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Zodiac~Books~12

The World of Ul-Zaorith

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Muzin

Muzin is one of the culturally most intriguing places in the world. Due to the unique qualities of their people, and the intense abilities of their race, the Muzina have developed an infamous reputation. While often misconstrued, the Muzina people themselves tend to propegate these misconceptions so as to be uninterfered with.

A few terms to clarify:
Muzin: Refers to the country itself.
Muzina: Refers to the race of people who inhabit Muzin.
Muzino: Refers to the language of the Muzina people.
Muzinish: An English adaptation of the Muzina people to imply any quality of the Muzina people, such as fashion or cuisine.
 
Ralon the Blind ~ A Muzina
The Country 

Geography: 
Muzin is located on the south-eastern side of the Eastern Continent, between Suoro and Speritan on the north side, Humoro on the west and Bodove on the south. The sheer Cliffs of Aragor make up Muzin's eastern border with a straight drop into the rocky ocean. The lower regions of Muzin lie on the verge of the equator and a fault line rises in the centre of the country making it the most volcanically active place in the world. The warm temperatures and fertile soil from the volcanic ash make Muzin the sole ground for certain crops to grow, namely the renown Fire Trees (or Teishur) which cover nearly all of the mountains in the Muzinish Highlands. These trees are slender, flexible and extremely tall, growing in excess of 80' in some places. The Teishur have smooth black bark, long slender leaves that grow in pairs of two all year round and have a bright orange-gold colour that fades to rust red before they fall. These forests of waving fire-coloured leaves crawling up the mountainsides look like smokeless forest fires waving in the wind, hence their name. Because of their web-like root structure, the Teishur cosupport a wide variety of other flora and fungi, many of which are the source of spices utilized in Muzina cuisine and export.
Life gets sparse as one reaches the the higher altitudes on the volcano and mountain sides, especially if they are active. In the Flatlands (which are by no means flat, but reach no higher than 120 metres in altitude) contain much more varied plant and animal life and are a bit more welcoming and tolerant to foreign cultures and races. 
The 1st Season in Muzin is one of blustering hot storms, blowing up dust and ash, violent squalls on the ocean, sandstorms, raining ash or embers and hot rainstorms generally accompanied by a lot of lightning and thunder. The highest mountains in Muzin, namely Mount Blackmouth, Mount Ishmal, Mount Yalil and the VallKuenos Pass all see snow during 1st Season.
By 2nd Season, the storms abate, but the rains continue, the winds grow calmer but continue, blowing up ash, sand and pollen into the air. During this season the seasonal plants begin to bloom, insects and reptiles hatch and any creatures that lay dormant during tumultuous 1st Season come out of hibernation.
By 3rd Season the full heat of the year strikes, making the air humid, sticky and hot. During the 3rd season, drought is frequent in the Highlands, and some relay glacier ice from caves, while others rely on distilled ocean water or deep wells in the valleys. Freak lightning storms are not infrequent and many creatures hibernate during these hot three months. 
By 4th season, the year comes to a close with cooling temperatures, mild winds, light rain and blooms of fungi, fruit, tubers and game meat as several species birth the young conceived in the 2nd Season. Many other species breed in 4th season and make busy collecting seeds, spores, nuts, berries, roots etc before the monsoons begin again. 
The Capitol of Muzin is Malik, on Mount Nasal in the northeastern part on the country, a long since dead volcano. The High Temple of Isham, the central hub of holy life in Muzin, is situated in the heart of the acropolis of Ishmal, and from its court dais the Pillar of Fire burns endlessly upward for 400 metres. (Discussed more in the Religion section) 
The port cities of Kasza and Larvik are two of the most prominant ports in the world, especially for the trade of precious stones, gold and spices - not to mention for the fact that they have been carved out of the face of the Cliffs of Aragor.    

Government:
In Muzin there is a single ruler that can be male or female but is almost always a man, called the Regent (in Muzino the Golvakyn). There is no election in Muzin, nor is the Regency hereditary. In Muzin, if people respect you they will follow your lead. The rightful ruler, therefore, is the person whom the most people are following. The reason this person is usually a man is because often in the Test of Pain, those who do extremely well receive armed fighters as their followers in reward. Once someone has such a group of believers, and he/she does good works - showing good leadership, judgment, control and humility - more people join the retinue. If there is ever a close number between multiple leaders, the leaders take their fighters and do battle or duel one on one depending on their own martial background. The winner gains supremacy. A Regent's reign lasts so long as his followers believe in him/her. If someone else thinks he or she can do a better job, they have to challenge the Regent to battle, and all those who support the instigator go against those still loyal to the Regent. Since gaining Regency demands belief in the Regent by his citizens, the Regent must not only impress the Muzina enough to gain power, but must also maintain their respect, trust and support. If a Regent makes even one poor decision or mistake he can lose the Regency as swiftly as in 1013 PT when Perdash T'Vailak lost the Regency in a record-breaking 20 minutes to Verden RnRhun after Perdash broke his Blood Bond.
Aside from the Regent, the current ruling force also includes the Regent's Chief Advisor who is almost always a woman (often the Regent's sister, wife, mother or other woman he trusts) who helps the Regent with news and current affairs, international issues and manages the treasury; the Head Priest of Isham who handles all official decrees, records, adjustments to laws or certificates with his team of scribes; the High Priestess of Isham who oversees all spiritual needs and communication with the temples, including acting as official prophet and the diviner of signs; and sometimes a Tactition or General of the Armed Forces. The rest of the Regent's retinue are various servants, followers, guards and informants that assist the officials in day-to-day tasks and operations. The Regent oversees the safety of the nation, treaties, international relations, internal unrest and all matters of discrepancy of law. Day-to-day issues of lawbreaking are delegated out to smaller branches usually situated in the Houses of the Test of Pain throughout the country or Magistrates offices in individual cities.


Monarchy:
There is no established monarchy in Muzin as following the descendants of a leader simply because the children are related rather than for personal merit. Blood ties do not earn sufficient respect in Muzin to be maintained if the descendant can't live up to or exceed their predescessor. In archaic Muzin tales are told of Triumphant Kings, Royal Generals, bandit Lords and the recurring theme of the Shining Empress as a standing point between mortals and Isham. Generally, Kings and Queens have been chosen in times of need when other leaders like the Regent (or prior to the Regency when Muzin was controlled by fuedal lords) had died or the people needed one figure to rally to that did not simply rely on martial prowess (This most often happened in dealings with foreign nations that did not respond well to displays of strength, such as the Suoro and Humoro). This was certainly the case during the world wars and during the turmoil of magic and fate before the Death of the Twins.

Military:
The Military in Muzin is not organized as a single body, but rather is purposefully split up into different regions. In keeping the control in smaller units, each unit is capable of acting independantly, develops comraderie and faith in each other, and is taking orders from a single man that they trust and understand. These leaders then can work together with other leaders, but are always part of the decision making for the best course of action for their men. As the Muzina are courageous and follow their orders with confidence they have no qualms about dying for what they believe is right, and this makes them fearsome enemies. Also, the Racial Ability is used more extensively in the armed forces than anywhere else, and this gives them an extra edge in their manouvers. The leaders of these platoons align themselves to whatever leader they think will rule the country best and this usually means they all work for the Regent and fight for his sake. While the Regent sometimes asks these military leaders or Maklai to act for him, the Maklai are authorized to act without orders to secure what will be best for their men, Regent and country. This often means that they can suppress instigations, fight off enemy attacks and protect commoners from assault before the Regent will even hear of the problem. They are efficient, idolized and invaluable. It is historically believed that the Maklai are the remnants of the fuedal lords of archaic Muzin. 

Crime:
There is no centralized or organized crime in Muzin, though the mountain passes have several Bandit Clans which in certain areas are rampant. While even the Bandits of Muzin have their codes that all their brethren must adhere to; often in the Bandit Clans these rules are as cruel and vicious as the lawless rogues in the Speritanian Marshlands. As there is no monetary system in Muzin, if captured or barred passage by Muzina Bandits, the payment comes in the form of jewellery, clothing, goods being carried, steeds, alcohol and katyin smoking herbs. If there is nothing of worth in the traveller's goods, payment must be made of the flesh. If willingly (which considering the pride of the Muzina is almost never) the captive can sometimes barter for their lives. If unwilling, the traveller is either challeneged to a duel (if they win they can either go free or join the clan) or they are raped and killed. A few Bandit Clans on the borders of Suoro will sell their captives into slavery rather than murder, but in the eyes of a Muzina slavery is worse than death. 
When crime is committed in major cities, generally theft, rape, or any form of deceit (i.e. conmen, illusionists, infidelities, charlatans) the accused is captured and put in stocks or Shahim (tethered with their arms behind their back to a pole around which they can do laps or be dragged depending on the severity of their crime). During these periods of punishment, the accusers will come and rail their accusations and suspicions against the accused, who can defend themselves with words alone. Alms or food is given to the person by onlookers who feel the accused is innocent. If the accused is clearly guilty, they will slowly starve. In cases of dispute, verbal petitions for either innocence or guilt are taken before the city magistrate who decides whether or not the accused should starve or be released.
In smaller towns, hamlets and places without a magistrate, accused criminals are generally bludgeoned to death by those outraged by the crime before any official force of law can be brought in. In these cases, if the accused is found to have been innocent after his/her death, the accuser is strung up from a building by their hands above their head and weights beneath their feet and spat upon, urinated upon, stoned and salted in their wounds. When they die, their faces are cut off and the body dumped in the wilderness somewhere to "do good to the soil as no good can be done for the Goddess". Due to the honest nature of the Muzina, these systems of punishment are almost always clear-cut and justified.
Duelling should be discussed, as individuals killed in the process cannot be legally avenged. Many wrongs or perceived wrongs are solved in this fashion. Terms are set to reflect the gravity of the slight or insult, in which the duel is decided to go to first blow, first blood or to the death, whether or not weapons are to be used, if there is a time limit and whether or not seconds are to be included. Duels are a very public thing, accusations and invitations to duel being done in social places like market squares or tavernas. Though, if the two wish to settle the matter quietly, the time and place may be kept secret between the duellists. As duels are generally fought over honour, it is usually considered a matter between Muzina where no one else can determine who is right or how to make ammends that will rectify the situation. Duelling has existed since the days of the Muzmyn Jackals and are considered an adult and mature way to solve disputes as those involved are forced to maintain decorum, dignity and courage. Children play a game called Hutzka (possibly from the Muzino "duel" Huzzan) in which with bare hands the children try to prod each other in the midriff while defending their own midriff against their opponents.
Assassination should also be discussed as there are very specific rules of law as to how the situation is addressed. Hiring an assassin is generally considered condescending, elitist, cowardly or underhanded. However, in the case of an assassination, the assassin is not accountable for the murder. If caught, the assassin is under law to name his employer. If not caught, diviners are brought in to determine the employer and they are punished per usual.
Muzina are blunt and outspoken, and often will step up to interfere in an injustice. Rarely do crimes escalate or injustices continue unaddressed if they are discovered by another Muzina. They have a far stronger sense of right and wrong at an instinctual level than humans and their crime rates are lower per capita than almost anywhere in the world (with exception of Humoro and Briandyna).
One of the most idolized professions in Muzin is that of the Hunters - those men and women that track down lawbreakers and pass judgment on them, often executing those they find guilty and/or unredeemable.

Trade:
Muzin trades by barter which makes their dealings strained with some countries and flourished with others. Their primary trade partner is Bodove, with whom they exchange precious stones, spices, muslin and linen, ores, glass and volcanic stone in return for fish, game meat, silks, fruit, hides, shells, pearls and other bounty of the sea like coral, dried seaweed and driftwood.
They also do trade with Suoro and Lisdan, with minimal trade with independant merchants from Ere Beghin, Speritan or Tirivahn. Their key exports are stone, glass, gold, precious metals/gems, spices and linens. Their key imports are wood, skins/hides, silver, silk, brocades, fruit, fish and oil. Muzin is the world leader in fine glass.
Value of goods to be traded is based on the individual merchants opinions of quality, need, and quantity. While these numbers and amounts can vary greatly, the port merchants (especially out of Rohan, Lakka, Kasza and Larvik) communicate between each other to organize some basic guidelines for better distribution of business.

International Relations:
In general policy and law Muzin act independantly as far as their borders extend, but will not pursue a case beyond their borders. For international matters, the Muzina will meet individually with Lisdanese, Bodovian or Suoro delegates, but not with Speritanians. Opinions between the Muzina and the other races are not always reciprocal, and the Muzina are prone to hold prejudices and racism as a standard when they've seen a side of a society of which they don't approve.
Muzina ~ Suoro: The Suoro find the Muzina alluring, dangerous, at times stuffy and overly blunt, but generally pleasantly receive them. They admire Muzina tenacity, hard-work, devotion and confidence. They dislike their insistance for honesty, their stubbornness and their distrust of anything new. They fear their Racial Ability.
Muzina ~ Speritanians: The Speritanians and the Muzina are such a case of opposites that they are almost naturally disposed to contradict and oppose each other out of instinct. The Speritanians find the Muzina overly simplistic in their world view, heretics to their religion and concepts of sin and afterlife, not to mention they are far too influenced by their women. They do admire Muzina weaponswork, textiles and goldsmithing. They dislike Muzina bluntness, condescention, physical intimacy and pride. They fear the Muzina faith.
Muzina ~ Bodovians: Of all the races, the Muzina and the Bodovians get along best. The Bodovians appreciate the Muzina honesty, respect and fidelity. They are good trade partners and the Muzina have supported the Bodovians against attack or misfortune. The Bodovians like the Muzina culture and cuisine, their courage, their straight-forward approach and their adherence to peace treaties. They dislike the Muzina distrust of the new, their immediate suspicion of anything out of the ordinary, and their Tests of Pain. They fear the YathRagazi.
Muzina ~ Tirivahni: The Muzina and the Tirivahni rarely make strong contact as Speritan lies between them, but occassionally Muzin has supported Tirivahn out of principle of opposing Speritan and for this the Tirivahni are thankful to the Muzina people in general. However, almost all the Tirivahni hear of the Muzina is from Speritanian perspective and so many Tirivahni fear the Muzina or are wary of them. They like the Muzina's strong sense of honour, wrong and right, and their inherent dislike of Speritan. They dislike the Muzina incindiary nature, grudge-holding and their spicy cuisine. They fear the Muzina Racial Ability.
Muzina ~ Lisdanese: The Lisdanese and Muzina are of different worlds - the Lisdanese creatures of the sea and the Muzina of the mountains. That said, they get along well enough, happy to agree to disagree when they come together. The Lisdanese like Muzina practicality, that they don't preach their religion and their love of hard work and diligence. They dislike their refusal to allow machines and technology to replace the "old-fashioned" methods, their high tolerance for intoxication and their insistance between the balance of science and magic. They fear their heightened senses and reflexes.
Muzina ~ Humorans: Despite being neighbours, the Humorans and the Muzina have nearly no contact whatsoever. The Muzina leave the Humorans to themselves and the Humorans contact no other race willingly. They like that the Muzina never hastle them but know nothing of their nature except for the few times YathRagazi have ventured over their walls and these they loath and fear.
Muzina ~ Ere Breghin: The Muzina are one of the least judgmental of the Ere Breghin, being able to understand their reasons behind some of their emotional laws. Still, the Muzina do not trust the Ere Breghin. The Ere Breghin quite like the Muzina, finding them easy and reasonable to trade with, and are highly intrigued with their blood and their Racial Ability and have been known to kidnap some Muzina for their magical experiments. They admire the Muzina emotional reserve from their dealings with Ere Breghin, their brute strength and their ability to take a lot of pain/manna channelling. They dislike the Muzinish climate, their resistance to damage and their refusal to submit. They fear their afinity with fire.
Muzina ~ Talmontese: The Muzina and the Talmontese are aware of each other's existence in a sense that borders on folklore. They nearly never encounter each other and are rather indifferent to each other. The Talmontese have heard stories about the Muzina Racial ability and believe it to be an aberration against the planet, but considering they were born of the planet and seem to be thriving, reserve final judgment. 

Economy:
Because the Muzina don't have a currency that can inflate or lose value compared to the currency of other nations, Muzin remains fairly stable and are instead solely reliant on the production of the tradespeople and nature to provide crops, harvests and resources. Likewise, because there's no opportunity for real growth in Muzin's economy, most banks and investors won't spend on Muzinish enterprises. Some RnClan merchants occassionally accept Æra or Tesa from the Suoro, however the currency is usually traded to tailors or jewellers to utilize in decorations, smelting or talismans. There are a few banks in Muzin, always closely tied to registration offices for land-owning. While they do have small amounts of foreign coin for exchange, their primary purpose is safety deposit boxes and vaults for heirlooms, artefacts and other valuables. The banks make contracts with the people they hold items for and if their clients commit crime or otherwise breach their contracts, the Banks are enabled to keep part or all of the goods they maintained. Since accumulation of wealth is hampered by a lack of monetary systems and an inability to personally own land, real wealth in Muzin is judged by how much you can afford to give, with one's level of productivity and usefulness markers of social popularity.

History:
Much of Muzin's history has been preserved in the ceremonial and popular oral traditions. The ceremonial accounts are kept by the Priests and Priestesses, and generally recount the workings of the Goddess, the interaction of the country of Muzin on the world stage, and the dictates of the passing line of Regency. The folk heroes and tales, specific deeds, battles or stories are kept in verbal poetry, troubadour's songs and sagas. Often minstrels will assimilate a collection of these impromptu lays that crop up around the countryside by theme, time period, or personages featured into a Lakot, or saga. Lakots can range in length, from as few as 4 to as many as 300 individual lays, and typically grow with time as more tales are added into them. The longest known Lakot is "Lakot liyn Zolar", a collection of tales regarding the events and actions of the life of Zolar, the youngest Muzina ever to fully succeed the entirity if the Test of Pain - a man who went on to decline the Regency and fight alongside Arethan the Dragon of the famous Twins of Prophecy. The "Lakot liyn Zolar" follows Zolar's life from his infancy, through his youth and Test of Pain and into his adulthood, trailing along side the events of the End of the World, and into his private works and final decline. Its individual lays were composed by some 327 different individuals, and over a span of nearly 900 years to its current (and final) incarnation.
Only marginally shorter is the "Lakot liyn Ralon'Tokhet" or 'the Saga of Ralon the Blind', which recounts the life and deeds of one of the Greatest Muzina folk heroes, Ralon the Blind. This more recent composition was done in a significant part by Mykætha, Ralon's lover during their own time period, and the rest was filled in afterwards by 324 minstrels in the remaining years of his life and through the 80 years following. 
Other Lakot exist for various Regents, the Goddess, the Battle of the Bones, The Üaharte, fireugn heroes, world events, the seasons and weather, even specific foods.   

The Muzina

Appearance:
The Muzina are a strong, high energy, long stamina people built for hard work and complex tasks that require dexterity, power and finesse. One of the first 5 Clans, the Muzina developed from a race of mountain jackal called a muzmyan. These smooth-skinned beasts retained a few tell-tale distinguishing features, such as the longer first and second toes on their feet (though the talons have devolved into toenails) and the hairless bodies (save the head hair, eyebrows and eyelashes) and the prominent lower canines with the top fangs fitting into the inside curve of the lower pair.
Their musculature is more complex than a human's, consisting of more finely grouped muscle fibres in a blood solution within the major muscle groupings enabling more strength and transport of nutrients and removal of wastes like lactic acid. The Muzina's overall muscular appearance is defined but generally sleek rather than veiny and bulky like human body builders.
In facial structure, Muzina have minor epithelial folds above the eyes like human Japanese or Korean eyes, with less prominent noses than Grecian or Aquiline noses - usually they are rounded, button, or stub nose. Their ears are identicle to the human conch-style ear. Their hair is thick, luxurious and usually poker straight (though some curly-haired RnClan have been cropping up in recent history). Aside from the hair on the eyebrows and eyelashes, the crown hair begins at the top of the forehead and ends at the nape of the neck, with sideburns extending at most extreme lengths to be level with the bottom of the earlobe. Muzina have no other bodily follicles and their skin has a smooth, silky texture.
In height the males reach no taller than 5'10" with an average height of 5'8" and the women grow to 5'8" at tallest with an average of 5'6".

Beyond this there are two distinct groups of Muzina that have developed and even in breeding between them have retained the qualities of one or the other. The RnClans on the Flatlands are typically swarthier, with mocha-coloured skin and garnet red hair. Their eyes can either be a burnt gold-hazel or a midnight blue. They tend to be on the short side and can achieve more defined musculature than their T'Clan neighbours.
The T'Clan, conversely, are slightly slimmer and svelter with a lighter shade of tan skin. They grow to the higher end of the height limits and have either crystal light blue or honey golden eyes. Their hair tends to be a multi-coloured blend of low-lights, midtones and highlights in hues of rust red, fire orange, amber and white gold.


Fashion:
While tattoos and gold jewellery are popular - especially chainlink necklaces, chainmaille decorations, cast pendants as well as leather bracers or woven cords - piercings are reserved for the institution of marriage alone.
Due to the hot and often stormy or volcanically active climate, the garment called a Tuzi has not changed much in hundreds of years. The  term 'tuzi' technically refers to the jacket-like garment worn by both men and women, though it is generally used to refer to the entire ensemble of jacket, pants, sleeves and belt. While there are not gender-specific styles of Tuzi, since all clothing is custom-made in Muzin, different lines ensue for men's bodies than for women. Also there are cuts that are career specific, and since many careers in Muzin are dominated by one or the other gender, certain styles of Tuzi are worn nearly exclusively by the gender that fills that role in society. 
The Tuzi itself is a sleeveless, long-tailed vest-like back piece with a front panel that buttons, clasps or ties down on both sides of the chest from collar bone to hip. Many Tuzi styles have stiff shoulder panels or high collars (these panels are armour plated for warrior classes). The length of the tails and front panel vary - past the knee to ankle-length for clerical, scholarly, aristocratic and buisnessmen; hip to mid-thigh for highly active people like hunters, sailors, heavy labourers and certain craftspeople. The standard length is just past the knees. Colour is generally up to preference of the most common dyes available to the average Muzina such as: berry, rust and blood reds, all shades of brown, ocre, yellow, orange, greys, plum purples. Black is popular but more costly; white, cream and mocha reserved for ceremony, weddings, religious practise and monasteries. Dark greens are reserved for people in the trade of death, including undertakers, assassins, necromancers etc; ghostly pale greens, moss green and icy mint green are for mourners, widows and widowers. Blues, vibrant purples, turquoises and fabric woven with metallic threads are highly expensive and a measure of weath. Also brocades, painted Tuzi, extensive embellishment like embroidery, appliques, sewn coins and cord-work are more expensive but often each Muzina will work hard to have at least one formal Tuzi. 
The pants that are worn with a Tuzi are broad cut, baggy and with a crotch-line sometimes as low as the knees - similar to our concepts of Arabian sirwal. These pants are generally bound up at the ankle or occasionally the knee with cord or tucked into tall boots. Rather than wearing layers beneath the Tuzi, sleeves are crafted separately, attaching across the back of the shoulders by a strap or behind the neck with ribbon or cord fastened by buttons or ties. This way when the Muzina grows too warm, they can simply unfasten the strap and remove the sleeves without needing to remove the jacket. During the tumultuous storms of 1st and 4th Season, wraps, gloves with the fingers cut off, cloaks or other external layers are worn. Muzina never wear hats, and actually take care to style their hair with braids, bunches, or scented styling waxes. Length of hair is rarely very long as it is hot to maintain such thick hair in Muzinish humidity. Both men and women wear long hair (to the middle of the shoulder blades at extremes) or short and cropped, but the style of pigtails (either braided, bunched or in buns) is solely worn by women. Muzina almost never shave the head unless ill as it is the only hair on their bodies and they tend to relish it. When they grow old, Muzina do not bald, their hair simply goes white-gold (in Rn Clans) or ash-white (in the T' clan).
 

Culture:
Sexuality:
Sexuality in Muzin is either homosexual or heterosexual, with about 30% rate of homosexuality. Curiously enough, though homosexuality is considered normal and is fully accepted, bisexuality is frowned upon. Dallying with both male and female partners simultaneously or consecutively is considered unclean and ingenuine. A decision must be made in the Muzina mentality. Because of the prevalence of same-sex couples, marriage is not limited to male-female relationships. In Muzinish marriage there is no 'husband-wife' dynamic, but an 'invitor-invited' (Kuszek-Kuszamin) based on who proposed to whom. Once married, however, there is simply a term for spouse depending on if that spouse is male (suunom) or female (spella), though in same sex marriages (regardless of gender) the terms Zarak (or Dominant) is used for the one who fills the "male" or "yang" roll by our standards, and the Tezuria (or submissive) is used for the one who fills the "female" or "yin" roll. The Zarak is usually the prime bread-winner and the one who upholds the household's honour and reputation, while the Tezuria is generally the one who balances the books and maintains the household and community standing. Spouses are considered financially and politically equal and have rights to raise children - either conceiving their own or adopting if a same-sex couple. Non-married couples are not supposed to have children as it is not a 'stable' environment for a family unit. Since childbirth is a serious component to the social structuring ceremony of the Test of Pain (discussed in the Racial Ability section) birth control and abortion are relied on to maintain social stability. Those who have rights to birth children that they socially cannot keep (such as lesbian couples who have born children by a male partner, unmarried women who have completed their Test of Pain or criminals), the children will be removed by force for adoption if they are not given up willingly by a section of the government called the Hunters.
Marriage:
In Muzina marriage there are ten steps in the act of proposing to a loved one. Each step is to demonstrate the Kuszek (Invitor's) suitability as a spouse. They are generally referred to as the Trials of Love or Zoikammen in the Muzino tongue. They are as follows:
1. Compose (a poem or song to perform for your love to show that you intend to begin the Zoikammen. Generally these are proclamations of love and devotion)
2. Feat of Virtue (perform some task that extolls your strongest skill or virtue - these are usually to do with the Muzina's line of work, but can be a test of courage or fidelity etc)
3. Cook (or bake or brew something edible for your love to demonstrate your ability to provide)
4. Mend (something that belongs to your love that has broken, ripped, torn, worn out or been damaged)
5. Create (a trinket, object, craft or some other sign of your usefulness)
6. Defend (against physical attack or verbal slander - this stage is usually ceremonial)
7. Budget (to save for a pair of wedding Tuzi)
8. Build a Home (where you will reside with your love, while it is allowed to get a group of friends to help in the actually building of it, the Kuszek needs to physically labour him or herself on the work of it from beginning to completion)
9. End of Abstinence (during the 1st to 8th trials, the lovers have to refrain from intercourse to prove their marriage is a matter of love and not simply lust. At this point they are allowed to begin sleeping together again, and the night of the End of Obstinence is considered a very special occassion)
10. Piercing of the Ears (the lobes are pierced with hoops of gold and a priest/priestess writes a certificate of marriage which is signed with both names. During this ceremony, a gold chain is worn between the Kuzsek's left ear and the Kuszamin's right lobe)
At any point during the Zoikammen, either the Kuszek or the Kuszamin can cancel the marriage if they discover they are not suited for each other.
Divorce is not legal until the children are old enough to leave home (the age of 16). After that it is legally allowed but socially frowned upon. Earrings are not to be removed in the event of a divorce or death of spouse. If the muzina remarries a secondary set of earrings is added above the original earrings.
Family Units:
Family units are fairly small in Muzin, ranging from 1 to 3 children that are kept after the sacrifice of the First Born in the Test of Pain. Property is rarely left to one's youth, so any assets to be split between them are generally to do with the family business, heirloom Tuzi, weapons or trinkets. Children take the last name of their mother (depending on which parent was the Kuszek, this may be the father's name by way of the mother -- discussed more in Language section) and bonds between children are very close. Often Blood Bonds (see Racial Ability) are most commonly formed between siblings. Children over the age of fourteen can serve in business dealings in Muzin - though this practise is more commonly utilized in the mountainous T'Clan highlands. When a business partner journeys to the home to make a deal it is custom that the business partner is allowed a conjugal night with either one of the children of age or the person's spouse based on their sexual preference. In RnClan regions this practise is not usually acted upon and is a mere formality, but often in T'Clan regions it still takes place.  
Coming of Age:
Young Muzina do not produce sexual stimulus hormones or become capable of erections or orgasms until around 15 or 16 years old (the equivalent of our 12 or 13). Because young Muzina cannot feel pleasure from sexual acts, pedophilia in Muzin is a horrible crime and offenders are often killed before the law ever arrives. When this happens, the murderers are almost never charged. All Muzina children have one of three Auspices which only fade when they hit puberty. As children, they are ugly and deformed either by having purple discoloured splotches all over the skin (Ishala Auspice), having squashed and mushy features and curved spine (Shama Auspice), or having overly large hands and feet and stretched jackal-like features (Meshura Auspice). These all fade away in the months leading up to adulthood. The Muzina believe that the type of affliction relates to certain features in adulthood. Those Ishala children are said to grow up to be extremely beautiful, where as Shama children are said to become extremely strong, and those of Meshura become very quick-witted, astute and dextrous. Once males have their first erection they are sent to their Test of Pain to determine their place in society as a man and are legally considered an adult after they have completed the Test, enabling them to enroll in the military, marry, start a business, own land etc. Females are considered adults after their first mensturation but do not have to take their Test of Pain until their first pregnancy. Both males and females have equal social standing. Land cannot be retained after death unless it is a registered Imperial institution such as a monastery, school, temple or theatre etc.  
Death:

In the event of a death, a period of abstinence and mourning is practised by close friends, family and close co-workers in which only white-green, pale green and grey-green may be worn. All tattoos, scars and marriage earrings are covered up with cloth, shawls, ribbons or cowls and all other jewellery is removed for a period of time equal to the days it took for the person to die. During this time music, sex, dance and theatre is to be avoided. All this is a precaution against distracting the deceased's spirit from transcending to the afterlife. Superstition has it that if a soul lingers around their body or loved ones or home longing for life after a period equal to the time it took them to die their soul will be barred from reaching heaven and will instead be sent to the Realm of Ghosts. As for short, sudden traumatic deaths - like accidents or murders - it is much harder for the souls of these individuals to let go and this is why most lingering ghosts are angry or have 'unfinished business'. If a soul has been barred from heaven, it takes the invokations of a Priestess to gain pardon from Isham, and allow the soul to be embraced by the Goddess. Curiously, in the matters of duels (which are common in Muzin) it is considered that the time it takes to die begins when the challenge is made and whomever survives the encounter was not having his 'time counted' by the fates. 
Muzina cremate their dead in a ceremony overruled by priests and priestesses of Isham.  

Education:
There are four options for education in Muzin: The Scholars, The Acolytes, tutors and home-schooling. Home-schooling is the most common, as it doesn't cost the family anything more than a bit of time. In this case the child(ren) is trained by the family in their trade or business, taken to festivals and told family history. This is the extent of their worldly education. Most of these children learn an oral tradition of folk lore from their bed-time stories, poetry or folksong from festivals and a bit of local history from the various aunts and uncles or surrogate aunts and uncles of neighbouring families. They will never learn to read or write, but likely will never have cause to need to in their lifetimes.
Tutors are either paid in trade or given room and board for the duration of their training. Tutors are generally well-travelled and teach weapons work, languages, the arts, history and the sciences of both matter and magic. The skill and accuracy of the tutor depends on their experiences, upstanding character and connection with the youth(s) the tutor is teaching. There is generally an interview with the family prior to taking on a term to ensure that the tutor is suitable.
The Scholars have institutions in almost every major city in Muzin, though these range from dusty libraries to expansive campuses. The Scholars are a collection of learned masters of a variety of intellectual pursuits, including Mages, Prophets, Sages, Doctors of Medicine, Historians, Bards, Wizards, Alchemists and Linguists.  The Scholars gained prominence and popularity after 2959 PT when New Script became the international scribal set. The Scholars pursue knowledge, scrolls, artefacts, skills, records and memory. Those who attend the Scholar Institutions can study with any number of masters there, but only after they have learned to read and write New Script. The product is a far more worldly and understanding Muzina, which is desireable to merchants, diplomats, Regents and officials, travellers and performers etc. The Scholars do not have an age limit of those who can enroll with them, but they do take tithing from each pupil.
The Acolytes are the ecclesiastic alternative to The Scholars. The Accolytes teach religion and magic primarily, but also science, math, language, simple crafts and exclusively hold the knowledge of Muzina Runes. Like the Scholars, students of the Accolyte temples and monasteries live on site and pay with trade of physical labour, skill and the assistance of friend and family ties and/or influence. The Accolytes will only teach certain skills (such as high magics, runes or summonings) with young Muzina who have come with the goal of becoming an Accolyte themselves. However, other Muzina of any age can take refuge in their walls from false persecution, or those in need of shelter or sustinence.

Language:
The Muzino language has four levels of formality as well as two different dialects. The T'Clan dialect tends to be a 'purer' form of the language as it has less influence from foreign languages, especially Suoro or Bodovian. The Muzino phonetic set is as follows:
Mu - M (m)
Ush - U (oo)
Zar - Z (z)
Ish - I (ih or soft ee)
Nur - N (n) sometimes a vowel
Osh - O (oh, RnClan: soft or)
Lar - L (l)
Ash - A (ah)
Ren - R (r, T'Clan: sharp r)
Esh - E (eh)
Shan - SH (sh)
Yrb - Y (yuh, or ai)
Ber - B (b)
Kar - K (k)
Gur - G (g like give)
Var - V (v)
Sel - S (s)
Thesh or Tesh - TH/T (th like thick (not the) or T'Clan: t)
Dur - D (d) (not common in T'Clan dialect)
Pesh - P (p) (not common in T'Clan dialect)
h is made by a line below the vowel that tells it is pronounced with an 'h' sound in front. In most T'Clan words h is use within a word, but not to begin one - instead they use U. i.e. hokep (hansom cab) in RnClan dialect = uokep in T'Clan. 
Ah|e is a hard h sound. (think jeweish h, as in Channukah)
sz makes a soft j sound. (like in 'genre')
Pronunciation guide examples:
Muzin: MOO-zihn (moo like a cow; zin rhymes with 'in')
Isham: EE-shawm (ee rhymes with 'me'; sham like in 'shaman')
Kuszek: KOO-gehk (coo like a dove; g- like in 'genre', -ek like in 'check')
Kuszamyn: koo-gah-meeyn (coo like a dove; g- like in 'genre', -a like 'a-ha'; mee like 'me', yn like yun with minimal vowel)

The Muzino language is highly important to the Muzina people and has become very versatile as it has maintained precedence over written language for thousands of years. Song, poetry, theatre and recitation are a huge part of social interactions.
Naming is done is two parts: a given first name and a Clan prefixed family name. The family name is always the mother's family name, though if the child is of mixed Clan parentage, the Clan prefix always matches the child's Clan dominance. i.e. Ikosha, son of Maile RnPadish is a T' Clan on his father's side. His full name would be Ikosha T'Padish. Given names in Muzin go through phases of popularity in which you will have many people with the same name during a certain time period. Current common names for boys are: Zereth, Kathiz, Mirosh, Ralon, Teshor, Ishok, Yanum. For Girls: Alisha, Adonai, Iyala, Merine, Ruenne, Tythia, Myone, Azalyne, Shani, Ranni.

Cuisine:
The Muzina love hearty, spicy and filling foods such as kelban (bread stuffed with meat, sauce and stewed vegetables), Thazish soup (brothy soup with chunks of vegetables, meat, cheese and bread in it), kuzat (sweet and spicy sugary candy embedded with nuts), smoked/dried meats, fowl, smoked fish, etc. A popular seasoning is Tazik from dried and crushed luga berries. The Muzina use this peppery, spicy-sweet powder in everything from Fire Tea and baked goods to soups and sauces and it is one of the trademark flavours of Muzinish cuisine. 
Overall, a Muzina can consume and burn nearly three times the calories as your average human and are far healthier. Obesity is almost unheard of in Muzina, accounting for 0.4% of the population and is socially frowned upon. Likewise your average Muzina can consume about two times his or her blood volume (about 10 to 12 litres of alcohol) before they will show effects of intoxication. Again, drunkenness is also frowned upon as a lack of understanding of one's own limitations. Smoking is popular as a social past-time or for meditations with incense, Katyin smoking herb, or smudging herbs/spices. Smoke intoxication is more effective than liquid intoxication by far. Consumption of many poisons is utilized in beverages, smoking or cooking ingredients as Muzina are highly resilient to small doses of poisons and therefore are able to ingest many things that are toxic or fatal to other races. i.e. the sari black berry (used in liquors), kyaon thorn bark (used in smoking meats or as a smoking herb), and zinna fern (used in sauces, soups, rice dishes or as a psychotropic if distilled). 
Tavernas are a popular part of culture, offering bardic entertainment, drink, food and often hotel rooms/breweries/smoking lounges or games rooms. They are the hub of breaking news and social gossip as well as the best place to find someone to hire for their trade.
Because of the unique qualities of the Muzina blood cells (discussed in the Racial ability section), Muzina are not suceptible to almost all allergies and are resistant to many diseases. They are however devestated by blood parasites, hemophelia, auto-immune diseases, blood coagulants and bone marrow cancers. 

Comparative Statistics:
Intelligence:
10/16. Intelligence is something that is difficult to judge directly between races, so we compare on a basis of common sense, swiftness in understanding, learning curve and versatility of knowledge. The Muzina have a learning curve quite like that of a six-year-old human: speedy, independant and comprehensive. However, whereas a human's learning curve exponentially slows down as they age, the muzina's learning curve remains at that rate for their entire lives. They are more practical than a human, able to grasp what is needed in a situation and move beyond personal position to act accordingly. The key thing that sets the Muzina apart is their exceptional memories. The Muzina economy is run on a barter system of goods, services, skills and favours. The Muzina remember these tabs with unerring accuracy; on the other hand, they also remember slights and errors equally as long. Action on these grudges depends on the personality of the Muzina involved. The Muzina oral traditions are kept accurate and alive through these memorizations. 
Wisdom: 10/16. Wisdom is compared by things like emotional empathy and control, and connection to matters of the spirit - including faith, perceival of the other Realms and awareness of the senses. The Muzina have a better sense of smell and taste than human beings with about 9 million olfactory cells to the average human's 5-6 million. Their hearing is marginally better, able to pick up a range of 10 to 28,000 Hertz compared to the human 15 to 20,000. Their vision is within the same range as a humans but they are less prone to visual imparements like astigmatism, near or farsightedness and blindness. Where the Muzina are most advanced is in their sense of touch. They are a sensual people, highly physically sensitive, enjoying intimacy and physicality that would seem overly promiscuous to most human cultures. However, the Muzina's physical sensativity also helps their reaction time enabling them to pick up on movement or proximity extremely quickly. This defines their personal sense of space very strongly, and combined with their high sense of respect extends to respect for other's personal space as well. The Muzina wisdom is also characterized by this sense of respect, and their devotion to tradition and regard for those who outrank them in merit, skill or honour. They put a great deal of faith in the tried, tested and true and are hard to divert from what they believe in.
Agility: 14/16. Agility is a measure of raw speed, dexterity, multi-tasking ability and reflexes. In this standpoint Muzina are about 80% faster thanhuman beings. This is further assisted by their keen senses to be a highly competant, reactive and speedy race. The Muzina do not sacrifice strength for speed, and with their lithe muscle and compact strength, the Muzina use their dexterity to make every pummelling hit count. About 40% of Muzina are ambidextrous, and about 18-20% can simultaneously complete different tasks with each hand. 
Strength: 16/16. The Muzina are one of the three strongest races in the world, being twice as strong as human beings. This strength is calculated not only from their brute strength of how much they can lift, but also how much they can carry and how much damage they can do with a blow. Obviously there is a range in how much weight a Muzina can bear, but even on the lowest range it still amounts to some 1800 pounds, where on its upper levels it reaches 3200 pounds. Because of this advantage, the Muzina manage to work with simpler or less tools altogether than weaker races and relish their ability to do hard labour with nothing but their natural speed and strength. Having an intense level of strength and using it keeps the Muzina bone strength and density strong and sturdy well into their elder years. Many Muzina retain stable health into their 90's and only start to decline in their last 10 or 20 years of life. In the same standpoint, their virility also remains strong well into later life for both men and women. 
Resistance: 15/16. Resistance encompases how well the body withstands damage - including natural immunity, toughness of body, and resistance to illness or aging. The Muzina have incredibly supported, dense musculature so that they can withstand a lot of damage without injury. Internally, the Muzina's blood cell structure is quite a bit different than ours - containing a hybrid cell of red and white so that every one of their blood cells is both a carrier and a phagocyte - consuming any unhealthy cells, foreign elements, and agitators that might upset the balance of health. However, they also absorb and carry all nutrients, oxygen, minerals and vitamins and convey them to the areas of the body in need. Because of this, their bodies better process all elements into their systems, defend against disease and better supply the cells. Partly because of this rigorous upkeep of health, the Muzina have a longer life than humans, living on average for 120 years.
Recovery: 13/16. Because of the Muzina systems, their ability to bounce back from injury, illness or poisoning is about 30% faster and more complete than ours. Muzina have a habit of pushing themselves when they should be resting and healing, which often results in scarring and reinjury. But if treated with medicines and magic, a Muzina can return to peak levels with no lasting detriments.  
NMP: 4/6. Natural Manna Potential, or NMP, is the gauge by which a race's aptitude for magic is judged. NMP reflects not only how proficient a race might become in casting, it also tells how easily they can learn magic, how well they can connect with the Manna Weave and Huskline sources in the planet. The Muzina are fairly in-tune with the Manna Weave and Huskline. They consider its presence second-nature, though not every Muzina feels a need to exploit this awareness by becoming a caster. Usually, a Muzina might learn a couple of casting magics to better assist their day-to-day life - such as warding, mind speech, conjuring etc. However, those who do go in to learn magics - such as priests, mages, summoners, healers etc - do so with as much gusto and determination as Muzina approach everything and can become incredibly potent and powerful magic users in their fields. While they tend to focus in potency of manna, they are not as expansive, and generally aren't good at improvising in their magic, sustaining multiple spells at a time or magically multi-tasking. In the same vein, the Muzina open themselves fully when casting which, while it helps them to cast potently, also makes them vulnerable to corruptions of the Manna Sicknesses that arise when one casts too much or channels too much energy.
 
Zolsenda (The Blood Toll)

There has been some discussion already about the peculiar nature of Muzina bloodcells. Their Racial Ability is directly related to this unique organic chemistry.
In a normal circumstance, the blood cells in a Muzina's body consume everything in their path and, once consumed, determine if the consumed particles are beneficial - in which case they are ferried off to the appropriate part of the body where they are required - or detrimental - in which case they are broken down/quarantined and deposited for excretion.
However there are are 3 scenarios in which this elegant balance is disturbed and it is on these 3 circumstances that the Zolsenda is based.

First is the introduction of certain chemicals/hormones into the body that cause a change in the behaviour and nature of the blood cells. The first type is a naturally occurring poison in the shekka mushroom which is dried, steeped and concentrated to be administered orally. This poison, called Albeyekin, causes a reaction in the blood so that the body produces high quantities of adrenal and does not dump them from the system for several hours and distributes it during this time to both muscles and nerves, making physical sensations rise to such a peak that they become overwhelming and block out all other thought or desire with their pain. In this state, the gentlest of sensations vecomes excruciating to the point of nausea; hearing becomes a deafening roar.
It is under the effects of Albeyekin that Muzina boys take their Test of Pain to become men. There are Houses of the Test of Pain throughout Muzin, upkept by law of the Regent. A Muzina boy who has just experienced his first erection enters the House of the Test of Pain (or Ops Thazu liyn Gekyth lin Kinzin) with an older male figure in his life (usually his Father, but it can be an uncle or older brother, even a tutor if no one else is available). The Guards of Ops Thazu administer the Albeyekin, and the boy strips down to nudity. He waits in a circular chamber outfitted with all the implements needed for the Test of Pain and the Guards check on him by blowing on the back of his neck. When the boy experiences pain from this light sensation, he's ready to begin. The boy must now try to master his body and control his responses. For the duration of the Gekyth lin Kinzin he cannot scream, vomit or pass out. If he does any of these the Test ends and his place in society is determnied by how far he reached before giving in.
The First Tier of the Gekyth liyn Kinzin is 10 blows with switches and short whips. The target area is from the base of the neck to the back of the knees. Only the backside is allowed to be struck. While the boys begin standing, they almost always end up on hands and knees by the end of the First Tier and this is not thought badly of. If the boy doesn't manage to withstand 3 of these blows he is not considered ready to a man and is patched up and sent home. This rarely happens and is considered very shameful. The boy must then wait a year before reattempting. If he makes it to 5 blows and then fails, he is assigned a menial labour job which he has to keep until the time he displays some other talent or aptitude. These jobs usually include non-magical, low-responsibility, low-skilled jobs like garbage removal, simple mending and courier. If the boy succeeds 10 blows but fails on the 10th, he gets a choice between the menial labour jobs. If he succeeds all 10 he can go on to Second Tier. If he ends somewhere between 5 and 10 he is placed in whichever group he was closer to when he failed.
Between First and Second Tiers there is usually a 5 minute respite, though the boy has the right to wave this break. At this point the Healers are admitted to watch in case the boy's body gets to a point of dire need for treatment lest they die under the blows. The average Muzina generally makes it to the end of First Tier but cracks under the first blows of Second Tier. Second Tier is 20 blows with a Cat o' Nine Tails and chains. If the boy fails before the 5th blow of Second Tier he gains the same station as having completed First Tier. If he makes it to 10 blows and fails, he gains a small amount of goods to start off his life and gets to choose what his career will be. If he succeeds all 20 blows and fails, he gains a slightly larger treasure, chooses his own career and is set up with a tutor to better learn his craft. Less than 30% of the male populous reaches this point. Between Second and Tertiary Tiers there is a 10 minute respite when the Healers can be consulted again to treat critical injury.
Tertiary Tier is 35 brands with heated irons. While the brands are only applied to the body long enough to steam the moisture in the skin - a little less than 3 seconds - the blows are carefully administered between both shreds of undamaged skin that survived the previous two rounds of whippings and fresh wounds from the preceeding blows. Very few make it to the 5th burn, and these will gain the status from finishing Second Tier. Those who fail at the 10th blow can choose their own career and gain a modest treasure, a plot of land on which to live and a Tolka (a commrade/assistant/man-at-arms). Those prestigious few who make it to the 20th blow gain a moderate treasure, a plot of land and a platoon of men equal to the blows the managed to take from Tertiary Tier (i.e. 15 blows = 15 men), in addition to 2 Tolka. Next to none make it to 30 blows - and those who do gain instant fame in addition to their prize of 3 Tolka, a platoon of men double the number of Tertiary Tier blows (i.e. 29 blows = 58 men), land that they have the option of registering for a purpose, and a hefty fortune. So few Muzina ever make it past this point that most Guards of the Test of Pain have never completed administering the Gekyth. Every one of the elite that completely finished all 35 brands became Regent in their day (with the exception of Zolar, who declined the post after succeeding in achieving it), and their names are known and sung in their Lakot liyn Ops Gerona, "Saga of the Great Heroes". These men gain crops, steeds, land, riches and a small army of men - generally between 300-325 men.
After the Gekyth liyn Kinzin it is up to the Muzina to make the most of their start in life. Careers can be changed if they discover a better aptitude later in life without fear of losing respect. After the Test is done, the Muzina also has the option of keeping their wounds as scars or having them healed to perfection. This is up to personal preference and is perfectly acceptable either way. If the Muzina chooses to keep the scars (all or only their favourites) they are healed with medicinal salves and banaged. If they choose to have them fully mended, they are healed magically so that there will be no scarring.

The women's Test of Pain happens when the woman has her first child and is to demonstrate emotional strength. Where men are to be physically strong to protect their families, businesses and country, the women are to master their emotions to keep a clear head for leadership and advice when their men get overwhelmed. In Muzin it is not shameful for a man to cry when sad or have a violent outburst when angry, but for women it is a social faux pas to do the same. When a Muzina woman becomes a mother, a hormone-based chemical change happens in her brain that makes her become territorial, protective and fiercely defensive. Adrenalin is released in a similar method as for the men, which lends the Muzina woman great endurance, strength and tenacity which is the root of the old wive's tales that say in giving birth an agitated Muzina woman can rend a full grown man limb from limb in her rage. 
The Muzina believe that the first child of the womb is incarnate of all the sins, misfortunes and evil of the ancestral line and must be cleansed. Those few First Born that have lived through the female Gekyth liyn Kinzin have grown to have lives cursed and doomed to violence, failure, misfortune and illness, so there seems to be a great amount of truth to the Muzina superstitions. Muzina gestation takes a full year from the date of conception (10 months), but since the Muzina women go into heat twice a year (in the months of 2nd Season (Taburez and Laselian) and in the months of 4th Season (Iesha and Kathazan)) children come in blooms. The month in which the child is conceived will also be the month in which it is born, so their astrology is based around these signs (discussed in the Religion section). 
When the woman gives birth to her First Born she usually births the babe at home,with the father of the child present, and is attended by a midwife (usually a registered Priestess). If the father of the child is unavailable (such as in the cases where the woman was raped and the father is unknown, or the father has died before the birth) the woman's father, brother etc will fill the position for her. By the time her water breaks, the woman will be under full influence of the unique hormones that create a state known as The Fever. She must then fight against her primal nature and try to resist the affects of the hormones in her system that will her to protect her newly born child. After the umbilical is cut, and the child is named so that it is assigned a soul by the Great Mother, she must hand the babe to the manaccompanying her and command him clearly and directly to kill the child. To do this task, a consecrated dagger is use - one associated with the smaller of the two moons, known as the Brother's Moon, red for life and crescent in shape. Now, considering that the women are supposed to be the emotionally mature half of Muzina society, it often takes some coaxing from the woman to talk her man through the act and she must watch the whole death of her infant. Only once the infant is dead, the umbilical is wound around the babe and its body is placed in the fire. Only then may the woman weep for her babe. Once the First Born is dead, her womb is considered cleansed and any children she chooses to have after that fact are blessed by the sacrifice of the First Born.
Now, if the woman fails to sacrifice her child - either by refusing to give the order, snatching the babe from the man's arms to shield it or even escaping the room with the child, she fails her Test. In this case, she is captured by the midwife or father of the child and branded with Ey, the symbol of failure. Depending on how badly she failed her Gekyth, the brand will be put in more or less visible spots: for only failing at the end and commanding a stop the brand is generally put along the spine or on the buttocks where it can easily be covered. If she goes so far as to try to flee with the babe or fails to even issue the order, the brand is put on her face so that she cannot hide her failure from the world. When a woman fails the Test of Pain, the First Born will no longer be killed because the circle has been broken already by the woman's weakness, and her child is doomed to a cursed life. It is not considered the child's fault, but his mother's for his existence and the child is left in her care as a reminder of her weakness. The woman's spouse is granted the right to divorce her for her failure, and this option is often taken. Then the woman is given two weeks to leave her town or city to try to start again with all of her social standing revoked. At the end of two weeks she is free game to be hunted by the Imperial Hunters. If she has decided not to leave her village in that time, an active hunt will be begun for her. If she does leave an active hunt will not be initiated, but if a Hunter encounters her at a later date and sees her brand he's legally allowed to kill her if he feels she has not redeemed herself to equal standing as when she failed her Test. It is then up to the Hunter's judgment as to whether or not she has redeemed herself in her new life. If she has, she might be left alive.
So, while the boy's Gekyth liyn Kinzin initiates his station in life, the women's potentially can shake everything she's worked for up until that point in time. This said, if she succeeds well she gains great honour and deference from her peers, making her a good counsel and heeded by others in matters of sense and law.
 
The second and third scenarios in which the blood behaves differently are perhaps more well-known and even more misconstrued in foreign culture: The Blood Toll, or Zolsenda from which the Racial ability gets its name. This is an optional ability that a Muzina (after great consideration and trust) can choose to undertake with a fellow Muzina. The ceremony is a personal event, and does not need to be publicized. Usually the Bond is formed between best friends, siblings, lovers, spouses or rarely children and parents. It needs to be with someone you understand and are comfortable with, as well as someone you have frequent contact with and someone who will likely be with you for the rest of your life. Once a Muzina decides to start down the path of Zolsenda, there is no going back to a normal life.
The Zolsenda is basically a transfusion of blood. More accurately, it is the ritual consuming of 1 quarter of your bond partner's blood through the wrist while he/she is likewise consuming a 4th of your own blood volume. Now, internally the unique Muzina bloodcells encounter a number of cells that are capable of the same phagocytic action and quarantine ability. A battle rages within the body as both types of blood fight to defend their own from these foreign cells. This fight releases neurotoxins that unleash some strange side-effects in the host body. Things like increased stamina, physical senses and telepathic connection to the one with whom you are bonded are just a few of the abilities are unlocked. It generally takes a year for this fight to fully run its course - the end result, of course, being that the more numerous cells eventually subdue and triumph over the alien cells. The Bond must then be renewed at the end of this year's time within 1 week of the original anniversary or the Muzina goes into withdrawal. Withdrawal symptoms include hallucinations, writhing pain in the abdomen, headache, nausea, insatiable hunger and thirst, moodswings, delusions, fever, and temporary madness. The body during this period believes its missing 1 quarter of its volume - which of course it has since regrown and replaced with its own native cells in that time, but there is still a feeling of emptiness. During the withdrawal, the Muzina becomes very dangerous for breaking the Bond and feeding on whatever blood source is closest - which leads to a whole different aspect of the Zolsenda (discussed later). If the bond is not fulfilled, then the Muzina's heightened senses will fade and will never seem as bright as they were until they again exchange blood with their bond partner, and they will be plagued with depression, slothfulness, body aches and weakness until the Bond is refreshed. The Bond can only be fully broken if the bond partner dies. In this case, the surviving bond partner is said to experience every torment and pain of their bond partner's death as if they themselves were dying. They go into a coma-like state until their bond partner's soul has moved on to the afterlife, and only then to they awaken in a basically 'normal' state again. It is possible to create a new Zolsenda after this recovery. 
While within a state of bond, aside from the higher abilities that are unlocked, in times of need or stress, blood can be 'burned' to unlock even more potent abilities, though this causes temporary states of withdrawal afterwards which range in severity based on how much blood they consumed to perform the ability. (These will be discussed in the Abilities part below). So, while the Zolsenda can create a superMuzina, it is an extremely delicate and dangerous decision to make, and therefore is not something for everyone. At any given time, probably only 25 to 28% of the population undertakes a Zolsenda.

The third scenario is what happens when someone becomes addicted tot he Zolsenda. There are two results of these: the YathRagazi or Lizka (Anteki).
YathRagazi: (Translation: Flame-Stalker) This is what happens if a Muzina under a bond exchanges with their partner too soon before their anniversary arrives, such as after a burning of blood for an ability and the exchange is done to silence the withdrawal. It is also what happens if the Muzina misses their anniversary and loses control while in withdrawal and consumes another source of blood, making a cocktail of three blood signatures within their system. Now, turning into a YathRagazi in these circumstances is not guaranteed, but it is an extremely difficult thing to resist, and even if one manages to hang on to their sanity in the madness that ensues, and eventually recovers to their senses, it becomes exponentially harder and harder to resist the madness each subsequent time the exchange is made. Eventually they become a monster known as a YathRagazi. A YathRagazi retains the physical appearance of its original host, but becomes a grey creature - that is to say an undead or unholy thing. Their conscious mind is completed disolved, including all attachments, memory and soul. Their only driving concern is an absolutely insatiable need to consume more blood. Unfortunately, the YathRagazi unlocks nearly godlike power in its quest for more blood (discussed in Abilities) making them an extremely dangerous force to fight. Generally a YathRagazi's first act of business is to completely devour - flesh, blood and bones of their bond mate to make them 'complete' and then the full brunt of their powers are revealed. Hunters are one of the few classes that can have a hope of bringing them down, and even then they have to be clever, cautious and quick to trick the YathRagazi and trap them before the YathRagazi becomes aware of the Hunter's presence. Considering the fact that YathRagazi can withdraw blood from their targets without touching them from distances as great as 100 metres, and that their senses have reached a point of extrasensory perception that makes them aware of thought and intention in a primal, reflexive fashion, they are incredibly dangerous to deal with. A YathRagazi state can also ensue if the Muzina attempts to make a Bond with anyone who is not Muzina.
Lizka and Anteki: Rarely, at the point of breaking when a Muzina is about to turn into a YathRagazi, the Goddess of the Muzina people, Isham, intervenes. In this event, since the soul of the Muzina is already dying, Isham removes this weak mortal spirit that cannot comprehend let alone control the power running through its host body and absorbs the soul into herself. In the absence of the host's natural soul, to prevent the Muzina from becoming a YathRagazi, Isham imbues the body with an Anteki - somewhat like a guardian angel. An Anteki is a soul that had previously been engulfed by Isham's power - either a priest or priestess that has been sacrificed or accepted by Isham, or another Muzina saved from the point of madness. Anteki have the knowledge of the Goddess, and since they are a part of her consciousness, the Muzina does not become a grey creature but becomes holy. All Anteki are technically female, and this aspect retains its own consciousness and power while within the Muzina host body keeping it alive. The Muzina may not even be aware of this change, because generally the experience is too much to comprehend, and the memory is absorbed and protected by the Anteki side of them lying dormant in their subconscious. The Muzina then continues with their life, and from this point on is what is known as a Lizka. All difficulty of dealing with their Zolsenda replaced by a sense of peace. However, when pushed to extremes, when they would normally burn blood to enact abilities, they instead go into a coma-like state and the Anteki takes control of the body, unleashing all the power equal to a YathRagazi, but with the Anteki's holy consciousness in control. Generally an Anteki fights for whatever was the strongest desire in her host before he/she lost control - such as defend my spouse, escape with my life, protect my child, etc. However, once the danger is averted and the Lizka regains consciousness and with it control of their body, it is hard to ignore the aftermath. Before long, the Muzina can become aware of the Anteki's presence and influence - some even choose to contact their Anteki directly through astral travel, divination or dreamscaping. If a Muzina were so inclined, they could focus on a desire and induce an episode - such as destroy an enemy, steal a flock of beasts, raize a crop, take over the country. And with the Anteki's consciousness, protection from on high and nearly godlike power, it would be nearly impossible to stop. For this reason, Lizka are also hunted down by Regent Law. While they will not be pursued beyond the borders of Muzin, so long as they stay in their homeland they will be under attack from those who deem them a treat.  
 

Abilities:
There are a number of abilities that can be unlocked when a Muzina has a Zolsenda enacted. Some can only be used by veterans of the bond, others are only available to Lizka or YathRagazi. Note that all of the regular bond abilities are available to the Lizka, and all those that do not demand a connection with the bond partner are available to the YathRagazi. These stipulations will be listed in brackets after the ability name.
Mental Link: (1 year+) Both Muzina in the Zolsenda have a mild telepathic link to one another, becoming sensitive to strong thoughts or emotions, danger to their partner and if making eye contact of communicating without Mind Speech or other magics.
Fleet: (1 year+) The Muzina's reflexes become heroic - surpassing the normal limits of mortal beings, including their agility, reflexes and awareness. Similar states can be induced with magic, but these skill requires no connection to the Manna Weave or Huskline and exponentially grows in potency with every year they remain bonded.
Resistance to Flame: (2 years+) Both Bond Mates experience a surface resistance to burning or pain at the touch of flame. While they can still be burned, they are not very flammable, making it harder to catch on fire, or scar if burned. This quality extends only to their skin and hair, and not to anything they may be contacting such as items or clothing.
The Hunger: (4 years+) Both the Bond Mates are able to focus and call upon their blood lust to become a nearly berserker form in which damage is numbed and the Muzina becomes a flurry of attack until blood is drawn. This is a dangerous skill to enact, because if the Muzina fails to prevent themself from feeding on the blood they have drawn they can tangle their Zolsenda and may slip into a YathRagazi.
Mental Bond: (5 years+) As with Mental Link, but the clarity of the connection is much stronger, enabling communication even at greater distances. It also enables either Muzina to meditate to be able to perceive the visual/audio and physical sensations of their Bond Mate's scenario. Under Mental Bond, the Muzina also is subject to empathy to some of the sensations their Bond Mate is experiences - both pleasureable or painful, which become harder and harder to block out the longer they remain bonded and the stronger the sensations become.
 
Leather Hide: (7 years+) The Muzina's skin becomes harder to pierce without any armour. While with force they can still be punctured or run through, things like arrows (not including crossbows), darts, throwing weapons and thorns simply scratch the surface.
Zol Render: (10 years+) Similar to a Muzina woman in labour, the Muzina gains the strength of grip to rend a target limb from limb with their bare hands, and can even puncture their opponent's body or light armour with a blow of their fingers.
Zol Pyrokinesis: (YathRagazi) YathRagazi gain an ability to manipulate existing sources of flame without touching them, both physical and magical, but excluding Holy Flame. They can create walls of flame, bolts of flame and even fireballs to attack and defend themself.
Blood Dowser: (YathRagazi) YathRagazi can sense the presence of blood in Muzina, other races, beasts even reptiles from up to 5 miles away and will consume the source as soon as they get into a close enough range to be able to consume the source regardless of what kind of blood it is.
Unquenchable Thirst: (YathRagazi) YathRagazi are able to withdraw blood from any target they can sense the blood of without even contacting the creature from up to 100 metres away. No matter how much blood a YathRagazi consumes they will never be sated, hence why it is common to find them terrorizing flocks of beasts where there is a plentiful source of food.
Strength of the Monster: (Lizka/YathRagazi) The host becomes strong beyond the limits of mortal capacity, able to lift up to 6 tons of weight at a time.
Zol Flight: (Lizka/YathRagazi) The host can move through a form of telekinesis that enables them to speed forward or upward without regard for land, sea or sky wthout needing to move their limbs to propel them. The speed through which they can move in this state is relative to the amount of blood they have consumed.
Immunity to Flame: (Lizka/YathRagazi) In Lizka or YathRagazi, the host becomes impervious to damage by fire both physical and magical. The one exception here is Holy Flame still damages YathRagazi. But the host could be fully immersed in fire and they will not combust.
Zol Holy Fire: (Lizka) The Lizka alternative to Zol Pyrokinesis, the Lizka can actually create fire from thin air which has the Holy quality making it harder to channel, and does double the damage to grey creatures and can only be doused with magical means.
Prayer to Isham: (Lizka) Anteki are able to talk directly to the Goddess and can call down her Miracles if needed. (See Religion for Isham's Miracles) 

Cultural Implications:
Because the Racial Ability can be enacted by any citizen of Muzin, it offers the people a force of heroes in times of need. Most people who choose to utilize the Zolsenda are warriors, magic users, guards and others who can call upon these abilities to support them in their careers. The elite of the Muzinish standing army are all bonded and on the battlefield are a flurry of terror. Within Muzin, the Racial Ability is regarded with caution, respect and reverence, as they believe it is a point of bringing the mortal closer to the Goddess.
Outside of Muzin there are much different responses to the Muzina Abilities, and many refuse to deal with a Muzina in business or trade if it is revealed that he or she has an active Bond.   


Stigma:
Most of the racial slurs against the Muzina are because of misunderstanding, fear or mistrust of their Zolsenda. From terms like "Baby-Eaters", "Blood Dogs", "Blood Filth", "Fire Demons", "Cannibals" and "Hell Born", the other races regard the Muzina ability to unlock these sides of themselves through such a touchy subject as a wrong or unholy act. The concept that the price they pay and the dangers associated with the Zolsenda are enough to rule out the Abilities garnered from the Bond as being safe or worth it. While the number of Lizka or YathRagazi that are produced is relatively small, and while the numbers of Lizka have fallen off almost entirely since the Death of the Twins, the possibility of willfully creating such monstrosities is considered irresponsible and 'playing with fire' by many other races - especially those who have no Racial Ability of their own and do not fully understand the level of instinct and oneness experienced when a race becomes peaceful with the potential of ones body and soul.   

Laws:
Although there are no restrictions on adults who create the bond, it is forbidden for children to try to perform the ritual of Zolsenda. Children are not considered mature enough to withstand the change, competant enough to resist the dangers of the Zolsenda and it is unlikely that those they have chosen for their Bond Mate will be with them for the rest of their lives when they begin at such a young age. Children who are found guilty of having completed the exchange are usually executed. Those adults who make an error in their Blood Bond - such as drinking too much too soon, or drinking from more than one partner, are held accountable for legal punishment such as those discussed in the Crime section above. There is an illegal cult in Muzin called the Szeyla liyn Zol which ritually practises forming Blood Bonds between its members and then sexually teasing each other in erotic combinations of blood play, with or without restraints, sexual stimulation and sadomasochism. Those found guilty of being members of Szeyla liyn Zol are publicly stripped, mutilated and beaten to death.

Mythology & Origin:

While the source of the Zolsenda seems to be almost entirely related to the bizarre behaviour of their unique physiology, it cannot be denied that there is some degree of their faith involved. While the oral traditions have retroactrively added modern cultural concepts to many of their oral records of ancient times (making it difficult to discern certain aspects of historical figures) there seems to have existed some form of berserker quality related to blood in the Muzina since their earliest ancestry. It is possible that the current refined abilities and qualities of the Zolsenda, and certainly the posibility of the Lizka did not begin until after the instigation and organization of the faith of Isham.
The Muzina describe the Zolsenda as 'unlocking the primal potential of the Muzina race' and many believe it is actually the Racial Ability that sets them apart from the other sentient races in the world more than any other quality. There is a great deal of education in Muzin about the potential and dangers of the Zolsenda, but almost no poem or song traditions regarding how it began or developed. This lack of transmission is unusual for the Muzina oral tradition, usually so rich with records, song and story, and because of this seeming gap in their oral records it has drawn the attention of many historians and philosophers who have so far unsuccessfully attempted to unravel the mysteries shrouding the Muzinish Racial Ability.

The Worship of Isham

Deities:
The Muzina have only one deity, a Goddess called Isham, who is often depicted as a triple-Goddess or a holy trinity of Maiden (Ishala), Master/Mother (Shama) and Crone (Meshura).  

Ecclesiastic Institutions:
In Muzin there are two types of institutions, Shrines and Temples. They serve different purposes and while they are both dedicated to Isham and technically part of the same religion, most rituals occur in the Shrines and most religious aspects occur in the Temples. 
Shrines: Shrines are built on areas of land where there is a strong natural current or outlet of Manna Weave or Huskline and can be as small and simply as a Gate or as complex as a Shrine complex. There are even some places where both a Shrine and a Temple have been built together on the same complex, such as the High Temple of Isham in Malik. The purpose of a Temple is to tap into all the natural sources of Manna in the land of Muzin and offer them or connect them to the Goddess. Feeding this energy into the deity makes her stronger, and also ties her more closely to the muzina people, making her more receptive to their prayers, more devoted and faithful to her subjects and more able to easily interact with and assist those in need of her guidance even if they have not prayed or asked for help. The msot identifyable part of a Muzina Shrine is the Red Gates of Life. These can be as small as a talisman embedded into a tree or as large as the Gate of Rohon.  
Temples: 


Practises:
The Goddess is worshipped as a whole, single entity throughout the country, but is often evoked in a specific form for specific circumstances. The three forms are considered one and the same, but in a different guise. Each of the three forms has their own crest, a symbol used as a talisman for protection, guidance, meditation or worship.
The act of worshipping is a very individual event, and is each Muzina's personal connection to the goddess. It is therefore normally done in solitude, whether that be in isolation or in personal meditation. The Holy Triangle is made with the hands, by bracing the tips of the first fingers of both hands together, and overlapping the thumbs one over the other (with the left on top for men and the right on top for women). This sign is used to pool, concentrate and direct one's energy towards the goddess or towards an area/individual requiring healing.
As fire is sacred to the goddess, incense burning and lit flame of any form (candles/burners/braziers) are all used to send energy and smoke/sparks/light etc skyward.


Law:

Holidays:

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