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"Wilderness and wilds run in our blood."

Pronounced: Z-eye-da

Isle of Xaaida

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Mayors

This role is referred to as the “Leader of the Isle.” This role is acquired by an Elder from the Council by nomination from the previous leader. Succession of this role will see the previous leader step down and the new one take on the mantle. The Leader can originate from either village.

The current Leader of the Isle of Xaaida is
Kizis.

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Figure Heads

The Isle of Xaaida is overseen by their assembly of Elders. Similar to the Leader of the Isle, Elders fulfill a specific role on their Council, monitoring and acting as a decision maker for a specific segment of their communities. These Elders succeed their predecessors by nomination and vote. When an Elder steps down they will recommend a successor, that successor is voted on by the communities, and either will or will not take the role of the previous elder. If deemed unworthy, the villages will propose several candidates and voting will ensue. Everything is handled democratically.

The current Fishing Elder is
Nibì.
The current Herder Elder is
Saila.
The current Hunting Elder is
Lasia.
The current Foraging and Agriculture Elder is
Tapyire.
The current Lore Keeper/Storyteller Elder is
Vahk'asha.

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History

History on the Isle of Xaaida is passed down orally from one person to another, so the best way to learn about it is to listen to stories from the elders.

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Climate & Landscape

The Isle of Xaaida is a massive island encircled by several smaller islands. The main island is home to large mountain ranges which see annual snowfall, thick boreal forests housing massive evergreen trees, and rivers which all lead back to the ocean. The sheer size of this island may lead some to believe it’s a continent itself! But the island inhabitants are quite adept at traversing it, able to protage their canoes and travel waterways, having a very good understanding of the Isle’s layout.

 

The Isle of Xaaida sees varied weather, with hot and humid summers to chillingly cold and snowy winters. Winters appear to last the longest in this region, with spring, autumn and summer following respectively. The variety in weather and terrain has made the islanders very hardy and capable of withstanding whatever nature can throw their way.

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Demographic

It is believed that the Island houses an almost 1:1 ratio of Draken to Nyulop.

East Isle Village

 
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The Eastern village lives more on the shores of the Isle rather than within the dense forests like their inland counterparts, preferring the easy access to water and fertile lands on the shores to the thick forests and rocky mountains. They are known for their fishing, collecting and their proficiency for crafting clay pots and plates.

 

They often times provide the cookware, domestic tools and medicines to their Western companions. They provide these in exchange for raw wood and stone materials.

Those living in the Eastern village know more sedentary lifestyles, with their homes being made of wood and stone, acting as more permanent structures. This is because they live just shy of the forests and mountains, in large open fields that lead to the shore, which is felt to be less invasive. The waterways are where they fish and gather things such as seaweed, mollusks, algae and other materials which can be used as an ingredient in medicine to treat ailments like chronic pain, infection and fever. They will often commune with Spirits for help to locate materials.

Despite this lifestyle, they are never more than an hour or two’s walk from the Western village, to ensure trade and communication can be maintained. Both villages live harmoniously, as is the will of the Spirits, and share the island elders as their council. The Leader of the Isle of Xaaida is voted upon when needed, and the Elders take on their roles to oversee their respective areas of expertise. When a member of council is ready to step down, they will nominate a member of either community to take their place, and the villages will vote. Should that nominee be chosen, they will take on the mantle of that Elder’s role. If they are not chosen, the villages will collective nominate candidates and vote until a new Elder is found.

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Harpoons are used during fishing. These hand-held weapons are made of wood, leather and bone!

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The residence of the Easter village are known to be prolific fishers. Working alongside creatures such as Makabà, and employing the use of canoes, they are quite adept at locating schools of fish and using their handmade nets and harpoons for capture.

They trade fish, medicines made from materials they locate within and alongside the waterways and ocean, and sewn netting and clothing to their inland dwelling counterparts. Things they hand-make are decorative and often feature beautiful bead work. 

West Isle Village

 
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The Western village lives more inland than their coastal counterparts, preferring the forest and mountain scape to the rivers and waterways of the Isle. They are known for their agriculture, foraging and their proficiency with woodwork and stonework.

 

They often times provide the raw materials for houses and canoes to their Eastern trade partners in exchange for fish, medicines and clay pots.

The West Village is known to set roots for five years at a time, packing up like clockwork and moving to another location. They do this in order to preserve the nature around them, and to allow it to reclaim areas they have worked over. As such, their housing is designed to migrate with them, being able to be easily taken down and reassembled as needed. They're migratory, and move as the Spirits suggest, making sure to never negatively impact the nature around them.

Despite this lifestyle, they are never more than an hour or two’s walk from the Eastern village, to ensure trade and communication can be maintained. Both villages live harmoniously, as is the will of the Spirits, and share the island elders as their council. The Leader of the Isle of Xaaida is voted upon when needed, and the Elders take on their roles to oversee their respective areas of expertise. When a member of council is ready to step down, they will nominate a member of either community to take their place, and the villages will vote. Should that nominee be chosen, they will take on the mantle of that Elder’s role. If they are not chosen, the villages will collective nominate candidates and vote until a new Elder is found.

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Carved knives are a staple for hunters. The blades are made of worked metals and the handles are ornately carved and decorated bone. Each knife is hand-made and unique.

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The residence of the Western village are known to be prolific hunters and gatherers. Working alongside creatures such as Vertois, and employing the use of handmade weapons, they are quite adept at locating, stalking and hunting their prey and using their tools for capture.

They are able to navigate the forests with ease and capable of creating tools from the wood, stone and metals they acquire, as well as working leather into items such as satchels. They often trade these things with their Eastern counterparts.

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Xaaind Marks

 

One of these symbolic markings can be found on all of the islanders residing on the Isle of Xaaida. Each symbol is part of a runic system which represents a key force of nature or the unknown in Xaaidan culture.

All members may choose one (1) marking to apply to their character.
This marking is to be applied on their application image. Culturally, the Isle Elder would mark the newborn with a symbol the Spirits say represents them. You may choose one of any of the below symbols and apply them anywhere on your character.

Each symbol can be hallowed or filled. Some symbols even have an alternative listed alongside them. You may choose one (1) of them to apply to your character. This means that if you're choosing to apply "Soul" to your character, you may apply one of the two variations shown.

 

The symbol may be any colour you choose so long as it is not pure black (#000000) or pure white (#FFFFFF).
 

Available Markings

You can click on the buttons below to find enlarged transparent versions of the symbols!
(Feel free to make use of them!)

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Applying Markings


When applying markings it is important to remember that the marks are not meant to be large. They are hand-painted by an Elder on your character. They remain the same size, even as you grow, rather than growing with your character.

Markings should range around the size shown in the example. They should not be exaggeratedly large or small. 

Once you have decided on and applied your marking you can move onto the next step!

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Remember that islander characters go on these templates, not the standard ones!

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You can refer to the standard MYO Guides as islander characters abide by the same rules and colour palettes.

Am I required to bond my character to an available creature?
No, you are not required to do so, your character may remain bondless.

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Creature Bonding

 

In the Isle of Xaaida, it is common for inhabitants to undergo a ritual known as Xaaind (Z-eye-ind). This ceremony effectively bonds your character with a particular creature which also lives on the island. You are eligible for one (1) creature to bond with from the provided list of creatures. This list may expand in the future, but for now you must abide by the provided list


This creature is considered your partner. They will grow alongside your character and assist your character in playing a role within the community. When designing this creature you MUST follow guidelines regarding that species’ colours, patterns, and overall design. You may take some creative liberties, but we should not be seeing creatures that are normally grey and white being pink and orange!

As more time is spent on the island, more bondable creatures will appear!

Eligible Bonding Species

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And...

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Basic Guidelines for your Creature
 

1. You may choose to include the creature in your character's application.
If you choose to do so, remember that the creature should be a baby, like your character!

2. The creature will grow relative to your character. As long as your character is a baby, they will be too,
once you've grown your character they will grow alongside them.

3. Creatures do NOT need their own application or approval.
You are not required to submit anything specifically for them.

4. You do NOT need to always draw your character with their creature.
They can be apart from one another.

5. When applying the mark to your creature, please remember that 1) the mark should be the hand/claw/paw print if your character; and 2) should be the size of their hand. The marks should not be exaggeratedly small or large, they should fit your character.

Xaaind (Xaainding)

This is a unique feature to the inhabitants of Xaaida, by which their magic allows them to create a deep and everlasting bond with a particular creature. This bond allows them to communicate with their creature, have an emphatic connection and be capable of performing great feats when together. 

 

It is believed that the magic of Xaaind is a gift from the Isle’s Guardian Spirit...a mysterious entity which resides deep within the thick arboreal forests, watching over villages as they appear.

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Xaaind Mark

This is a special marking, or hand print, given by the Draken or Nyulop to their creature. The mark binds to the skin of the creature through magic and acts as a tether between them. When in proximity, or while working harmoniously, this mark will glow with the light of the Spirits!

You may choose to bond your character (apply their mark) at any time. 

 

Bonding with creatures is a form of unique magic that’s exclusive to this region.

Your Bonded Creature

When it comes to your creature, here are a few important things to remember!
 

• Creatures are NOT considered pets in Xaaida culture. They are companions, friends, family. They work along side you in a mutually beneficial relationship.

• Islanders NEVER use reigns or leashes. You don't control your companion, they are treated with respect.

• Your creature has its own unique personality. It bonds with you. Once the Xaaind Mark is applied they can even communicate with you!

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A common Shargo saddle. It is designed to provide comfort for the Shargo and their rider.

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