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GERMAN

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The Belig (Game Birds) are a nomadic family and the Uçalım's traders and merchants. Their absolute priority is money.

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Average Height: 155 - 180

Average Weight: human

Strength: ◆◆◆◆◆◇◇◇◇◇

Heat resistance: ◆◆◆◆◆◆◆◆◆◇
Cold resistance: ◆◆◇◇◇◇◇◇◇◇

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Examples: Pheasants, Turkeys, Partridge, Grouse, Quail, Snipe, Peacock, Hoopoe, etc.
 

APPEARANCE

Their fashion usually leans on traditional asian clothing, elaborate stitching and patterns, usually wide and elegant. Their colors are very saturated, and some call them the prudish Afet. Their soul clock, which is, different from other families, a sandclock and is always hidden by a cover of the same form. Their wings have the ability to absorb water, which lets them survive very long in the deserts they call their home.

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BEHAVIOR

Belig are the family who interact most with the other families.They travel on huge lizards that can transport their goods to their desired destinations. (Feel free to design a lizard for your Belig!) Since they are often raided by ÇaÄŸlayanDevrim often send some Atabey bodyguards to protect the caravans, if they transport something valuable to the Devrim. Their "leader", called the Great Accountant, is a Belig who is in charge of documenting and approving every single transaction that is done by them. Long ago, they were mixed up in illegally trading Uçalım, but those days are long gone, they say.

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EDUCATION

Belig children will either get homeschooled if they one day want to take over their caravan, or even create one of their own. However, if they want to pursue another field, there are schools in Imran, the Belig capital, that offer all kinds of education. In Imran they will learn all about trading law, their connections to other families, etc. etc. Belig children with powers will be educated properly there as well (and are usually brought there even if they were supposed to be homeschooled), to hone their powers into well-used weapons for their businesses. Homeschooled Belig do not have a set entry or finishing date for learning, but Imran students will start at 6 cycles and finish at around 15.

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HABITAT

They do not have a capital per se anymore. Their old capital, back then called Elmas, has been destroyed and cursed by an angel, to interrupt the dark deeds they conducted there. Nowadays it lies in ruins, called Yasak Åžehir, which means forbidden city. Their new biggest meeting point is Imran, a gigantic market stretching over several kilometres. This is where most Belig get their goods and rare trinkets from.

Another place of great importance to the Belig is the mountainrange of Sakin, where the rumored Monks of Sakin, the creators of Nazars, have built their monasteries ages ago. 

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HYBRIDS

Their hybrids tend to disappear all of a sudden as soon as they are found out. No one asks questions, and even if they did, no one would answer them.

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LIZARDS

Belig lizards should at least have the size of a donkey, but can also be as long as trucks. You can either choose an existing lizard, or think up a design yourself. They are fully grown after 10 - 20 cycles and live as long as their owner.

If you want to put wings on your lizard your Belig needs to be at least Upper class. Those lizards also live longer than normal ones and grow slower (10 cycles: pony-sized, 20 cycles: big horse-sized, 35 cycles: car-sized, 50 cycles: big-car-sized, 80 cycles: truck-sized). They survive their initial owner's death and then serve their heirs. Winged lizards are able to live up to 500 cycles.

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ABOUT TRAITS​
  • Nazar: Some Belig own a certain pendant, called a Nazar, which is used to avert bad things to them. It protects them from the Afet's countless illusions, preventing them from stepping into any of their traps disguised as tempting offers. This makes them more successful merchants, and thus gives them a higher status in their family. 
    The Nazar has an area of effect equal to the points of the wearer in metres in which it's effects will be active. The design of the Nazar should always contain the symbol resembling an eye.

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