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| MaxXensar03-22-07, 03:31 PM | WORLD OF KISSURA Land of the Ruby Throne Introduction: Time without years, there was a world spun wholly of mens' unfinished dreams, a place of pain and beauty both, wherin an age of wonders unspeakable began to unfold itself, luxuriantly as the lying serpent's tounge... --Pallash Namqua 58:24a-26 Between male and female there can be no lasting peace, who from twisting Kyunling Tara-Tara have separately blossomed, and none casts any doubt whatsoever upon this binding ordinance among created things. After untold ages, the thing will end, more quietly even than the bumble bee's sonorous whisper, with one of two kisses, freely given, or unwillingly compelled... Reflect upon this deep mystery, and prepare thyself again to cross whatever gates you may find youself standing before when perchance the shadow falls once again over the veil of rising and of falling equally. --Pallash Namqua 46:45a-46, 48a-49, 51, also known as the Thrice-Imperiled Invocation of T'sezoranishammannussorrannami and recited during the course of daily gagyas carried out in many Manxani Mandirs What is the Kissura Campaign Setting? The following document attempts to describe the basic outline of a fantastic creation, many years in the making, tied in part to a house-rules version of d20 roll-playing which I call the Lands of Legend. I intend to expand upon this system in several ways through printed mediums, both through a series of novels and in a other artistic formats as well, such as computer games etc. What is the Ruby Throne? Though the answer will make little sense without a lot of background, the namesake of this universe is the ambrosia-laden purchase of the Crimson Empress Ran Nimitiya, Mistress of Dragons and the ruler of the most powerful nation on the planet, the Invincible Kravaean Empire of Tyrekuer. Within its unchallenged might lie the seeds of its own destruction, for the recent exodus of Tarcisius Manx and his followers, as well as their successful seizure of the Holy City Krlcro-Krotra, threaten the unity of the mightiest empire the world has even seen. Even now forces array themselves along the wide valley known as the Giant's Girdle, grimly-determined legions of Maduseri warrior-maidens facing the Brotherhood of the Wolf and their scores of serpentine slave races. Yet the outcome will assuredly be stranger than any can yet imagine, and more terrible... What makes this universe different from other settings? I think its major tension, between pleasure and pain, is probably an original idea in modern fantasy. When I began developing the major conflicts of my story, I tried to imagine a conflict that had not been explored previously (unlike good/evil, magic/technology, chaos/law etc.) Thus, the most important conflict in Kissura is that between the forces advocating the pursuit of pain as a means to attaining truth and those that advocate the way of pleasure. The protagonists almost universally follow the way of pain, which leads to most of the heroes acting more like anti-heroes. The messianic protagonist Wilhem zys Gieffa frequently tortures his foes to death as an act of mercy, and slays entire armies single-handedly to show forth the truth of his divine mission to awaken all mortal beings to the reality and neccessity of pain. On to more specifics--the essential tension in Kissura is that there is an ongoing war between the different parts of creation: --the Elemental Courts, ruled by various Dragons Lords (also the physical substance of Kissura (though also known as Khyssira, Kisuran, Karranath, Kisura, Khyssurra, and other names, since names can be spelled variously in this world because the common language bases itself on empathy and body gestures for communication more than morphology, orthography etc. In other words, syllables encode meaning to some extent, but not as specifically as languages on Earth) --the Worlds of Intuition (the realms where the basic instincts of living things, and the forces that bring about the movement of nature, pool in their most essentialized forms) --the Spheres of Thoughtfulness, alien dimensions that invisibly float above the lands of men. The most significant of these by far are the World of Pleasure (Pleasure Palace etc.), and the World of Pain (Nightmare Court/Ravenhold etc.). The conflict between the Spheres of Pleasure and Pain has gone on for all the nine agres of the world, and is coming to a head now that the Golden Lion, a messiah of the Way of Pain, has purportedly entered the City of Arbelon in the Northern Territories. He comes under the guise of Lord Wilhem zys Gieffa, an assassain (known as a Druthaji or Drujthugge in the trade language of Quorlian) rumored to hail from the Black Kingdom of Khaulle far to the south on the shores of the inland Sea of Heroes. Into this volatile mix steps Tel'Max Xensar, a missionary from another, parallel world called Gaeia Terrae, which seems to resemble some version of post-apocalyptic Earth, though also suffused with many magical and medieval elements as well. The Chronicles of the Lions of the Everlasting traces Tel'Max Xensar and Wilhem's journeys with the elite spy team known as the Lions of the Everlasting or the Lions of the Eternal as they struggle against the newest enemies that have come forth from the World of Pleasure--the mysterious agents of the Ishartradite Faith and its enigmatic Warlock Gods, as well as kingdoms ruled by several of the remaining Dragon Kings, like the Merkounite Theocracy that lies perilously near their adopted home in the nascent Kingdom of Rathor. http://www.wizards.com/dnd/images/sarlona_gallery/103013.jpg The Thunder Mage Lord Shroshy Thunderclap Commences the Southward March of the Cause http://aycu09.webshots.com/image/10768/2004805492509366316_rs.jpg A Map Encompassing the Complete Scope of the Ruby Throne Some Distinctive Aspects of the Ruby Throne: -The central conflict revolves around a struggle between pain and pleasure as opposed to more commonly-encountered tensions in fantasy literature. -The Humans of the Ruby Throne are very different from those of other fantasy worlds. Most of the cultural analouges are non-European, and tend to be Middle Eastern, South Asian, or Far Eastern. There are almost no white-skinned peoples except for one small persecuted religious minority known as the Uihrhiyhashyhi. Most humans look like South Asians from Earth. Humans also evolved from a number of different reptiles and marsupials, as opposed to their evolutionary track on Earth. -The Ruby Throne has original conceptions of common fantasy races. The entry on Ogres below should be a pretty clear indication of that, but Elves, Gnomes, Dwarves, and Orcs receive the same treatment. -Numerous original races also populate the Ruby Throne, ranging from powerful, populous civilizations like the Dra'aji Draconians, Zah'Kah, Xurrac, and Khyfierani, to more mysterious peoples like the Sumul and lynx-like Skerrit. -Kissura has several original magic systemss using Dragonblood, as well as the dreams of a sleeping deity. -Original professions like Masons and Xhossauri Soul Stealers are practiced throughout the Four Lands. -Original deities and conceptions of deities characterize all religion in the Ruby Throne. Gods are entities that draw their power from believing in themselves, as opposed to receiving aid from worshippers, and exist in three categories: those that exist in the present, those that exist in the present and past, and those that exist in all times and places. -New outer dimensions like the Azure Sanctum and the High Hells make the cosmology of the Ruby Throne different from all other worlds. -Many unusual forms of high technology created by using the native magics and substances of this world lead to many original items for players to encounter. Forms of technology replicating advanced weaponry, media, and building techniques all exist. The most prominent of these technologies are those based on pain (quoidacktteckhenn), and pleasure (rhaeiystauroeazteckaah). -The Ruby Throne has a highly unusual language system used as the common tounge called Quorlian. It is based on primal syllables and the natural empathy that exists between most races rather than morphology etc.The QuorlLiani Seer VyvVek Sandaranasthramana spoke many words during his tenure among the Lands of Men, all of which were transcribed by Quarrisho Kalicokhyties in the Book of Qualminglot-Quari, and have then formed the basis, along with whispers of the Sleeping Giants, for the Quorlian/Quorlian-Tounghati language spoken in most corners of the Ruby Throne. Time without years, Tel'Max Xensar found himself strangely displaced whilst wandering the snaking foot-paths of the war-torn wastes that now fill New Deseret, admist ruins whose desheveled heaps bore grim testimony to the unparalled destruction wrought not to long ago by clashing armies fielded under the aegis of the Borealis Union Merricia (BUM) and the Southani Confederation of Sovereign Slave States (SCSSS). Preaching Yusuf Kothari's 'Maurmonic Gauspuwl' from the Book of Brass to several scattered Mohajj'jhinii Tribes, he is drawn through a strange portal by the irresistable pull of a incantation uttered in another time, another place, fighting another battle... And thus Max finds himself, following the footsteps of Vyvek the Wordsmith, Granth-Sahib Seer of Quorl-Leoni, born of Gujjar Osoris, Shepherd of the Sleeping Ones, in treading the wierding ways of the Ruby Throne, at the very sumit of change, when all hangs upon the edge of a knife. Ten thousand, thousand times the Phoenix has preached the Way of Pain, exhorting return unto the Midnight Courts, and thus he shall ever do, for that is his charge, the way of the Always-Returner, the One Who Seeks Ever After the Souls of Wandering Mortals, the Lord of the Changing Cycles, the Pyre King. But now, once within all the ever-turning cycles of ages, comes the Golden Lion, the Vivifier, the One Who Opens the Gate in the Blink of an Eye, and with him, so it is said in the Thrice Holy, and Thrice Damned, Pallash Namqua, the Tiger, the Son of Darkness, the One Who Leads Unknowning Men Astray... Times, names, places, a rumor upon the howling wind. Wilhem Zys Geiffa, Darkstrider, enters silently neath' the Lions' Gate... Is he the promised savior, or the heralded lord of doom? Can aught avert the terrible wierds whispered endlessly in the Jade Courts of Krlcro Krotra before the Scarlet Emperor Tarcicius Manx? Who is the Child of Light, and who the Son of Shade? All future cycles rest upon this fatal query as the companions of the Golden One are dispatched to the high red pallisades of Tazzok-Mithar, against the Burning Mountain and the reawakening of memories long since thought forgot, dreams of the Invincible Empire, and the cursed gauntlet that sundered half a world and more... Hear, if ye will, of the final war betwixt the worlds of flesh, the worlds of intution, and the spheres of piercing intellect, of the final covergence waged by the myriad legions of Pleasure Pavillion and Nightmare Court over the souls of mortals, hear the tale of the War of the Tears... These are the storied tales of the Lions of the Everlasting... Table of Contents Chapter 1: Overview and History Chapter 2: Races and Subraces Chapter 3: Classes and Prestige Classes Chapter 4: Skills Chapter 5: Feats, Flaws, and Styles Chapter 6: Equipment Chapter 7: Deities, Magic, and Psionics Chapter 8: The World Chapter 9: Organizations Chapter 10: Monsters and NPCs Chapter 11: Sample Locations |
| MaxXensar03-22-07, 03:33 PM | Months of the Year Alyst Mystl-Month of Mists- Shanaia-Month of Heartfire- Valon-Month of Ascension- Aliera-Month of Light- Sainan Brandel-Mur-Month of Branding- Taslan-Month of Lions- Layden-Month of the Vey- Oriel-Month of Magic- Borean Bane-Month of Oppression- Tauroth-Month of Terror- Mallag-Month of Murder- Zashur-Month of Black Magic- Dramen Ghullor-Month of Death- Izron-Month of Torture- Kale-Rautha Month of Blades- Gloaming-Month of Disease- History Nine Ages of the World Age of Stone (Touan-Rautha (TR)) Age of Winter (Kheil-Vhannyl (KV)) Age of Autumn (Ghaul-Wampys GW)) Age of Demons (Dyzan-Rhas (DR)) Age of Ogres (Khaur-Brutor (KB)) Age of Summer (Mhein Thyras (MT) Age of Spring (Sash’Tien Tyirae (ST)) Age of Heroes (Tyr Galadon (TG)) Age of Darkness (Dauze-Dhorja (DD) Basic Outline (roughly 5,000 years) --Trull/Dazbog Empire (former servants of the Old Gods) --Rise of Terrean (Quamog), Goro (Quaydo), Skerrik (Voudron), Zah’ka (Mjolnur), Xuracc (Tayzoc and Taurean), Druje (Vulcane) civilizations. --Arcane/Elemental Wars on Quamog --Terrean/Goro Wars --Terreans and Goro are cursed --Quamog devastated by Terrean wars—emigrations to Ishtaria and elsewhere… --Ithmor and Nhemor travel the world --Ithmor and Nhemor founded --Ithmor consumed by wormmen --Druje/Zah’ka War --Deep Freeze --Ice Age --Dwarves slowly come to dominate Vulcane --Torani/Xuracc War --First Minotaur Rebellion --Second Minotaur Rebellion --Age of Demons --Sargoth and Zaerush founded --Demon Wars --Thuguir Empire --Rise of Kravaean world empire. --Sun-Vasta --Xarrak Tribes founded in East, other Terrean population moves west. Mericurian League founded on Vulcane. --Eternity Wars --Age of Ogres --Queen of Bhalshala leaves Zerikus --Warlock Wars --Rise of Manuar, foundation of Quoitar, foundation of the Zah’ka Empire on Zerikus as the Kalykara becomes prominent. --Corruption of Dark Vey --Elven Golden Age --Schism with Church of Dragons --Soul Wars (first war against the Soulless One) --Tyraxia rises to prominence --Theocracy of Merkoun rises --Moran rises --Internal upheaval causes breakup of Tyraxia around the inner sea --Most modern human kingdoms founded. --Rathor founded. --Ishtradite missionaries take Ewarkasz Mniartarreso --War of the Tears (recounted in the saga of the Lions of the Everlasting) --additional events with Tiamat |
| MaxXensar03-22-07, 03:35 PM | Primary Races The Five Families of the Humani/Sapatients: -Tarrayeretsyian (from marsupials) (Wood/Gaukouri and other Merkounite-affiliated races) -Lyckerkyteri (from armored fish) (Water/Quamog) -Geshtyne-Kyyk’keykhi (from burrowing animals) (Earth/Tayzoc) -Roraopesurtory (from birds with spines) (Wind/Taurean) -Sauroshysssithy (from serpentine reptiles covered with fur) (Fire/Ishtauria) Orcs/Ourcks/Rothog/Gauroki: -Black Orcs (Kotani) -Blue Orcs (Urdani) -Green Orcs (Dargun) -Grey Orcs (Mazbog) -Red Orcs (Thuguir) -White Orcs (Ixiyutaga) -Yellow Orcs (Sogdhian) Vodeyani/Fryiefarie/Illutauri: -Dire Vodeyani (Urodh-Haeran) -Gemstone Vodeyani (Quaisze-Karoiye) -Dark Vodeyani (Xhade-Rromy) -Volcanoe Vodeyani (Zhauze-Orleoni) -Tusk Vodeyani (Thuske-Hynare) -Mist Vodeyani (Mythé-Iyraie) -Typhoon Vodeyani (Orassieu-D’jinn) Others: -(Brutes) (Qodani) -Itorians -Kiedrians -Kyfierans -Mano (Gnomes) -Darklings -Diaboli -Drosani -Torani -Xurrac -Zha’kha -Sobecai -Tabot -Minotaurs/Taurusaean/Khajjani -Ulanii |
| MaxXensar03-22-07, 03:40 PM | Brutes (Ogres) Slaves of the Warlock King http://www.wizards.com/dnd/images/ogremage_med.jpg Tzulog Osck'Ming: Thunder Trooper of the Tuyuk Saladin Faction And so the taproom had filled up once again. As he gazed around the room, Max wondered whether any of the soldiers and mercenaries hunched over their flasks in misshapen congregational circles appreciated any of the strange exhibitions displayed prominently around the surprisingly low-ceilinged chamber. Sapphire-hued swaths of floprabbit velvet filled the spaces between the gigantic oggogoreoak beams that made up the building’s frame, providing an evocative backdrop for the accumulated miscellany that covered every available surface. It seemed that the gruff Dragosi-Qodani named Bane Kartush, who ran the place with the help of his two wives and three voluptuous daughters, was not only a veteran of the Gnome Wars, but also an antiquarian of sorts. Certainly, the collections displayed around the taproom suggested an individual who had taken the opportunity to collect interesting items wherever his travels had brought him over the course of his eventful life. Ancient kopesh, katyoni samuraiskatana, raoszrazors, and other weaponry and artifacts such as from ancient realms such as the Goro Amanusi Empire, its sister realms, the Goro Lingasri, Goro Ögrëwar, and Goro Saqualish Empires. All were probably hereditary heirlooms passed down from one generation to the next, and because of Qodani family pride thus took pride of place behind the wide irecite counter. To the right of this display hung splendidly-decorated honorary plaques bestowed for courage in battle by the Quilt Taurussore, Ögrëmoreörë Gök, and Tüyük Saladin Tsyodaki factions. In one corner, strange Hashtori idols discovered in some benighted ruin in the Vhelon Desert during an extended tour of duty covering Qodani interests in the two western continents beyond the Sea of Sunderwal innocuously occupied a small side table. All these and more clustered in a bewildering array on the taproom walls, some casting faint shadows on the brilliant Caeshaeylian rug of woven porquilion seersilk which covered the entrance way, probably itself acquired in the wake of a maritime battle with the intrusive and far-reaching Caeshaeylian Royal Navy... Physical Description/Life Span Brutes are also called Ogres or Qodani (a term coined by the mysterious author of the Book of Qar). They have purple, bumpy skin and thick, pink-orange body hair. A heavy main of hair protrudes from the back. Their features are like those of Neanderthals and thus their eyes are almost hidden by heavy brows. Their features are rather angular, particularly their faces which have a squarish quality. They are distinguished from the Orcs by their greater size, lack of horns, and effusive body hair on their heads, their arms, and their backs. Ogres have long, sharp nails and piecing pink eyes that are concealed beneath their enormous brows. Their abyss-like pupils have a supernatural ability to strike fear into opponents and to compel submission. Their teeth are massive, predatory, and freakishly large for their size. Brutes have slitted tongues like snakes and elfin ears. Brute blood is a combination of bright orange laced with florescent green bands. Their blood is super-heated and radioactive and will scald anyone (other than an Ogre) who it splashes on. The fact that Ogres are radioactive makes it difficult for other races to live near them. The hot blood of Ogres also makes it difficult for them to live in environments that are warm. The Ogres that inhabit the Dark Triad have created special devices to cool their bodies. Their slaves suffer numerous deformities from contact with them. Their skin is unusually hard and can resist many forms of weaponry. Nose rings are popular among Ogres, as are large rings, guantlets, necklaces etc. Suburban Ogres (both male and female) tend to be clean shaven and have crew cuts. Savage Ogres (such as the tribes of Brutor) tend to not cut their hair at all, preferring to weave it into complex designs. Quaydo, a contient in the interior of the world, was the original homeland of the Ogres. Unknown to most, the Ogres are descended from a long-extinct race of creatures from the very early ages of the world called the Goro, a race of vicious cannibals. Today, Quaydo is gripped by an almost endless winter. For every hundred years of winter there is a single year of summer, a brief respite from the endless chill of the howling winds of the tundra. Mostly dominated by white wastes, life has still managed to perpetuate itself. Thousands of years ago, in a time long forgotten, Quaydo was a tropical paradise amongst crystalline azure oceans. The beautiful scenes of its shores were broken only by vast, paradisical chains of tropical isles that hid the northern coast from easy approach from that direction. In the infancy of the world, the Dragons ruled the world. Their children, the gods decided to create a number of mortal races. The two most prominent races of early world were the Goro and the Terreans. The Goro the children of a family of the fledgling gods and the Terreans the creation of the dragons. The Terreans built an impressive civilization on Tarrak that consisted of five large kingdoms. These were Thuguir, Mazbog, Ixtagia, Sogdia, and Dargun. Thuguir was a militochracy, Ixtagia was a land of scientists, Mazbog was a land of druids, Sogdia was a mageocracy, and Dargun was an agriculture land. Among the most beautiful of mortals, the Goro unfortunately developed a number of perversions. These inanities were chiefly the product of an obsession with eternal youth. Indeed, their ancient Gauranite Faith made as its central tenant the obtaining of everlasting beauty by any and all means. The Guaranite Flesh Mages (members of a lost profession known as the Sarquani) directed their loyal armies to conquer and enslave the other inhabitants of Quaydo in order to obtain research specimens. Eventually their Flesh Witches developed their most grusome method of physical preservation-a series of complex rituals which required canibalism and sacrifice on a vast scale. Guaranite cities were organized around Flesh Temples. The all-female Saquani ruled supreme over their male vassals. Meanwhile Goro Flesheaters enslaved the inhabitants of Quaydo, positioned to the southwest of Tarrak. The Goro were an envious and ambitious people and thus, after dominating all within their grasp, desired to have dominion of the entire world. Two cataclysmic wars followed in which the Goro destroyed the Terrean civilization. After the first war, Thuguir conquered Dargun and enslaved its population. The inhabitants of Ixtagia deformed themselves while experimenting with powerful weapons during the first war against the Goro. The Goro suceeded in conquering all the Terreans in the next war. However, the Dragons were unwilling to let the children of the gods rule over their children. They were also angered by the atrocities that the Goro inflicted upon the Terreans. Burning with righteous anger at the destruction of their people, the ancient Dragons cursed the Goro so that their kingdoms might be as cold as their hearts and their forms as twisted as their minds. This curse also applied to the gods of the Goro, who led them in combat. The gods of the Goro became angry and disowned their children. After the curse was inflicted, Goro society split into two factions. One group reverted to a more simplistic state to seek atonment. Realizing finally the error of their ways, many of the Goro prostrated themselves at the altars of their gods and asked for mercy. Pitying their children several of the Waji Qoruzan accepted their children again. They continued to live on Quaydo. The other group sought to take revenge upon the Dragons and their gods who had disowned them. They continue to reject the Waji Qoruzan and have a highly technological society. Because of their rejection of the Waji Qoruzan, they were more suseptible to corruption by Ishartradite missionaries. Following a civil war, the latter group was driven to the surface world, where the were drawn into the massive war between the Zah’kha and the Druje that resulted in the Deep Freeze and the Age of Winter. However, once they had seen how their children bemoaned their fate, the fickle gods of the Goro turned on the Terreans and cursed each of their nations differently (thus the different names of the different Orc sub-races though both the Kotani and the Urdani resulted at a later time). Disgusted with the world, the Dragons withdrew and deified thirteen powerful Thuguir to watch over their cursed children, though cursing them with insanity. Emotional/Intellectual Notes (likes/dislikes etc.) Ogres are an extremely militaristic and disciplined race. They tend to follow orders blindly and place duty (narnerty) above morality (bartenow). They are incredibly legalistic and without mercy, even to their kin. While they have an exceptionally strong sense of the Spirit World (Shmnia Stanczy) and of their ancestors and descendants, Ogres do not believe in a tangible, describable afterlife. They are, for the most part, more concerned with the pragmatic concerns of this world. Thus, any religion that makes inroads among the Ogres must appeal to these concerns. The faith must offer material power in this life, not salvation in the next. Ogres are rather superstitious and observe a huge number of cultural taboos. However, even mystics only seek to navigate between this world and the Spirit World, a ghostly reflection of this world, not this world and the next. All creatures are viewed as essentially part of the Spirit World, and their mortal lives as consisting of a sojourn from that ethereal universe. However, creatures that ‘die’ are considered to be passing from one state to another, crossing the veil between the Spirit World and this world. They are not considered to have begun or to have ceased. The general recitude of creatures in the Spirit World accounts for their silence during ‘pre-conception’ and ‘post-mortem’ periods. The soul is eternal, merely changing location and function. Religion (Gods, Creation Stories, Legends, Myths) Some Brutes worship the Warlock Gods (the associated religion is Ishax-Tadra (follower=Ishtradi; adj.=Ishtradite)) (Xajdur Kra, Lra Tsagor, Sog Zwiysa, and Gul Tanhok; all powers of winter) and some the Gods of Quamog, while most Brutes of Southern Ishtaria worship Typhon. Though many Ogres living on Quamog following their deportation by the Zah’kha abandoned the worship of their traditional gods, now many have returned to the reverence of these 34 divines, known as the Quamog Temple, the Witch Temple, or the Waji Qoruzan. This religion is known as the Qwaraxite Faith (follower=Qwaroxite; adj.=Qwaroxite) They are the original gods of the Ogres and have also become the gods of the other races of Quamog. A prophet and a council of elders recovered this religion after the Ogres were crushed and destroyed during the Age of Ogres. Some Quaraxites are also members of the Kalykara of the Zah’kha, who believe in the messianic advent of the Queen of Bhalshala. The members of the pantheon are: Ditako Rao the God of the Katana, Szechuanqua/Kaopieuwu-Tac the God of Talons, Itypol the Snow Queen, Migyog Hao the Divine Minstrel, Bappit Dawakore the Forge King, Sajjra Jaeyai the Lord of Snow, Ong Yai the Deformed One, Tathatore Tannituse the Master of the Bow, Tai Fue, Yue Nan, Vidura, Tokahi, Mijyue the Prince of Winter, Nue-Riy, Nra Kralip the Queen of the Dead, Ock Rim the Ghoul King, Hwa Sou, Sothol, Veatwa, Boupha, Canata, Didiya the War Queen, Ratana Tsagri, Nimole Vultep the Lord of Death, Teysri the Fox Goddess, Tsurag Seyhai (the Blue Goddess), Ceacka, Takala, Daddul Dra the Daemon Bull, Leuopi Noggog the God Dragon, Heimya the Wise, Eilyae (the Diamond Goddess), Ashkoe Taokoi, and Kep Tiyoni the Reaver. Finally, a powerful sorceress from the Age of Ogres was deified by the gods of Quamog. This sorceress is known as Taga Boiyua, an immortal demi-goddess who still rules from a crystal coffin within a palace of ice in Quamog. The traditions surrounding Taga Boiyua have made the Ogres of Quamog exceptionally suseptible to the Zah’kha myths about the Queen of Bhalshala. Both of these entities are rumored to live in a valley in the center of the Isle of the Yeti. The magic-resistant, regenerating Yeti are said to be the guardians of either the Queen of Bhalshala or Taga Boiyua. The reality is that the massive body of Taga Boiyua is sleeping in a crystal coffin beneath the ice. Bhalshala (also spelled Balshalla) is built over her body, and the servants of the Queen of Bhalshala have been trying to break through her ice palace and dig into her body for centuries, if not millenia. The Queen of Bhalshala wishes to drink the blood of Taga Boiyua and thereby steal her power and enslave the Ogres once again. In recent years, a powerful qubquni from the Kingdom of Quarto named Ocklystez Frostbite stole a fortune from the safes of the mines he oversaw and fled to the Isle of the Yeti with his minions to escape punishment. When he arrived, occupied a tower outside Bhalshala. The Queen of Bhalshala exacted loyalty from Ocklystez, but he later rebelled and has been at war with the Queen of Bhalshala ever since. The spirit of Taga Boiyua spoke to the wizard and promised him great power if he could defeat the Queen of Bhalshala. This pact also gave Ocklystez control over the Yeti, who are minions of Taga Boiyua. Even to many Ogres on Ishtaria Taga Boiyua is a saint among them. On Quamog, the daughter of the Warlock King Baul Dragor (Qui Taeyae) is worshipped as a goddess though she is in reality no more than an exceptionally powerful mortal spell-caster. Magic (Social Acceptance, Laws, Availabilty, Uses) Because they are not a Dragonblooded race, Ogres are unable to use elemental magics (i.e. maguseans and zadiens etc. are closed professions to them). Unlike the Minotaurs, who have created unholy rituals where they drain Dragonblood from an elementalist and transplant it, the Ogres hate the Dragons cursing them and will not accept such transfusions. This disdain for magic has led the Brutes to develop exceptionally advanced technology. However, they have shown great aptitiude as gaioman, xoshar, and atargans. Population Density, Community Sizes, Mobility, Racial Subdivisions Natives of Ishtaria are most familiar with the distant Brute realm of Pugran whose armies habitually harass the metropolis Sanctuary and nothern realms such as Rathor. They have also become strong on upon southern Quamog in Quoitar under the Witch Queen Qui Tiyae. Most Ogres are recipients of the curse that struck down the Goro Amanusi Empire and are also known as Goros-Qodani. Some Ogres who lived on Taurean/Khajor and on the islands of southern Tayzoc had a separate society that was not subject to the Fall known as the Kouros Poraugy Empire. They have a slightly different appearance than other Ogres and are known as Kouros-Qodani. Kourosi/Kouros-Qodani have brown/ochre/tope/topaz/tan/grey/black skin that is tough and bumpy like a rhinocerous, but is not monsterous/feral like the purple-red hides of Gorosi/Goros Qodani. Their hair tends to be peach/orange/pink/red and they keep it in styles much like urban Gorosi/Goros-Qodani. Their blood is not caustic, but is rather quite sweet, but they have the same hypnotic occular powers as their eastern kin. They have slited/feline/oriental eyes, but look quite elegant as compared to the Gorosi/Goros-Qodani. Their teeth, hands, and claws are still large and deadly. They are much less numerous than the Ogres who inhabit Ishtauria and Quamog, ruling only the kingdom of Ourgos Khramy in north western Taurean/Khajor. Successive battles with Taurraeans/Khajjani/Minotaurs and Xurrac destroyed the Kouros Poraugy Empire. There is also an even smaller sub-race known as the Dragosi/Dragos-Qodani who received the blessing of the Warlock King Baul Dragor; they have milky white flesh and black-green hair or are bald. Their ears have become gigantic and horn-like, similar to those of bats, because they have heard the command of the Warlock King. The Dragosi composed much of the upper class of Pugran Rouram until the coming of the Ishartradites, particularly the dark magi. Language (Alphabet, Writing, Records, Literature, Poetry, Art) The Ogre language (Qodani) is a surprisingly beautiful and percise creation. Its 47 characters are intricate and percisely represent a huge array of sounds. Additionally, there are 27 compound letters to more-easily represent dipthongs. Finally, 19 more consonants are used to represent Thuggan loan-words. This accomodation is neccessary for there are major points of assimilation of Thuggan into the Qodani language and besides the 19 consonant employed for loan words there are general syntactical and aesthetic similarities (many of the Qodani letters are very similar in form to Thuggan letters). Unlike many of the Orc lanuages which are written right to left or the human tounges, which are generally written left to right, Qodani is generally written in columns which begin at the top of a page and are read downward. The vocabulary of Qodani is expansive and percise and many humans are surprised by the existence of marvelous Ogre poetry in complex arrangements. Merchantile, (Relationships, Trade, Travel) The Ogres have the best trade relationships with the Minotaurs with whom they are especially in contact on Ishtaria. From the Ogre strongholds of Pugran and their holdings on Quamog, the large fleets of warships so feared by the Veyaia depart for the Minotaur nations of Tayzoc in Tacon and Kaojan as well as occasionally the outposts on Tauria. The Minotaurs, similarly, have large fleets of trading vessels that meet their Ogre allies on the islands offshore that they control and use as market places. Indeed, this trade relationship has become so strong over the last few centuries that the two races are considering uniting to engage in a campaign against the island kingdoms of western Ishtaria where the Veyaia are strongest. Food Procurement (Methods, Surplus, Storage, Distribution) Ogres are almost exclusively carnivores and raise large stocks of bison and other artic beasts for food. Because of a dim racial memory of their existence on Quamog as cannibals and their attendant punishment, they refuse to eat the flesh of sentient faces under even the threat of torture though most would rather starve than eat many plants. Technology (Architecture, Tools, Weapons, Armor) The Ogres are one of the most technologically advanced races of Ishtaria. Their navies especially are showcases for this fact. The war ships (Krazenbylowareso) The Ogre Dread Juggernauts are some of the most feared vessels on seas of Tel-Mhrat. These large vessels are enormous adamantine hulks whose entire deck is covered in a metal shell. From this protective cover, 100 canons (50 to a side) may strike at nearby vessels. A powerful soulburn engine controlled by xoshar drives these monstrosities, and their prows (moulded like grotesque faces) have additional weapons mounted upon their various purchases. Ogre soldiers are generally well-armed in banded mail and visored-helms. Along with spiked guantlets, boots, arm and leg guards, they usually carry shields equipped with blades and large axes, hammers, or khopesh. Exceptionally wealthy Ogre warriors will wear ornamented armor of magically-enchanted ice and wield swords which blisteringly cold steam roils from the blade of. These weapons, called frostfangs (k’shay dromi), are the subject of legends in the tap rooms of lonely towns in Rathor. Language Distribution, Transportation, Communication Qodani is a common language throughout the northern areas of Ishtaria and throughout Quamog. Many Zah’kha also learn this language in order to communicate with their trade partners. Brutes are well spread out throughout the Ruby Throne, and their impressive naval technology carries them on long voyages to virtually all territories. There is especially intense and consistent contact between Quoitar, Pugran, Brutor, the Dark Triad, and the Minotaur nations of Tazon and Kaojin. There is also extensive trade with the Isle of the Xoshar, and many of the Ogre nations maintain embassies there. The Thuguir of Tauron and Hamador are also major trading partners… Ownership Laws (Inheiritance Customs, Monetary Form, Debt/Credit) The Ogres use small square coins called grodzic made out of lead as their common currency... Gender Differences (Rights/Responsibilities) The roles of gender in Ogres society have entirely reversed since its beginning. Before the Ogres were cursed, females occupied all leadership positions and men were their sexual slaves. The flesh mages were, in fact, all flesh witches. There was an enormous backlash following the downfall of the Goro civilization in which the genders became more equal. Then, since the Age of Ogres, males have predominated, a fact that is also reflected in the gramar of Qodani, although females had more power in the past. Males occupy more important spiritual and symbolic roles and hold many positions of prominence in Ogre cultures. There are tightly-defined codes of both male and female conduct… Marriage System (Customs, Beliefs, Husband/Wife Relationship, Divorce) Males and females marry for life. Females may sometimes marry several males, but this is unusual. Marriage is viewied primarily as a contract and obligation, not a bond of affection. It is not possible to obtain a divorce, except in some rare instances where ritual combats over significant issues dissolve marriages… Household Form, Family Form Households usually consist of a single female and a single male. Males are allowed to have more than one husband, but only the upper echelons of society indulge in this extravagance. Families raise their children in their craft. Discipline is strict and infractions severely punished… Birth (Beliefs/Customs) Birth ceremonies, like death ceremonies, are held to be merely times of translation from one place to another and from one state to another. This is considered a very dangerous process. A birth ceremony is usually marked by complex rituals and a ceremony whereby the infant is carried through a symbolic corridor or causeway either within a temple or within a natural area… Children (Discipline/Education/Recreation) Children are subjected to strict discipline. They are given little recreation time and are not punished as long as they obey all rules… Death (Beliefs/Customs) Ogres generally cremate the dead, holding them to have passed on to another state in the Spirit World. The Angel of Death (Zupowybiy Urzeudnia) is said to collect the ashes, which are said to be used as a sort of fertilizer in the Spirit World. Thus, these events are not conceived of as ‘burials’ per se. Spirits of ancestors and descendants are also held to sometimes occupy animals, natural features, or even manifest in other races. While the ritual is sombre, it is sombre because of the great peril it is believed accompanies transitions between any of the worlds. There is a whole class of Daemons and Dezils in Ogre cosmology that inhabit the ‘between’ spaces of the various worlds and are considered to be among the most dangerous of the spiritual hosts. They are held to tempt the souls sojourning to the Spirit World. All boundaries are considered dangerous places, and many are the sites of religious institutions that aim to provide intervention and a safe crossing place. Perhaps the most important of these is Bylkoprezsro, the so-called City of Ghosts in Pugran. Spirits from many ages fill the streets of the holy city, which is the site of dozens of large temples. The most holy site is the Wchodyk Fiantylka ‘White Lion Gate,’ which serves as a direct portal to the top levels of the Spirit World. The Spirit World is located in the Kingdom of Pain and is divided into numerous levels. At the top are large wildernesses and ghost cities that resemble the world of the living. At the bottom of the Spirit World, past eerie subterranean kingdoms, is a huge gulf filled with Qoi Daqckt, the substance of darkness… Names (Number, Sequence, Meaning) Ogres all have a family name, a personal name, and a totem name, which symbolizes some object or creature. This same object or creature is worn as a symbol or medallion. In some communities, this totem is insribed in a tatto upon the back, arms, chest, or some other prominent area… Social Stratification (Political System, Legal Code, Executive Power, Judicial System) The political system of a Brute nation is highly individual. Pugran was once a mageocracy. However, it has recently come under the sway of the Itorians and the Ishartradite Faith. Quoitar, in contrast, is ruled by the Witch Queen Qui Taeyae the Queen of Ogres. Zerak, Bhal, and Typhon are military dictatorships. Brutor is a collection of tribes directed by a clan of powerful mages that were exiled from Pugran following a civil war between the Darkmages and the Itorians and the Ishtradite Faith. The mages live in the only city in Brutor while various clans occupy the countryside. In all these nations, the government has total power and the populations are largely subsurvient… Military (Size, Strength, Design, Organization, Weapons) All of Ogre society is essentially martial. Every individual receives extensive military training and continues is throughout their lives. Thus, even the average Ogre citizen can wield multiple weapons competantly and is in excellent physical condition. The professional soldiers tend to subject themselves to painful genetic and magical enhancements to mark their professional status. Ogre armies are therefore huge, culled from almost all segments of society. They are also almost invincible in terms of their skill and savagery. It is forbidden for Ogres to accept defeat. If victory becomes impossible, all Ogres in an army will fight to the last breath or commit suicide if captivity becomes possible. Slavery and captivity are considered to be the worst possible fates, the only worse one is being eaten. Those who are enslaved or taken captive are held to become wandering ghosts for a period to atone for their sins. The souls of those who are devoured are thought to simply dissipate, which is the worst conceivable fate in the Ogre cosmology. Ogre weapons tend to be covered in spikes and claws in order to inflict the most painful wounds possible. They are also coated in poison frequently. Ogres will never spare captives or take prisoners in most cases. Ishtradites will take captives only for the purpose of sacrificing them to the Warlock Gods. Thus, slaves in Ogre societies consist of powerful animals who have been trained by gaioman… Prominent Community Ceremonies All ceremonies of transitition are marked by large community ceremonies to avoid the dangers inherent in such activities. Brute|Ogre (Quodani) The Ogre language (Qodani) is a surprisingly beautiful and precise creation. Its 47 characters are intricate and precisely represent a huge array of sounds. Additionally, there are 27 compound letters to more-easily represent diphthongs. Finally, 19 more consonants are used to represent Thuggan loan-words. This accommodation is necessary for there are major points of assimilation of Thuggan into the Qodani language and besides the 19 consonant employed for loan words there are general syntactical and aesthetic similarities (many of the Qodani letters are very similar in form to Thuggan letters). Unlike many of the Orc languages which are written right to left or the human tongues, which are generally written left to right, Qodani is generally written in columns which begin at the top of a page and are read downward. The vocabulary of Qodani is expansive and precise and many humans are surprised by the existence of marvelous Ogre poetry in complex arrangements. Alphabet: The following are the letters of the Qodani alphabet (stormaty). There is no accepted order of the alphabet. They are grouped here according to English word order. There are variants of many of these letters that are used to signal Thuggan loan words. The similarity is more in the representation of the letter than in sound, though Thuggan tends to have a more hard tone. There are 27 addition complex signs to indicate assimilation of different vowels, used mostly in poetry where many grammatical forms are ignored, such as the dropping of vowels in compound words. a ā ä b c č ç d e é ē ë f g ġ h i ī ï j k ķ l m n o ō ö p q r s ś š ş t u ū ü v w x y ÿ z ž ’ Diacritics and Pronunciation: Proper application of diacritics is extremely cumbersome and, besides, rather useless considering that the Latin script still fails to capture the exact sounds of Quodani. Another point of contention is the exact system of diacritics that should be employed. The famous and mysterious Qar the Exile reveals a diacritical system in his descriptions of the Ogre lands. However, the specifics of this system, as with the rest of what is known as colloquially as ‘Quarani’, are unclear. The Ogres themselves use a diacritical system that they call Mogeshroresnianyreslecik (‘rulers of the laws of language’) or Mogeshroresnianyreskranoszcsprodzieresza d (‘rulers of the laws of the tongue of the Cold Heavens’). Some common rules are suggested below. However, in light of the above considerations, diacritics may be ignored without penalty. c=č (‘ch’)|ç(‘c’ as in ‘car’) a=ā (‘a’ as in ‘arson’) s=ş (‘st’ as in ‘Stephen’) o=ō (‘o’ as in ‘oh’) i=ī (‘ee’ as ‘eel’) u=ū (‘oo’ as in ‘tool’) k=ķ (‘k’ as in Ukraine, but harsher) z=ž (‘z’ as in ‘zoo’, but more spiratized) ’=slight breathing e=é, ē Definite Article: The definite article (kupomy) is independent of the noun it modifies and follows the noun it modifies. ex. Ewarkasz kupomy biezdzie Mniartarreso kupomy or ‘the City of (the) Giants’ When it is understood that the reference is to a particular place or person, and possession is likewise assumed, some colloquial shortening is possible. ex. Ewarkasz Mniartarreso (Tyre-Gigontuse, the City of Giants) Compound Words: Compound words are written with their individual items assembled in grammatically correct order, one after the other, with the final vowels of all but the penult term dropped. Other, more common and more advanced combinations are possible. In this case, the base terms are sometimes hardly recognizable in the midst of the form that has developed—usually stimulated by a pleasurable phonetic dimension and ease of pronunciation. Kranoszcsprodziereszad (Tongue of the Cold Heavens) Ewarkasz Grobartyreso Basjertyurzednia (City of the Warlock Gods (lit. City of Death Wizard(s) Gods) Mniartarmar (Broken Giant (lit. ‘Broken Large One’) is the Ogre named for Xartaris (Pugran). It refers to their ‘brokeness’ or exile following their scourging by the gods in the days of their youth. Ewarkasz Trzynera (Saiour Typhonyis, City of the Talon Ascendant (lit. the ‘Tail’, the word trzynera refers to a scorpion-like tail blade that may be thought of as either a claw, a spine, a talon, a tail, a whip etc.) Grobartyreso Basjertyurzednia (Warlock Gods (lit. Death Wizard(s) Gods) Rostenowszoszypudelkos Grobartyreso Basjertyresurzednia (Great Temple of the Warlock Gods) Shroszul Bylowa (War Wall) Wchodyk Robiekreso (Soldier’s Gate) Watrodkaoglalikbylkoprz (Father of the Ghost Flame) Kotrozry Rochodyktepszen (Hand of Abjuration) Kilkowy Kotrozry Rochodyktepszen (‘Thumb’ Leader of the Hand of Abjuration) Mniancze Krawackireso (Tower of Devils) Rostenow Arnerszoszy (Temple of the Great Horn) Urzednie Robielkbrawietn (Church of the Black Moon) Basjertypostareso (Dark Magi) Mogen Basjertypostareso (School of the Dark Magi) Koszonow Urzednrespomniatr (Castle of Final Deaths) Koproch Zajle (Lower Quarter) Koproch Omlewatrz (Upper Quarter) Ewarkasz Roznekgran (Sunfall City (i.e. Western Quarter) Ewarkasz Roznekdowia (Sunrise City (i.e. Eastern Quarter) Mniancze Zielnielresbrania (Tower of Open Eyes) Czymarreso biezdzie Arterten (Plains of Power) The posessive/genitive biezdzie is optional when it is understood. It is more commonly used in reference to sacred structures to more strongly indicate the posession of the divine entities of the structure. Note: The number and frequency of compounds renders most of Qodani almost impronounceable to those who are not native speakers. Compounds are pronounced in syllables according to several sing-song rhythms that indicate tone (which are used in general in the spoken language). There is one most-common such tone, but many exist, and were developed to a higher degree of finesse when compounds became more common, though they existed in a rudimentary form from ancient times. Adjectives: Adjectives can be understood as nouns in many cases. For instance ‘Large’ might be understood as a ‘Large One’ (i.e. a Giant). This peculiarity derives from a spiritual belief in the independent substance of abstract qualities. Imperative, Cohortative: Both these nuances are conveyed by additional verbal suffixes or markers, depending on the type of text or the pedigree of speech. These are all, of course, in the present. Verb Conjugations: There is a masculine and a feminine gender. Pluralization: Masculine: reso Feminine: spien (Extremely Rare) Note: There was once and independent marker for the masculine and feminine plural, but it has mostly fallen out of common use. Singular 1st msc.s. pic 1st fem.s. pany 2nd msc.s. sob 2nd fem.s. tyk 3rd msc.s. paty 3rd fem.s. mer Plural 1st msc.p. zac 1st fem.p. zula 2nd msc.p. sie 2nd fem.p. sta 3rd msc.p. jak 3rd fem.p. tyk Note: This is the simplest, colloquial verbal system. There is a more complex verbal system that assigns suffixes for Past, Present, and Future, Permanent and Continual states. This more advanced system is usually confined to advanced philosophical texts. Many archaic texts employ both tense markers and suffixes. The suffixes are a later development, and the markers are a more archaic element. Tense: One method of indicating whether the given action occurred in the past, present, or future is indicated by three independent temporal modifiers. Past- dlulac Present-zajlecz Future- sobspicz Another possibility for asserting a given tense is several markers, which can suggest greater nuance. -Past Permanent piwo -Past Continual racnny -Present Permanent znic -Present Continual wchob -Future Permanent cono -Future Continual dacski Grammatical Markers: Certain grammatical markers clarify the grammar of sentences. -Subject Marker: oprzy -Direct Object Marker: zacztan -Indirect Object Marker: mujac Note: There are also optional markers for animate and inanimate objects etc., but these are mostly ignored except for nuanced and sophisticated philosophical or theological treatises. There are also suffix forms for most of these markers, further confusing the gramar of this language for those who are not native speakers. Participle Marker: suffix (tala) ex. kawszulitala or ‘the arresting ones (i.e. the police)’ Capitalization: All nouns are capitalized to separate them from other parts of speech. Punctuation: There is no concept of a sentence in Qodani. Instead, one writes or speaks in an uniterrupted stream until a single idea is conveyed. The beginning and end of a unit of thought is signified by the first and last words being written in all capitals. Significant divisions of ideas are noticed by a whole set of special punctuation marks. Many English marks of punctuation, such as the comma and question mark, are represented by independent modifying words and/or suffixes in Qodani. Syntax: Word order is rather free in Qodani. Still, the verb usuall takes the first place in the sentence. Adjectives usually follow the nouns they modify (though emphasis might change this). Multiple clauses are constructed one after the other in the same way. Note: Most of the functionality of Qodani is interrelated to its use among a specific population that has an intitive, communal sense of colloquialism. Many things are assumed and Ogres have a great deal of empathy that allows them to discern the meaning of their fellow kinsmen. However, outsiders face an almost insurrmountable barrier in that, while they can learn most of the basic grammar, they will be hard pressed to pronounce words well enough to make themselves understood or be able to understand the nuance of other speakers of the language. Common Names: rukiier, watrac, zmeski, pramle, oprzy, winny, mecinny, sobgen, dluskis, oglasje, sobpoch, panczab, znalecztor, presolnier, obier, zapknny, prafiarszy, kiendy, aruchomnny, dluprawala, dacbas, zula, kiejsch, pratan, powac, polewy, kiedac, znawprzy, muzynier, scindyw, urzec, jacnny, oper, forywko, dlukalowy, rochomy, juzier, forywat, wybieta, sobnastal, obiula, urzyzna, lusklud, znabutez, skotroz, budziel, kiestezdzi, klusech, znaplytanc, znajmuz, gartamtula, biejszo, prandynaj, znaklusecz, pragrozne, praski, damskizne, urzenos, piwo, racnny, znic, wchob, sobzonowie, cono, dacski, spien, parszek, przebie, numeski, wejscho, budula, kiefiaty, przenzne, dlulac, sobjacek, prozresula, dlusklnny, ishmiolzne. |
| MaxXensar03-22-07, 03:41 PM | Blue Orcs (Urdani) Physical Description/Life Span The Urdani or “Blue Orcs” are a physically impressive race. They have rich blue skin covering massive, boxer-worthy frames. Like all Orcs, Urdani have small horns on their heads. In addition to the normal two small devil-like horns protruding from their foreheads, Urdani have large tusks which curl from the corners of their mouths where other Orcs have large fangs. The Urdani are almost hairless, though their skins have colored sections (black and green for males/pink and red for females mostly) on the back and abdomen and sometimes head which can appear like hair at a distance though these are really just collections of armored scales. Their eyes are usually sea colors (azure, emerald, gray, or black). Their small tail, a feature shared by other Orcs, is not useful for propulsion. However, Urdani do posess a limited ability to breathe water (via small gills located on their necks) which becomes very useful in their usual environment. Additionally, they posess vestigal wings beneath their elbows which aid in navigating the depths. Along with the other Orc races, the Urdani have piggish noses and are generally brutish in appearance. Emotional/Intellectual Notes (likes/dislikes etc.) Urdani are extremely honor-bound and are less scheming than their Red Orc (Thuguir) cousins. All Urdani, while vicious, follow an extremely rigid code of behavior in their lives. Accordingly, they dislike treachery, betrayal, and legalism. Religion (Gods, Creation Stories, Legends, Myths) Urdani are less likely to worship the Orc Gods than other races of orcs. Instead, they tend to favor powers of the sea. Iri and Succoth-Beneth are popular, as are Talna and Mithras among others. One group of Udrani pirates believe that Succoth-Beneth was their creator. According to their legends, she created them out of the pearls of the sea. The set of oral codes and customary law observed by most Urdani clerics is designated Qaduxaru... A popular apocalyptic myth shared by most Urdani is that the world will be destroyed in a great deluge and that their fleets will reign supreme over the waters of the world following this event. Magic (Social Acceptance, Laws, Availabilty, Uses) Strangely, the Urdani are incapable of mastering any sort of elementalism, which suggests that they are not a Dragonblooded race like the other Orcs. There is a strong tradition of bandu among female Urdani, and many male Urdani have become xoshar. Additonally, in the last few generations a strong movement of scions has emerged among the Urdani population... Region (Boundaries, Weather, Terrain, Resources) Most Urdani live on or near the seas which they adore. The only kingdom in Ishtaria with a predominantly Urdani population is Banes, which was conquered by the pirate fleets of the Urdani... Population Density, Community Sizes, Mobility, Racial Subdivisions Due in part to their ancient habits of living aboard ships or upon the many islands of the western seas, the Urdani still maintain close quarters even when dwelling upon open land (as they do in Banes). Accordingly, a great portion of the Urdani population which does not inhabit offshore islands and the extensive fleet resides in Bhad-Hiu. The outer towns and smaller cities are administrated from citadels which dominate the docks. In the case of inland settlements, the Urdani attempt to create a stronghold which dominates a river or lake (perhaps a tower, a bridge, or some fortification). Because Urdani settlements, for the most part, are connected by water, they are extremely mobile, an attribute which has frustrated every attempt of the Humans in Banes to rebel successfully against their overlords... Language (Alphabet, Writing, Records, Literature, Poetry, Art) The Urdani tounge is much less convoluted than other strains of Orcish. It is easy to pronounce and write the elegant 43 letters of the Urdani alphabet (known as the Orasian alphabet). Each letter represents one complete syllable. Word order is free, and there is an abundance of simple verbs. Words tend to be short. Not a literary language, little is written in the somewhat limited tounge. However, a marvelously complex oral culture has evolved among the Urdani which preserves the history of the race. Merchantile, (Relationships, Trade, Travel) Because they command one of the most extensive and reliable fleets in the world, the Urdani are experienced navigators and traders, and have thus advanced the development of sea lanes to all portions of the world. In general, however, they are much more interested in taking than trading, and have traveled on raiding missions over the face of the World of the Ruby Throne... Food Procurement (Methods, Surplus, Storage, Distribution) As with other sectors, their attachment to the oceans has influenced Urdani food cultivation. Naturally, they were always skilled hunters and gatherers, and ritualist hunts for large sharks and whales are still important communal events. As they became more civilized, they Urdani began to develop islands of kelp on which they grew some simple produce as well as costal farming villages in marsh regions. Technology (Architecture, Tools, Weapons, Armor) Although they lack the mastery of various forms of magic that other Orcs posess, the Urdani make up for this in their superior integration of technology and invention into their societies. Many mechanists have been trained as Vulcanes in distant lands and have returned to equip the Banian fleets with arsenals of powerful, highly-sophisticated weaponry. Language Distribution, Transportation, Communication Language is very regional and their are many dialects. The Urdani culture is very mobile because is it mostly nomadic. Communication is sometimes aided by various sea animals which are trained to be messengers. Ownership Laws (Inheiritance Customs, Monetary Form, Debt/Credit) Urdani take all their posessions to the grave, and each individual is called upon to make their own way in society. Money among the Urdani is mostly of sea items like shells and pearls (sometimes powerful fleets develop more-advanced currency by stamping these items with a distinctive seal). However, for the most part the Urdani fleets have successfully operated with a barter economy for at least centuries. The spoken word is a powerful thing because of the intense orality of Urdani culture, and thus a word of promise is equivalent to a signed document if witnessed by a respected bard because the honor of the offender would be slighted for ages if they were to violate their agreement. Debt and credit operates through this sort of honorary check. Gender Differences (Rights/Responsibilities) More than other races of Orcs, the Urdani have some equivalence in gender roles, though males still dominate the social system. Mostly, females are simply better cared for, though they also are dominant in some magical roles like the community healer or mystic. Females wear small veils of pearls over their lower faces as a sign of modesty while males wear small squarish shark-skin caps as a sign of custom and religion (signifying that the sea is both below and above them; at all times their mother and father and lord). Males tend to be less involved in child-rearing, though not to the point of neglect. They may take up to four wives but must provide well for all their spouses and are harshly punished for adultery. Females are not allowed to marry multiple husbands but are allowed to take a vow of chastity to avoid this situation, which men are not allowed except under certain circumstances (see below). Marriage System (Customs, Beliefs, Husband/Wife Relationship, Divorce) Marriage is an extremely important facet of Urdani culture because of the emphasis on family and clan. Males may marry up to four wives if they are able to support that many and are expected to do so and have many children to keep the fleet strong. Marriage occurs shortly following puperty and is usually arranged by the parents. The ceremony is witnessed by the clan’s bard or bandu and divorce is not an option though remarriage following a death is. The exception to these customs are homosexuals which, while not prejudiced against, are not included within the framework of this system because they are irrelevant to the production of new soldiers. They are expected to contribute usefully to the community, but are otherwise uninhibited in their romantic relationships. Occassionally, a strong relationship will receive a minor blessing from the local bandu. Household Form, Family Form Urdani families are large and closely-knit, occupying large boat-house dwellings and eating communal meals... Birth (Beliefs/Customs) Birth occurs underwater and is a sacred rite... Children (Discipline/Education/Recreation) Young children are given secular, military, and religious education by their father. Discipline is strict though not severe. The young amuse themselves with athletic competitions and hunting, as well as with arts and crafts. Death (Beliefs/Customs) As they begin their lives and live in the sea, so the Urdani depart to their element upon passing. When an Urdani dies, its relatives gather its posessions, call the local bard (often and Bandu) to make a funeral eulogy and then commit their loved one’s corpse and posessions, loaded on a ceremonial barge, into the deep sea to whatever fate it is destined for. An alternative practice among some clans which inhabit islands in the middle of the sea is to store the dead in elaborately-decorated underwater caverns guarded by sharks and perhaps minor magical guardians and traps. Names (Number, Sequence, Meaning) An Urdani has five names (not including its true name). One is its childhood name. Upon reaching the age of accountablitity, a young adult receives a new name and that of his mother and father (turned into a compound as a middle name). Finally, all Urdani have a clan name. Additionally, some professionals and adventurers aquire honorary designations, but these are rarely regulated by and hard and fast rules. Social Stratification (Political System, Legal Code, Executive Power, Judicial System) The Urdani are organized into pirate fleets which are further subdivided into smaller families associated with different houseboats. Each fleet usually has a flagship which houses the community leaders (a council of males and their captain) which makes they important decisions. This council is composed of the most powerful tenth of the population and in large fleets a sub council exists of the most powerful hundreth. The captain and secular leader is the K’narg while the religious leader is designated the Tardoga. A community shrine is also sometimes located on this vessel, though in exceptionally large fleets these boat-temples may be separate. The entire society is heavily structured into family-based military units which are arranged according to their size and material posessions. Additionally, there is a religious heirarchy organized on professional level. Because all religious or magical professions must be celibate, these are occupied by caste females or homosexuals because they are allowed this option. The important decisions are made by the captain, his council of community elders, and the religious/magical leaders of the community. In exceptionally large communities they magiacal professional may be located in a separate vessel which serves as a magical school. The judicial system is administered by arranged combat, which accords with the Urdani belief in the just design of the universe-that the guilty would never be able to win. A jail ship is always available for malcontents, though a physical maiming or prominent brand may suffice in some cases. Executions are only carried out by the agreement of the entire council of elders and the local religious offical. The condemned is covered with tar and burned alive. Military (Size, Strength, Design, Organization, Weapons) Because the entire society is essentially an army, the Urdani military is immense and well-trained. They are organized into fleets of fast moving and powerful ships which can work together effectively in large groups. Distinctive Urdani weapons include their double-bladed scimitars (where the blades face outwards to represent a fountain spout) and their armors of shark skin, whale skin, bone, sea/turtle shell, and rarely sea dragon scale. Another exotic weapon is the “man-catcher,” a sort of mounted crane made out of a hinged shark jaw opened and closed by a cord and mounted at the end of a long pole. Shields are often made from turtle shell, bone, hide, sea dragon scale, and mata-ray corpses cured and decorated. Usually different communities will have distintive styles of weapons and armor. Urdani armies are also frequently accompanied by trained sea animals like sharks and orca. Prominent Community Ceremonies When an Urdani youth reaches the age of accountability (8), they are baptized in the waters of the “Mother Sea”. Similarly, water plays a major role in other facets of Urdani ritual life, and ablutions and baptisms accompany ever major and many minor activites... Green Orcs (Dargun) Physical Description/Life Span The Dargun or “Green Orcs” are a physically impressive race. They have lucious green skin which covers a massive, boxer-worthy frame. Like all Orcs, Dargun have small horns on their heads. The Dargun are completely hairless accept forunbiquitious tufts of blond mohawks among young mails. Their eyes tend to be purple or brown. Their small tails, a feature shared by other Orcs, is purely ornamental. Along with the other Orc races, the Dargun have piggish noses and are generally brutish in appearance. Additionally, Dargun posess only four muscular digits on their hands (they lack thumbs). This peculiarity requires specialized weaponry (they also have only four toes). Emotional/Intellectual Notes (likes/dislikes etc.) The Dargun are a race whose history is filled with woe-the sadness that accompanies millenia of oppression by their cruel Thuguir overlords. Commonly the slaves and shock troops of the Red Orcs, the Dargun have a long racial memory of painful rebellions-few of which have been successful. Currently, the nation of Vauxur on Tauria (Land of Bulls) is the result of one of the few successful sustained rebellions by the Dargun against their tyranical masters. A long time holding of Hamador on the smaller, less populated continent, the contingents of Dargun Healots overthrew their masters and have managed to remain free for over a century despite the various machinations of the Daemon Sages to return them to servitude. When they more usually under the thumb of their Red Orc masters, as in the powerful nation of Taurax in northeastern Ishtaria, the Dargun habitually serve as builders, street cleaners, household slaves, shock troops, and gladiatorial fighters. In fact, there is a long practice of the samnite profession among the Dargun... Religion (Gods, Creation Stories, Legends, Myths) Cabar and Perkoun are among the most popular gods of the Dargun. The religion through which they venerate these and a handful of other divinities is called Bhakum-Vho (follower=Bhakveni, adj.=Bhakvenite). As many of the priests (badahashi) are samnites, the Bhakvenite Faith naturally has an important symbol in the sacred golden bull. Large idols of the sacred beast are found in all Bhakvenite sanctuaries (Tadur-Vomi). Unlike the Xaurunite Faith of their masters, the Bhakvenite Church is relatively decentralized with the heads of individual sanctuaries forming a sort of council. Bhakveni are encouraged to observe a prayer watch in the evening and surrounding meals. Other prescriptions are the avoidance of beef, blood, alcohol, and sugar and the adoption of ritualistic guantlets (kuj’thi) as well as fringes of golden thread ending in golden bells (t’jakkat-titti) (ten to a side)... Magic (Social Acceptance, Laws, Availabilty, Uses) While the Dargun could excel at the arts of the magus, these secrets are mainly kept from them by their Thuguir brethren. Even so, a small number of Dargun have managed to gain some proficiency in the this profession... Region (Boundaries, Weather, Terrain, Resources) Besides being enslaved in many different Thuguir nations, the Dargun are chiefly concentrated in Tauria where they have established the sovereign nation of Vauxur... Population Density, Community Sizes, Mobility, Racial Subdivisions Dargun tend to form large communities. There are no racial subdivisions but a small number of Dargun/Taurraean cross breed have recently entered the population of Vauxur (called Taurotani)... Language (Alphabet, Writing, Records, Literature, Poetry, Art) The Dargun speak a simplified version of Thuguir, with its characteristic 43 letter alphabet. Like the Maxxari tounge, Daagiri (the language of the Green Orcs) employs a much more runic alphabet (though less so than the tounge of the Grey Orcs). Besides a handful of treatises on and law corpora from the Bhakvenite Faith, there is little written literature in Daagiri... Merchantile, (Relationships, Trade, Travel) The Dargun use a simple currency of square copper coins of five sizes and 3 heptagonal brass coins of increasing weight... Food Procurement (Methods, Surplus, Storage, Distribution) The chief Dargun crop is wheat and barely from which they make a rich, buttery loaf which forms the basis of their diets along with eggs and fruit. Additionally, large costal farms of various mollusks meet the protien needs of the population. Humans are often horrified to discover that the Dargun consider dog steaks to be a delicacy... Technology (Architecture, Tools, Weapons, Armor) Dargun architecture is chiefly modeled after Taurraeanian and Thuguir models, though usually simplified somewhat (often, ironically, improving both styles in the process). One innovation is their religious centers whose design was given by the Prophet Bhakum-Vho. These buildings are contructed of the best materials. They are rectangular santuaries whose walls slope outwards as they rise from the street. The roofs are surmounted by three large blue onion domes and the entire complex is surrounded by a portico (forming a market around the sanctuary). Language Distribution, Transportation, Communication The Dargun have established a secret society to communicate with their brothers and sisters that still endure bondage... Dargun traders are found throughout the world in the small number of Kajanii Warships they have purchased from the Taurraeans of Kaojan and outfitted with their own improvements and modifications... Ownership Laws (Inheiritance Customs, Monetary Form, Debt/Credit) Dargun pass on their wealth equally to all their surviving kin... Gender Differences (Rights/Responsibilities) The equality of genders is extremely important to Dargun... Marriage System (Customs, Beliefs, Husband/Wife Relationship, Divorce) Divorce is rare by custom, not by civil law, though the religious law does not encompass it while not condemning it. Marriage ceremonies are simple and tasteful. One unique element is the breaking of a symbolic chain... Household Form, Family Form Dargun families are nuclear and tight... Birth (Beliefs/Customs) Children are welcomed into the world with an adaptation of an ancient ceremony which once held great sadness. The Thuguir would place a chain around the necks of newborns soon after their birth; a sign of captivity. Now, the Dargun have changed this ceremony to include an anointing of oil, the release of a dove (to symbolize freedom), and the breaking of a mock collar... Children (Discipline/Education/Recreation) Dargun parents are very loving and attentive, striving to raise their children correctly. Most Dargun youth receive their basic education in the small schools run by the Bhakvenite Faith. Bull dancing matches in the arena are among the amusments of the young... Death (Beliefs/Customs) Most Dargun are buried in Bhakvenite ceremonies whether they were affiliated with the religion or not as they clerics are more than happy to attend to the last rites of any that should request this service. Because of powerful Dargun emotions about freedom, their funerary practices consist of a standard ceremony and eulogy but are followed by a cremation and scattering of ashes, not a burial... Names (Number, Sequence, Meaning) All Dargun were originally slaves of the Thuguir and thus retain slave names as family designations. Additionally, all Dargun that make it to freedom assume a new name as a first name. Finally, all Green Orcs have true names and those who adopt the Bhakvenite Faith take yet another name. Professional titles and nicknames may also apply... Social Stratification (Political System, Legal Code, Executive Power, Judicial System) The Dargun have attempted to remove some of the cumbersome and unfair heirarchy of Thuguir society. Also, grim memories of time spent as slaves to the Red Orcs have made the outlawing of all slavery an assumed custom as well as a central tenent of the civil code. Dargun society is run by a council of elders from the wealthiest families of the largest cities of Vauxur. This council is headed by an offical (called the Grand Marshal) elected from amongst this elite. During times of war, the Grand Marshal temporarily forfeits his power to the leaders of the gladiatorial schools who lead the armed forces (of which the schools constitute some of the elite members). The law courts and religious institutions are also heavily dependent on the gladiatorial schools, as many of the Bhakvenite clerics and judges as well as almost all law enforcement are members of these schools. Thus, although Vauxur was theoretically founded as a meritocracy where the most successful and industrious would rule, it is becoming increasingly clear that the gladiatorial schools have subsumed all but the economic sector under their direction. Since the gladiators tend on the whole to be honest and earnest, it has been questioned whether this development is really problematic. Still, many of the powerful merchant families have formed powerful trade houses in the last century to provide a source of political leverage... Military (Size, Strength, Design, Organization, Weapons) The Dargun attempt to maintain a large military in order to ward off the attacks of their former masters and so that they might one day liberate their still-enslaved bretheren. Horned helmets are ubiquitous among Dargun military forces. Their favorite weapons are four-pronged pitch forks called d’vak and a curious weapon called a k’tuju which resembles two hammers mounted side-by-side on a large pomel. The hammers posess small spikes on either end and which are used to blind opponents and tear armor and flesh. Kopesh and battle axes are also popular weapons, as are throwing hammers. An unusual number (compared to other Orc races) of Dargun are skilled at unarmed combat and practice a martial art called toi kri (a savage style which emphasizes death-blow punches and moves designed to break limbs). Prominent Community Ceremonies When new Dargun refuges arrive from such realms as Taurax, the natives of Vauxur welcome them with a sacred meal and an invitation to settle... New converts to the Bhakvenite Faith are initiated via a unique religious rite. The initiate declares his/her conviction before a small council (7) of clerics of local sanctuaries. Then, a sacred meal follows wherin the convert drinks a cup of milk which he/she has mixed with his/her blood. Prayers and blessings follow... |
| MaxXensar03-22-07, 03:41 PM | Red Orcs (Thuguir) Physical Description/Life Span The Thuguir or “Red Orcs” are a physically impressive race. They have blood-red skin which covers a massive, boxer-worthy frame. Like all Orcs, Ixiyutaga have small horns on their heads. Thuguir posess the normal two small devil-like horns protruding from their foreheads common to all Orcs. The Thuguir are completely hairless. Their eyes are usually black, yellow, red, purple, and blue (i.e. flame colors). Their small tails, a feature shared by other Orcs, is purely ornamental. The Thuguir are even more heavily-built than most of their relative Orc races, having genetically engineered their offspring for millenia to breed the strongest possible race... Along with the other Orc races, the Thuguir have piggish noses and are generally brutish in appearance. Emotional/Intellectual Notes (likes/dislikes etc.) The Thuguir are extremely vicious and sadistic creatures. While they care for their own kind, they have no pity whatever for others. They believe that other races are only useful as slaves and as food and that they should resume their rule of the world as in the Age of Daemons... Religion (Gods, Creation Stories, Legends, Myths) Most Thuguir embrace a religion known as the Xaurunite Faith. Thuguir religious ceremonies consist of the Black Mass of the Orc Gods (Tzaske Neih’hajji) in which three readings from the dark book (Ghar-Mordrane, the Kingly Book, the Book of Kings) are recited as well as spells of mesmirizing. Faithful Thuguir are also expected to pray thrice daily and thrice nightly. Like many races of Orcs, the females are expected to wear veils as a sign of humility. Unlike the Urdani who only require that their females wear small veils of shells or pearls, the Thuguir force their females to don whole-body suits whose dark bulk covers their entire bodies. The chief divinities of the Thuguir branch of the Xauronite Faith are a collection of Orc Gods (deified heroes from the beginning of the world). The Orc Gods are: Ohr Boar the Scimitar God, Ord Iyuian the Morningstar God, Rha Tuyuk the Axe God, Bushido Oni the Pick God, Dukkakaggor D’jhinniyya the Club God, Fehmi the Bow God, Gafur the Sling God, G’quanuile Koltsyra the Spear God, Lumturie the Sythe God, Mhyir Iedun the Mace God, Misyon the Kopesh God, Moutzakha the Gauntlet God, N’due G’kow the Dagger God, Sore Boljub the Horn God, Yhl’ber (this gods gets along well with Thor and Hamyar. His sect has been successful through aggressive evangelism and Orc triumphalist doctrines. He is also derranged and tends to impart this quality to followers. His holy book is the D’ffgani Ylbat, the Honor of the Great Orc, which is a collection of heroic tales extolling the might and wrath of Ylber), and Orso the Boot God. Another popular religion among the Thuguir is the Droqudan Faith (follower=D’raqadi; adj=Droqadite), the reverence of the lords of the Daemons and the Dezils (there are two branches of the faith, each devoted to one of these races’ gods). The 43 Daemon Lords are: Asmodeus (avarice), Astaroth (laziness), Balberith (murder), Beelxebub (pride), Gressil (disease), Viathan (blasphemy), Sonneillon (hatred), Verrine (impatience), Carnivean (obscenity), Carreau (cruelty), Oeillet (greed), Rosier (lasciviousness), Verrier (disobedience), Belaid (arrogance), Iuvart (torture), Olivier (parsimony), Abaddon (destruction), Acham (), Alrinach (drowning), Alocer (astrology), Anamalech (bad news), Andras (discord), Aquiel (), Arachula (air), Ardad (against travelers), Ascaroth (spies), Ballim (idols), Bechard (tempests), Beschet (cannibalism), Behemoth (animal strength), Belial (), Belphegor (riches, discovery), Braathwaate (ignorance), Bucon (hatred), Byleth (), Cheitan (smoke), Lagassem (hipocrisy), Lanithro (air), Lucifer, (torch-bearer of Lord Moloch), Mastiphal (darkness), Saalah, (woods), Tenebrion (darkness), and Verdelet (witches). The Dezil Lords include Xulibuj (the Queen of Fungi) and Youggousa (the King of Slime), and various mysterious entities such as Drak-Toru, Ganan, Mathi, Oris, Cheran, Iniyan, Velan, Susai, Mika, To’afa, Sajid, Kumar, Jarish, Iqbal, Kabir-Doss, Kabra, Marali, Maezuq, Marana-Gopalan, Ravi-Varma, Raship, Saaz, Sarjit, Shabad-Deep, Mirza, Muki, Vayru, and Mula. That some names of the Dezil Lords are the same as some of the native Vauronite deities is a mystery the discussion of which disturbs the normally collected Quoruzan... Finally, there is a small, rebellious sect of Thuguir that are Meyunites. While they have not abolished the chaste system, they have largely immigrated to a city called Howl-Tajar in Kaojin from Hamador. The Daemon Sages of Hamador greatly desire their swift destruction, but so far they have been unwilling to go to war with the Taurraeans of Kaojin. Magic (Social Acceptance, Laws, Availabilty, Uses) Magic is a common a encouraged art among the Red Orcs; one of the many Dragonblooded races. It is seen as an effective tool to conquer and control others... Region (Boundaries, Weather, Terrain, Resources) The Thuguir perfer dry, arid regions... Population Density, Community Sizes, Mobility, Racial Subdivisions There are no racial subdivisions and community sizes tend to be large to small cities... Language (Alphabet, Writing, Records, Literature, Poetry, Art) The Thuguir language is called Thuggan and survives in a number of different registers. Old Thuggan is the liturgical language of Thuguir religion and is extremely archaic and difficult to understand. Old Thuggan is also the language in which the most powerful spells of Orc magi like the Daemon Sages of Hamador are written. Low Thuggan (also called Tangyani) is written in the same 43 letter alphabet. Tangyani, like Old Thuggan, is inscribed from right to left on a page of a codex. There are 11 vowel marks used to pronounce the consonants of Tangyani which do not exist in Old Thuggan... Merchantile, (Relationships, Trade, Travel) The chief trade product of Thuguir lands are slaves, weapons, and raw ore... Food Procurement (Methods, Surplus, Storage, Distribution) The common diet of the Thuguir is meat (particularly bison and bovines). Thus, they are considered arch blasphemers by Meyunites and related religionists. These animals are sacrificed and devoured in elaborate ceremonies in Xauronite sanctuaries as well as domestically slaughtered... Technology (Architecture, Tools, Weapons, Armor) Thuguir architecture is dark and baroque, ostentatious ornamentation covering almost every surface of their dwellings. Government buildings and other important centers are commonly further embelished with gothic statuary, painted minarets, and crimson spires... Language Distribution, Transportation, Communication Other Orc races have some idea of the meaning of Thuggan. Druje also commonly learn this language. Thuguir are widely traveled… Ownership Laws (Inheiritance Customs, Monetary Form, Debt/Credit) Inheiritance is through the father to the first born son... Gender Differences (Rights/Responsibilities) Although women must wear troublesome attire for propriety, they are otherwise uninhibited as regards what roles they may fulfill in society. However, there is still tension regarding the relatively recent addmitance of females into the Xaurunite priesthood... Marriage System (Customs, Beliefs, Husband/Wife Relationship, Divorce) Thuguir marriage ceremonies occur within the Xaurunite temples that exist in every major Thuguir settlement. It involves a bloodletting ceremony and a procession around a sacred fire. There is also a sacrifice after which the groom smears himself in the blood of the sacrifice. An officiating priest chants many sacred texts. Homosexual marraiges of a sort are also possible for male homosexuals. The ceremony has many of the same qualitites but is conceived of as a “brotherhood” ceremony, with an implicit sexual relationship implied. Household Form, Family Form Males are the heads of the household. They officiate at the family shrine and perform the sacrifices… Birth (Beliefs/Customs) These awful creatures reproduce by through the female injecting her egg though a stinger on her tail into a pouch on the male’s body. The attendant births generate both males, females, and a strange group of androgenous Orcs referred to as Gogori. These creatures have pink-hued skin and have been among the most talented tuyipan... Children (Discipline/Education/Recreation) Children are strictly disciplined by Thuguir parents. The children of Hamdi and Ghordu are sent to schools (Yoqaeru) for education in language, religion, and social role. The children of warriors are sent to military schools (Ureugo Bobboca) for martial training. Children are given little recreational time... Death (Beliefs/Customs) Death among the Thuguir occassions a solemn observance in one of their Xaurunite temples (Xhakharrarran) in which the dead is euologized by relatives and laid to rest in a nearby catacomb... Names (Number, Sequence, Meaning) Every Thuguir has a true name and his father’s name as well as a full title which includes his father’s ancestors. Females have a similar series of names through their mothers. Additionally, the higher-level Thuguir will posess professional and religious titles... Social Stratification (Political System, Legal Code, Executive Power, Judicial System) Thuguir society is highly regimented. There are several castes which may never be exited by their members. At the bottom of the social ladder are Dargun slaves and gladiators called the Habashi. All members of this caste must wear collars of servitude (Habashi Gaidou), golden torcs with chain holds... The next tier of Thuguir civilization are the warrior class (Khronugans), the highest echelon of which are the weaponsmiths and armorers (G’dakki Khronumen). Priests and spellusers, the highest levels of society, are in competition to displace one another in different Thuguir societies. The spell casters are known as Hamadhi and the priests as Ghordou (primarily priests of the Xaurunite Faith). By law, members of lower castes may not gaze directly into the eyes of Hamadhi or Ghordou and must prostrate themselves in their superiors’ presence. Additionally, only Hamadhi and Ghordou are allowed to use the Old Thuggan tounge and to read the holy books, for which others would be punished by execution. There are many additional customary regulations (dietary, clothing, rituals) which these leaders of Thuguir society observe but which are too extensive to be discussed here... Military (Size, Strength, Design, Organization, Weapons) Thuguir military forces are among the largest and best trained on Tarrea. The infantry are bred for combat and trained in this discipline since their earliest years. The armies are directed by the magical and clerical castes who rule the rest of the society... Prominent Community Ceremonies The Black Masses of the Xaurunite Faith are among the most important community ceremonies. Additionally, the observance of the date of their entrance into the world as slaves of the Druje during the Age of Daemons is a cause for sombre reflection and festival... Dark Veyaia Physical Description/Life Span The Dark Veyaia are also known as the Xadh-R’romi or the Deathgivers. Following the Age of Qodani, the Dark Veyaia did not yet exist. A small group of the victorious Veyaian armies who wishes to punish the Brutes for their wars against the Veyaian people instituted a merciless slaughter designed to expunge all Qodani from the world. The Sylvan Triad refused to endorse this campaign and so the conspirators turned to Karransay. They pledged their lives and souls to the dark gods in turn for their aid and coverted to the Xarunite Faith. Following this act of dedication Karransay organized the Khaeyl-Shorrath or the Black Legion. These merciless killers subsequently directed their kins’ actions. The dark rituals of conversion tinted their skin black with twisted magics and their eyes began to glow with the green hue of the netherworld... The Xadh-R’romi are more muscular than most Veyaia and have luminescent green skin. Their eye glow with a ferocious green light that allows them to see excellantly in the pitch black of Sub-Terra. Their body hair, more extensive than most Veyaia, is bright purple. Most Dark Veyaia females keep their hair extremely short and styled in huge spikes or in mohawks while males tend to grow pony-tails, pig-tails, and dreadlocks. All Dark Veyaia also have a fondness for body piercings, and most members of the species beginning at puberty pierce at least their ears and nose, though nipple and tounge rings for their forked tounges are also popular. Many Xadh-R’romi are also fond of runic tattoos in variously colored body-dyes of predatory beasts such as spiders, snakes, dragons, wolves, boars, and scorpions. Many individuals will also tattoo the names of their gods on themselves. Xadh-R’romi have eight-fingered hands (their digits appear almost normal as their extra fingers are small and closely attached to their thumbs, ring, and pinky figers; most of the time these extra digits and undiscernable and the regular digits they are attached to appear slimply larger (the extra fingers are smaller and weaker and rarely used independently). The Dark Veyaia are inhabitants of regions both above and below the earth, in other words most dark lands. They worship the gods of darkness such as Karransay in accord with their Xaurunite temples. The Xadh-R’romi can transform themselves into scorpions, wolves, and bats. Also, as a result of a curse the Xadh-R’romi are unable to live in close proximity to other races. Their bodies are filled with parasitic organisms that they secrete from their skin, exhale in their breath, and generally spread wherever they may go. While these organisms do not affect the Xadh-R’romi, they are deadly to most other races. Emotional/Intellectual Notes (likes/dislikes etc.) There are two chief divisions among the race of the Dark Veyaia. Following the end of the Age of Ogres and their break with the other Veyaia sub races, many of the Dark Veyaia were plunged into a vicious insantiy. This faction founded the land of Sothas in Tayzoc and is engaged in a destructive war with the Taurraeans of Kaojin. The other faction controls some territory on the isles west of Ishtaria across from the Sobecai realm of Narish. Here, another faction attempts to atone for its sins and have turned to self-flagellation and various strange rites for this purpose... Religion (Gods, Creation Stories, Legends, Myths) Religion is the primary social institution in Sothas, while it is largely mistrusted on the Isle of Irgoruk, magical institutions and rituals largely replacing religious functions. In Sothas, a temple city known as the Kransray Racchamanare is holds the Great Temple of Karransay… Some of the Xadh-R’romi of the Isle of Irgoruk have an apocalyptic legend that in time the Zah’kha will conquer the entire world and clense them of their sins. For this reason, most Xadh-R’romi hold this race in extremely high regard. There is a faction known as the Kalykara that holds initiations into a secret society that works towards this apocalyptic age, though their means are mysterious. The Kalykara has also managed to establish a few small cells in the major cities of Sothas. Pabhamata-Khalyikaly-Bungow temples are special institutions that have no official religious affilication. Their curates assist their brethren in undergoing soul transfers and teach the young how to cope with wereism. Magic (Social Acceptance, Laws, Availabilty, Uses) Many of the priestesses of the Church of Karransay in Sothas practice various forms of magic, though this is rarely the primary occupation of any female. There is also an entire caste of enslaves male sorcerers controlled by cerebral inplants by the priestesses. On the Isle of Irgoruk, magic is extremely common in Xadh-R’romi society and almost every member of the society recieves at least elementary instruction in the occult arts. There are also large sorcerous academies in many of the large cities. Although it is common, magic is highly regulated, and advanced training is only available through tightly-controlled institutions, although there are underground cells of rogue mages, who are themselves highly organized. Region (Boundaries, Weather, Terrain, Resources) The primary Xadh-R’romi territories of Sothas and the Isle of Irgoruk are very different. Sothas is built in a humid land of dense forests shadowded by high, wide mountains. The Isle of Irgoruk, on the other hand, is a dry, volcanic climate with vast deserts… Population Density, Community Sizes, Mobility, Racial Subdivisions The Xadh-R’romi are the largest race of the Veyaia because of their permiscuous sexual practices. There are no noticable, genertic racial sub divisions, the lines of discord being in terms of philosophical outlook, not genetics… Language (Alphabet, Writing, Records, Literature, Poetry, Art) The Dark Veyaia language, called Gravathin, is extremely ambiguous in meaning, each word representing a wide semantic concept and sentence structure and syntax being quite loose. Thus, even though it is a complex language, it is difficult to achieve exact meaning. The only way one makes oneself clear in Gravathin is through a second alphabet and substratum that is closely guarded by Xadh-R’romi that provides clarifying glosses when written, in invisible ink visible only to Xadh-R’romi eyes, in the margins of Gravathin texts. The primary Gravathin alphabet has 47 letters that resemble, to some extent, the terrestrial language of Tibetan, although they are more complex. The commentarial language looks slightly like Japanese or Korean, though blockier. Merchantile, (Relationships, Trade, Travel) Xadh-R’romi of both Sothas and the Isle of Irgoruk primarily trade with the Zah’kha of the Isle of the Xoshar. They are also trade partnerse with Hamador and the Dark Triad… Food Procurement (Methods, Surplus, Storage, Distribution) Huge farms of various fungi, especially large mushrooms, surround most Xadh-R’romi cities. Most Xadh-R’romi of the Isle of Irgoruk are vegitarians as a sign of atonement. Technology (Architecture, Tools, Weapons, Armor) Xadh-R’romi architecture is a combination of extremely industrial features and insectoid, organic features. Buildings largely combine these two disparate styles. Cities on the Isle of Irgoruk tend to have large canals of lava that flow through them. Cities in Sothas tend to incorporate the dark, thorn-laden wood that is so prevelant on the peninsula. A primary element of most Xadh-R’romi technology is the element known as Nekrotite. This black, pourous substance resembles a sort of coal, pollutes horribly, causes mutations, and casts a horrific odor wherever it is used. It is believed to be the product of the rotting corpses of dead gods killed in the war against the Old Gods. Both Sothas and the Isle of Irgoruk have large deposits of Nekrotite. Nekrotite both powers Xadh-R’romi factories and their various transports and Chassis. Language Distribution, Transportation, Communication The Gravathin language is virtually unknown outside of Xadh-R’romi territory. Some spies from other Veyaian kingdoms have some knowledge of the language in order to facilitate their missions… Ownership Laws (Inheiritance Customs, Monetary Form, Debt/Credit) The primary Xadh-R’romi currencies are chitinous materials and coins formed from molten lava and volcanic stone. The inhabitants of Sothas also value a bluish stone called phryanium collected from the depths of the Sith-Ariki mountains. Gender Differences (Rights/Responsibilities) The Xadh-R’romi of Sothas is a matriarchy while the inhabitants of the Isle of Irgoruk constitute a patriarchy. The Xauranite priestesses of the Church of Karransay rule Sothas while a mageocracy of xoshars rule the Isle of Irgoruk. Both societies have sexist rules that reinforce their respective systems of government… Marriage System (Customs, Beliefs, Husband/Wife Relationship, Divorce) A secular system of marriage exists on the Isle of Irgoruk. Males are assumed to visit brothels frequently and sire many bastard children who inhabit the lowest echelons of society. In Sothas, the priestesses do not marry but rather have many mates with whom them reproduce throughout their lives… Household Form, Family Form A male is the head of a large family unit on the Isle of Irgoruk. In Sothas, a priestess is the head of a large harem and servant priestesses… Birth (Beliefs/Customs) Like all Veyaia, the Xadh-R’romi are marsupials. They females lay eggs that they have kept in kangaroo like pouches for a number of months. Religious and magical ceremonies, respectively, mark the births of children in both Sothas and the Isle of Irgoruk. On the Isle of Irgoruk, bastard children are frequently not given these ceremonies. Children (Discipline/Education/Recreation) In Sothas, the priestesses have large harems of concubines and male nannies raise their children. Male children are assigned to one of the castes in a religious ceremony at birth. Most females are priestesses. On the Isle of Irgoruk, children are raised by a married couple. Their education depends largely on their families. In both cultures, all Xadh-R’romi have an animal companion bonded to them at birth… Death (Beliefs/Customs) In Sothas, the dead are buried on the Isle of Ghosts in Lake Mourngloom, where a special temple is set up to administer the mortuary rites. On the Isle of Irgoruk, the dead are largely thrown into the firey chasms beneath Zhaoul-Thysshakannan-Kejnandar after a funeral procession has come through the ruins of Vhalaz-xha-Khabog. Special tombs are built into the mountain to commemorate certain notable personages who have been mumified. Criminals are fed to ferocious beasts contained in sewer complexes in Khaoul-Ithyis-Drathoron… Names (Number, Sequence, Meaning) All Xadh-R’romi have a given name. They also take a name that is similar to that of their animal companion. A family name and a professional name are given to inhabitants of the Isle of Irgoruk. A religious name and a caste title are given to inhabitants of Sothas. Priestesses also have yet another religious name used in secret ceremonies, as well as a lineage name. Social Stratification (Political System, Legal Code, Executive Power, Judicial System) The Xadh-R’romi of Sothas is a matriarchy while the inhabitants of the Isle of Irgoruk constitute a patriarchy. The priestesses of Sothas have established a rigid caste system in their domain, with the priestesses at the head. Slaves are at the bottom (constituting mostly non-Xadh-R’romi) and are considered to be on the level of animals. The legal code is identical to the religious code and executive power resides in the high priestess. A council of four arch-magi rules the Isle of Irgoruk, although there are intense struggles between the various mage schools that these magi lords represent. The four primary mage schools are at thus at the head of the government. There are also a number of inmportant trade houses and mercenary guilds, who consititue the armed forces of the nation. There is no caste system, but it is hard for those not born into the upper echelons of society to rise into them. The Isle of Irgoruk is, however, at its base a meritocrachy and thus the exceptionally ambitious or vicious may always rise in the society. Both societies have sexist rules that reinforce their respective systems of government. Military (Size, Strength, Design, Organization, Weapons) A primary mount of the Xadh-R’romi military is a large creature called a Darkstrider or Xeisharax. This creature combines the head of a large, demonic, four-eyed wolf with the limbs of a spider and a scorpion-like tail that can shoot bolts of an especially caustic acidic venom. Xadh-R’romi raathi frequently employ shorathajji or soulblades. These dark blades are made of a substance that resembles obsidian, posessessing long white streaks that run through their length. They also bleed a pale mist into the air. Wounds inflicted by soulblades cannot be healed except through magical means. The soul of a condemned criminal inhabits every blade, and this soul has a taste for blood. Whenever Xadh-R’romi warriors kill their opponents, the soulblades are allowed to feast. A soulblade is always a unique item with a personal name, and is worn on a gauntlet. For this reason, soulblades are rarely longer than a shortsword. Except in very exceptional circumstances, a single soulblade may only be possessed by a given Dark Veyaia. When transporting their legions across large distances, the Xadh-R’romi employ a large flying vehicle known as a Xadh-R’romi Icthorian Dreadhulk. These large vessels resemble large, levitating squid with spider-like appendages in place of tentacles. They are powered by Nekrotic Engines, huge necromantic machines that draw energy from Nekrotite. These vessels can dispense smaller attack crafts such as darkwings and shadow gliders. When approaching a target by land, Xadh-R’romi legions frequently employ Xadh-R’romi War Spiders, huge spider-like creatures onto whose backs small towers are built. Xadh-R’romi military is organized into legions commanded by xoshar|raathi generals. This commander is served by a number of underlings, including several magical professionals. Prominent Community Ceremonies The annual spellmeet is the most important ceremony on the Isle of Irgoruk. Xauranite religious festivals are most important in Sothas. An especially famous ceremony in Sothas is the Wild Hunt, a massive tri-annual event where the mythical Questing Beast is hunted in the dense forests of Sothas… |
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| MaxXensar03-22-07, 03:44 PM | Chapter 3: Classes and Prestige Classes Introduction: There are numerous interesting professions among the inhabitants of Ranieras (RanIier Ras/another name for the World of Kissura). These disciplines are divided among the broad categories of... Soldier Spellcaster Spelunker Pietist Prestige Classes: Raathi Warriors that can summon demons called Rasukaraski to inhabit their blades with strange powers, to posses them, and to harm opponents. They worship the weird tiger demoness known as Khalaraka. They are able to use some Pyromancy. Mistwalker A form of spell caster that can command mists, air, water, can turn invisible and ethereal. The Tabot are particularly fond of this profession. They can employ Hydromancy, and Aeromancy. Saygriel These warriors are trained in the martial arts. They are also called living weapons because they can cause portions of their body to become different substances and assume different shapes. Karanu These are potent warriors that wield living weapons. Only males become Karanu. Their weapons are the transfigured forms of their brothers as Karanu are weaponsmiths whose families have agreed to become their arsenal through a strange ritual. They can employ a limited range of geomancy spells. Druthaj An assassin with the power to turn into a shadow and who knows a great deal about poisons. Thaumaturgist A spell caster that commands the power to read minds among other things. They employ mhaja as opposed to maguseans etc. who are elementalists. Zadien Another elementalist. They employ the powers of the seas and of the chill. Magusean They are devoted to the powers of the sun and of fire Yhatu A demonologist that can summon demonic servants and who takes on some elements of his servants. They are especially interested in wolves and planet worship (astrology etc.). Gaioman A spell caster that has power over plant magic and stone magic. They are also friendly with animals and can sing powerful magical songs. Mason A combination of warrior, smith, and thief. They are adept at secret rituals and esoteric lore. There are many among the Xuracc, who created this profession. Bandu These are healers with an affinity for sea life. They heal with holy water. They also embody the elemental power of the sea and thus can summon storms etc. Vulcane These are engineers with a knowledge of some geomancy. They are weaponsmiths and robot-makers. Their magical hammers are their primary weapons. Xoshar These are evil soul-stealers. Their powers come from the souls they have stolen (which they keep locked within their victims’ skulls) and from making undead slaves. Boxers These are warriors that learn how to channel lightening magic and electricity in hand to hand combat. Harbingers These are warriors that serve as the agents of death. They take out contracts with the gods of death. Menokin These are treasure hunters with good powers for fighting underground. They are able to magically detect the “scent” of treasure. Beastmasters These woodsmen can assume the shape of many different animals, call upon animal spirits, etc. They have tattoos that can come alive and can inscribe runes and have a limited selection of the spells gaioman use. Magicians These are illusionists that are good at hypnotizing people. They are particularly common among the Manu. Samnites These gladiators are good at using many weapons and at unarmed combat. They are also able to summon some limited forces of tauromancy. Chorath This is a powerful warrior that can take on the traits of giants as they gain levels. Their berserk attacks are fearsome. Jhan These are quick warriors that wear no armor, fight with exotic weapons, and command the ability to speed up amazingly using special drugs. Atargan A witch that combines the powers of a gaioman and a vulcane into a fearsome form of biomancy. This is considered a great perversion and there are few because they are hunted mercilessly. Scion A powerful form of mind-magic that operates through conductor jewels. Koramite A priest of the sacred egg of the roc. They are adept at stone magic and worship the spirit of the roc. They derive their magic from the eggs of the demon birds. Tuyipan A priestess of pain. Only women or gay males are allowed in this profession. They develop techniques to cause greater pain to others and to make themselves invulnerable to pain with potions and drugs. Samurai The Samurai of Ranieras are not identical to the warriors of medieval Japan. These powerful warriors are rumored to have originated in Quamog. They wield distinctive magical swords (resembling a crucifix with sharpened ends) and have various powers granted by their ancestor spirits (including the ability to become a giant for a brief period, levitate, crush stone with their bare hands, and turn invisible). They are also masters of various medicinal arts and powerful forms of meditation. Some are even powerful enough to regenerate lost limbs. Kawithan A powerful sort of shaman that can call upon various elemental forces, particularly those which relate to storms, to rain, and to bestial rage. Their powers are enacted by a frenzied dance. Kawithans have eagle familiars and can themselves fly... Nedrean A Nedrean is a profession which combines aspects of the Xoshar and the Raathi. These powerful warriors of death have numerous spell-like abilities related to fire and death as well as tiger familiars. Magehunter These specially-trained warriors are experts at hunting and killing maguseans. They have special powers which protect them from spells. Tauromaens Employs geomancy, terramancy, tauromancy, pyromancy, and solamancy. This discipline was primarily developed my Minotaurs so that they could use magic. They drain their bodies of ordinary blood and replace it with Dragonblood in a sacred sacrifice ceremony. They have some of the martial powers of a samnite. Xoshar Employs Nethermancy, Geomancy, Terramancy. Savituran Employs Pyromancy, Solamancy, and Tauromancy. Terromacer Employs Geomancy and Terramancy Aquriel Employs Hydromancy, Aeromancy, Veyphyren Employs Celemancy, Hydromancy, Aeromancy, and Nethermancy. Slypharen Employs Aeromancy, Pyromancy, Solamancy, Lynkharu Employs Celemancy, Terramancy, and Cryomancy. Khordaru Employs Biomancy, Terramancy, and Geomancy. Qubquni Employs Cryomancy, and Geomancy primarily. They are prominent in the kingdom of Quartom and are important elements of the miner guilds that rule the country. Magusean Employs Pyromancy, Terramancy, Solamancy, Geomancy. Zadien Employs Nethermancy, Cryomancy, Hydromancy and Celemancy |
| MaxXensar03-22-07, 03:45 PM | Warders |
| MaxXensar03-22-07, 03:46 PM | Wilhem Zys Gieffa |
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| MaxXensar03-22-07, 03:54 PM | Gods of Kisurra The various divinities of Ranieras are either the children of dragons or… There are several categories of religion. One is the Temple, which is similar to a pantheon. A Temple is a related group of deities. These deities may be in conflict with one another, but they universally How Religion Works: In all cycles of creation, certain conflicts of principle, points of opportunity for the advantage of individual ideologies, have occasion to manifest themselves upon this humble fabric of creation. The philosophers of the ages have speculated much about the ultimate shape of this universe and its various periods, but none can claim to have any definite proof of their sundry hypotheses. Nevertheless, this much we can know—since the beginning of this age, two great forces have sought dominion in all space and time: pleasure and pain. What the end result of this battle will be, none, not even the gods, truly perceive. Yet, it is clear to all that the fate of creation itself will be meted out in the balance. There are a multiplicity of gods on Tel-Mhrat and her sister realm, Atargatis. While the existence of these divine hosts are accepted by all, their existence is not synonymous with the religions practiced by the various regions of the World of the Ruby Throne. Instead, these gods are merely the chief actors in a multiplicity of mostly hostile sects which venerate a similar selection of gods. While Moloch and Rama belong to the same family of gods, they are worshipped in distinctive churches with opposing world views and theologies. Many of these differences are due to human innovation. While the history of the most ancient ages of the world are mysterious, it seems certain that the extensive differences among the different faiths is due to some ingenuity on the parts of the different traditions. While independent small shrines exist to a number of gods, the fully-developed sects tend to frown on these sorts of expressions. The primary sects of the Ishtarian Pantheism (commonly called the ‘Temple’) are listed below: Eckqt’zaey Pantheon (Ishtarian Pantheism) Sobuqani Faith (Sobecai and affiliated saurian races) Oyshian Faith (Vey, Ulanii) Droqudan Faith (all worshippers of the Demon Lords and the Dezil Lords) Raxxanite Faith (Half-Brutes (?)) Drauzari Faith (Kravaeans) Ishtradite Faith (Brutes, Itorians) Xaurunite Faith (Tuguir, Druje, Humans) Mhajaqite Faith (Yoqlik, Mazbog, Vey) Bhakvenite Faith (Dargun) Meyunite Faith (Minotaurs, Drosan, some Dargun, Humans, and others) Takkarite Faith (most inhabitants of Sub-Terra) Qaduxarun Faith (Urdani) Quaxarite Faith (Brutes, Zah’ka) Old Ways Hashtorian Faith Other Religions Maazdraazi Heretics Xeboeans Terminology Umay-‘female’ Tangri-‘male’ Umay mostly female (female in male parts) Tangri-vice versa Three heads-past present future Two heads-future/past/ silent gods One head-present All main Tangri/Umay below are three-headed naked images of these deities are in the sanctuaries of their mandirs. Turakir Tangri: God of Fire, Rulership, Brutes/Ogres Rak Serbel Tangri: God of Law, Hammers, Justice, Punishment Broltz Vaucther Tangri: God of War, Lions, Terror, Tyranny, Honor father of Tejitra Tai Khaji Umay Ran Sayroth Tangri: God of Oceans, Storms, Hamyar Umay: God of Fire, Dawn, Thunder, War, Summer, Sky, Hammers Mystralia/Mejhe Umay: Goddess of Time, Death, Weather, War, Yoqlik, Diamonds, Owls Valaera Umay: Goddess of Owls, Wisdom Vashari Umay: Goddess of Oceans (the tides), Magic, Moon (the blue moon), Nature, Earth, Winter, Animals (the white wolf), Kiedrians, White Quash Kallak Tangri: God of Red, Sky, Wind, Trade, Rams, Deception, Chaos Assadar: God of Fortune, Mischief, Love, Rabbits Taschter: God of Fortune, Mischief, Love, Menkin (sp. ?), Treasure, Xuracc Rapitan: God of Crafts, Poetry, Earth, Messengers, Goats Bemkural: God of Stars, Redemption, Fate, Oceans, and Magicians Valishul: Goddess of Nature, Earth, Spring, Fertility, Vey, Senkara: Goddess of Magic, Love, Rulership, Metalwork, Queens, Courtesans, Rubies Tejitra Tai Khaji Umay: Goddess of Magic, Sky, Sun, Light, Cats, Ulanii, sister of Karransay Umay Baul Kytir Tangri: God of Fire, Love, Redemption, Minotaurs, Bulls, Samnites, Axes Bel Rodur: God of Oceans, Thunder, Autumn, Lightning, Sky, Sapphires, Boxers, Bulls Perkoun Tangri: God of Thunder, Summer, Lightning, Sky, Fire, Boxers Maluc Tor Tangri: God of Nature, Hunters, War, Lions, Bulls, Bows, Beastmasters Tepereth (departed deity): Goddess of Metalwork, Fate, Fertility, Justice, Earth, Xuracc, Topaz Tey’yet Piiro (replacement deity) Sharalith: Goddess of Agriculture, Plants, Children, Fertility, Redemption, Sobecai, Gaioman, Emerald Ziyunt Umay: Goddess of Nature, Deer, Love, Gaioman, Green Shalhatar: God of Agriculture, Sacred Fire, Children, Love, Dogs Kri Sukush Tangri: God of Agriculture, Sacred Fire, Children, Gaioman, Amber Lor Veskel Tangri: Lizard God of Thieves Karransay: Goddess of Disfigurement, Disease, Earth, Onyx, Durthimna Kheat Quill/Khea/Karransay Umay: Goddess of Disease, War, Black Cats, Whips, Pain. Tasaura Umay: Goddess of Tiketa Umay: Goddess of Marriage, Trade, Crafts, Hippopotamus Ilaedru: Goddess of Rejuvenation (apples of long life), Prophecy, Butterflies, Fire, Magic, Healing, Love, Temptation Vas Karam: Goddess of Minotaurs, Drosan, Horns, War, Mothers, Bulls, Heyy’Vann/Hevan Tangri: God of Prophecy, Otters, Oceans, Redemption, Death (sacrifical death of purification), Harbingers Kais Tupha: God of Fire (for medicine, the purifying fire), Magic, Healing, Snakes, Sky Kharso (Departed Deity): God of Nature, Wind, Earth, Crafts, Xuracc, Masonry, Masons Osrakh Khha (replacement) Sar Sauloth/Tauron Roar/Moloch Ra/Xra Tophet: God of Death, Wind (sandstorms), Moon (the black moon), Druje, Orcs, Magi, Fire, Tyranny, Lizards, Ghouls, Undead Served by the Eindarkyndhar Priesthood Mall Xekk/Maul Xekk Tangri: God of Thunder, Prophecy, Scorpions, Assassins, Cabar Tangri: God of Lightning, Thunder, Death, Wind, Boxers. Vourus: God of Slavers, Oppression, Demons Usk Lepir Tangri: God of Wind, Moons, Scorpions, Death Shumkal Tangri: God of Flies, Locusts, Famine, Disease, Khulkish Tangri: God of Death, Jackals, Undead, Tombs, Bones, Suffering husband of Karransay Umay Lyuskal Tangri: God of Rot, Disease, Disease Shabur Bek Tangri: (the Harvester of Souls): God of Death, Redemption, Fate, Justice, Metalwork, Daggers, Harbingers, Druthaji/Drujthugge Sull Phaesur Tangri: God of Magic, Healing, Time (time travel), Tabot, Mistwalkers, Thaumaturgists Nebob Tangri: God of Magic, Rulership, Fire (the forge), Metalwork, Hammers, Karanu, Vulcane Ogmius Tangri: God of Fortune, Mischief, Love (of reading, learning), Redemption, Scholarship, Scribes, Endurance (of pain, torture) Sirius Tangri: God of Fate, Magic, Justice, Guardianship, Shields, Defensive Magic. Que Eldak Tangri: God of Law, Earth, Magic, Insects Sol Usthran/Amanus Tangri: God of Sun, Light, Dragons, Lizards, Rulership, Salvation Thore Zeran Tangri: God of Sun, Light, Roosters, Rulership Issachar Tangri: God of Dawn, Fire, Guardianship, Maces Reoff Tharr Tangri: God of Dawn, Poetry, Earth, Messengers, Trade, Time Succoth-Beneth Umay: Goddess of Oceans, Storms, Death, Metalwork, Sharks, Zah’kha, Ghouls, Txol Salede Umay: Goddess of Oceans, Storms, Death, Squid, Disease, Zah’ka, Zadien, Undead, Shipwrecks, Xoshar Nemosryn Tangri: God of Oceans, Thunder, Nature, Earth, Bandu, Venant Tangri: God of Wind, Earth, Magic, Trade (travelers), Sky, White Pet Dragons Vesormkalskeldar Nalhingarund Rilusk Loth Tangri: God of Sky, Poetry, Earth, Messengers Kass Samar Tangri: God of Fire, Magic, Marriage, Trade, Sky, Otters Lesser Powers Companions of Ramma Namhab (Master of Light) Teshebudra (keeper of the sacred flame) Revurah (master of glory and steel) Damodan (Fecundity) Dadroh (master of water and time) Dadrema (master of plants) Tanysas (master of salvation, emanates the saviors) Seven Saviors of Rama Gayomart the First Man the Ancient of Days Ahryne the Gentle Sethamon the Keep of the Tablets Zeruane the Preserver Sazaeus the Redeemer Melkarth the Preserver Empyrean the World Savior The Six Destroyers Thammuz the Reaver Seithas the Seducer Golgoshar the Devourer Naboth the Angel of the Abyss Kharoar the Marked One Sazatur the Kinslayer Xurdani Pantheon (Orc Gods) Introduction: The Orc Gods are a mystery to the other inhabitants of the Ruby Throne. All of them appear to have an almost identical portfolio and similar, violent personalities. They are differentiated by a weapon of choice, which is also illogical as the weapons are of a non-discernible pattern, varying from common to uncommon. All churches of the Orc Gods are led by a Prophet or Hand of God. These speak directly for the diety and exercise an autocratic authority over the church. The prophets are Orcs half of whose minds have been removed so that their deity can inhabit the other half. As a result of this possession, they develop mutations on half of their bodies. The churches of the Orc Gods are universally misogynist. Orcs Gods Arbor the Scimitar God (Oceans, Thunder, Autumn, Lightning, Sky, Sapphires, Boxers, Bulls) Ardian the Morningstar God (Lightning, Thunder, Death, Wind, Boxers, Bulls) Artan the Axe God (Thunder, Summer, Lightning, Sky, Fire, Saygriel) Batoni the Pick God (Oceans, Thunder, Winter, Lightning, Sky, Topaz, Jhan, Rhinos) Dukag Jin the Club God (Lightning, Thunder, Death, Wind, Rathi, Goats) Fehmi the Bow God (Thunder, Spring, Lightning, Sky, Fire, Boxers) Gafur the Sling God (Thunder, Summer, Lightning, Sky, Fire, Samnites, Boxers, Bulls) Jovan the Spear God (Lightning, Thunder, Death, Wind, Boxers, Bulls, Steel) Lumturie the Sickle God (Oceans, Thunder, Autumn, Skulls, Lightning, Sky, Rubies, Lions, Samnites) Miredon the Mace God (Oceans, Thunder, Winter, Lightning, Sky, Sapphires, Boxers, Bulls) Misin the Kopesh God (Lightning, Thunder, Death, Redemption, Wind, Boxers, Bulls) Musa the Gauntlet God (Thunder, Autumn, Lightning, Sky, Fire, Boxer, Water Buffalo) Ndue the Dagger God (Lightning, Thunder, Death, Wind, Boxers, Scorpions, Bulls) Sor Boljub the Horn God (Oceans, Thunder, Summer, Lightning, Sky, Emeralds, Boxers, Bulls, Minotaurs) Ylber the Hammer God (Lightning, Thunder, Death, Wind, Boxers, Saygriel, Bulls) Orso the Boot God (Thunder, Summer, Lightning, Sky, Fire, Boxers) Note: Ylber gets along well with Thor and Haymar and has been successful through aggressive evangelism and racism in expanding his church. He is also deranged and tends to impart this quality to followers. His holy book is the Daffgani Ylbat, the Honor of the Great Orc, which is a collection of heroic tales extolling the might and wrath of Ylber. Introduction: In addition to the established faiths of the Temple, there are many lesser gods who are venerated by mortals, mostly the children of the primary gods and goddesses of the pantheon. These powers are venerated both in connection with their divine parents and in independent churches of variable size and influence. Church of the Seasons (Pre-existent divinities) Borean (Winter) Dramen (Fall) Alyst (Spring) Sainan (Summer) Church of the Hours (Children of Hevan, Regulus, Phanes, and Mheje) Yai (Light) Xoo (Darkness) Venier (Sunrise) Sakal (Sunset) Church of the Four Winds (Children of Talna) Boras (North Wind) Aydan (South Wind) Faeyid (East Wind) Venar (West Wind) Elemental Churches (Children of Venant, Dubhe, Kharso, Tepereth, Rama, Cennah, Handa, Emesa...) Rakhor (Stone) Xullo (Metal) Pyras (Flame) Chyang (Thunder) Dhong (Lightening) Tasnu (Ocean) Sylax (Wood) Keppar (Gem) Sangu (Blood) Zzuull (Ice) Brellor (Snow) Omish (Cloud) Church of Storm Talna Cabar Bel Perkoun Dhong (Lightening) Chyang (Thunder) Omish (Cloud) Church of Winter Venant Misa Zzuull (Ice) Brellor (Snow) Ool (eagle-headed sorcerer/warrior) Toren (ram-headed hammer-man) Lock (winged assassain) Tyris (smith) Faea (hawk-headed witch) Brunil (warrior maiden) Kerala (druidess) Baraeon (North Star) Jaren (Wolf God) Note: At least once the storm gods and the gods of winter have been called upon by the Ishtarian Pantheon to visit doom upon those who oppose them. Additionally, the winter gods tried to freeze the world in the distant past. Church of Giea Kharso Nebob Tepereth Dubhe Idar (Iron God) Balath (Gold God) Nesidia (Silver Goddess) Draag (Bronze God) Caelar (Copper God) Rezen (Steel God) Khor Rakken (Stone) Xullo (Metal) Rathaea (Ruby Goddess) Taphys (Sapphire God) Em’shaka (Emerald Goddess) Xevana (Onyx Goddess) (Dubhe and Kharso) Isylja (Pearl Goddess) Murieth (Diamond Goddess) Sasha (Amber Goddess) Mhoz Taggat (Quartz God) (Dubhe and Kharso) Church of the Seven Sins/Church of Vice (Children of Moloch) Kothra (Hate) Eylien (Pain) Lii Yhya (Envy) Mhojja (Sloth) Rauggor (Rage) Bendezor (Greed) Kalax (Lust) Church of the Six Virtues (Children of Ramma) Umay (Peace) Benaeza (Mercy) Teisha (Compassion) Alian (Humility) Sentinas (Patience) Paddé (Charity) Ormion (Courage) Church of Doom, Church of the Apocalypse (Children of Cham Osh and Bazu Buqob) Llossh (Famine) Chorak (Disease) Lakkash (Locusts) Xaerdo (War) Note: This Church was once betrayed by Cancer in a joint bid to destroy the world. Thus, even these gods hate Cancer. Church of Death (Childern of Noq Rouz and Dubhe) Kavien (Harbinger of Death) Raipar (Harvester of Souls) Upash (Warden of Souls) Mnosh (Judge of Souls) Amatt (Devourer of Souls) Orcus (King of the Dead) Doorg (Lord of Ghouls) Church of Angels Among the most prominent are: Michael the Savior (herald of Rama) Azrael the Angel of Death (servant of Hevan) Eternity Church, the Eccelsia Eternium Kismeti (Fate) Zurvan (Time) Beast Gods/Church of Beasts (Children of Handa, Emesa, and Cennah; there is a constellation in the night sky for each of the divinities) Each of these powerful creatures possesses their own cult. They are each the masters of their race along with 8 of the largest and most powerful of their kind (4 male and 4 female). Jaren (Wolf God; son of Misaq and Venant) Teja (Cat Goddess) Maug (Shark God) Demos (Bat God) Skinester (Rat God) Shaki (Spider Goddess) Waq Zui (Serpent Goddess) Navan (Eagle God) Taurus (Bull God) Mesia (Owl Goddess) Borsoom (Hog God) Metakai (Ram God) Nesha (Horse Goddess) Rayana (Tiger Goddess) Tog (Elephant God) Cral (Scorpion God) Banip (Rabbit God) Cancer (Crap God) Church of Caves Asith Bale Eijac Gieffa Gheyda M’roth Reax Sauth S’nabbith Taac Ucaiu Veckar Demos (Bat God) Church of Poisons/Church of Venom Cral (Scorpion God) Waq Zui (Serpent Goddess) Shaki (Spider Goddess) Northern Gods Besides main gods and goddesses of the Temple, there are some important saints. The Borreans also divide the world into the light and the dark, the Wampyre against the Gods. The Wampyres Lords, while not actually gods, rival them in power. Vampire Cults/Church of Fangs Asith Bale Eijac Gieffa Gheyda M’roth Reax Sauth S’nabbith Taac Ucaiu Veckar Four Swords of the North/Church of the Four Blades These are ancient heroes of the Borreans that have a cult of saints. The Four Swords Ool (eagle-headed sorcerer/warrior) Toren (ram-headed hammer-man) Lock (winged assassain) Tyris (smith) The Sisters Three/The Triad Faea (hawk-headed witch) Brunil (warrior maiden) Kerala (druidess) Guide of the North Baraeon (North Star) Church of Colors (Children of Zabb Vor) Khrom (Red God) Patha (White Goddess) Gaeya (Purple Goddess) Tanal (Green God) Sith (Black God) Urdis (Blue God) Quaat (Yellow God) Church of the Gems (Children of the Gem Goddess Tepereth and Kharso) Almost every one of these deities is adored in one of the city states of the Gemstone Lands. Raathaea (Ruby Goddess) Taphys (Sapphire God) Em’shaka (Emerald Goddess) Xevana (Onyx Goddess) (Dubhe and Kharso) Isylja (Pearl Goddess) Murieth (Diamond Goddess) Sasha (Amber Goddess) Tagat (Quartz God) (Dubhe and Kharso) Church of Metals (Children of Nebob and Tepereth, which caused Kharso to have an affair with Dubhe to produce some of the gems) Idar (Iron God) Balath (Gold God) Nesidia (Silver Goddess) Draag (Bronze God) Caelar (Copper God) Rezen (Steel God) Ogres Taga-Boia (Ogre Goddess), immortal demi-goddess who rules over the ogres from a palace on Quamog (?), a saint among them. Quii-Tiya is worshipped as a goddess) Church of the Planets/Church of the Spheres (all ancient gods created by the dragons) Masar (Blood Magic, War) a blood red planet of medium size Suvia (Water, Love) a small planet of bright blue Otula (Dogs, Friendship) a small opal orb Etune-Apin (Mystery, Secrets, Knowledge) a gray medium planet Reth-Puja (Treasure) a desert planet with sulphur concentrations, yellow and medium Nur-Tassa (Fire, Light) a medium, red, firey planet Yurmec (Poision, Assassins) a medium sized black planet Kalladros (Mystery, Divination) a medium, misty white planet Church of the Sun (Children of Rama and Fhi) Rume Haida (Greater Sun) Yi Zzu (Lesser Sun) Church of the Moons/Church of the Six Eyes Bhadyr (Blue Moon) Orshak-Kra (Red Moon) Kyrion (Crystal Moon) Galadis (Green Moon) Zhaq Toffat (Violet Moon) Xaugor (Black Moon) Church of Weapons (Children of Nebo and Tepereth) Kaphish (Sword God) Thul-Sadan (Axe God) Khorus (Mace God) Vethai (Spear God) Mjolnir/Vulcan (War Hammer God/Smith Hammer God) Telmas (Shield God) Slyvass (Dagger God) Karshala (Whip Goddess) The Hashtorii (Cthonic Gods) Introduction: These most ancient entities ruled the world before the coming of the age of mortals. Each ruled the world for an age, and their powerful and hideous minions still wander the lands of men. More commonly known as the “Old Gods,” they are currently trapped within an outer dimension (Shay Houl, the Pit of Tyn-Shannak) where powerful wards bind them in sleep. The Old Gods are rarely referred to by their real names for fear of attracting their dreadful attention, even as they sleep. Thus, each of the Old Gods has numerous epithets by which they are referred to by mortals... (Raosaroth Tekk) Cyclopes (the Old One, Old One Eye, the Watcher, the Great Eye, the All-Seeing) He appeared as an enormous monstrosity that resembled a mastadon with carapace of worms and a mouth filled with skulls in the place of teeth. His one, enormous eye was capable of rising upon a tentacle-like stalk from his forehead. The Isar were the children of Cyclopes, the Old One, the Isar are still remembered with terror in the legends of minstrels. They are powerfully built humanoids whose skin was a thick carapace of purple tentacles. Their forms generally resembled two-headed water buffalo, though with numerous alien augmentations. Their single, glaring eyes could extend on a long tentacle-like stalk and incinerate their opponents with a magical pyrotechnic arsenal. They possessed no mouth on their faces, instead consuming their food through grotesque beaked orifices in their abdomen. They attacked their unfortunate opponents with a hundred flexible tentacles that were larger than those which covered their carapace and which surrounded their gaping mouths. Scuttling through the deserts of Tauria on scorpion-like legs, the Isar are still the subject of much speculation. They are rare now, only a handful having survived the end of the age of the Old Gods. Their tremendous memories retain an excellent account of the history of the world. Their priest-kings were cruel and despotic, though the last surviving member of that line (Lord K’paq) currently slumbers... Another servitor race of Cyclopes was the Cyclopes. These were large headless humanoids, larger than ogres, completely covered with eyes. (Sliss’lithra Drha) Hydra (the Lady of Serpents, the Queen of Snakes, the Slithering Goddess, the Mistress of Poison, the Sibilant Queen, the Fanged Goddess, the Tempter of Men) She appeared as a many-headed serpent with either a brontosaurus or a squid-like posterior. Her servants were a race of monsters (the Sezerians) with the bodies of hydra whose seven faces were skeletal. The rulers of this race had the heads of human women. The Witch Queens were all members of this higher chaste. (Taurtarek Rass) Dragon (the Flame Warden, the Sleeper Under the Mountain, the Old One, the Father of Flame, the Prince of Fire, He Who Burns, the Rampant King) “Father Dragon” appeared as an enormous, wingless wyrm. Among his servants were the Khaaxari, a race of two-headed dragon-men. (Asyphassia Eirha) Sphynx (the Mistress of Illusion, the Queen of Lies, the Princess of Deception, the Liar, the Seducer of Men, the Mistress of Riddles, the Evasive One, the Deceiver) The Sphynx appeared as a huge monster with the body of a saber tooth tiger, the wings of an eagle, and the head of an giantess. Two large tentacles protruded from her shoulders. She was served by the Xauqazans, a race of scorpion-like creatures whose armor was covered in blood-shot eyes. (Xaphalon Zekk) Chimera (the Ever-Changing, the Prince of Chaos, the Lord of Entropy, the Shaper, the Maker, the Faceless Lord) The Chimera appeared as a monstrosity with the body of a gigantic bull or rhinoceros and with three heads: that of a goat, a lion, and a serpent. The children of this Chthonian still persist and are also known as Chimera. They are shape shifters that, in their natural states, look like slugs with insect legs and a formless human face. (Ghorghorghor Grah) Gorgon (the Prince of Demons, the Horned King, the One Whom Men Cannot See, the Invisible Doom) The Gorgon appeared as an enormous six-legged bull whose carapace was a green-tinted armor of thick scales. In place of its horns were enormous serpents. The servants of the Gorgon were called Raztautians and appeared as bloated copper-hued snakes with a ebon exoskeleton and a ray-like body. The Raztautians levitated freely through the strange mists of the young world. The Gorgon is also the progenitor of the races of daemons that inhabit Hél-Bale. A race called Gorgons were other servants of this Old God. They looked like Minotaurs except that they were covered in iron-like armor. The males possessed four-arms. The females had snake limbs and snake-like torsos. Gryphon (the Prince of the Winds, the Shadow of Doom, the Descending Death, the Grinning Fiend, the One Who Has no Mercy) The Gryphon appeared as an enormous lion or bull with eagle wings and the head of an angry Tuguir. Gryxans were his servants. They were lion-headed humanoids without manes, instead having a frill of bony spikes on the backs of their necks. They had scorpion tails and hairless, muscular humanoid bodies with four arms. Cerebus (the First Death, the Black King, the Prince of Darkness, the Lord of Despair, the Keeper of the Dead, the Gloomking, the Gravebinder, the Shepherd of Ghosts, the Bringer of Silence, the Warden, the Watcher, the Great Silencer) Cerebus appeared as a massive three-headed mastiff with demonic horns. His servants were a race of three-headed, red-furred dogmen called the Shuragi. Leviathan (the Queen of Ocean, the Princess of the Tides, the Drowner of Men, the Devourer, the Lurker, the Shadow) The Leviathan appeared as a huge demon with the heads of a shark, a killer whale, a lobster, and a dinosaur. Her body was that of an enormous platypus. Her servants are a race called the Tagyrians who still inhabit the central wastes of Vauron (the Land of Steel)... Tiamat (the Queen of Monsters, the Queen of Darkness, the Mistress of Dragons, the Doom of Men, the Princess of Flame) Tiamat appeared as an enormous seven-headed dragon. Her servants were the Joqavi, a race of sharkmen with black exoskeletons and arms composed of eight squirming tentacles. Shieba (the Queen of Witches, the Mistress of the Forest, the Night Queen, the Black Goddess, the Princess of Despair, the Spellweaver, the Demon Binder, the One Who Waits Between the Trees) Shieba appeared as a massive horned black goat with insect legs protruding from a swollen abdomen. She was served by a race of bipedal goat-like creatures called the Shiebans. The Shiebans were the implacable enemies of the Othirians and fought numerous wars with them in the first ages of the world. While reverencing the power of pain as much as the Othirians, they maintained that the only appropriate tool for infliction of pain was metal. The Othirians, who only employed biological technology were disgusted by this approach. They are masters of black arts such as zadienism and xosharism. Shieban society was a matriarchy with female Witch Queens at its head. Their females were larger and more gruesome, possessing extended torsos with worm-like protrusions from their white, shaven stomachs. They also had spider like limbs extending from their sides to aid their mobility. Finally, their tongues resembled lampreys. The Tradans were another race that served Shieba. The Tradans were created by the Shiebans to be their foot soldiers in the great wars at the beginning of time when the Old Gods were cast down. They are rare now, most slumbering with their masters in vast subterranean necropolises. These creatures took the form of bipedal bison whose pale white skin transmitted a rotting disease. They were blind, and thus immune to many attacks, though their gigantic, raccoon-like ears, flapped and flayed nostrils, and multi-hinged mouths more than compensated for this one sensory deprivation even though they were generally physically weak (a byproduct of the disease they carried on their flesh). The Tradans were incredibly inventive, designing many of the Shiebans’ most powerful war machines. The Zah’ka, long oppressed by these creatures, still maintain a special force whose mission is to hunt down and kill Tradans... Othus (the Eternal, the Schemer, He Who Waits, the Coming Doom) Othus appeared as an enormous lizard with an anchor shaped head. A sort of shell of eyestalks covered his back. His servants were the Othirians, who is appearance were but smaller versions of their master. Like the Shiebans they were obsessed with pain and considered it the key to salvation. Juggernaut (the Breaker of the Earth, the Smiter of Men, the God Slayer, the Prince of Strength) The Juggernaut appeared as a headless, hundred-handed monstrosity. While he was physically invincible (possessing almost instantaneous regeneration). Kraken (the Rumbler Below, the Princess of Tides, the Queen of the Deep, the Mistress of the Abyss, She Who Waits, the Seeker) The Kraken appeared a huge squid with a scorpion tail and a compound mouth. She also possessed vestigial wings and huge claws at the ends of her tentacles. The Kraken was served by the Causuqu, a race whose appearance was virtually identical to that of their maker. D’jiin (Whazhzizzyir Yrwaa) (the Queen of the Four Winds, the Princess of Breezes, the Mocker, the Mistress of Woe) She appeared as an enormous demon with a banana-like head, tentacles in the place of teeth, four wings, 16 arms, and a scorpion-like body. She was served by a race of invisible flying demons. (Raxxrharotek Wrhauth) Efreeti (the Lord of Fire, the Burner, the Everburning, the Prince of Flame, the Red God, the Vanquisher, the Consumer, He Who Will Devour All) Efreeti appeared as an enormous one-horned dinosaur with burning skin, a long tail with a many-jointed claw on it, spiny tongue, and a “skirt” of tentacles around his waste. The Efreeti, his servants, were a race of huge, shape-shifting demons. They usually appeared as a large red man with eight arms and a gorilla-like face. They could also become fire and lightening and assume different shapes. (Yhakk’kyak Khalliykhya’kha) (the Goddess of Skulls, the Destroyer, the Doombringer, the Stalker, the One Who Will Devour the World, She Whom Men Must Not Name) She was the mistress of witches and temptation and appeared as a huge black worm with a spiky carapace and numerous tentacle-like limbs. The Darklings worship emanations of Kali. She is also currently venerated under the guise of the Daemon Queen Verdelet. Old Races Xauqazans Cyclopes Isar Sezerians Khaaxari Gryxans Gorgons Chimera Shuragi Joqavi Tagyrians Tradans Shiebans Causuqu D’jinii Efreeti Darklings Othirians Magic Eleven (Surviving) Schools of High Magic Introduction: All of these schools are elemental schools. There were practitioners of all these disciplines in other ages, though some arts have been lost. All maguseans have access to solamancy and pyromancy. The zadien are the opposites of the magus and have access to hydromancy and celemancy. The xoshar, atargans, samnites, gaioman, and the beastmasters at least have some access to these magical disciplines while magus and zadien are considered true elementalists. Only Dragonblooded races may become zadien or magus. However, special initiation rituals may enter enough dragon blood into an individual not of a Dragonblooded race so that they can practice lesser magic. Special items filled with Dragonblood may also compensate for this difficulty. Although the various professions adopted by spellcasters are many, the surviving trans-planar schools of magical power that conceive, distribute, and catalogue both the greater invocations and the lesser cantrips are as follows: -Aeromancy (Sayesuirae Ouilieosoorieuse) (Air Magic) -Biomancy (Taugoro Meurkouroupe) (Plant Magic) -Celemancy (Gauthraghuloth Thoreokier) (Moon Magic) -Cryomancy (Qouseyareache Tynequilon) (Ice Magic) -Geomancy (Khaullherg Oysursssory) (Gem Magic) -Hydromancy (Naquaose Manueila) (Water Magic) -Nethermancy (Shayhule Sayreshieuloo) (Death Magic) -Pyromancy (Phyregggossshaurl Akhanusani) (Fire Magic) -Solamancy (Saiyue Toretory) (Sun Magic) -Terramancy (Kauoire Cantuari) (Stone Magic) -Tauromancy (Tayre Ouenooscani) (Horn Magic) Note: there are three levels of magic with several subdivisions. Canh’Trinhii -Aggachagga Khellaiure -Namostey Tackorani -Khorechayl Omosetasri Speilieullii -Razeirayne Uoorsory -Phaleghasty Namouchani Dowause-Hamurys -Phauzequiri Tieukoupera -Klangchutte Touroe Mhaja Phanes did not think it was fair that only those born with magic should have it, so he created another type of magic called Mhaja. This can be learned and involves participation in the ether and in the mind of a creature subdued by Phanes. This creature was a being of dreams. Thus, Mhaja is really just tapping into the power of those dreams. This creature was called Xedo, and he was the god of dreams at the beginning of time. Phanes imprisoned him in the Azure Sanctum and allowed him to be tapped by his followers so that they might have magic of another sort. Ley Lines run throughout the world which are the tentacles of Xedo running out of the Azure Sanctum. The trapped Xedo and the power of Phanes allow for the actualization of possibilities from the Realm of Dreams (DhauL PhauQ). Thus, magic was created after Phanes’ imprisonment in the Azure Sanctum, which occured because of his support for Laji. Phanes, as a rather impartial god, has allowed other gods to tap into Mhaja and Xedo as long as they give him something back. Xedo is in fact merely a hypostases of Hevan who he has allowed to become separated from him so that he can have greater control over destiny by having control over magic and important people in the back of his mind. Only he and Mheje are aware of this. Mhaja relies on the dreams of Xedo and some dreams are more common than others. There are specific things people can learn how to do and they involve manifesting something. However, they cannot move the elements etc., for it is a creation of something out of nothing. As they increase their awareness, they can summon less common effects. Once the dream is manifested, it is gone, and a similar dream must be found. If one is not powerful enough, the dream will backfire and pull the caster in with it. Note: The powers manifested by the xoshar are primarily the result of calling forth the spirits of the dead to do things, not real magic. They can command ghosts, which is a gift of Iri and Succeth-Beneth. This is also accomplished by invoking spirits like Yama, Mithras, and Anubis which can offer up the dead. Serzanese: Language of Magic Serzanese is the special language of magic. More than any other tongue, it is especially suited to the invocation of the arcane powers of the universe. The Serzanese script is very elaborate and round, resembling somewhat a very ornamental version of Sinhalese script. Whenever Serzanese is written, it glows with arcane power. The very pronunciation of the language leaves motes of light in the atmosphere that congeal into mystical symbols. When a Serzanese text is destroyed, the letters remain inscribed on the very air. The most famous text written in Serzanese is the mystical magnum opus the Tsong bra gdol bön Dzyan kha pa or, more simply, Tsong bon Dzyan an enormous text filled with the spells of the most ancient Maguseans. The Tsong bön Dzyan is also memorized by circles of Maguseans, who recite it regularly in cloistered ceremonies. There are also a number of dialects of the Serzanese language. Magic Eleven (Surviving) Schools of High Magic Introduction: All of these schools are elemental schools. There were practitioners of all these disciplines in other ages, though some arts have been lost. All maguseans have access to solamancy and pyromancy. The zadien are the opposites of the magus and have access to hydromancy and celemancy. The xoshar, atargans, samnites, gaioman, and the beastmasters at least have some access to these magical disciplines while magus and zadien are considered true elementalists. Only Dragonblooded races may become zadien or magus. However, special initiation rituals may enter enough dragon blood into an individual not of a Dragonblooded race so that they can practice lesser magic. Special items filled with Dragonblood may also compensate for this difficulty. Although the various professions adopted by spellcasters are many, the surviving trans-planar schools of magical power that conceive, distribute, and catalogue both the greater invocations and the lesser cantrips are as follows: -Aeromancy (Sayesuirae Ouilieosoorieuse) (Air Magic) -Biomancy (Taugoro Meurkouroupe) (Plant Magic) -Celemancy (Gauthraghuloth Thoreokier) (Moon Magic) -Cryomancy (Qouseyareache Tynequilon) (Ice Magic) -Geomancy (Khaullherg Oysursssory) (Gem Magic) -Hydromancy (Naquaose Manueila) (Water Magic) -Nethermancy (Shayhule Sayreshieuloo) (Death Magic) -Pyromancy (Phyregggossshaurl Akhanusani) (Fire Magic) -Solamancy (Saiyue Toretory) (Sun Magic) -Terramancy (Kauoire Cantuari) (Stone Magic) -Tauromancy (Tayre Ouenooscani) (Horn Magic) Note: there are three levels of magic with several subdivisions. Canh’Trinhii -Aggachagga Khellaiure -Namostey Tackorani -Khorechayl Omosetasri Speilieullii -Razeirayne Uoorsory -Phaleghasty Namouchani Dowause-Hamurys -Phauzequiri Tieukoupera -Klangchutte Touroe Mhaja Phanes did not think it was fair that only those born with magic should have it, so he created another type of magic called Mhaja. This can be learned and involves participation in the ether and in the mind of a creature subdued by Phanes. This creature was a being of dreams. Thus, Mhaja is really just tapping into the power of those dreams. This creature was called Xedo, and he was the god of dreams at the beginning of time. Phanes imprisoned him in the Azure Sanctum and allowed him to be tapped by his followers so that they might have magic of another sort. Ley Lines run throughout the world which are the tentacles of Xedo running out of the Azure Sanctum. The trapped Xedo and the power of Phanes allow for the actualization of possibilities from the Realm of Dreams (DhauL PhauQ). Thus, magic was created after Phanes’ imprisonment in the Azure Sanctum, which occured because of his support for Laji. Phanes, as a rather impartial god, has allowed other gods to tap into Mhaja and Xedo as long as they give him something back. Xedo is in fact merely a hypostases of Hevan who he has allowed to become separated from him so that he can have greater control over destiny by having control over magic and important people in the back of his mind. Only he and Mheje are aware of this. Mhaja relies on the dreams of Xedo and some dreams are more common than others. There are specific things people can learn how to do and they involve manifesting something. However, they cannot move the elements etc., for it is a creation of something out of nothing. As they increase their awareness, they can summon less common effects. Once the dream is manifested, it is gone, and a similar dream must be found. If one is not powerful enough, the dream will backfire and pull the caster in with it. Note: The powers manifested by the xoshar are primarily the result of calling forth the spirits of the dead to do things, not real magic. They can command ghosts, which is a gift of Iri and Succeth-Beneth. This is also accomplished by invoking spirits like Yama, Mithras, and Anubis which can offer up the dead. Serzanese: Language of Magic Serzanese is the special language of magic. More than any other tongue, it is especially suited to the invocation of the arcane powers of the universe. The Serzanese script is very elaborate and round, resembling somewhat a very ornamental version of Sinhalese script. Whenever Serzanese is written, it glows with arcane power. The very pronunciation of the language leaves motes of light in the atmosphere that congeal into mystical symbols. When a Serzanese text is destroyed, the letters remain inscribed on the very air. The most famous text written in Serzanese is the mystical magnum opus the Tsong bra gdol bön Dzyan kha pa or, more simply, Tsong bon Dzyan an enormous text filled with the spells of the most ancient Maguseans. The Tsong bön Dzyan is also memorized by circles of Maguseans, who recite it regularly in cloistered ceremonies. There are also a number of dialects of the Serzanese language. |
| MaxXensar03-22-07, 05:16 PM | Continents Below I list the major continents depicted on the world map above, as well as trying to furnish some additional details both through maps of important areas and brief descriptions. Ishtauria/Soure Zanyri: primary continent both in terms of size and number of inhabitants; located in the southwestern hemisphere. Quamog/M’joule Kaggor: northeastern continent located above Ishtauria. http://aycu22.webshots.com/image/10501/2000343840936988690_rs.jpg http://aycu04.webshots.com/image/13523/2005504874308962352_rs.jpg Notes: SouthEast corner of the main land bit of QuaMog/QuaG Mong etc., the land of witches, the formerly vast realm of KayAxe spreads around an inner sea in the south, at the bottom of which lies the body of the Typhoon Tyrant, an ancient water dragon named Tsumor-Osesis among other things, who is beginning to trouble the world again. The interior is dominated by the warring nations of Durotyr and ThuRog, the latter of which was recently conquered by the former upon the arrival of some assistance from Khajjani clerics of the First God from ThayZock to the west. Vauruy Theocracy is a mystery, and the Witch Queen's Empire of QuorTaur spreads out off the map to the west in the high lands... Tayzoc/Rause Tarrak: northwestern continent divided from Ishtauria by the Sea of Sunderwal; most well-connected with Ishtauria in terms of reciprocal knowledge of the inhabitants and trade. http://aycu27.webshots.com/image/11826/2003486828439087108_rs.jpg Taurean/Khajor: desolate southwestern continent located below Tayzoc; home land of the Khajjani (Taurusaeans/Minotaurs). http://aycu33.webshots.com/image/10912/2001477444448736473_rs.jpg Kingdoms and Empires of Ishtauria Orc Nations -Banes Uraos -Tauron Roar -Meturia -Orzkar Khauge Human Nations Twin Empires -Tyrekueria -Tyraxia -Nemhorusia -Maul Rrāmy Empire -Theocracy of Merkoun -Khasze Toaure -Raos Quotar -Bhaull Zhamon -Rathor -Qar Quoria -Caeshaeylia -Umchallia -Seven Cities Federation -Tydromas -Kuarde Raosaury -Vhuan Orkucio -Khaule -Straoul Tyzaur -Kaobaulor Ögrë Nations Four Brutes -Pugran Raumor -Taurus Gore -Ögrëmögën -Bruteörë Thusk Dark Triad -Bhaul -Zerak -Typhon -Qodashi Slaves States Veyaie Nations -Irgoruk -Elyria -Mystauria Others -Naryog: Sobeccai -Ulamha: Ulanii -Sarash: Skerrik -Naqua: antiquarians of all sorts -Scorpion Kingdom: bandit states -Ishaure Tadrhea: Ishartradite city states -Manuar Empire: Mano -Ithmooria: decrepit realm of the Ghouls -Old Khybrephyrexia: remains of Kyfieran empires of Khypbrephyrexia and Ossokologneo RATHOR LAND OF THE HAMMER THRONE At the hour of the trembling of the Red Throne the Four Lords of the Forgotten Sphere will convene in dread consult in the City of Giants, instituting therein the Unholy Devouring for which the children of the Cold Heavens had been chastised most grievously in their youth. The legions of the Cursed Ones will smite the thrice-seeing and the world will be reborn under the weird gaze of the Eye of Chaos. When the unseen appears and that which was bound released, the Binder of Dragons will arise in the shadow of the Orb of Unmaking. Four Lands will bow before him. He will conduct sacrifices, slaking the darkest thirst of Heaven with the souls of many men. And he will give of himself that the Eternal Darkness might pass again beneath the rim of the world… -Palash Namqua 78:32-33 Take care traveler, for the roads of the north are no safer than those of the Five Hells, and much colder too. -Bakai Greenleaf, Sengior Gaioman of Gaul Hissthoth, Greater Warraod’jinn of the Ohrrussoreover Damemian (BSV 5,766) Basic Timeline: 10,000+ -Cythonian Realms 2,500 -Goro-Amanusi/Goro Sarqualish Empires -Goroamanusi-Protorothogite/Protogauokite War -Fall 2,000 -Khaure Brutore Empire -Mardoo tribes split from decadent city dwellers to retain purity of Goro-Amanusi cultural traditions. -Night Maker unearthed beneath Casteeellion Lyonsroar Castle devastates city (Ten Days of Darkness holiday commemorates this event) -Eighth Dragondreamer-Khaurebrutorean War (Last Armistice) 1,000 -Sûne-Vasta the Sun Storm devastates eastern Ishtauria and the Dragon Dreamer Empire -Warring Kingdoms Period/Dissolution -Gharu Khaln founded -Firestone Territories (Khultan Dhragongorathar and Nhayuil Isyyck etc.) -Kingdom of Karythusal 700-500 -Ottovolari Paraparousian Empire -Ottovolari Renewal -Ottovolari Renaissance -Khargoth Dynasty -Letheril-Nhokynauri Dynasty -Kingdom of Sylliasria 100 -Arrival of Runemakers -Kingdom of Rathor -Gaol Opuadi founded -Frostdragons assaulted -Ishartradite presence arises in Pugran Raumor and the other Ogre Nations Introduction and History: Arbelon/Arbelonarslani-Gnarlwhorlloss (also known as Akarrys or Targwren Khaytoth occasionally) is the de facto capital of the fledgling Kingdom of Rathor. Rathor is probably the strongest predominantly Humani political power in the Northern Reaches, a region more commonly referred to as the Hammer Lands. Most define the Hammer Lands as encompassing a somewhat ill-defined area between the northern boarders of the Twin Empires up to the Landbridge or Sinking Land and bounded east-west by the fringes of the Ice Hammer Glacier and the Magi’s Crown Mountains/Talith Mhydre respectively. Under the Goro-Amanusi, Goro-Sarqualish, and Khaure Brutore Empires the Hammer Lands were a region of military deployment, mining and construction, and weapons development. As the realm situated to the farthest north, Rathor serves as the first line of defense against incursions from the Ogre realms of the north, such as Pugran Raumor. Its main city serves as the centerpiece of this bastion, though a number of seaside forts also form a sort of extended barrier along the vulnerable coasts of the north. What existed in this region prior to the Khaure Brutore Khalpa or Age of Ogres is unclear. Zah’ka forces probably occupied this region prior to the Age of Winter. Even older Night Maker ruins have also been found. Lord Jarron Kaurtusharya II claims to have also uncovered evidence of Shieban ruins and cult images of Shubal Nihoggoroggoth/Tsathagra. Such investigations still remain quite speculative since, even if accurate, concern a time period in excess of 3,000 years ago. More recent history from the last 2,500 or so years is clearer. Arbelon is ironically founded upon the ruins of Sumokoro-Tsyodaki, (also known as Kayyak Kashayyyothor and Seiloytar-Toromoko). This city was one of the foremost port cities of the Goro Amanusi/Goro Sarqualish, and then Khaure Brutore Qodani Empires. Sumokoro-Tsyodaki was the place of origins of the Tsyodaki factions now prominent in Pugran Raumor and was a site for weapons development and troop deployment as well as the training of new war beasts for battles against Tyrekueria etc. When certain members of the Jaugguargose Ganggagannothyra faction unearthed a Night Maker deep beneath the city it massacred many of the inhabitants and blighted the area. It was only put back to rest in a stasis chamber located deep beneath castle Casteeellion Lyonsroar after much trial and tribulation. An assault by a Dragon Dreamer Phyrexenaean Khruezhuir Dragon Ship leveled many of the remaining buildings during the eighth and final Dragondreamer-Khaurebrutorean War, also known as the Last Armistice. Qodani power slowly waned in the region following this conflict. Their slaves rebuilt the site as the center of a chain of trade cities in the wilderness. An influx also occurred of Kodrougri from the south across the Sea of Heroes fleeing the emerging power of Ramas Songha and Tyrdomas. Many joined relatives who were already living in the Hammer Lands who had been hired as mercenaries by under the Khaure Brutore Empire. They revolted and overturned their former masters, casting them into the wilderness. A short-lived collection of kingdoms and petty baronies such as Khultan Dhragongorathar and Nhayuil Isyyck etc., variously arose, fell, and fought with one another. This is known as the Warring Kingdoms Period or the Dissolution. Thus before the Rune Makers arrived the Kodrougri and Mardoo tribes existed equitably after the withdrawal of their former masters. Mardoo tribes controlled the forests and tundra and traded with the Kodrougri who dwelt in a network of city-states with regional lords and clans in various alliances. Petty kingdoms arose and fell in the area previously known as the Firestone Territories, after their most famous export from their famous mines. Gharu Khaln ruled a small territory around the Dream Forge Mountains known as the Kingdom of Karythusal. A faction of remaining loyalists from the Khaure Brutore Empire who founded the Ottovolari Parapoparousian Empire restored order in the Hammer Lands. Ottovolari Parapoparousian power was centered on the capital Karystile-Ankhkylie which was built over the remnants of Sumokoro-Tysodaki. Seeing the potential for a port located upon the confluence of the wide and swift Suezhurandyr River, as well as the tributaries of the Sueloelieu River, the Teytl’zeyzt-Khannair River etc., they decided to take advantage of the ideal location provided by a peninsula and accompanying islands extending into Lake Endynchine. Bhadyron Khaustylie castle and its accompanying fortifications are primarily attributable to this historical stage of development known as the Ottovolari Renewal. Old City and Lyonsroar Casteeellion Castle were also rebuilt and expanded. Ottovolari Parapoparousian palaces and guild halls are still among the grandest structures in the city. A specific interest in marine life was one characteristic of this regime. Modified clans of Bayeleini derive from this period as does the Imperial Aquarium which is still a prominent tourist site. Sub-streams of geodesic caverns beneath the Suezhurandyr River were also rediscovered and used during this period. Ottovolari Paraparousian power continued for several hundred years amidst wars with Thuguir nations to the east, internal dissension, and the developing Tyrekuerian Empire to the south. Prominent in the reign of the Empire of the Hammer was the rise of the Taguseri-Raxunite (what would later be called Merkouni-Raxunite) Church under Emperor Drauk Khargoth IV from the emerging Taguseri-Raxunite enclaves in the south such as Dharog Mythe-Thera and Khaneaxeainnasose Tyr. This development led, for a time, to a fierce persecution of prostitution and other illicit trades. Powerful guilds of illicit wares developed and are remembered in song to the present day. When the Khargoth Dynasty was overthrown by a military coup the enforcement of puritanical Taguseri-Raxunite morality also ended. Ottovolari Paraparousian rule ended with the disastrous civil war between the magi of Ghau Khaln and the Letheril-Nhokynauri Dynasty. Uirhiyashyhi immigrants from Kaulkaur arrived under the early rule of this ill-fated sorcerous lineage. Uirhiyashyhi arrived later as refugees and another part of which eventually made their way further south. Their superior technology and magic quickly allowed their guilds to gain prominence in the city of Akarrys, which was then much smaller than it is now, and in several other cities they settled in. Karythusal again pulled away from the rest of the region and various new cities such as Mhorge Orglys, Khaulkhaur Ohmseglot, Gauthgaury, and Rosoyoni Vyntyd also became independent. Ottovolari Paraparousia continued in name only for several generations. Between the fall of the Ottovolari Paraparousian Empire and the rise of the modern nation of Rathor the Uirhiyashiyhi created a small coastal nation called Syliasria. Its previous extent was largely contiguous with the modern Domains of Arbelon. During the Warlock Wars, the Rune Makers became heroes fighting against the Warlock King Baul Dragor the Torrential Tyrant, the King of the Winds, the Mouth of Mourning. A naval offensive against Arbelon and Syliasria was launched by the Kazzin Taurekoth the Prince of Rage, a ½ Thuguir/½ Minotaur/Taurusaean/Khajjani general of the Warlock King. Several Qodani Khomandyr-klasze and one Thunder-and-Lightening and one Bolts-O-Thunder Man-O-Wars made their way up the Suezhurandyr River and assaulted the city tirelessly for three days and three nights, causing considerable damage. These are known as the –Blasting-Bellows-Battle, Stryker’s Sorrowful Standing, and the Reign of Fury. An enormous kwananon-canon named Gromsaurgoth Grizzle, 25 feet long and weighing a ten tons, able to fire a thousand pound canon ball a mile thrice a day, is still remembered in lore and song. It’s wreckage stands of Sazandhyr’s Summit overlooking Casteeellion Bhadyron Castle (Blue Moon Castle). After the defeat of the Warlock King at the Battle of Anakyraptis, the Rune Makers traveled to Arbelon. The arrival of the Rune Makers at the behest of the citizens of Arbelon when they were threatened by Urdani river pirates under the direction of a trio of powerful Qodani necromancers led to their settling in the Firestone Territories and beginning to rule the area. Karythusal has essentially been subsumed in an alliance with the pre-existing Kodrougri towns since one of the Rune Makers became an important official in the Mage’s Guild of Gharu Khaln. An adventuring company known as the Rune Makers founded the modern nation of Rathor. Ten members of the company, along with their various allies, both conquered the territory and laid the foundations of the modern port city of Arbelon. All the great houses of the city also derive their names from the members of the company. As the rest of the fledgling kingdom took shape, numerous villages and towns, including Gaper Rilsk, Thrane Ryk’s Rest, Frystaeir, Uneir-o-Vasyr, Storm Cove, and Tor Derony, Farren’s Delve, Emmamanened Oreioun, Tathys, Calllanddrossroar, Shayield Mhauneir, Lillylieu, Winwar, Jaggen’s Mire, Vaseseer Rhone, and Thull Kaurest clustered along the shores of Lake Endynchine. These settlements do a swift and profitable trade across the lake both with one another and with Arbelon. Lake Endynchine also contains an unusually large number of island formations. Many of these serve as docking points and the sites of small settlements. It is possible to make a good living running an inn on one of the isles. Several small fishing villages, such as Nyse Terai, Caverick, Faeyrdrha, and Point Sueloni, have also developed, usually founded by entrepreneurs from the towns and villages surrounding Lake Endynchine. Several of the isles also serve as smuggler coves and pirate hideaways. Despite the best efforts of the city government, privateers still plague shipping across the lake. Finally, some of the isles serve as the lairs of dangerous monsters or are host to strange Ogre ruins. Several of these have been explored at least in part, but these expeditions have often raised more questions than they have answered. It is unclear what caused the dissolution of the once prominent Ogre civilization that once occupied Rathor. Lake Endynchine’s unknown depths certainly provide no obvious answers. The Rune Makers founded Rathor as a place where anyone could ‘start over’. Many of them were fugitives from their pasts, and thus they openly welcome almost all who emigrate to this lonely corner of the world. As a result, an unusually diverse population inhabits the capital, and many of its residents have wondrous tales. By law, no one asks, no one tells—all have a second chance in Rathor. The young kingdom is threatened not only by potent internal divisions among different races and ethnic groups, but by wandering ogre tribes such as Oggoroth-Tahlynari, Shakyodayo-Nhamakhaja, and Gangoroggor-Umosetahnyi, and outside political forces. Oggoroth-Tahlynari forces engaged an elite unit of Frostdragons on the Angurok Rhodesoryl Road in mid-winter somewhere between Arbelon and Akrysl-Nhakchyri, causing heavy losses. In response the Frostdragon Suragianti N’kryss CerrOrll has issued a bounty for the head of the Ogre shaman Ghaurk Thrak’ra the Hammer of Men. Arbelon is also at war with the Druid City of Gaol Opuadi, whose druid and gaioman inhabitants are enraged by the pollution created by the Uirhiyashyhi factories, which has begun to taint a sacred Takkarite grotto downstream. Gaol Opuadi is the private demesne of one of the Rune Makers, a Takkarite of great renown known as Quartorcus Stoneheart or ‘Old Stony’ behind his back. A civil war may erupt between Arbelon’s militia and those of Gaol Opuadi if the matter is not sorted out soon. Tsyodaki forces from Pugran Raumor as well as ambassadors from the Empire of Tyrekuer and the capital of Maul Tyrannos and agents from the Thuguir nation of Tauron Roar and its the capital of Tazoc Mitar are in Arbelon. Tsyodaki envoys to the city have more Dark Magi than they usually do, and there seem to be hints of a civil war erupting among the Ogre Nations to the west. Concern has started to grow as rumors drift down from the far north of vast legions amassing on the Throne Coast in Pugran Raumor. Some say the Ogres have reinforcements from Quamog, both mysterious lands. Even stranger rumors have reached the city of a change in regime. Strange emissaries of creatures calling themselves the Warlock Gods have come to power, and the Ishartradite Faith based on their teachings has become the dominant religion. Many fear an invasion is impending, and if it is Arbelon will assuredly be the first target It also seems as if the Twin Empires of Tyrekuer and Tyraxia are on the move once again fueled by the might of the chained goddess Tiamat and legions of Uraxscis Dragons. Sephreyis Nimitya has dispatched her mighty legions to conquer the world. Ambassadors from Tyrekuer have already arrived in Akarrys seeking audience with the Lord Mayor. Arbelon is also known as the ‘City of the Stubborn Axe’ because of the ancient axe known as Ogrekiller planted in the ground of the Qwaroxite mandir of Casteeellion Lyonsroar Castle. Koudrougri rebels placed the axe there as an act of defiance against their Ogre masters and legend says that, so long as the axe remains, the Ogres will never re conquer the city. This assertion may be tested all too soon… Night War between several assassin guilds… Arbelon is one of the three greatest cities in the North (along with Tyre Gigontuse and Tazoc Mitar) and also currently the largest city on the continent. These three cities are the Earth (Tazoc Mitar), Wind (Tyre Gigontuse), Fire (Arbelon), Warrior (Tyre Gigontuse), Wizard (Arbelon), Priest (Tazoc Mitar) cities as well. Oearythspawn Gates used to connect the three cities, but they are rarely used any more. Political Divisions Big Eight (largest cities; each has a surrounding series of domains associated with the great houses of each city) Arbelon Mhorge Orglys Khaulkhaur Ohmseglot Gauthgaury Rosoyoni Vyntyd Khultan Dhragongorathar Nhayuil Isyyck Gharu Khaln and the Karythusal Ankhtilelice-Baronnauru Jarron Gwaurhurdi Tarrannys Zhane Onuse Urdhoruski Kheng Idyll Erosmere Zherylia Thaybrea Maullynx Chaosrin Akarys Mardoo Clans Kodrougri Townships Lusitarian Clans Here's a map of the Kingdom of Rathor/RathHour, where much of the action of my stories occurs: http://aycu08.webshots.com/image/14247/2001205009149760100_rs.jpg Notes: Rathor is divided between a number of major houses founded by various members of the RuneMakers, an adventuring band that helped the city of Arbelon during the Third War of the Warlock King Bhaul Dragor (BesbastophetBullzapbar the Dark One) when the Dark One's armies assaulted this crucial area. To the South stretches the vast reaches of the RauM MercKoun Theocracy, a massive vehicle of the Taguseri Merkounite Church ruled, it is rumored, by an ancient Wood Dragon that slumbers beneath the capital of DaulRaug-MythHaun |
| MaxXensar03-22-07, 05:17 PM | reserved again |
| MaxXensar03-22-07, 05:18 PM | zet another |
| MaxXensar03-22-07, 05:18 PM | ARBELON Former Capital of the Ottovolari-Paraparousian Empire Map of the Upper City of Arbelon http://aycu17.webshots.com/image/13456/2005390451541167871_rs.jpg Government: Lord Mayor Upper Courts -Gilded Court -Mirror Court/Thousand Guilds/Armored Court -Sun Court/Night Court/Arcane Guilds/Temples Lower Courts -Hammer Court -Winter Court Above the councils is Lord Varrik Mooncloak, the Lord Mayor of Arbelon. Unlike many nations, the largest, wealthiest, and most powerful city is not the permanent residence of the ruling elite. They instead reside behind the high walls of Citadel Seatidyll Rantharis further south. Varrik serves as their regent. He is assisted in his task by various officials, as well as by the extensive military assigned to the city. Several private militias and cabals are under his sole control. His word is law, and he can declare martial law at any time. Usually, however, tiers of councils help to delegate authority. Any council can make a proposal but a higher one can veto or rule on the motions of a lower council. These councils or courts are each used as forums for the organization and communication of different factions within the city. They are an outgrowth of neighborhood and guild councils that developed during times of political instability and under the Ottovani Paraparousian Empire. Arbelon is governed by the combined efforts of the Upper and Lower Courts. At the summit of the Upper Court is the Gilded Court which the ten great houses—Jarron Gwaurhurdi, Tarrannys, Zhane Onuse, Urdhoruski, Kheng Idyll, Erosmere, Zherylia, Thaybrea, Maullynx, and Chaosrin Akarys—form amongst themselves. Both the Greater and the Lesser Houses (remnants of the Ottovolari Paraparousian Empire), the Thousand Guilds, and the Armored Courts form the Mirror Court. At the next echelon the mage guilds and various temples are included to form the Sun Court. All rulings of the Sun Court are subject to the deliberations and veto of the Mirror Court. Only the Gilded Court can act completely independently of the two lower courts. These Upper Courts are all institutional (including the Night Court). Below them are the Lower Courts, on which private citizens sit. Full citizens occupy the Hammer Court, and the Winter Court includes all these and some special dignitaries and representatives from other cities. Transients of the city also have a speaker in the council who represents the semi-criminal elements of the city. They are not mistaken. There is also the Night Court, the government of the Black Markets, which is every bit as organized and strict as the legal government. That the Night Court and the Lord Mayor have an equitable working relationship is a benefit to the city. The Court is also divided into the Dust Court (beggars), the Court of Cats (thieves), the Court of Knives (assassins) etc. Assassin Guilds (Big Four: the Four Fists) -Gargaggaggagoth Khorechulray -Poretail Nasharukhani -Calllogggoth’s Claw -Norekerl Tenesure Minor Guilds -Open-Million-Throats -Tagjag’s Keelsannenave Thief Guilds -Four Knives -Obedullose Sadow -Naganari Khedyran -Dark Paw -Clouds-O-Darkness City Sites: Downtown (Oureboro-Boaroborao-Osssosssossso Island) -Inner City (Ottovolari Paraparusian Quartothoth) Upper City Old City New City -Outer City Clifftown -Suburbs -Three Brother’s Isles -Tabashur (Urslyravenous-Tabashurani-Khokouryu Island) -River Town -Citadel Bhadyron -Wolverton and Bolden Wode Forest -Mardoo encampments Architecture: Most of the Center City is Ottovolari Paraparousian or older. This style (Ottovolari Paraparousian Imperial (with further sub-categories of historical: Old/Middle/Late, and style: Low/Middle/High)) is characterized by huge glass portals, fanciful filigree, metal, cavernous spaces, cushioning, and a certain iconoclasm except for geometric shapes. Pre-Ottovolari Paraparousian Qodani structures are few in number and are characterized by large blocks and ornate carving and a lack of iconoclasm. Governmental buildings are almost all exclusively Ottovolari Paraparousian Imperial style. Many newer structures are in a style brought by the Uirhiyashyhi from Quamog and has strong Nipponi influences. This style is known as Uirhiyashyhi-Nipponi Revival. It emphasizes rice paper walls, large foundations, ornamental roofs, bridges, gardens, and covered walkways with small rooms in buildings and Spartan arrangements. More imaginative circular structures etc. are a feature of the new movement. Kodrougri buildings tend to be in similar styles except that they are usually all wooden or all stone and have more clutter inside. Log cabins are also popular among poor and middle class Kodrougri and generally among the Mardoo. City Streets: The city streets are lighted by large whale oil lamps and strings of smaller, decorative lamps of rice paper are hung across most major streets and intersections. This was a custom adopted from the Mardoo, who call these lamps spirit lamps (yhughorasi-onogotora) or moth lamps when lit by efflorescent moths (yhughorasi-katanara) and believe that they light the way for wandering spirits. They also believe that the mystic red signs of the lamps provide guideposts, and that the lamps can serve as resting places for wandering spirits… City Walls: The primary walls that surround the city are remarkably high and strong and of varying thickness. Most sections of the primary walls are upward of forty feet high and the accompanying towers are usually at least twice if not three times as high as the wall. Many of the towers are fortresses in and of themselves, with companies of soldiers that occupy them continuously. The walls are equipped with powerful war machines that can devastate almost any attacking army, especially from the sea (the primary route of entry for enemies). The outside surface of all the walls is coated in a thin row of witch iron or quaggolothyreum which deflects magical attacks. A wide, stake-filled trench stands in front of the walls which shield the city from the mainland. A smaller wooden palisade stands between the trenches and the main wall. Pit traps and magical mines also fill a wide area in front of the trenches, except for the main roadways that pass through these dangerous areas. City Sewers: The sewers of Arbelon are, in part, a remnant of the Ogre civilization that once inhabited the area centuries, even millennia ago. Some of the ruins that are accessible through the twisting passages are filled with ancient mysteries. However, the upper sections of the sewers are newer constructions and less mysterious. Thus, the guild of sewer cleaners generally keeps to the upper levels, which are considered safe. The guild has an extensive complex next to the main waste processing plant. This complex contains comfortable accommodations for the guild members and their families. The center of the waste processing plant is a massive shaft that connects to the lower levels of the sewer system. This is the main entrance to the more-mysterious areas of the under reaches of the city. Recent rumors hold that a dangerous cult or monster has taken up residence in the lower reaches. Several of the workers have disappeared during unpopular shifts cleaning the lower parts of the shaft, as well as those sent to search for them. Lord Varrik is collecting together a search party to investigate the disappearances. No bodies have ever been recovered, but strange symbols written in blood have been sighted throughout the area the workers disappeared. Many workers have reported sensations of being followed, of shadows beyond the corner of their eyes, and of strange sounds coming from the depths in the deepest hours of the night. Needless to say, the entire matter has the inhabitants of the city in quite a state… Inner City: Upper City (Ottovolari-Attachorgyas Maga-Quartothoth/Ottovolari District): Zaynauryoth Quartothoth (New City): Ghouldholoth Quartothoth (Noble’s Quarter): Casteeelion Raosar Quotaro Castle: Baulhor Zhamonagoth Khaustylie Castle: House Jarron Gwaurhurdi: Named after Jarron the Wolf… the namesake of the house is still alive and an important figure in its hierarchy. However, Jarron is most often occupied with a variety of concerns in distant parts of the world. While his children run most of the day-to-day affairs of the house, they keep his tower prepared for him. This is the only house with a hand in the various aspects of the black market of the city. |
| MaxXensar03-22-07, 05:57 PM | reorganized and expanded, revised |
| KeshFerrar03-22-07, 08:41 PM | reorganized and expanded, revised Cool. Now I have something to read at work tomorrow. |
| MaxXensar03-22-07, 10:42 PM | Random question. Is Kesh Ferrar a character name of yours, it has a great ring to it. If it isn't or you don't mind, I'd like to develop a character with that name. |
| KeshFerrar03-23-07, 09:05 PM | Random question. Is Kesh Ferrar a character name of yours, it has a great ring to it. If it isn't or you don't mind, I'd like to develop a character with that name. Thanks for the compliment. Kesh is a character that appears in a couple of my works that I'm continually looking to get published. I submit the short stories, they get kicked back, and I revamp with the suggestions provided, and the process continues. At this rate, I'll retire first -- then I'll be rich enough to publish on my own, so it won't really matter. ;) Thus, I'd have to ask you not use the name -- my apologies. # I read through the "orc" sections. I like the linked relationship between the red and the green, although I wasn't quite clear how the different sub-species cam about (that's probably in the history somewhere). The biggest "problem" I had was a mental hang-up with the female red orcs. According to the writing they have to be fully covered, the man rules the household and religious life, but females have "equality" to pursue their careers. I see this as a contradiction -- to me the overall society doesn't sound open minded enough to allow women to have such rights. Just my opinion though. |