Once thought to be legend, the Kingdom of Ixia has emerged from the clouded reaches of Mount Ekthalon to grace the rest of Midworld with their wisdom, their magic and their serenity. While there are those that proclaim that the centuries of peace has softened the Ixian Races, those who face them any field of battle – combat, philosophy or discourse – will find the case otherwise: the long ages of tranquility has keened the Ixians to the perils and plights of Midworld. Not only do they know the true cost of peace and the terrible sacrifices needed to maintain it – but they also are willing to pick up that burden when no one else can.
The symbol of Ixia is an orange and gold sunburst in front of a brick red field- an artistic representation of the world in its entirety. In the center is the sign of Wyrm – part serpentine scrawl part infinity symbol.
Representing the nine disciples of Ixia’s founder and to some, the Keepers of Fate, nine russet or brown dots create an inner concentric circle within the sunburst. Nine orange dots line the symbol’s perimeter and nine golden rays extend from its fringes – inextricably linked with one another, just like the fates of every mortal in Midworld.
The typical Ixian approaches most situations with the intention of trying to understand them. While conflict is no less common among Ixians than it is among the members of other Kingdoms, their primary method of resolution is discussion rather than violence. The Ixian way is to discuss disagreements and differences rather than allowing them to bring dissent and ill will.
This does not mean that Ixians are shallow-willed or weak-minded. It simply means that the Ixian ideal is to give a great amount of thought to their actions rather than allowing passions or foolishness to hurl them forward. That said, Ixian discourse can occasionally seem very heated to observers, even though the statements presented are rational and well-supported.
The common Ixian archetype is that of a contemplative, economical individual. Many Ixians tend to move with a graceful gait and a stately stance that owes much to the conditions of Ekthalon’s altitudes. The strides of an Ixian can be high enough to bestride a snow bank or wide enough to cross a small stream, while maintaining goat-like sure-footedness. When the preference toward keeping their arms folded or close to their body is combined with typical far-off look that comes from looking across vast distances while maintaining an deceptively acute perception of one’s immediate perimeter, the result is an aspect more thoughtful or meditative than scheming.
Naturally, those who have lived long and away from their mountain home tend toward more wasteful movements – much to the slight dismay of more “native” Ixians.
Names: Ixian names are as varied as their people made even more dissimilar by the remoteness of some Ixian communities. When different Races come together, each with their own divisions and factions within the Race, the result is a hodgepodge of diversity that often befuddles outsiders and even other Ixians.
It is because of this cultural variety that some Ixians take up a “Mask” (also called a Common Name or a Vernacular Name), derived from an object, a concept, an emotion or some other easily translatable idea. This allows the specific Ixian to go beyond cultural distinction and be perceived as him/herself first and foremost.
Troll (or Minotaur): The names of Tulken Trolls and those Minotaurs that have been absorbed into Troll Tribes tend to follow names that call to the ancient tribal communities of old. These names are usually 2 to 3 syllables long and embody a characteristic, an ancestor or a hero that the parents of a child want them to emulate.
Male: Ammon, Bhasa, Ghasai, Marsok, Turuk
Female: Akan, Eryu, Khala, Malia, Zainu
Tribe Names: Balasi (Water-bearer), Garusa (Gore-fang), Kiasai (Green-snake), Terinu (Cloud-walker), Yorumba (Laughing Tree)
Gnome: Traditionally, Gnomish nomenclature has tended toward long, flowing, nigh-unpronounceable names. Gnomes often gave the first or the first two syllables of their names when introducing themselves. Some modern Gnomes simply stick to their short names, revealing their true names during formal ceremonies (courtship, initiation, births). A few Gnomes give other Races their true names and take great amusement in watching the features of the other person trying to pronounce or even grasp the length of the name.
Male: Ang (Angralimarinu), Bari (Bariluraliarar), Haru (Harusarilarinae), Mal (Malindrasindrin), Yin (Yindarasalusar)
Female: Dila (Dilarindrasindrae), Lilu (Lilularindrisillia), Rin (Rinarasarandiel), Taia (Taiasilitaria), Xen (Xenaririlia)
Nightkin: Nightkin names usually sound harsh, employing difficult combinations of syllables that evoke a cruel twist to their personalities. While some Nightkin take up “Common Names”, those Nightkin who are given traditional nomenclature find greater comfort in these names rather than the opposite.
Male: Akarn, Drashtur, Grashrek, Reckthar, Vurn
Female: Beleth, Killith, Mardia, Shedris, Xhatteras
Shaedling (or Gorgon): Shaedling names follow the naming conventions of the Elven Races. However, their association with darker, supernatural elements has left its mark not only upon their flesh but also on their culture and their nomenclature – some Shaedling names echo Elven convention but with a darker, harsher tone.
Male: Cindriel, Fellin, Jarath, Rathor, Vaelin
Female: Aelisa, Drusila, Kalis, Maelin, Yindra
Choir Names: Caellinrah, Erindariel, Raitherrin, Xendarion, Zellarin
Typical Masks: Fallen Stone, Dancing Leaves, Nightly Lament, Silent Footfalls, Brazen Slash
Historical Allusions: The misty Kingdom of Ixia is inspired by more mythical utopian beliefs than historical cultures: Atlantis and Utopia among the foremost. However, its creation is also founded upon a focus on peace and order similar to the beliefs of Buddhism practiced by the monks that dwell in the Himalayan mountain range.
The most central ideal of the Ixian concept is that of the “unattainable paradise”; in this Kingdom, we have several Races working peacefully together while the world outside wallows in war and death. Despite the thematic ties of these Races to brutishness, darkness and/or trickery, their unity defies all odds and crafts a Kingdom beyond dream, beyond hope and beyond ideal.