Creature:Zith

The Uruie
Meaning the first in Zith language the Uruie is the earliest ancestor of the Zith.

The Yamayzzie
Meaning "small ancestor" this name is shared by several species that share the shame shape and behavior, generally a small game hunter.

Culture
The Ziths are a rather traditional people, and as such, they are slow to change and hold old memories of the past in high esteem; because of this there are structures and artifacts with thousands of years of age across their world. Among the Ziths loyalty to family, contrary, and king is the glue that holds Zith society together. Because of this the Ziths are rather backward in technology, still using projectiles: bulits, shells, est. and preferring tanks and artillery to high tech air craft and long ranged weaponry. This is also evident in there society, as they are ruled by a monarchy that was founded thousands of years in the past. As for religion, the Ziths are polytheistic (believe in multiple gods). The Ziths are very tolerate stance on religion and as far as most care, what another creatures believes is not as important as what they them selves believe. Indeed because the Ziths believe in more than one god, they are open to the idea of other gods existing, and as such religious wars were unheard of for the Ziths until they encountered other races and the Ziths find the prospect of fighting for religious reasons hard to understand.

Government
The Zith are ruled by a signal king and queen, with a body called the 'counsel of nobles' below them. Even thoue the royal family hold the majority of power tyrants are rare, as the Ziths are often more interested in the welfare of the nation than there own disiers, and the Ziths have high standards of there kings and any sine of a despot and the Zith council of nobles and the general populace will remove them from office.

Naming System
Because the Ziths are a people that retain all the history they can their names have a different form of names. A Zith name follows this arrangement

Personal Name: Like a first name, is given at birth.

Family Line: Like a last name but both fathers, mothers, and grandparents last name, but grandparents last name is usually only used in formal introductions.

Nations Mark: A name given to the Zith once they have grown old enough to take an oath of loyalty to the nation.

Bhelion       Daco         Imuzu         Kullu        Imuzu | Oukin | Kullu | Ruuz Personal name| nation mark| fathers name| mothers name| grandparents name

It is a favorite past time among the Ziths to try to trace their lineage as far back as possible. The farthest going as far back as the invention of writhing.

Philosophy
The Ziths are the essentially [knights], as they are honorable and chivalrous in wartime, and hold noble values. They have high standers of every thing from there rulers to there allies to the honesty of merchants. Because of these high standards the Ziths have come into conflict with species with questionable actions.

''It is on three principles that our civilization is built. Truth, with out which distrust would tear us from within. Loyalty, a mark of noble people and with out which we would be untrustworthy brigands. Unity, the bond that holds all from the King to the farmer together, making us stronger than we would be alone.''-Zith Code of Principles

''What makes the Zith great you ask. Loyalty, bravery, and fine Zith metal.''-Huippa a Zith general on the flag ship Himmar.

Religion
The main Zith religion is monotheistic meaning that they believe in more than one god. They have many gods but surprisingly they treat their gods as more of a high and powerful race rather than a distant deity as they can both be born and be killed. The Ziths also are very open to the idea of other deity's to existence. Because of this open believing of other forms of religion, wars over religion were unheard of until they meet other species, and there for, the Ziths find religious wars both hard to understand and barbarous.

Warfare
The Ziths are not necessarily a war like species, however they are no strangers when it comes to war. The Zith's approach to war fare is almost exclusively a state of total war. The Zith military is built around the idea slow but steady, for example their main land formation involves the Dragons Horn Tank forming up next to each other to form a moving wall of steel while faster more maneuverable units move ahead to clear anything that could pose a threat to the tanks allowing the rest of their forces to flatten any resistance. In this sense the Ziths are always in total war and try to flatten any opposition instead of try to out maneuver them.

Fears
Most Ziths do not consider themselves a paranoid people and are not cowards. However there are things that nearly all Ziths fear and many species may find their dread to approach near unrealistic levels. The one thing that nearly all Ziths fear is water. Not the substance it self, but the creatures that might live in it. This is particularly true for oceans, but Ziths are hesitant with any body of water that they can not see the bottom of. This is not a paranoia or unrealistic fear, and is caused by the fact that the oceans of their home world is filled with creatures of huge sizes, many of which hunt Ziths when it's opportune to do so. This is also true for murky rivers, however, the creatures are much smaller. There are exceptions however, such as the Ziths that inhabit the southern end of the continent, who have conquered their fear of water and where the first of their kind to sail the oceans.

Tribal Stage
The early years, also know as the years of prosperity, where marked by peace and prosperity, for Zith civilization and a strong alliance with their neighbor the Claws. Then with the appearance of other tribes the land became crowded, and one tribe of Monkyboys began to gather together in huge numbers, and launched raids agents their neighbors.

Physical Description
The Ziths are reptilians that have adapted to their mountain homes, and are the biological equivalent of a tank. Having thick scales which, on its broad side, will only break at above one thousand pounds of force (a human leg bone breaks at around eight hundred pounds of force). Underneath their scales they have a white blubbery substance that the body uses as a shock absorber, which can save a Zith from a high fall from a mountain side. These physical traits make the Zith incredibly resistant to blunt trauma such as that caused form falling off the mountain side and smashing agents rocks. For example a fully grown man could beat a Zith with a bat for hours on end with out any serious damage to the Zith, although heaver metal weapons such as a mace, for example, could seriously injure a Zith. Because of this, blunt weapons: clubs, hammers, maces, est. are almost nonexistent in Zith history, and cutting weapons, swords, spears, and axes, are widely used.

Coloring
The Ziths come in many different colorings, depending on which region of there world they inhabit. For example the Ziths in the central mountain range of there land, have a light blue coloring, while the Ziths of the east have a bright green. In all there are five major groups:

Central Mountains: Light Blue

Northern Tundra: From White to Dark Blue

Eastern Mountains and Steeps: Bright Green

Southern Lands: Bright Red

Western Mountains: Vary due to the fact that this area has a long history of outsiders settling in this land and mixing with the local population, however the most dominant color is a Bright Yellow

Home World
Inoria, is a relatively warm planet with two continents. One continent, which is called Guzu, is covered with thick jungle like growth and has the larges number of mammalian and bird like animals on the planet. The other continent, which is named Zait, is the evolutionary cradle of the Ziths, this land mass is much farther north of the equator and is very mountains, making it much cooler in climate than it's southern cousin. The continent of Zait is mostly dominated by reptilian creatures.

Taxonomy

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 * Genus: Zithia (Haghog999, 2008)
 * Species: Zithia bleumuseaumonstre (Haghog999, 2008)