"As the Bedool are to the sea, so are the Makhor to the land. Generations of warfare and rule have made their empire powerful—powerful and arrogant."
Undisputed in their dominance of most of Aurus, the Makhoran Empire has carved out and maintained an ironclad grasp on the world for centuries. While the Empire has begun to buckle under the weight of its own massive sprawl—cultural arrogance notwithstanding—it still remains a looming behemoth, lording its authority over all who fall within its shadow.
The Makhor are a race of moderate to immense cat-like centaurs. Their lower bodies are comprised of a feline quadruped, while their upper body is comprised of anthropomorphic torso and limbs. Their size is largely dictated by what family they derive from, ranging all the way from the smallest—the Lyncurian (lynx)—to the largest—The Leonans (Lion) and Tigrons (Tiger). Makhor encompasses a wide variety of creatures, among which appearances (fur, physique, proportions, coloration, etc.) differ wildly. While cross-breeding is possible, the offspring of such unions typically tend to favor one heritage more than the other, though their fur-color occasionally betrays their parentage.
Most Makhor tend to dress in light and loose clothing, owing to the larger sprawl of the Makhoran Empire existing within the more humid reaches of Aurus. Their architecture is generally broad with vast, open spaces that favor ramps over stairs or steps.
Where outsiders are concerned, and likely a good portion of Imperial citizenry as well, the Makhor are a profoundly prideful and arrogant culture. They have trampled all opposition under foot for so many centuries that they have become overconfident in their own superiority, imagining themselves the pinnacle of civilization upon the face of Aurus. While their battle prowess and hardiness has been put to the test beyond measure and proven repeatedly, their military dominance of much of the world has bought an Empire falling into decadence and debauchery. Those within The Makhoran Empire tend to form strong bonds of community, but these strong communities are increasingly forming along class lines. Despite the last Empress' intentions when abolishing the Emperorship, the current leaders of the Empire continue to line their own pockets at the expense of those beneath them. Nepotism is rampant, and the conditions for a revolt are quickly becoming a powder keg ripe for the sparking.
Makhoran society is a strictly regulated entity, awash with regulations and draconian laws from a bygone era that persist even now. Chief among those laws are the tight leash the Empire maintains on practitioners of the arcane. The Lyncurian Makhor are granted precious few freedoms thanks to their inherent talent for spellcraft, and they have long chafed under the Makhoran peerage and military. Undocumented arcanists—or arcanists caught without handlers or a letter of conduct—constitute a capital offense by merely existing, so most avoid treading on Imperial soil if they can avoid it. Visiting dignitaries, wealthy merchants, or magicians with the proper connections are the exception to the rule, of course, as greasing the appropriate palms seem to be one of the few cures for the Empire's overbearing laws.
The Makhor have a checkered past with regards to slavery, especially where the Meerks and Humans are concerned. Though slavery is not entirely abolished, the terms of service have been significantly softened: paths to citizenship are now available, the quickest route being armed service. They are now referred to exclusively as servants, who must be paid a wage for services rendered. Even so, most of the Makhor do not harbor flattering views of Humans or Meerks even now, largely seeing them as incapable undesirables unfit to rule themselves. More brutally put: they're only good for cheap labor. While the Makhor are no longer officially at war with any states or peoples, powerful individuals within The Empire (usually governors and mercenary companies) still skirmish with outsiders, especially the Togani. Ironically, the Togani are one of the few other races they harbor respect for, though it is as a worthy foe—an obstacle they now seek to use, when able, to keep their fighting skills honed.
While still an Empire, there hasn't been a sitting Emperor/Empress for well over a decade. The previous Empress, wishing to immortalize herself through benevolence, greatly undermined the barbaric slaving practices of old by instituting The Pinnacle Accords, which granted humankind their own homelands (fierce and untamed though they may be) and surrendered authority to "the people" (unwittingly, due to a remarkably successful campaign of human interests that managed to infiltrate Makhoran society). The Empire is now presided over by an assembly of Senators, who in turn elect a chief-commander of the Nine Prides (nine legions of troops, each 5,000 strong) and arbitrator of any disagreements or stalemates that arise within the Senate.
Makhori worship a pantheon of deific beings they have likened unto themselves in physical description. While worship is not mandated, they tend to weed out and destroy any attempts to introduce "outsider" Gods into their society. They are unconcerned with Meerks or Humans worshiping Makhoran Gods, but will not allow them to pray to/invent their own within the borders of the Empire. Their religious canon follows along the lines of their own history: the Makhoran Gods killed all other deities and now rule over Aurus alone. Meerks tend to worship guardian spirits, but the Makhor have physically killed these in the past, so they regard it as primitives worshiping beasts. They would likely lead a holy march against the Bedool for daring to name their own ancestors as gods, but even a nation so arrogant as the Makhor are forced to admit how one-sided a naval conflict would be in favor of the turtle-sailors.
Roman/Latin sounding stuff.
Your Strength score increases by 1.
Makhor mature quickly, reaching adulthood by age 12. They seldom live to be older than 70, though they remain physically active even throughout their elder years (relative to humans).
Makhor encompasses a much broader spectrum of species belonging to the same family. While each of these are distinct in their own right, the Makhor on the whole unmistakably leans heavily towards law and order. The archetype of the dutiful soldier and chivalric knight are both right at home in Makhoran society.
Depending on their stock, Makhor range anywhere from 5 feet (lynx) to just under 8 feet (lion/tiger) tall. Makhor are an entirely feline, centaur-like race. Their upper bodies consist of a humanoid torso with arms, while their lower body is that of a large, four-legged cat. Your size is Medium (though in terms of grid play, your lower body takes up two squares).
Your base walking speed is 40 feet.
You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Your claws are natural melee weapons, with which you’re proficient. If you hit with a claw, the target takes slashing damage equal to 1d6 + your Strength or Dexterity modifier (these claws count as having the light and finesse weapon qualities) .
Your feral instincts make you well suited for stalking prey, and grant you proficiency in Perception and Stealth.
If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack (including your claws) on the same turn, roll the weapon’s damage dice twice and add them together. Once you use this ability, you can’t use it again until you finish a short or long rest
You count as one size larger when determining your carrying capacity and the weight you can push or drag.
You can speak, read, and write Common and Imperial.
Officers/Generals, Rulers/Nobility, Politicians; Patriarchs and Matriarchs (Matriarchs usually lead military exploits. Patriarchs usually handle bureaucratic roles)
Your Strength and Charisma Scores increase by 1 .
As an action, bellow out a courageous roar, urging allies on to acts of great valor. Every friendly creature within 30 feet gains one Leadership die that can be spent when it makes an attack roll or saving throw to add a d4 to their roll. This Leadership die lasts for 1 minute or until spent. A creature can only benefit from one Leadership die at a time. After using this ability, it cannot be used again until a short or long rest.
Gladiators, Soldiers, Mercenaries; Big-Strongs (Overwhelming bulk of the Empire's standing army. Savage combatants. Often comprise elite guard of important offices)
Your Strength and Constitution Scores increase by 1 .
When using your Pounce ability, you gain advantage on the attack roll. On a successful attack, if the target is no more than one size larger than you, choose one of the following: the target is pushed back 5 feet; the target is knocked prone; you may immediately make a grapple attempt on the target.
Messengers, Rangers/Scouts, Assassins; Sneaky-sneaky (Utilized for their speed, but civilization centers mostly isolated from the Empire on the edge of the savannas/prairies)
Your Dexterity Score increases by 2 .
Your base walking speed increases by 10 feet. When using your Pounce ability, you only need to move 5 feet in a straight line towards your intended target.
Artisans, Laborers, Merchants; Middle-class (Consider themselves the backbone of the Empire, whose overexpansion has jeopardized the economy: see civil unrest)
Your Constitution and Charisma Scores increase by 1 .
You gain proficiency in two skills or tools of your choice.
Ascetics, Haruspex, Priests; Divine Augurs (Wildly regarded as enigmatic—or batshit crazy, at times—their clans have nevertheless maintained favor and prominence.)
Your Wisdom Score increases by 2 .
You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the bless spell as a 2nd-level spell once per long rest. When you reach 5th level, you can cast the lesser restoration spell once per long rest.
Arcanists, Philosophers, Scholars; Smart kitties (Arcane casters are kept on a short fucking leash in the Empire. Spellcraft is taboo without an official "handler".)
Your Intelligence Scores increases by 2 .
You know one cantrip of your choice from the Warlock or Wizard spell list. Intelligence is your casting ability for it.