivalsâŠâ
-Author Unknown, Dated 2E 2630/2730
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âLike many other vampyre clans, the Cheardâs history is an amalgam of dynamic parts, most of which are left to speculation. Were they members of a former beleaguered populace? A stranded military unit? Perhaps refugees ambushed on the road? In truth, we can never be certain. However, what we can be certain of, at least for the Cheard, is that their history is linked to a single zuâaan-turned-vampyre: Izam Cheard.â
-Author Unknown, The Adaptive Gene: A Sectional Treatise on the Biological Variance of Kinâtoni Clans, Dated 4E 400
The nomenclature of the Cheard is derived eponymously. Their âfounderâ, Izam Cheard, is believed to have been a zuâaan of either Imperial or Kaaâoran origin. While his exact citizenship is unknown, the detail is rendered null by what appears be a seemingly solitary existence. Following the plundering of the Umund Rich Fen by Imperial forces, a trove of fragmentary documents was secured.
These manuscripts, manifests, and logs were found within a large, hollowed-out rock carved, rather crudely, in the shape of a zuâaan head. It is believed that the rock, situated in the central marshes of the fen, was of some religious significance to the Cheard, who venerate their âpatriarchâ in a pseudo-theological fashion.
The captured documents reveal the erstwhile mystery of Izam Cheard, who, up until that period, was believed to be mythological in nature. With supporting evidence, the story of the Cheardâs founder can be sketched. The earliest mention of his name comes in the form of a simple transmission.
A transcript of a radio communique between a patrol and a border post (either Imperial or Kaaâoran):
âP you there?
[B] Yeah, we hear you.
[P] Itâs that kid again. The one I told you about last week. [B] Cheardâs boy? [P] Yeah, that one. Please advise.
[B] Ignore him. Cheardâs a lunatic. The last thing we want is for that psycho to hunt you down in the bogs.
[P] Heâs ex special forces, right?
[B] Who?
[P] Cheard.
[B] Yeah. And his wife could blow out your skull from three miles out. Ignore the kid.
[P] Weâll try. He keeps following us, though.
[B] Ignore himâŠâ
-Unknown Radio Transcript, Dated 2E 2950
The boy in question is none other than a young Izam. Believed to have been born in 2E 2943, Izam Cheard was the son of two unique individuals. According to surviving records, Izamâs parents were a pair of reclusive iconoclasts, zuâaan who had grown disillusioned with the decadence of Imperial/Kaaâoran life. They appear to have fled an unknown city following a terse yet illustrious military career, one steeped in highly specialized âblackâ operations. The exact reason behind their self-imposed exile remains unclear.
The few experts in Umund Fen history postulate several theories. The first, and most plausible, pertains to the general belief around their immigration into the wild. Put in the simplest terms, the Cheards disdained the corruption and anathemic opulence that was festering in their city. Between the many wars and the influx of civil distractions (carnivals, theatres, and other âmulti-mediaâ escapism), the disgruntled couple could not stand the state of the Empire/Kingdom. They opted to leave, deciding that it was far better to live in the hinterlands of what we presently know as the Umund Rich Fen.
A second plausible hypothesis holds that a rift between Imperial/Kaaâoran military leadership and the Cheards led to their immigration. While there exist no records directly supporting this theory, it can be reached by way of deduction. Scholars who support this reason argue that it is clear that the Cheards displayed a hyperactive lethality often displayed in shunned martial exiles. Based on transmission transcripts, logs, and a few journal entries, the Cheards were, for lack of a more poignant term, âlunaticsâ. Near the end of the second era, multiple patrols, border posts, recon units, and military survey teams reported that they were attacked by the Cheard couple. Several fragmentary logs even suggest that the pair managed to eliminate several smaller units, slaughtering them and making off with their supplies.
âAnother recon group got offed in the bogs. Thatâs been the fourth attack this month and the second, second!, that resulted in a complete wipe of a unit. Itâs those damn Cheards. I donât understand why [ILLEGIBLE] wonât let us carpet bomb this forsaken place. The two of them are more trouble than a force of [ILLEGIBLE]. Command keeps telling us to ignore them. Ignore them. Ignore them. How the hell are we supposed to ignore a pair of crazies with black ops training? Worse is, they have a kid now⊠a boy. The last thing we need is for him to grow up and terrorize us, too. I swear, when I get my hands on them⊠Iâm not an evil man, but Iâm going to take Cheardâs wife and boy limb from limb and make him watchâŠâ
-Author Unknown, Dated 2E 2952
The lethality the Cheards displayed towards their presumably former comrades is evidence of some deep rift. Academics utilize their attacks on military personnel as a framework for establishing, in theory, a clearer image of the Cheardâs exile. With their highly specialized martial training, it is already factually established that they were a part of several âblackâ operations. As to what these extremely sensitive missions entailed, certainty cannot be validated in full. However, it can be stated with some confidence that these operations were in fact so grotesque that they left the Cheards completely disillusioned with their commanding officers.
The Cheards supposed lethal discontentment with command often presents itself as credence for a third yet thoroughly unsubstantiated posulation. A few scholars theorize that Cheards were part of a team that infiltrated the heart of the Empireâs labs. It was there, in the darkness of the Imperialâs subterranean facilities, that the origin of the vampyre plague was discovered. So vile was this discovery that the Cheards disavowed themselves of any national loyalty. Amongst the minority of academia who support this theory is also a subset that expands in a superfluous manner:
âIt does hold, in any logical manner, that a simple discovery would shake the hearts and minds of these killers. For that was that they were. Killers. Izam Cheardâs father and mother were âblackâ operatives, specialists trained to kill without question. At this point in their lives, nothing could have been able to deter them so easily. No, it is more likely then that the Cheards did not only come face to face with the origins of the vampyre, they were also directly exposed to its nascent pathogenic form. Be it viral, bacterial, or otherwise, the Cheards were infected. And such an infection could only bring about one symptom: an insatiable bloodlust.â
-Zevdon Rudrach, A Complete History of Known Kinâtoni Founders, Dated 4E 338
Regardless of what brought the Cheards to the marshlands, it is clear they operated as a familial force hostile to any and all. And it is within this rogue martial environment that a young Izam was raised. His mention in Imperial/Kaaâoran records follows an exponential growth in terms of his apparent threat to military forces. While the first few incidents of his appearance seem mundane, they quickly escalate into a hyper-lethality shared with his parents. From what can be deduced from the records, Izam earned his âfirst bloodâ in approximately the year 2E 2953. The log that captures this event is sadly fragmented to near-illegible degrees. However, scholars have picked out the details through the obfuscation and have been able to reconstruct an acceptable narrative. One night in 2E 2953, an Imperial/Kaaâoran patrol was making a routine sweep of the bogs. Their commander, one Captain Kellarn, halted the unit near a copse of trees to investigate an unusual find. There, they had stumbled across a collection of bones neatly arranged to resemble an arrow. As Captain Kellarn was transmitting the appearance of the ossuary to his commanders, his head âexploded in a dense red mistâ. Stunned by the sudden, grisly death of their superior, the remaining soldiers failed to notice a small figure descending upon them from the canopy. The figure, most definitely a child, proceeded to scatter a collection of âimprovised explosivesâ amongst the formation. Before any of the shellshocked zuâaan could respond, the ordnance detonated, leaving most of the patrol killed or terribly maimed. A trio of survivors managed to escape, fleeing with all haste.
Many subsequent occurrences of a similar description would unfold. The slow passing of the years would only drastically evolve Izamâs methods into more violent and macabre showings. Undoubtedly, as he grew from childhood into adolescence, his newfound strength enabled him to act as his parents did. 2E 2961 produced the first direct instance of Izamâs own records. Presumably, 13/14 at this time, the young Cheard compiled several thoughts regarding multiple subjects:
âAnother recon unit today. [ILLEGIBLE]. Eleven of them. Mother tailed them for a while. She thinks theyâre veterans pulled from the warfront. The [ILLEGIBLE] are getting desperate now. I went with father to confront them. Same plan. Mother pops the COâs head, father and I deal with the rest up close. [ILLEGIBLE]. Went back to the [ILLEGIBLE]. Mother and father argued again about [ILLEGIBLE]. Itâs a weakness. We canât be weak like the [ILLEGIBLE]. [ILLEGIBLE]. Sometimes I wonder what comes next. Mother said itâs only a matter of a few decades before all hell breaks loose. I donât know what she means. Father scoffed at her. He said hell is already hereâŠâ
-Izam Cheard, Dated 2E 2961 (possible fabrication)
Between 2E 2961-2965, Izam and his parents launched a series of isolated raids against Imperial/Kaaâoran positions. The motive behind these attacks is unknown, as it appears very few supplies were plundered. The goal then could only be that of terrorism, carnage wrought for the sole purpose of inflicting fear. One instance of an attack on a border post highlights this bloodlust, as well as shines a brighter light on Izamâs growth as a rogue killer. In 2E 2963, a post along the southern edge of modern Rich Fen was subjected to a night raid by the Cheards. Any guards manning the reported four towers were dispatched by Izamâs mother. This allowed Izam and his father to approach the post unnoticed. And under the cover of night, they proceeded to clandestinely murder the detachment of soldiers stationed there. According to both Izamâs own journals and logs of ImperialâKaaâoran patrols, most of the unfortunate victims were hamstrung and garrotted by âblades of a jagged makeâ. Those found deceased in their bunks suffered a worse fate. With cushions stuffed over their faces, the sleeping soldiers were slowly and crudely disembowelled.
âThe brutality of this attack, and many other like it serves, to this very day, as the template for the Cheardâs military. The great patriarch of the vampyre clan seemed to favour a particular method of execution. Izam targeted the back of his victimâs knees or heels, hamstringing them or cutting their Achilles tendon. He would then proceed to cut their throats to the bone, ensuring each stroke was done using a sawing motion. For those he found asleep in their beds, Izam employed a rather cruel tactic. He would first asphyxiate them with anything he could find. This throttling often brought the victim to consciousness, and as they awoke in shock, Izam drove his saw-like weapon into their abdomens. This thrust was followed shortly by a starkly painful disembowellingâŠâ
-Zevdon Rudrach, A Complete History of Known Kinâtoni Founders, Dated 4E 338
The terror generated by these raids was enough to elicit a response. The Imperial/Kaaâoran military, which had been mysteriously lax in countering the Cheards, opted to engage them as they would any existential threat. In 2E 2967, manifests indicate that several detachments from various regiments were redirected to the boglands. Among them were multiple squadrons of artillery, demolition, and scouting specialists, a medley that could only indicate a scorched earth policy directed at the ever-elusive Cheards. And as 2E 2968 settled in, the Imperial/Kaaâoran units began a relentless bombardment and demolition campaign.
Entire swaths of the marshes of the Umund Rich Fen were blasted to oblivion. High-explosive shells of the most destructive calibre were utilized in this effort. As indicated by transcribed transmissions, ordnance known colloquially as âcraterersâ was deployed. While the exact tonnage and capability of this shell are unknown, it can be surmised that its generated blast and impact were significant enough to alter the landscape itself. This position is supported by the current geographical survey of the Fen, which is pockmarked by deep, crater-like marshes. Supplementing the Imperial/Kaaâoran explosives were myriad other variants of incendiary and chemical weapons. Sizeable tracts of bogland trees were burned away, and much of the pre-Awakening flora and fauna suffered from Awakening levels of elimination. The sheer, wanton scale of the campaign waged against the Cheards has led many scholars to hypothesize that they were more than a simple family of three. Rudrach, in his Complete History of Known Kinâtoni Founders, approaches this theory with caution.
âUltimately, the evidence does not suggest that Izam Cheard was part of any more than a small family unit. Certainly, every shred of supporting document dated to his pre-Awakening life indicates just that. However, it is difficult for any scholar of note to examine the manifests, logs, journals, and transcriptions and come away with something of a malaise. Surely, a family of three could not possibly have wreaked so much havoc on their own. Even if the Cheards received intensive military training, their prolonged hostility towards Imperial/Kaaâoran forces and the subsequent retaliation appear more in line with an insurgency/counter-insurgency campaign. If this could be the case, then the Cheards were, theoretically, a trio amongst a larger insurgent forceâŠâ
-Zevdon Rudrach, A Complete History of Known Kinâtoni Founders, Dated 4E 338
Regardless of their composition, the Cheards and the operation against them extended for at least a decade. Between 2E 2968 and 2978, Imperial/Kaaâoran forces surrounded and annihilated approximately 46.7% of the boglands. During the course of this âisolated warâ, it is believed that Izamâs mother was killed. Her death cannot be entirely verified through the surviving evidence, however. Instead, this conclusion is drawn from two divergences from the norm. The first is her sudden disappearance from records dated after 2E 2974. The second comes from Izamâs observations about his father:
âHe went off alone again. Didnât see him until well after dark. I did not ask. No point. Heâs always angry these days, more so than he has ever been. He snaps at everything. Every mistake I make, every little error. He nearly broke my arm after a successful raid. I didnât kill the CO fast enough⊠clean enough. I think his shouting is becoming a liability. I think heâs becoming a liability.â
-Izam Cheard, Dated 2E 2976 (possible fabrication)
The supposed death of Izamâs mother and the destruction of nearly half the boglands marked the beginning of a pseudo-truce. The Imperial/Kaaâoran campaign against the Cheards appears to have sputtered out. The Cheards themselves, Izam and his father, went âundergroundâ, opting to lie dormant against any potential return of hostilities. Yet apart from the sparse attack or sighting of Izam, records indicate no events of major significance. The year 2E 2980 saw a gradual withdrawal of specialist military units from the Fen area and their redeployment to other âhotzonesâ. The uneasy, unsettling âpeaceâ that once existed between the Cheards and the Imperials/Kaaâorans resurfaced. And according to most logs, the âinter-regnumâ demarcating the final years of the Second Era from the Third passed in relative quiet.
Lore by JS117
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I've mostly been talking about editing book 5, but I take breaks between edits. Which is where I am right now. Taking a break. But I'm also tossing around ideas for a possible book 6. (These are all standalones, not a series.)
I've gotten to the stage where I have enough book 6 notes to collect them together in a book "bible", though there's still a lot of gaps to fill.
You know what that means? It's time to world-build. It's time to
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"Once they walked under sun fair,
Now they burn under sun glare,
Once they was one of kindred,
Now they are the ones we dread,"
Zu'aan city children's rhyme
The kin'toni are our great existential threat. Their bloodthirsty and greedy ways have lead our downnfall. They ravage our green jewl of a world, and turn our kindred into their monsterus kind. But, we zu'aan created them long ago in the "labs" of the Xerea Empire. Our people, our empire was shattered by our own shortsightedness.
Curse the names of whatever army leaders that can up with the project that made those beasts. The wildfire spread they must of not seen. Their eyes, must of been blind. The kin'toni, thankfully are broken into many warring clans, each with their own biology, culture, religious beliefs and so on. To cleanse Taerel of the kin'toni, we must know about them.
This file will talk about the biology of those beasts, so we can better deal with them.
Kin'toni Core Biology
The kin'toni of the Clans are living beings infected with a complex parasitic organism that is in some ways like a virus, and in other ways like a malformed prion. The infection is derived from highly refined nanotech-altered conventional hantavirus packets, loaded with specifically altered prion packages as well as RNA designed to override most cellular data.
In return, the mutated cells produced by the viral component are shifted to allow the prion to link and interface with them. This is known as tetramutagenic parasymbosis, Folklore has always stated kin'toni have specific weaknessesârunning water, stakes, holy symbols, etc. As with most folklore this is completely incorrect and is based mostly on cultural distaste for such things as well as practicality.
kin'toni have low buoyancy due to the changes in their bodies and thus most clans dislike large bodies of water. (although since they no longer need to breathe this is somewhat moot, and some clans have adapted to water living). The main weakness of a kin'toni'ati creature is sunlight, or more specifically, high intensity UV radiation.
UV radiation is capable of penetrating far enough into a kin'toni body to break protein bonds and denature the RNA fragments that convert living cells to kin'toni'ati onesâresulting in the body rejecting its own tissue. The effect looks similar to burning and blackening, with heavy pus-filled blisters rapidly forming on exposed skin.
Left in full, direct sunlight long enough a kin'toni can be destroyed in short order. The prion-modified cells of the kin'toni are irrevocably altered on a mitochondrial level. The skin of a kin'toni is converted to allow oxygen to pass into the bloodstream, without respiration, even in water. Prions also cause swelling of various blood vessels while the RNA packets rewriting the body drive additional calcium and iron to bones and ligaments.
The RNA packets also begin to convert many of the body's cells back into totipotent stem cells.
This wis why the Clans vary so much as these stem cells allow for conversion to body types best suited for their environment. The process takes some time to fully convert but ends up resulting in a supernaturally tough and strong creature.
The number of programmed RNA alterations is six hundred forty seven, including but not limited to:
Tripled rod and cone count in the eyes, leading to near perfect night vision and hawk-like normal daytime vision.
Increased cochlea production in the inner ear, with some of the sinuses being co-opted for this purpose. This allows vastly increased hearing ranges as well as a sense of balance and direction that is hyper-accurate.
Smell amplification using basal stem cells normally locked into one form during early childhood to mimic the more sensitive noses of bloodhounds (although this can be problematic, as very strong scents can be disorienting for a kin'toni).
Most kin'toni possess vastly increased strength, due to rapid cellular regeneration, stem cell rejuvenation and a mix of altered hormonal production and adrenaline stimulation. Enhanced mitochondrial activity means every cell is more powerful, has more energy and greater potential. While not invincible or indestructible, kin'toni are difficult to kill.
Certainly they are far hardier than most living beings. Regeneration is large scale, due to the stem cells, with most minor wounds closing within a few hours. Cuts, stabs, and bullet wounds are particularly pointless. This is given the small cross section of actual damage done, most bullet hydrostatic shock has no immediate effects on a kin'toni body, but larger caliber weapons can shock and disorient.
Severing limbs is not fatal in most cases but is immediately disabling. Such wounds heal in (relatively) quickly, in a manner of days. Heavy burns, electrical damage and crushing damage linger longer, and are the most effective method of disabling or destroying a kin'toni. However, unless such an attack vaporizes the cells entirely, they will eventually regenerate, although this may take weeks. Even lost limbs can be regenerated in a handful of months.
kin'toni body changes aren't merely cellular. The skin becomes somewhat leathery to touch (but not to casual glance) and is fire-resistant. The teeth all become canine-indented, with capillary channels at the tip of each running through the roots and directly into the bloodstream of the Vampire. The rest of the digestive tract is highly atrophied, mostly a series of lymphatic filters, hemoglobin recycling glands, and iron-binding.
They can eat a small amount of 'conventional food' but it provides no nutrients as they must absorb all such things through blood intake. The closer the blood is to high order creatures the more easily it is assimilated. kin'toni-ti blood vessels thicken considerably and contain multiple valves and contraction-points to prevent massive blood loss.
Other modifications to the body aside from all of the above are a large number of protein-like substances that prevent cellular freezing, hepatic 'cell clots' that absorb foreign matter from the bloodstream and break it down into base components, and other such fixtures. Given the huge range of changes forced on the body by the conversion.
It should come as no surprise that being converted into a kin'toni is highly stressful and not always survivable. At ages under sixteen the body's stem cells are simply not differentiated enough to keep up with the changes and past sixty to sixty-five the glandular changes and prion alterations are likely to kill from systemic shock alone.
Kin'toni can engaged in sexual activity but it cannot produce offspringâfemale internal reproductive organs are cannibalized in the conversion process for required proteins. The blood of a kin'toni containing the hantavirus/prion pair can infect those it bites and chooses to inject with said blood, which will turn a victim into a kin'toni in four to six weeks.
The various clans live in highly striated environments, each specifically suited for their anatomy. kin'toni can be killed many of the ways you can kill a zu'aan, but they can not freeze to death or drown for example. They are completely exothermic and do not generate internal body heat, much like lizards. Adaptation to various environments puts additional stresses on the kin'toni's body.
The more outre the environment the weaker the kin'toni tends to be since more of its power is focused on changing the body to survive rather than grow powerful.
Kin'toni Transformation:
The kin'toni transformation works via targeting the ahaar organ. The zu'aan already have a built it abilty to alter its own biology using the ahaar and so, all the kin'toni virus has to do is rewire it using its injected hantavirus/prion package. This way, it can force the ahaar to turn the zu'aan into a kin'toni, not even having to start from scratch.
The process takes around four to six weeks depending on how extreme the new clan-morph is. Some clans, such as those living in very hot environments like our allies in the A'vorlad, in the very cold environments such as the far away Vyrithri for instance tend to take longer then clans such as the forest dwelling Cael or the hill dwelling ones.
Stage 1,
Starting with the bite, the hantavirus/prion package travels to the ahaar, integrates itself and makes it corrupted RNA instructions at a catastrophic rate. Using the ahaar, the body is flooded with the mutated totipotent stem cells via the lymphatic system. This stage is marked by weakness and tiredness due to the virus beginning focing the ahaar into overdrive.
It also leads to sore, itchy skin, nosebleeds due to damage to small blood vessels and in the latter end, loosening nails. The virus drives the host to deep caves, basements and other areas of darkness where other infected are in order to protect the host, The host is also driven to remove all clothing by the means of a fever. This stage takes about a week to finish.
Stage 2
The zu'aan's skin starts to first, a clear mucus in order to disinfect the skin. About six hours later, it changes into an dense, nutrient-rich, hydrophobic lipid-mucus (derived from their natural environmental skin defenses) needed to form the flesh pod. The host often scratches at their skin maddenly, tearing away layers of skin.
The host is then made to curl into a tight ball, while the mucus reacts to air, and hardens into a thick, veiny flesh pod around the zu'aan. The host also vomits a yellow-ish fluid inside that fills the lungs and is used to carry oxygen. The pod anchors itself with tendon like flesh to dark, undisturbed structures or cave walls. This makes sure the changing zu'aan is procted.
Stage 3
Inside the pod, the host is alive, but in an a deep, hypothermic coma. The body is taken apart and remade. The digestive tract adapted for an tough, toxic plant diet is fully destroyed. The liver is changed to become a simple thing of hepatic "cell clots" and hemoglobin recycling glands. The body's veins and arteries are also heavily altered.
The counter-current heat exchangers are changed from shifting of heat to a thicken, valved thing adapted to protect from blood loss and as an exothermic, cold-blooded system. The teeth fallout, as new fangs linked to the capillary channels in the gums form and the kin'toni is shaped by its environment to its first clan-morph.
The last weeks are about finalizing the morph and hardening the bones and ligaments using the iron and calcium reserves stripped from the old digestive system. The vocal membranes are altered to produce the growls, hisses, shrieks and whistles of the clans. This stage take about four to six weeks.
Stage 5
When the process is finished, the kin'toni breaks out of its flesh pod, dried due to a lack of heat from the host. Not all zu'aan make it though the transformation, such as the very young, unheathy or old. But for those who do, the new kin'toni sloughs off its nest, what becomes its first meal in order to reclaim nutrants and energy and then it is ready to join its new kindred in a clan.
Even after this transformation, a kin'toni can adapt to an new environment.Over time, an kin'toni in another environment will be mutated by its totipotent stem cells into an morph more fitting to its new environment over four to six weeks. This can be done as many times as needed over akin'toni's lifespan with no known limits to this.
Sometimes, the transformation fails. Due to the transformation being so voiolent, on such compex beings, many of those who die is due to the prone to severe structural glitches related to the zu'aan moprhs.
Ahaar Rejection Syndrome
Sometimes, when an zu'aan from an highly extreme morph by zu'aan standards is infected, the ahaar was already working at maximum capacity.. This is due to their extreme environments that it was keeping them alive in. Sometimes, what happens is that the organ sometimes leads to failure under stress of the kin'toni pathogen.
What happens then is the totipotent stem cells lose their programming and become a form of biological grey goo that only affects organic matter that carry on dissolving tissue without rebuilding it.The result of this is a puddle of fluid that later begins to grow into a mass of cancer cells, sticking to the environment around it.
Vascular Inversion Failure
Sometimes, the vascular system fails to reverse. Often seen in zu'aan from hot environments, whom often have an vascular system designed to hyper-dilate surface blood vessels in order to let the wind cool them. It can happen to those from other environments, but most common in hot environment morphs. If it happens, the blood vessels remain locked in this "reverse" state.
These kin'toni often quickly loose loses what little ambient warmth they have and end up with their hepatic cell clots freezing in cold environments or even night time heat drops. The result of this is internal hemorrhaging and sudden, systemic vascular collapse.
Note:
If you want to grow your clan, please do check your local environment first. Rainforest morphs often lead to natural hydrophobic oils in the skin making it so the pod skin does not cure properly due to being too slippery. Keep those away from water. Also, snow morph pods are often prone to freezing so plan a way to keep the pod warm such as a fire.
Lore by Stevie Lambert (Introduction) and LogicalPremise (core biology)
This item of lore is a DRAFT item of lore. It is not canon yet.
Only content on the Official Wiki is considered an canon, official part of the Taerel Worldbuilding Project's lore. Content outside should be considered non-canon and non official.
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