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The Kohanians, or Fenyaro as they used to be called, are a medieval cultured anthropomorphic animal race that is split into four seperate, and distinct, clans. The currently reside on the world of Damasica (Neo Kohana).



Due to their healthy lifestyle they maintain a fairly high metabolism. While Kohanians may indulge themselves in wine and food, they will commonly rid themselves of any excess fat through vigorous exercise and work Obesity is fairly uncommon, except for those in the ruling house of Nagual or Gaueko monks who spend too much time with their studies.

The Kupua, Gaueko, and Nagual birth litters, because of the rigors that each culture puts their young through to become an accepted member. The Tikbalang, on the other hand, birth one young, or two on very rare occasions, but the young are hearty and quick to learn rudimentary functions like walking, running, and flight or flight responses.


If they are found unfit a mother will sometimes kill her young for the good of the bloodline. Also, there are very few disable Kohanian young, as most of the clans live by a “Be quick, or be dead” mindset.

All clans have a ritual to pass from childhood into adulthood that forces the cubs, pups, and colts to provide for themselves for a predetermined time, sometimes a few days, (The Nagual and Gaueko), to several weeks, (Tikbalang and Kupua).


The Kohanians lifespan is much like their human counterparts, but a little longer since they do not have much in the way of excess or wild living. Their average lifespan if they manage to survive childhood diseases and their rite of passage, is ninety years, with the oldest Kohanian living to be 112.




Their economic structure spans over all of the Kohanian clans. The Tikbalang mine gold, silver, copper and tin (For bronze) as well as precious stones, the Nagual smelt the metals into bars, and then the Gaueko mint some of the bars into coin money and distribute it to the people. Gems and other metals (Such as platinum, iron, or aluminum) go through the same process, but the Gaueko just take them and store them in vaults under their temples for use by the Tikbalang to make weapons, armor, or support beams for buildings.

See: Exports of Neo Kohana


For law and justice the people appoint members of each of the clans to form a sort of senate, or supreme court, to which all grievances are brought at least once a month, but usually occurring every fourteen to sixteen days. The court will hear all sides of the issue and then make a judgment that they deem fair. Laws are brought into being under the same system, but the court will then bring their thoughts to the Ruler (King or Queen), and their advisers. The ruling individual makes the decision if the law is passed, vetoed, or told it needs to be reworked or reworded.


The military is made up of the finest trained members each of the clans, headed up by the Tikbalang. Once they are brought together, those not of the Tikbalang clan will be trained a second time in the ways of battle and strategy.

Some notable military organizations: * The Avatar's Templar

* The Knights of the Silver Fang,

* Bloodseekers (Mercenary group),

* Each of the clans has a small defense force to guard the leaders of the clans, selected by that ruler.


The very basics of it are that the Gaueko follow most after pan theistic monks. The clan splits up into followers of each of the major deities of things like fertility, crops and food production, the elements, and things of that nature. Nagual don't believe in gods, but in what they can sense. They believe in mysticism, but not in a higher being. The Kupua are monotheistic to a single goddess that provides for them and gives them guidance. And the Tikbalang believe in everything having a spirit that needs to be recognized and appreciated, but over all of them is a single god of war and battle.



Parents teach their children until age 10. Then the children are sent to the region temple to live there as a boarding school arrangement.

Basic Instruction classes are given in the following areas: Languages (written and spoken), Wilderness (survival and tracking), Sciences (intermediate math, biology, chemistry, and hard physics), and Magics (finding the students' style and introductions to beginner techniques). Social sciences and courtesies are considered the parents' domain; religion and history is always referred to in everyday life, so these are not given as part of the Basic Instruction curriculum.

After three years of B.I., during which the students remain with each other as a class, they are given a general test of their skills and then given a year of Guilding Instruction.

Trade Instruction is when the student is given specialized education tailored to the sort of career or life that the student wishes to lead. Occasionally the choice is made by the parent(s), other times by the student's former teachers on recommendations, but most of the time it is made by the student.

In T.I., each student is assigned to a mentor or master of the trade they wish to have. T.I. lasts as long as it takes for the student to learn their trade to the satisfaction of their mentor. Each mentor takes on as many students as he or she can effectively teach, which is overseen by the Tradesmaster. If students are showing discontent with their instruction or are not showing effort or improvement in their trade, then they may be reassigned.

There are many, many trades, and occasionally one mentor may be chosen over another because of the particular way they perform their trade (for example, an armorer who adds artistic trim or touches to his work and one who makes hers sturdy, and with a heavy emphasis on long-lasting quality). Few students will travel many days and weeks away from their hometown if they hear of a trades mentor who is of particular merit in their craft.

In the first season (year) of T.I., students will generally be shared among a selection of mentors, usually one from each field of Basic Instruction, before chosing a trade and then being presented with several mentors of that trade but with differing styles. At that point, a student will usually have a mentor chosen by the end of that first season of T.I.

There is also “Guilding Instruction”. Guilds form from members of different trades that share similar style in performing their trade. Art guilds are usually trade mentors who are interested in how something looks as well as its function. War guilds prepare easily mass-produced items, or focus on durability and ease of use and maintenance. Wilderness guilds perform their trade in ways that show good stewardship of natural resources and are usually considerate of replacing what they take from nature and preserving what they have. Guilds act as a sort of business network, so that customers looking for a certain style can ask one guild member about a product of a different trade but with the same style and outlook and be recommended to a guild member with those qualities.

Instructor Heirarchy

Alpha monk - The highest monk status. A monk with this title is the overseer of the entire temple for that region. Also serves as the “principal” figure of the educational system within the temple.

Father/Mother Monk - The highest education monk status. Equivalent to a veteren professor/teacher.

Brother/Sister Elder - “Older brother/sister.” A title given with consideration to both ability and seniority. These monks have been with the temple for most of their lives, but are still considered young, particularly in comparison to the Father and Mother monks.

Brother / Sister Junior - “Younger brother/sister.” A title given to a monk who has proven themselves deserving of becoming a proper monk and no longer an initiate. This is the lowest rank allowed to instruct students. Also usually referred to as simply “Brother” or “Sister”, both because of the implication of being called “younger”, and also because the full titles are rarely used for both Elders and Juniors except for formal or classroom settings.

Brother/Sister Minor - “New brother/sister.” A title given to an initiate monk. They will retain the lable of being “new” until they have proven themselves worthy of becoming a Junior, regardless of how long they have been at the temple.

Tradesmaster - The one who oversees the trade activities (both production and sales) in a region/town/village. A city can have more, each with a sector of the city.

Huntsmaster - The one who oversees wilderness activities. Like a park ranger, a Huntsmaster regulates wilderness uses, receives reports about hunts and herd movements, and organizes search-and-rescue operations.

Alpha Master - The “pack/herd leader” or head of a town/village/region. The word “Alpha” at the beginning of any title (“Huntsmaster”, “Tradesmaster”, or “Monk”) means that the holder of that title is the head of that field. The Alpha Master is the master of all fields within his/her region.

Reproductive Cycle

Sexual maturity comes earlier in Kohanians than in humans, but not by much. Kohanians become mature at around the age of eight to ten, at which time they will seek out a mate. The Gaueko and Tikbalang mate for life, seeing breaking the bond as heresy and grounds for disownment. Nagual and Kupua aren't so tied down and will often take more than one mate, creating harems.

Female Kohanians go into a period of heat every six to eight months, naturally seeking out members of their own clan to mate with. If none are available, they will instead seek out human or beasts to copulate with, which may effect the inherent traits of the child.

The males come into a sort of heat as well, but it is not a mindset that makes them hump anything they could get their hands on. They will take more initiative to situations that could be considered females presenting themselves, but do still have honor and self control.

species/kohanians.txt · Last modified: 2016/10/31 07:43 by wes