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| #1Dreadnought12Dec 04, 2014 19:05:38 | |
| #2Dreadnought12Dec 06, 2014 23:17:57 |
(This is the System of Magic that I am trying to work the kinks out of. I love this idea and I know it CAN work Im just not sure that the game mechs are properly adjusted to make the concept workable)
The Weave
(an excerpt from Becoming One by Amicus Koehlarin)
All arcane magic that is used follows the VorsTel system (except for the fledgling Mantran school). This system utilizes an energy field known as the Weave that is invisible to all but those who are connected to it. Theory says that this field is composed of energy that all non-sentient life uses naturally.
Sentient life is only connected to it by study and use. While using The Weave brings great power to the user it is also a very dangerous tool. The closer ones connection to the Weave the more the Weave allows you to utilize its energy.
This energy is inimical to the body of all known races. When a Weaver channels the energy through their body they slowly replace their own flesh with the energy of the weave. The more powerful one becomes the more a part of the Weave they become and the more the weave seeks to reclaim the user.
There is a saying Weavers have that sums this up well. "Knowledge brings power. Power brings life lines. Lifelines bring pain. Knowledge is Pain."
The Weave is in the simplest terms a bi-product of the plant life of Obiniaras. Much like plants give off oxygen as a by product of photosynthesis the plants of Obiniaras produce Weave energy. This energy is contained in a field that connects all plant life and those who utilize the Weave consciously.
There are many animals and insects that instinctively use the weave (herbivores who locate preferred plant types by finding their distinctive weave energy, or insects that use the weave field to navigate). There are even a few species that utilize the Weave to create effects similar to those performed by sentient manipulators. However only those who use the Weave in a conscious and intentional manner have what Weavers call Life lines.
Life lines are direct contacts with the energy field and are the means by which a manipulator channels the energy through their bodies. The number of Life Lines one possesses is a good indicator of the level of power a weaver has access to (though some more powerful users can mask their lifelines.). These lifelines are only visible to those who have a direct connection to the Weave themselves.
The major benefit of using the Weave is that it allows you to alter the normal rules of reality in various ways. The Major drawback is that the energy is not compatible with non-plant based tissues.
Channeling the energy through non-plant tissue inevitably eats away at the host's cellular structure. Over time this incompatibility can be deadly. The only way to prevent death by slow destruction is through sheer willpower. The best weavers are able to hold their bodies intact because they have a very powerful motivation for gaining more power.
Each time a weaver gains access to stronger energy they have a chance of dying. Eventually a powerful wizard is nothing more than a bunch of Weave energy kept together and isolated from the Weave by sheer force of will. As one gains in power the Weave sometimes will actively try to reclaim its energy. If the Weaver’s drive falters they could end up being absorbed into the weave. When a Weaver dies they are absorbed by the Weave. They retain no sense of individuality, but there are ways of retrieving their essence back from the weave. However these are so dangerous to those attempting to do so that they are rarely used.
A Weaver can still be harmed by physical force but any wounds that appear are merely the weaver's mind representing the disruption of their energy. Healing spells still work because the weaver still has living cells and the healing spells serve as a focusing agent.
Dragons are a very special case. While all dragons are unnatural creations they manipulate the weave in a very distinct way. To prevent the weave from eating away at their cells they slowly transform their cells into plant cells through magic.
Excerpt from The Medicinal Lie by Amicusara Koehlarin :
THE CULT OF MINISIL : 100 years ago the 1st Temple was erected in honor of Minsil, Akar of the Weave, in the city of Korai, capital of the Korshan Empire. Lore says that Minsil was one of the 1st of the Akar. It says that he, along with several other unnamed Akar, was responsible for the primal forces that were used in the creation of Akar D'zon. After creating The Weave he slept and was only awakened 150 years ago when a magical battle caused the devestation that disrupted the Weave in the region now known as Agis B'ni, and the Great Deluge that remade the coastlines (as well as sinking the Brandi Isles) of Obiniaras. These disruptions of his creation awakened him from his long slumber and showed him the need to take a more active role in controlling how mortals used his gift. Thus the Cult of Minsil was born. It caught on in the Empire as well as The Alliance lands and in most areas only those who bear the Crystal Staff of Minsil are not subject to the death penalty for magic use. The priesthood is made up of Magic Users who are taught their abilities by the church heirarchy. They do not have spell books but they meditate on their Crystal Staffs each day and this supplies the same benefits as studying a spell book does for other Weavers. The Church provides the Crystals and very carefully controls which spells the Upper Priests empower them with. Priests of Minsil do not have the same freedom to explore and diversity their spell lists that others do but the resources available to them via the church makes it much easier to learn spells that the church will sanction. When one rises high enough, and has a good reputation within the Priesthood, they can be taught how to add spells to their own crystals, but until then they are only able to use spells approved and added by their superiors. The benefit of this is that the Purges that swept those lands after the Agis B'ni tragedy and The Great Deluge have largely disappeared. In fact Weavers are even more accepted in those societies than they ever were before, but only so long as they live under the authority and restrictions of the Church. In the Korshan Empire 'Priests' are required to inform the local authorities of their presence unless given permission to not do so by the Church Hierarchy. They are bound to assist the authorities if there is need and it does not interfere with duties the Church may have given them. They are duty bound to execute and hunt all non-sanctioned Weavers. The Church has not expanded much outside of Alliance and the Empire, but a temple was recently erected in Mujanil. The VorsTel have never had much trust for Weavers. They have their own severe restrictions on Weavers and would not welcome the worship of Minsil within their lands as this might disrupt the balance of power in their lands. Priests have been known to be gaining influence in the Slave Dancer areas but there is no infastructure in place there like there is in Alliance Lands and the Empire to make them a significant force there. There are, however, known to be Priests who are sent out with the responisibility to hunt down non-sanctioned users. They have not made any attempts to test their strength against Unsanctioned Weavers, such as myself, but it really is just a matter of time and opportunity before they do so. (SPOILER ALERT!!!!!! The God Minsil is a lie. He does not exist. He is a fabrication created by the Korshan Emperor and some high level Weavers. They wanted to bring Weavers under control and limit their ability to be disruptive to the established orders. They have been very successful due to their very measured expansion and long term planning. There is a 'kill switch' in each Crystal Staff. If the wielder becomes known as acting counter to the interests of the Emperor and The Church, The Church can cause his Crystal to cease functioning. If that happens the exiled priest can no longer learn or study spells except for the ones they have already studied. They effectively lose their spell books and must first learn how to cast spells in the conventional manner used by unsanctioned users and then enscribe their own spell books. This results in an XP penalty (but not an actual level loss) and thereafter they follow progression like convential Weavers. The church will also send out assassins to kill anyone who has been exiled. Eventually the long term goal is the seizure of all The Alliance Lands. When the Cult of Minsil is wide-spread enough in those areas that all governmentally employed Weavers are Cult members then the Church Heirarchy will activate the 'kill switch' in all those it does suspects will not follow its commands. Thus the Alliance nations will not have any Weavers augmenting their forces while the Empire will have more than enough. Then The Empire will sweep in with its own magically augmented forces and claim the lands of those who have banded together to resist its expansion. None of the Akar is concerned over-much with control of the Weave so the Cult of Minsil is not seen as imposing on or threatening any of their areas of inerest)
Practical Applications :
[I took the departure point, that is rarely seen in games, that authotities would be very uncomfortable with Magic Users. Governments dont like powerful individuals running around that have the potential to be so disruptive. There have also been some historical occurances which have given them good reasons to place very harsh restrictions on un-sanctioned magic use. Nearly every large settlement imposes the death penalty on those who use magic that harms its citizens without having permission to do so. Sanctioned Magic Users live very comfortable lives and are very invested in preventing others from screwing it up. As such Sanctioned Weaver Guilds ensure that punishment is very harsh for infringing on their territory. In Kaian Alliance nations and the Korshan Empire, the spread of the Cult of Minsil has added a new dimension. The 'Priests' of Minsil and those in service of the 'Priests' actively hunt down those who do not follow Minsil. In areas where the Priests of Minsil are the only Sanctioned Users this can take the form of governmentally sanctioned Weaver Hunts with mob mentalities and Bounties paid for proof of death of a non-sanctioned Weaver.
(The Following are some house rules I am trying to work the kinks out of dealing with Magic Users)
WEAVE SIGHT :
This is an ability that everyone who has atleast one level of Magic User recieves as part of the package. It allows one to shift their perceptions momentarily so that they can see the Energy Field that surrounds the planet from which Magic Users draw the necessary energy to cast their spells. It allows you see the connections between an object or person an this energy field known as the Weave. Based on the number of connections (when dealing with sentient beings these are known as Life Lines) you can tell the level of connectivity to the Weave. Thus you can tell the level of a Magic User or Magical Item. This skill is level dependant. You can only sense connectivity based on your own level of connection using this ability. If you are only level 5 then you have only 5 LifeLines and can never see a higher level of connectivity with this ability. The number of times you can use this ability are based on your level. When you are actively casting a spell this ability kicks in automatically and does not count against your daily usages. Since, however, you are usually focused on casting the spell it does not really grant you any benefits unless you are taking extra time to cast a spell while looking around.
WEAVE DISGUISE : This is a skill that almost every Magic User needs to have. Most societies have a very strong dislike for Weavers. Usually its illegal to enter a city without telling the authorities that you are one. Governements have a strong aversion to uncontrolled Magic Users running around their cities. As such Weavers learn to disguise the distinctive signs of their abilities (ink stains, carrying around books in a mostly illiterate society, spell components etc). This skill is 2 pronged. They learn ways to hide spell components in secret pouches and pockets, learn ways to enscribe spells on things like canteens, in the lining of clothing, etc, learn how to remove those pesky ink stains from hands and clothing. Most even learn how to use weapons outside of the typical Magic User's list and pay the penalty for learning proficiency. This allows them to pass themselves off as non-Weavers to cursory inspection. I add bonuses or penalties to the check based on the level of distrust of Weavers in the area. If you take another version of this skill you learn about the distinctive markings and identifiers used by various nations and attempt to pass yourself off as a sanctioned Weaver of those areas. Bonuses and Penalties are based on the relations and levels of trust between the nation you are attempting to pass yourself off as serving and the personal knowledge of the inspector. If you are successful with a check in either disguise attempt then the inspector either believes you are not a weaver or believes you to be a sanctioned weaver (and will treat you accordingly based on relations between the two areas). In combat if you have passed yourself off as a Weaver then you will almost definitely be targetted first by enemies. Even if you are successful in passing yourself off as a non-magic user all bets are off as soon as you cast a spell.
SPELL SUBTERFUGE : This one allows you to be more circumspect in casting spells. You learn ways to hide the distinctive gestures of spell casting. This increases your casting time and likelihood of interuption but it allows you to not make yourself a target. As you advance in this skill you learn how to design spells to hide that you are casting them. Alot of Weavers learn to work their spells by disguising the necessary gestures as defensive maneuvors with the weapons they know. Since these are set maneuvors and not based on the circumstances of the situation they offer no benefits, unless the opponent happens to use an attack that the maneuvors would defend against. Bonuses and penalties are added to the roll based on the knowledge available to the opponent and also visibility and auditory situations. Since it is much easier to learn something from someone who already knows it there are different schools and masters who teach their particular disguise styles. IF the opponent is knowledgeable of this particular school you are using this adds penalties to your rolls.
OBSCURE WEAVE SIGHT : In my world there is a visible sign of magic use that anyone who is a magic user can see if given reason to look (the ability to detect such connections -known as life lines- is something that everyone with atleast one level of Magic User recieves a specific number of times per day depending on the level of the character and is known as Weave Sight). Such an inspection will automatically let the observing magic user knwo that you are a Weaver. Thankfully for adventuring Weavers most cities do not have the resources to waste using their sanctioned users as simple custom inspectors. Sanctioned Weavers are usually too busy with things like spell research or city defense to go around wasting time and energy looking for non-sanctioned users. Only in times of hightened alert do they do such things. If however you come across someone and do not wish them to be able to tell you are a Weaver you can make an opposed skill check against the characters Obscure Weave Sight skill and the level of magic user of the observer, using the difference between your level and theirs as either a penalty or a bonus. If you succeed they do not notice your skill. If the observer is over 10th level then things are different. You cant hide your connection completely unless you outnumber their level by 5 or more and succeed on the check. If you are not 5 levels higher, then the number by which you beat their roll determines how many levels you have succeeded in hiding or adding to your own (sometimes you want them to think you are much higher than you are). If they think you are lower level they will be unlikely to use their most powerful spells right away which will allow you to catch them off guard. If they think that you are much more powerful than they are then they may choose to disengage from the fight or some other action depending on the circumstances. This skill check is also used when facing opponents who are specially trained to combat Weavers (like the FalconArrow Order of Alaotopos). If you succeed then they do not get their bonuses against magic users until they have confirmation of your ability to cast spells (by rolling a check each time you cast a disguised spell). It does sound overly complicated, I know, and tends to 'unfairly' disadvantage magic users, but it goes with the feel of my world and all players who wish to play Magic Users are made aware that such penalties are in place before they choose to play one. I have found that most folks enjoy adding a little subterfuge to the typical Magic User.
{I am also working on some attacks that only magic users can use (I want to work in an attack that allows the Magic User to sacrifice stored spells in order to channel raw Weave energy through opponents (this could have devestating effects on someone who is not a magic user, but might actually act as a healing spell if used on a magic user who passes a saving throw -havent worked out the glaring kinks in this idea yet and could def use some help), and also some attacks that only they can use and which are only effective against other magic users (one I want to use is The Little Death. With this attack the Weaver attempts to grab and sever the opponents Life Lines. If successful you succeed in severing a number of LifeLines of your opponent. THis would result in XP loss (and possibly LVL loss). I also havent worked out the Kinks in this which would make it workable (I know it will be an ability that you get at a later level but am not sure exactly when it would be good to have such a powerful ability) and not a 'I want ot play a Magic User' killer. I do know that you couldnt sever LifeLines you cant see (if you are 10th level then you cant sever Life Lines higher than LVL 10.) I also know that if your opponent is higher level than you that you are not likely to do any really significant damage to them but havent worked out the specifics of that either. I also want to have a last resort 'Escape Hatch' ability that higher level users can use. With this skill they allow their body to be absorbed by the Weave in order to escape certain death. This would be a last resort (and also a high level skill) because there is a chance that once absorbed they will lose all sense of self and be unable to get back out. Some high level NPCs have been known to use this skill successfully but I havent worked out the mechanics for a character to do so yet, and thankfully my Players have never forced me into it.}
[basically in exchange for quicker spell progression and extra powers the weaver takes risks. I see it needing to have high Will and Fortitude saves. The Fort is because the body is eaten away by the weave, and will because in order to keep the energy coherent the weaver needs a very strong will to remain seperate. each level they must make both these saves. If they fail they get an XP penalty at levels below 15 (15 is when I envision them having no corporeal form anymore). After 15th if they fail the will save (fort is no longer necessary due to not having a true body) they actually become absorbed into the Weave (ie die).
This may seem harsh but I plan to make the benefits well worth the risks. Spells are stronger, harder to resist and access is earlier. I still need to work out the specifics in a mechanical sense to make it fair. any sugs?] |
| #3Dreadnought12Dec 04, 2014 19:52:18 | (I am writing most of this as a sort of Players' Handbook and I open up each section quotes from famous people of the world. I frequently use quotes from books written by Amicusara Koehlarin (especially when dealing with magical matters and/or the VorsTel Culture).
The Works of Amicusara Koehlarin
Amicus Koehlarin is known far and wide as being one of, if not THE, most powerful Weaver ever. In his 145 yrs he has dedicated himself to 'perfect understanding' of the Weave. He is also an extremely knowledgeable Historian and has written numerous books on various aspects of the various societies and races of Obiniaras. The way he says it is that since the Weave touches and affects all those who use it and when they die all weavers are somehow absorbed into the Weave. If they retain some aspect of their individual experiences in anyway then it would stand to reason that understanding the Weave would require at least basic knowledge of most aspects of Sentient life.
1) Becoming One : A User's Guide to Symbiosis with the Weave.
This book is written in Several Volumes based on the reader's level of Connectedness with the Weave.
A) Volume 1 : What is the Weave? This volume covers all the basics of the Weave. It explains how the plant life of Obiniaras is the major source of the Energy that contributes to the Weave. Much as plants on our world give off Oygen as a byproduct of their photosynthesis cycles, the plants of Obiniaras also give off the raw energy that makes up the Weave. It also says that many animals also are able to utilize the Weave instinctively. Those species that manipulate the weave do so mostly as a means of locating preferred plants by being able to sense specific energy given off by their favorite foods. Hence most animals that utilize the Weave are herbivores and their use of the Weave is almost always harmless. There are however examples of what Amicus calls 'Predator/Prey escalation". In those Escalation cycles the predators will become able to use the Weave to better locate their prey which uses the Weave to locate food. Then the Prey species will develop a way to use the Weave to better avoid the Predator, then the Predator will develop an ability that will allow them to offset the new ability of the Prey species. This cycle can continue until you achieve such fearsome creatures as Lightning Tigers from the animi plains. Their escalation cycle with their preferred prey (the Valrini Deer with their Weave enhanced speed and agility) culminated in the tigers ability to shoot small lightning bolts to help them stun and kill their prey. |
| #4Dreadnought12Dec 04, 2014 20:01:37 | (Here is some very broad information concerning the humans of this land. Collectively they are known as Kai, the word human is unknown to them.)
The History of the Kai
(from 'A Place of Refuge' by Amicus Koehlarin)
It was 29 years after the end of the 2nd Sundering War when 16 ships ran aground off the northern coast of what is now known as the Animi Plains. Those who had survived the journey were in almost as bad of shape as their now useless ships. That is how the Kai people 1st came to Obiniaras.
All Kai societies that I have encountered have very little knowledge about what occurred prior to their arrival all those years ago, however all Kai people are the descendents of these refugees. Also every one of their societies I have studied retains some legend that they came from far away and in their homeland they were enslaved and hunted. Those societies that are literate have a much clearer version of this myth than the Animi who merely believe that angry spirits drove them to this land.
The Kai and Korshan share a myth about their time before coming here. According to those tails they lived under oppressive Overlords (they are never very precise about just who or what these overlords were). They were slaves and often the Overlords would hunt them for sport. They lived dysmal lives until one day a revolt occurred. This rebellion was put down in bloody fashion. The Overlords were exterminating everyone who could be even casually connected to the rebellion.
In this chaos a large contingent of the slaves stole 20 ships in the night and sailed away with the help of a few slaves who once worked on the ships of the Overlords. They were persued but as luck would have it a storm helped them while hindering their Overlords.
Both the Kai and the Korshan peoples firmly believe that one day the Overlords will find them and attempt to enact their destruction of the descendents of their slaves. They believe that they must arm themselves against that day. This is a large reason for their expansionist and militaristic behavior.
The Kai Of Obiniaras
A) The Kai Societies : These groups are all descendents of refugees who came to Obiniaras 2300 years ago. since then they have separated and fractured into various ethnic groups. They retain no specifics about their former homelands other than that they came here fleeing those who sought to enslave and destroy them. Some societies are still gripped by the fear that one day their oppressors will find them. The basic divisions are as follows :
1) Kai : these groups have developed into fuedal nation states. There are 18 nations in this group and over 35 languages and ethnic groups.
2) Korshans : These groups are in the process of being Homogenized by the Korshan Empire. They still maintain some cultural distinctions but overall they are very similar to one another. There are many ethnic groups, but the only legal language is the Korshan. Most of the other Ethnic Languages are in the process of dying out as living languages.
3) Drufkans : These groups of desert nomads live in the Dryllar desert and have a very clannish social order that is rife with internicine warfare. All are subject to the rule of Dryll 'The Wyrm of the Sands' and worship him as a god. Culturally and linguistically the Drufkans have one culture, but family and clan divisions are far more important.
4) Animi Tribes : These groups of Nomadic hunters follow the great herds on the Animi Plains. They have no over arching distinctions other than their tribal based cultures and their Totemic religious orders. They usually seek to emulate personified qualities of various animals, geographic features, or celestial bodies.
5) The Kai of The 7 Sisters : These Kai have achieved the level where they have developed Fuedal Nation states. Culturally they were seperated from the Animi Tribes over 1500 years ago. Their languages therefore are similar to Animi tongues. There are 7 different nations and atleast 30 different ethnic groups. Most of these nations follow the religion known as Universalism, which believes in one sumpreme diety. They also believe that all the Akar are demons who have rebelled against this God. They outlaw the use of Magic as being something those in league with demons do.
B) The Miansan : These people came to reside in Mujanil 15 years ago. They arrived in Battered ships, and only 500 of them made the journey alive. They said that they were escaping from slavers. They are distinguished by their strictly regimented society. Everyone is specifically bred to perform a broad function in society.
They are led by a council of Weavers who decides who will procreate with whom. The central belief of their society and the reason for the breeding programs is that they believe in a being they call The Celestial. They believe that by continuously improving their stock The Celestial will be born and will be their God.
They are a people who firmly believe that by perfecting their society and treating themselves as domestic animals that they will give birth to their own god. They have no other gods.
One can tell a Miansan's specific caste by their distinctive hairstyles and hair colors. They all have a very strong sense of their superiority over all others, and this is not too far from the truth due to the improvements of the breeding program. The average for Miansan is slightly superior to the average for other Kai. |
| #5Dreadnought12Dec 04, 2014 20:06:16 | Here is some information dealing with one of the Kai races : The Drufkan Tribes)
The Drufkan Tribes :
The Drufkan Tribes are an offshoot of the Kai refugee population that came to Obiniaras many years ago. During the chaotic time after their arrival this group was marginalized by the main body that would later become the Kaian Alliance Nations and the Korshan Empire. They were forced into the wastelands of the Dryllar Desert and found ways to scratch out an existence there. The difficulty of life in this unforgiving environment caused groups to become smaller because large groups could not be supported by the ecosystem.
A culture of mutually hostile cooperation developed. Family and clan groups live together. The more fortunate ones have siezed control of an oasis and use them to farm and raise livestock. Those not so fortunate are consigned to even smaller groups that usually consist of less than 50 people who are usually closely related to one another. In this culture ones loyalty to those who they depend on for life every day is most important.
Slights that would pass largely unnoticed in other cultures become the beginnings of wars here. The wanderers constantly stage raids on the people of the Oasis. They attack caravans and the settlements themselves if they think they are weakened.
However just as often as they make war on each other they also depend on trade with one another. Wanderer groups tend to focus either on raids or on Trade. Sometimes both. The Wanderers have access to goods that the settled groups can not easily acquire otherwise. There is a complicated interdependence that forces these contentious people to cooperate for survival.
Drufkan society is largely the same between groups. The family and clan are of primary importance. There is also alot of inter marriage between groups. Usually marriages are used to end wars or to cement alliances. The only big distinction between groups is whether one is a Wanderer or a Settler.
The one over arching theme that affects Wanderer and Settler alike is the fact that all are living under the Wings of Dryll. Settler groups suffer far more than Wanderers under Dryll because they are easier to find. Dryll demands that none of the Akar be worshipped by the Drufkans. They were never Embraced by the Akar anyway. They provide him with what he demands (usually food for himself and his servants, as well as the occasional sacrifice).
One of the main reasons that there are so many wanderers is that they have chosen to live a life that largely allows them to ellude Dryll. There are very few Drufkans that do not wish to be freee of Dryll, but he is simply too powerful for them to take on.
Use of the Weave by the Drufkans is strictly monitored. Those caught using it without Dryll's permission are punished. If the Weaver shows potential they may be offered training under Dryll. More often however those who disobey this edict are subjected to a Raid by Dryll and his forces. Rarely is the entire community wiped out but they are usually weakened enough for Wanderers or another Settler community to take control of their lands.
Dryll actively encourages the internal strife amongst the various clans and families. This way they are disorganized and never able to pose a threat to him.
The Drufkan wars are rarely long and alot of times they are not very bloody either. A complicated system of balances exist where there is a price for just about any offense one could imagine. Sometimes a slight is satisfied with a raid that takes livestock or kills specific offenders.
When ones reaction is viewed as equal to the wrong committed then the offense rarely escalates. It is only when ones reaction is viewed as going beyond the wrong that retaliation occurs.
Often times the only requirement is the death of someone specific. Because of this the Drufkans have a long tradition of Assassination. Each group usually has an assassin and some groups are so well known for the quality of their assassins that they sell their services either as mercenaries or as trainers of assassins.
Life is harsh and brutal in the Desert but these hardy folk also have a love for art and music. They help to make life easier. Their Oasis cities are strikingly beautiful and clothing is either a work of art of strictly functional, and often both. |
| #6Dreadnought12Dec 04, 2014 20:26:07 | (the following is some information on another Kaian Culture known as Maligorians as well as those Maligorians who adhere more strictly to the ancient traditions. This subsect calls themselves by the ancient name of Malingi.)
The Maligorians (and the subsidiary group self-designated as the Malingi) are a Kaian people who live on the Island of the 7 Sisters. In Culture and Manners as well as the Lingua Franca and religion they share much in common with the Oredolaean and Ravidihan groups. However they have many traditions and rituals that hint at much more recent and far stronger links with nomadic groups of the Animi Plains which the other groups likely split from over 1500 years ago. There are totemic aspects to many rituals that bear striking resemblance to those of certain tribes native to the Animi Plains. They are also known to have a language which it is forbidden to speak in the presence of non-Maligorians. They never commit this language to writing and use the Oredolean language for everyday usage. Until about 500 years ago they were wandering Nomads who frequently raided the settled nations. Now they themselves have settled and are one of the strongest nations on the Isle of the 7 Sisters and are definitely the most militaristic. They provide almost 80 percent of all the Military personelle in the area. They are well known for being a warrior based culture and produce some of the greatest soldiers, strategists, tacticians, weaponsmiths and armorers in the area. They also operate several schools where the sons of other nations are allowed to learn Maligorian Military training alongside Maligorian students. They are a fairly isolationist people who prefer to be amongst their own people. Their culture is clan based and there are 17 recognized clans. Each clan has is divided into 3 castes, which are equal in power. Each caste has a very specific area of expertise in which they hold sway. The 3 castes are 1) Cultivators (farmers and Herdsmen) 2) Merchants (those in skilled trades such as builders, blacksmiths and such) 3) Warriors (these are the well known Maligorian representatives to the outside world). Each caste aggressively prevents other castes from 'poaching' on their areas of expertise. Each caste is dependent on the other castes for day to day living. The Cultivators provide food, the Merchants build and provide manufactured items the other castes use, The Warriors provide protection. Each clan is ruled by a Chieftan who is chosen by the Rite of Challenge (basically a duel to determine the better warrior). This Chieftan then makes certain broad decisions for the clan as a whole such as what crops to grow how much of them and how they should be distributed. The Cultivators and Merchants each choose a member of their caste to act as advisors to his court. There are several power blocks between the clans that determine national policy. In the last 300 years there has been a Duke or Czar who has power over all the clans. The 2 main power blocks are between the Arnisi and Francone clans. They have long been antagonistic to one another but do not come to open war atleast not in the last 300 years. Currently the Grand Chieftan is Fardulf Ioniz Yarkiytehn of Clan Arnisi. He acts as a sort of cultural paragon who is given alot of influence and deference even though he is technically only an advisor to the Czar, his eldest brother Welf III. He is widely recognized as the voice of Maligor to the outside world, and the Czar seems to be okay with that arrangement. Fardulf rules a small city state that is technically independent of Maligor, but very few inside and outside of Maligor see any separation between the two states. Fardulf himself sees himself to be in service of Maligor and his Clan and therefor a servant of The Czar, even though he largely sets the pace of foreign policy for both nations. |
| #7Dreadnought12Dec 04, 2014 21:40:01 | (Here is some very basic information about the Elves of my World. Collectively they are known as Telian (not elven) races)
The Telian Societies :
(all these societies look like baseline elves). With the exception of the Milky eyes of Ele Frala, any member of one race could pass themselves off as a member of any other society if they adopted the proper dress and mannerisms. All groups are capable of inter-breeding with each other except for the Ele Frala who have been altered by the energy of their homeland.
A) The Dal Thalacki : The Dal Thalacki are the Telians of Obiniaras who were never subjugated by Dryll or Embraced by Vors. They are travellers and maintain only a few semi-permanent villages of their own on the Animi Plains. They range from the Barbarian tribes of the Animi Plains to the sophisticated Merchants of Mujanil. They have only their racial origin in common and do not seem to desire the hastles that claiming land of their own would entail.
B) The VorsTel Derived Societies : All of these societies were at one time subjugated by Dryll and Embraced by Vors. Because of Various disagreements they all took different paths.
a) The Penstafolis Clans : These Clans are the baseline VorsTel and use that name to refer to themselves. They control the area known as The Penstafolis. They have a very regimented and rigid social structure based on the veneration of the Akar of Order and Justice, Vors. They pay homage to other Akar but view them as being the servants of Vors. They also utilize the Weave but Weavers are viewed as unclean (though not as unclean as Non-VorsTel). They practice the D'zonir system of slave labor.
b) Clan Koehlarin : 45 years ago this clan was banished by the Penstafolis clans because they chose a Weaver to be their Grand Lord Defender, and they abolished the practice of D'zonir. They chose to leave and follow their chosen leader (Amicus Koehlarin) to their new homeland on the edge of Agisbani, which they named for Amicus' brother Azalar. Azalaria has become known as a refuge for the downtrodden of various societies, especially former D'zon. It is also gaining a reputation for being a haven for scholarly persuits, especially the study of the Weave. They still worship Vors but believe that the rigidity of VorsTel society is not conducive to the duty given them by Vors to lift up the other races.
c) Clan Ele Drize : This clan disappeared after the 2nd Sundering War, but suddenly reappeared to wage a successfully genocidal war on the Kristani. They destroyed the Kristan and their lands and then disappeared again. As a general rule all Ele Drize view everything not of their Clan as being inferior. The only reason they are not the masters of the world is because their cousins used treachery and jealousy, as well as their corruption of Vors to banish them to their island refuge. They view everything else as needing to be destroyed because only they are exemplars of the Primal Purity that Vors intended for the World.
d) The Huziest : These secretive guardians of Trolis Wood were once a VorsTel Clan known as Uzmarante. However after the 1st Sundering War they took refuge in Trolis wood and developed into their current state. They try to maintain as close a connection to 'The Circle' as possible. They try to protect nature and make themselves as much a part of the natural ecosystem as is possible for sentient beings to be. They Worship Atula, the Akar who oversees all of nature. They rarely travel outside of the Woods.
e) Clan Ele Frala : This group lives in the Tunnel systems underneath the Isle of Flaize (home to the city of Mujanil). They were allied with Ele Drize during the 2nd Sundering War, but took refuge underground when seperated from their allies. Over time the energies of their new home have altered them so that they have a sensitivity to bright lights and have some instinctive use of the Weave. They are a dying race because the energies of their home also cause male births to be extremely rare. Males are born in one out of every 30,000 births. Females out of necessity have taken over all the duties that men once performed and males live as virtual prisoners in a guilded cage in order to propogate the race. Their eyes are various colors but have a milky white overlay. Their skin tone is almost Albino.
C) The Recians : This group lives in Recia in the Land of the 7 Sisters. Culturally they seem to have no connection to the Dal Thalacki or VorsTel Societies. Their language has many similarities but it is not at all related to any of the others. They maintain a balance between civilization and Nature and have a very easy going approach to life. It is believed that they split from their Telian cousins even before the Time of Dryll. They worship the Akar but they believe that Atula and Vors are husband and wife. |
| #8Dreadnought12Dec 04, 2014 21:49:19 | (this information was written using 3.5 rules and is in sore need of conversion. And tweaking to fit current game mechs)
Clan Ele Drize
* +2 Dexterity, +2 Wisdom * Humanoid (Elf) * Medium: As Medium creatures, ele drize have no special bonuses or penalties due to their size. * Ele drize base land speed is 6 squares * Medium. * +2 racial bonus to saving throws against powers with the sleep or charm keyword. * Low-Light Vision: He retains the ability to distinguish color and detail under these conditions. * Weapon Proficiency: Ele drize receive the Martial Weapon Proficiency feats for the longsword, longbow, and shortbow as a racial bonus. (no more rapier) * Automatic Languages: Ancient VorsTel, Mujanil Trade Clan Ele Drize
Thought to have disappeared long ago, this was one of the original VorsTel Clans. They returned to the Mainland 50 years ago and entered a war with the Kristani (a race which mystically fuses with lions). For weeks before an attack those who use magic will find the available energy in the area diminishing. They attack in large numbers and with swords and the Sizzle of some heretofore unknown type of arcane energy. They do not negotiate they do not speak to the enemy they merely attack and attack until the battle is won. Since they use their strange magic and the enemy has a diminished use of their own they usually have a great advantage. In 30 short years they had destroyed the Pride Lands and all but destroyed the Kristan as a people. After their victory they simply returned to their island home leaving behind nothing but death and a wasteland where once the Savannah thrived.
Personality
Ele Drize (both singular and plural) have a score to settle. their personalities reflect this. It isn't just to revenge themselves on their former Clan brothers the VorsTel, it is to avenge the Affront to Vors that all societies that venerate him in the 'Wrong Way' represent.
Individually they are silent and withdrawn and do not seem at all at ease. They also have a Superiority complex, but it suffers from the memory of their defeat at the hands of the VorsTel so long ago. they always seek to prove their skill and will challenge anyone who questions their abilities. They will be the 1st to jump into the fray and the last to leave it. They do not believe in taking prisoners, it simply makes no sense how you could gain anything from something so useless as a defeated enemy.
They do not pay much attention to personal insults as such. Instead they see an insult to them as being an insult to their entire society and thus to their High Lord Defender Ayeri. A battle isn't won until all your enemies lie before you.
They take a very cannon fodderry approach to life. Where they do not succeed one of their brothers or sisters will rise up to avenge the slight to the High Lord's honor.
Physical Description
The Ele Drize look identical to the VorsTel (look like elves), except for the fact that they have much less variation in their physical types. It is as if someone deliberately took a few select people and said this is what we see as the ideal. They all have a family resemblance to one another. (pretty much follow the description from the 3.5 PHB with the following addition)
Ele Drize Dreams are relatively few. The most common being watching their ancestors withdrawal from the battlefield against their cousins. This keeps them focused on what they view as important. Not necessarily something to be ashamed of but something they will one day turn on it's ear and then reverse the roles. Relations
Needless to say that as a general rule all Ele Drize view everything not of their Clan as being inferior. The only reason they are not the masters of the world is because their cousins used treachery and jealousy, as well as their corruption of Vors to banish them to their island refuge.
They view everything else as needing to be destroyed because only they are exemplars of the Primal Purity that Vors intended for the World.
Individuals may hide or show this belief to varying degrees and of course there are those who are rebels to their people. These usually wander the lands and try to pass themselves off as VorsTel, but avoid VorsTel land from fear of being thought of as spies. When they are not outright aggressive to all they meet they are either Rebels or Spies.
Alignment
Since Ele Drize values the Clan as being above the Individual they tend to the more oppressive side of Law.
Since they believe that all besides themselves must be destroyed they tend towards Evil.
Lands
Their mainland conquest (the prideLands) is an un-inhabited wasteland where no life exists. The devastation was complete. All that stands within it are strange towers that are heavily guarded and well within sight of the next one. No one has ever dared to venture inside to find out what these towers are for.
Their Island home is difficult to get to unnoticed due to the fact that the Towers are also dotting the waters all the way there. Most of these towers are unoccupied but are guarded by sea creatures and Constructs.
Their Island home is a completely different story. Towers are here too but are eclipsed by the rising spires of a great sprawling city. In its center lies a Tower which seems to reach the clouds themselves. One cannot help but feel insignificant in such a place. Ele Drize go about their daily activities with their Kobold Slaves attending to their every need.
There are vast farms outside of the city that take up the rest of the Island and are worked by the Kobold slaves. the slaves are kept in line by the ever watchful overseers.
Religion
Though they claim to be gaining vengeance in the name of vors they do not worship him anymore. They believe that the perversion of his Way by their cousins and the Lesser Races has polluted him as well. They now worship their apparently Immortal High LOrd Ayeiri. their belief is that only Ayieri can lead them to destroy all the false worshipers of vors and then Vors will return to his former state and thank them for their loyalty. Ayeiri is indeed very powerful, but He is still a Mortal. They however see him as being a god and indeed his power seems to grow the more his children destroy the false worshipers.
Language
Ele Drize speak a dialect of the Vorstel tongue that seems primitive to VorsTel ears (after all it was over 10,000 years ago since they used such terms and speech). They make it a point to learn as many Languages as possible from the traitors and lesser races. they also learn many written languages as well. If you know their speech and their script but they don't know yours you have yet another advantage.
Names
Ayeiri (which means The Unbroken Gourd) Duziel (origin unknown).
The Towers
The Clan does not believe in the use of Magic because it is outside of the influence of Vors (that was the original falling out between them and the VorsTel). So in their isolation they found a way to absorb all of the Arcane Energy produced by the Weave in a specific area and keep it going through these towers.
The towers refine this energy by running it through some Clan Members who have willingly given up their freedom to help the clan. This way the Magic energy is purified and therefore, in their eyes usable. The energy is then stored in crystals which all warriors receive that gives them an extra edge in warfare. The crystals act like magical armor). Some are trained to use this energy to its fullest and are wizards.
The Weave puts out A LOT of energy and there is constantly more energy being produced than they can store. Rather than let it go back into the weave where it would be useful to their enemies they feed it back along the system of towers to their High Lord Defender Ayierri who consumes it to increase his already near Godlike power. |
| #9Dreadnought12Dec 04, 2014 22:30:34 |
{Here is information about the 'Halflings' (Known as Brandi-Mantrans) of this world } (excerpts from The Servant Class by Amicus Koehlarin)
The history of the Brandi-Mantrans begins in the shadowy mists of time in the shadows of the Forbidden Mountains once ruled by the mighty Dakin Empire. It is believed that the Brandi were a subservient caste of the Dakin society which over time became nothing more than slaves that the Dakin used to tend their farms and flocks above ground. Under the Dakin life was hard but the Brandi found ways to keep their spirits up. They took comforts in each other and also in learning how to get around the ever present guards. Then one day all the guards were gone. Something had happened in the Mountain Fortresses and the guards were not coming back. The Brandi decided that they would find a land of their own. The Brandi split off into many different groups and began to explore the land. They promised that if they ever found a suitable place for them all to live that they would send word to each other. The time of their wandering is shrouded in mystery and myth, but one thing is certain to have occurred during this period. The Brandi were embraced by a group of minor Akar known as The Ontani. Legend says that Nadal the matriarch of The Ontani led her chosen people to their new home where they could live lives of comfort ease and communal happiness. This is when the Brandi settled on the Archipelago known as the Brandi Isles. The largest of these islands was known as Mantra and the Brandi added this to their self designation. For centuries the Brandi lived idyllic lives on thier islands. They even began to trade with the fledgling Kai nations and several of their clans took up lives of wandering merchants with no permanent home. All was peaceful and idyllic until 1000 years ago. One of the greatest of the merchant clans was known as Bija. This clan was known as one of the greatest sailors of the time and they travelled far and wide when in the grip of the wanderlust that seems to be such a draw to many Brandi-Mantrans. Bija however became different. They saw the Kai and their kingdoms and empires and sought to carve one out for themselves. They started at home when they conquered the islands. For the 1st time the Brandi-Mantrans had made war on each other. For 30 years the Bija ruled their fellows with the iron fist of tyranny. Then one day they simply got onto their ships and sailed away. No reason for leaving and no hint of return. Unknown to their former subjects they would go on to become the secretive race known as the BIjansi. Life quickly returned to normal but there was a significant portion of the population that lived in the merchant caravans on the mainland that was now out of contact with the Islands. These people would strive and be largely successful at maintaining their cultural distinctness, but there are differences between the merchant clans and the Island clans. The merchant clans are the source for the Brandi-Mantrans who live in Mujanil. The Brandi never returned to the ways of Mariners. They let their trade partners come to them. That way they could remain at home and enjoy the company of each other. All was good until 56 years ago. During the time known as the Deluge, the entire archipelago was covered by the rising ocean waters. It is estimated that less than 300000 of the Brandi-Mantrans made it to the Mainland. Over 90% of their people died under the waves that buried their homes and treasures. That is why the Brandi-Mantrans call it The Ghost Sea. It was impossible for them to stay together in large groups. They fragmented into ever smaller groups and promised to search for a new homeland for their people. The survivors did not lose their happy spirits that so endear the Brandi-Mantrans to other folk, but the longing for their lost homeland could be seen in their eyes if one knew them well enough. However they met no people willing to take in so large a population nor an empty land to claim as their own. Over and over again they were driven away whenever they sought to establish a new homeland. Soon they were reduced to wandering family groups, or small clans who were allowed to settle in limited numbers in the lands of others. All too often they fell prey to the slaver clans that prey on the weak and downtrodden. Many found a home in Mujanil but even there they were not allowed to immigrate enmasse. All this resulted in a split between the generations. Those born before the split became convinced that the Ontani were testing them and using these hardships to teach them a lesson. The younger generation that never knew the Islands became angry and rebellious and would not listen lightly to their elders and their talk of divine testing. The young believed that society had failed them so they would look out for themselves. Into this state came a young man, named Logan Brightbrook, from an offshoot of the Brandi who never lived on the islands. His people too had been victimized by circumstance and the taller races. He however taught a new philosophy.........It was time to fight back. He also taught that the worship of the Ontani instilled a victim mentality in their people. The 1st step to liberation was freeing their people from the worship of the Ontani. In his eyes The Ontani had reneged on their end of the bargain. They were poor stewards of the Brandi-Mantrans and should be 'fired' for incompetence. His message as well as his martial stance quickly took root in the younger generation. They threw off the fetters of The Ontani and instead pay homage to the Brandi-Mantran spirit, to heros of the race who have stood up against all odds whetther or not they succeeded. Today Logan and his followers have indeed suceeded in securing a homeland for themselves, which they call Mantra, near the Savage Lands and are currently driving out the remnants of the former inhabitants. Their cooperative nature and their newfound aggressiveness have made them a devestating force. Today another breach exists between the Brani-Mantran peoples. Those who follow Emperor Logan proudly call themselves Mantrans and rarely use the Brandi name at all. Those who refuse to join Logan and his nation refer to themselves as Brandi. Life in Mantra is harsh and often Draconian but the rewards of pride from their accomplishments are a balance. The Mantrans are not an evil people they merely have adopted a strike before they strike you attitude. |
| #10Dreadnought12Dec 04, 2014 21:58:00 |
(more specific information about the Mantran culture. I was inspired by Dark Sun halflings and wanted to make my halflings much more 'badass' than most folks. This is what I came up with. Much help to several of my players whose role-playing decisions definitely helped forge this culture) THE BURROWS
The Mantran Burrows is the name of the fledgeling nation of the followers of Emperor Logan. These People were disillusioned with the old Brandi-Mantran ways and took to following Logan Brightbrook. The new philosophy for them is very Martial and athiestic.
Logan teaches that the old Brandi ways and religion taught them to be victims and accept it as a test from The Ontani. He told them that the larger races push the Brandi around because the Brandi let them. The Ontani have failed to protect their charges and therefore have reneged on the agreement.
Thus the first step to liberation is to stop worshipping these poor stewards. From now on the Mantrans must rely on their own skills and strength. They must organize and train like the larger races and if they are ever going to secure their own homeland they must be willing to fight to claim it. The larger races will never give them a new home, nor will The Ontani. It will be achieved through Mantran swords and shields.
Taking a cue from the Maligorians he knew back in his homeland (he is a Teroga from the 7 Sisters region), he began to train his followers in the arts of war and instituted a regimented life. He chose to establish the new homeland in the area known as the Savage Lands. It offered access to the sea for trade and also none of the peoples there were organized much above the level of Hunting Bands.
They quickly gained a foothold and have slowly begun to secure more and more land. Now 15 years later they have secured a nation for themselves, and their society is solidifying.
Some of the keys to their success have been use of the Brandi-Mantran agility and stealth in a coherent fighting style that also utilizes the natural cooperativeness of teh Brandi-Mantran people. They also have squads of berserkers who give reign to their anger and are fierce ragers in battle. The domestication of the Raptorian dinosaurs native to the Savage Land also gives them a huge advantage over their enemies. The Ragers wade into their enemies and create chaos then the Rangers ride in with their mounts and destroy the disorganized ranks.
Two other tools that are being slowly integrated are the Brandi-Mantran mentalists, and a new way to use the Weave.
Mantrans now have a society that does not worship The Ontani or any of the Akar. Instead the few priests they do have gain their power from veneration of the Spirit of the Mantrans. Their belief in their own abilities and cultural heroes is a new type of religion. Even these priests however are distrusted and they are kept under the strictest control by the Emperor himself.
Many sacrifices have had to be made by all. They now must place the nation above their own desires and society has become rather draconian. Those who dissent are eliminated. However the Brandi-Mantran spirit of cooperation runs deep and in most cases it makes the Mantran subjugate his desires to that of society quite easily. Most Mantrans are proud of what they have accomplished and gladly look away from the more oppressive society required to achieve it. They have alot of Anger and focus it on their enemies.
Logan says 'many complain about the demands Mantra places on them, and they are right. Mantra asks you to make sacrifices that no Brandi society ever would have asked. However Mantra gives more back than any Brandi society ever has. You give to her and she rewards you like never before.'
(to get the feel of the Mantran Burrows right picture a cross between Hobbitton and Nazi Germany. They aren't racial purists but they certainly have no mercy for defeated enemies.) |
| #11Dreadnought12Dec 04, 2014 22:03:47 | (here is some information about the descendents of the Bija Clan (mentioned in the History post for the Brandi-Mantran people. I really need help to figure out how to work empathy the way I want it within the new rules)
The Bijansi (Brandi-Mantrans who were cursed with Empathy)
These isolationist cousins of the Brandi-Mantrans live in a valley located on the border of Trolis Wood. Like their cousins they are short (averaging about 4ft tall) and lithely built. However they do have some traits that are not found amongst their cousins. All of them have hair that is the same deep red color. The palms of their hands are also a similar color as are their lips. They are an attractive and exotic people but they view their odd coloration as being reminders of the shame their ancestors brought on them. Another trait that they do not share with their cousins is the fact that all Bijansi are empathic. For most their empathy functions only on other Bijansi and functions in a passive manner. They cannot prevent being aware of and affected by their fellows' emotions. They know what each other is feeling and if the feeling is strong enough they will be affected by it. Their culture is based on self control andcommunal rsponsibility. The have no central government because their empathy makes them aware of each others' needs. They do not sleep. Instead when they become tired they enter a meditative trance where they share a group mind with all other of their people who are asleep at that time. This is not normally any different from normal sleep, but it does allow them to remain 'aware' of the general needs of society. On rare occasions this activity (known as Griem) can act as a way to share important information amongst the entire nation. There are rare Bijansi who have much stronger Empathic skills that allow them to control the emotions of others. These special ones are said to have strong 'heart-ears'. The draw back is that they must remain in control of their abilities. IF not they will be affected by the emotions around them which will then be projected back in a more intense form which will create a feed back loop that can trap an entire community into a specific emotional state that only another with strong heart ears can change. When these things happen it is usually very young ones who are not aware of their skills have little control and even less maturity. Entire communities have been caught in bloody rages where they tear each other apart because of uncontrolled empathic skills. When one of these children is found they are usually sent to live with an older Bijansi with similar skills but more control in an isolated area. There they learn how to control their skills enough to not make them a danger to their communities. After they are old enough (they reach physical maturity at 15 years of age) they usually are sent to travel amongst non-bijansi so that they can learn full control of their abilities without a bunch of projecting empaths around to complicate matters. Those who return usually become a member of the Sheriffs. The Sheriffs are all strong heart-ears who patrol the bijansi communities to prevent emotional feedback loops and untrained strongs from disrupting the peaceful Bijansi communities too much. |
| #12Dreadnought12Dec 22, 2014 21:53:07 |
(Here is another race that I created for this world. They look like very attractive Kai, but I really want them to be similar in game mechs to the Tieflings. ANy help would be appreciated) The Ralu'rai Creation Myth
(excerpts from 'City of Gold, City of Blood' by Amicus Koehlarin)
Long ages ago the Ralu'Rai Sisterhood were Sorceresses of great renown who dwelt on the Infernal Realm. Before the Binding Oath we did not need the Vaethi to help us gather and store energy. We were able to find that energy all around us and we stored it in the Sacred Uteri still kept by each of the Great Houses to remind us of our Past Days.
One day the Trixter Krovvy decided, if one can say that he eve holds a thought long enough to have decided anything, to steal the sacred Cattle the Sisterhood kept. The Sisters took up pursuit of him. As he led them on a wild chase throughout all the Realms infernal he took the shape of a jackal, a desert Hawk, a Rabbit and a Dove.
All across the Realms they followed until they came to a beautiful oasis in the middle of a vast desert. For once he ceased his constant movement and stood and smiled. He ate a Pomegranate and spat 12 seeds (3 in each direction. North south east and west). The Sisterhood prepared to bring him low with spells and punish him for his impudence, only to find that their Uteri had no energy left in them to do so.
Krovvy only smiled and fanned himself with a palm fond. He pointed out that their portal had closed and they had no way to return home. Their homes were not a primary concern they cared only that they could not find energy to refill their Uteri.
Krovvy told them that he could give them their magic but they must promise to never again touch a spider and also that they would act as Stewards to this his sacred Oasis. Since they only desired their magic back they agreed.
He told them to open their Uteri and hold them out in front of themselves. They did so. He went along and spat in every one of them. In every 4th one he spat twice. He then told each to spit in her own pot and then close it. They did so.
Then he told them to smash each pot upon the head of their neighbor. They were reluctant to smash what was a part of themselves upon the head of a sister. One however did do so and when the pieces hit the ground he told the stricken sister to gather them and then walk into the water and submerge them.
A Dryllar hawk flew over head with a jumping mouse in its beak.
The sister did so and was surprised to find the pieces become a tiny infant girl. Soon all the other sisters were striking each other over the head and taking the pieces into the water. Those that Krovvy spat in twice became 'men' (that is why we call them the Vaethi -Twice spat). All others were females.
Then , as he finished his game of knucklebones, he said I shall take my sons the Vaethi with me and when I have taught them properly they will return to you and show you how to gather and store energy in this place. Care for the Ralu'rai for your time here is now limited and they shall carry on your ways."
When he brought the Vaethi back they were trained in the skills for which we still prize them. They now had a use to us. Our sisterhood and the Vaethi have obeyed the Binding Oath for 23 sister-lives and now we are rewarded for our stewardship with the luxury we now enjoy. Krovvy may the river both curse and bless him is our greatest ally and our worst enemy. We forever wish to pummel him with one hand while holding out the other in friendship.
We have come to love this land as much as Krovvy (though we make noone carry out our will in Demon skin). We give the hand of friendship to the people of Paris and Shroud and the realms no longer call to us. this oasis provides us with all we need and Krovvy gives us the Vaethi. So let us drink sisters to that bastard Krovvy and his wondeful sons.
Society:
Ralu'rai live within the confines of their expansive conclave in the city of Mujanil. They are the original inhabitants of the city and actually own all of the land Mujanil sits on. The city pays them rent each year and this is what the Ralu'rai use to pay for all their needs. They do not require any voice within the city just so that their rent is paid the city can change governemtns as often as it likes. They keep to themselves and only rarely leave their enclave. The city is very strict in punishing those who try to disturb the privacy of the Raluri.
Ralu'rai Myth says that they are the descendents of Powerful Demon sorceresses and the trickster Krovvy. He led them here where their magic no longer worked and in return for him teaching them how to use their magic here they agreed to act as stewards to the Oasis where the city of Mujanil now stands.
Ralu'rai find the way outsiders allow their men to treat them as disgusting, and stay within their conclave most of the time. Recently however they have been uncharacteristically high profile and helpful. This is definitely traced back to when Lady Arvanda came to power.
Ralu'rai adventurers usually are on a mission for the Matriarch and travel with non-Ralu'rai servants and atleast one male. They indulge the males every desire and do not have a tabboo against outsiders seeing them. they are in fact quite proud of their males' beauty and when they cant show it off to their sisters they will show it off to whoiever is around.
They will instinctively treat any women as being the head of a group and if there is not one they will automatically assume that the males need them to step into that role.
They can over time come to understand that not all men are like their own. But it is difficult for them to grasp the idea of equality since there is such a glaring and real inequality amongst their own sexes. They dote on their males particularly the ones who supply them with the best and most magical energy (I would explain this more in depth but the manner in which they do so is most definitely adult content, so I will leave the rest to your imagination.)
Early on in their adventures they may try to see if other males can provide them with Magic energy as well (whcich they cant). Many will find outsider males to be attractive if a bit 'feminine' in their actions. |
| #13Dreadnought12Dec 04, 2014 22:15:38 | THE DRAGONS OF OBINIARAS
The Weave is a major force on Obiniaras and it affects many beings in various ways. The most striking of which is Dragons. These are sme of the oldest mortal creatures to exist on Obiniaras. In fact Dryll the Wyrm of the Sands is acknowledged as being the Oldest known mortal in existance. The 1st mention of him is in VorsTel Myth and he is the force which solidified the people who would eventually become the 1st civilization of Obiniaras. It is not known what Dryll was before he was Dryll but it is assumed that he, like his younger Dragon brothers, was once another race.
There is very little evidence but it is known that the being known as Gramach 2-tails became a Dragon only 100 years ago. Before that he was an incredibly powerful Weaver who underwent a dangerous ritual taught to him by his patron Akar (Bomdrifa akar of civilization and arts).
It is believed that each Akar has the capacity to create a powerful servant who for reasons they keep to thmeselves they wish to prevent from being absorbed by the weave. This is why Gramach underwent the transfromation.
During the transformation the being goes into isolation for a period of several years. During this time their body is transformed into Plant tissue. Not only does this mean they no longer have to eat, but they also no longer need to worry about the incompatability with the energy of the Weave. There is no longer a danger of being absorbed by the weave.
The added benefit is also that they produce their own weave energy. Even in Weave dead areas they have a backup supply they can use. Their magic is also much harder to resist because it is pure and Unfiltered.
(I definitely took alot of inspiration from the Dragans of Dark Sun and I worked them into the Magic system I want to use on this world) |
| #14Dreadnought12Dec 07, 2014 20:15:03 | KROVVY : THE SPIRIT OF MUJANIL (This being is something I am trying to work with. Essentially I envision the former nature spirti Krovvy it as being a Demi-god like being within its area of influence, The wearer of the suit is far less powerful but more active. Krovvy is not really worshipped, but he does have festivals in his honor and offerings are left at the entrance to the Oasis by those grateful for his assistance. The Ralu'Rai come closest to 'worshipping' Krovvy. They have a dual view of him, They thank him for bringing him to their homeland ages ago, but they curse him for his mercurial nature. They view him as almost a feritlity diety and invoke him in their Conception Rites. He has no temple and he lives in the Oasis itself but few ever mention encountering him. His Trickster nature makes him hard to truly venerate. While not truly a diety he is counted as being a member of the Gods of Mujanil and is honored in public art and statuary as working with the other 2 (true) Dieties of Mujanil : Lady Shroud and Lord Paris Faelen (outside of Mujanil Paris Faelen is known simply as Parisi. The name Krovvy is used interchangeably to refer to both The former nature spirit and the wearer of the suit. Most people believe them to be one and the same.)
Krovvy is the spirit of Mujanil. He was once merely a nature spirit who was protector of the Oasis that once stood where the city of Mujanil now stands. When the Ralu'Rai came here he forced them to act as stewards of the Oasis. When they 'rented' the land to the Brackalzi family the Brackalzis unknowingly became the inheritors of the promise to protect the Oasis. Krovvy came to Andros Brackalzi I and told him that now it was his time to fulfil that promise. He presented Andros I with what was to become one of the great symbols of Mujanil. He gave Andros I a suit made from the skins of demons who over the years had tried to take the Oasis from him. This suit when worn granted Andros I the power to protect the Oasis. It gave him supernatural connection to the land itself and the power to fight those who would endanger the Oasis. It drew strength from the land itself and, in later days, the inhabitants of the city itself. As the city grew and became more than just the Oasis itself the responsibilities and powers of the wearer of the suit changed with it. Over the last 400 years the suit has gone down the line. When a wearer dies the suit chooses another member of the Brackalzi line descended from Andros I as its new master. The responsibilities of the wearer have changed since the early days. The role of protector of Oasis was taken on willingly by a line of Druids first started by Narina Faelen. The order she founded has taken responsibility for the Oasis ever since. When the Oasis was protected then the powers of Krovvy no loonger focused on protecting it and became the spirit of the city itself. The Suit is everything Mujanil is. It is strong, and it is viscious when threatened. It punishes those who would violate the peace and prosperity of the City. The wearer of the suit is compelled to dispense justice when the city is wronged. It dispenses justice whenever it is needed. Whether or not the city wants it. Krovvy is vigilante justice and operates outside the law. Many believe that Krovvy is nothing more than an urban legend, and most who do believe it exists now think that the suit is inactive. It was known that the suit was passed down and tied to the descendents of Andros Brackalzi I. After the civil war and the rise of Lady Arvanda the descendents of Andros I were wiped out. For 10 years there was no known activity of Krovvy, then 2 years ago one of the Shadow Maidens encountered him. He declared that so long as the city stands Krovvy will be its protector. Who the new wielder is is unknown. Speculation has been that perhaps when the government established by the Brackalzis fell that the responsibilities of the Suit were transfered to someone else.
(SPOILER ALERT : The new bearer of the suit is Lady Arvanda's eldest son, Jaspon II (Jas) Brackalzi. He is the last surviving legitimate heir of the original signitors of the agreement with the Ralu'Rai which established the city of Mujanil. As such when the descendents fo Andros I died out the responsibilities passed to the next primary signator with surviving decendents, Marisa Brackalzi. Through his father Jaspon he is a direct descendant of Marissa, thus the Suit came to him. He has grown up being doted on and loved by all the people of Mujanil ( they affectionately call him Oridisi -which means Little Lord, since he is the last surviving member of the aristocracy that once ruled Mujanil) and he readily accepts the compulsions of the Suit to dispense Justice when the city or citizens are harmed. He knows that his mother would not approve of such methods, and especially of his working for Krovvy, so he keeps his newfound duties a secret. He is also relieved that the suit came to him as a direct descendant of Marissa as this means that rumors that he was not Jaspon's son were put to rest. The rumors said that he was fathered by his mother's lover, and newly ascended Lord of the Underworld, Paris Faelen. Since Paris and his family have no links which lead back to Marissa then Paris could not have been his father. His younger brother Maro, however is definitely the son of Paris, but that is a secret that only Jas, Paris, Lady Arvanda, and a few of her closest friends know.) |
| #15Dreadnought12Dec 22, 2014 22:28:28 |
From then to Now : A brief History of Obinarias (from the VorsTel perspective)
(excerpted from Time is Tide by Amicusar Koehlarin)
This brief history is not intended to be all inclusive nor is it purporting to be representing anything but the VorsTel perspective of events. It will be split into 2 periods. The first will be the prehistoric period. This period will cover information that has come down to us primarily through non-literary means. This will include stories, tales, myths and epic poems which have been passed on via oral tradition for ages. Due to the versatile nature of these materials, time referants should not be treated as absolute. Rather; the reader should understand that only estimates are intended and what legend may refer to as having been centuries may merely be hyperbole wishing to confer that the events were of great importance. In actual truth the events may have occurred in only a very few number of years. The reverse can also be true. Acts tied to certain heroes may have actually been performed by multiple personages over many different time periods. The thing to keep in mind when dealing with information derived from these sources is that the primary goal is not to present factual data but to justify social conventions and values. For my purposes regarding this project I wish the reader to keep in mind that even though we have surviving records that predate the 1st Sundering War many of those records were lost, or purposely altered, in the chaos of the 2 great upheavals known as the Sundering Wars. Therefore I will rely mostly on non-literary records when speaking of events before the end of the 2nd Sundering War. When drawing information from a surviving text I will state that I am doing so. If I do not explicitly state that I am doing so it should be assumed that my information is drawn from oral tradition. After the events of the 2nd Sundering War I will take the opposite approach. Since we have a largely unbroken textual tradition from that time to now I will rely almost exclusively on Texts and the dates should be considered to be refer to concrete periods of time. If I include information from oral tradition or non-textual sources I will explicitly state I am doing so and will strive to make sure that I use it to supplement the Textual evidence. Also In the latter periods of the history I will be discussing events which I have personal knowledge of or actually took part in. When supplying information from my own experiences I will explicitly state as such. While it is widely acknowledged that my people are the eldest nation on Obiniaras and have the longest historical record, it would be foolish of the reader to assume that this means that our record is not without its bias. You should constantly be aware that a VorsTel scholar is no more likely to point out the flaws and failures of his people than a Kaian scholar would be. Most textual sources up until quite recently were commissioned by the ruling classes and any scholar who wished to receive further patronage would be careful to avoid painting those patrons or their ancestors in a negative light. This is not to say that the information they recorded is not reliable but it would be foolish to not acknowledge this tendency. Finally I wish all who would read this to know that while I have included many items that deal with non-VorsTel peoples, I am not writing this with any intention of claiming a right to be the author of their histories. For the most part I have confined myself to discussing other nations only from the point of contact with my own people. Any information provided prior to such contact will either be drawn from the traditions of the people involved, information they were recorded as providing to my people, or from information I have personally uncovered. Whenever this information is provided I will explicitly state where it derived from.
The Pre-Historic Era :
The Edenic Epoch:
This is the era of deepest myth and legend. It is dealt with heavily in the most ancient of songs and oral histories, but due to a tendency to down-play pre-Embraced religion we know almost nothing about the religious practices of this time. What we do know is that their practices seem to have been similar to those practiced by the inhabitants of the Animi Plains. We can reliably state that this is the period in which many of our present day Houses were established. In songs from this period there are reliable references to atleast 7 Houses that are known from Historical Periods (Ele Drize, Uzmarante, Koehlarin, Ele Frala, Muzalte, Gimbulite, and Hortem are all evinced). The oral tradition states that in this period there were none who could be identified as VorsTel. They collectively refered to themselves as Dal Thalacki (a name still used by many groups today) and what we now call Houses were either refered to as Tribes or Clans. They were a pre-agricultural people but due to the relatively more abundant lushness of the lands in which they lived they had a far less nomadic lifestyle than present day Animi Tribalists. Songs speak of relatively permanent settlements (though each group probably maintained several seasonal camps to exploit different resources throughout the year) and a much higher population density than one sees on the plains. There was also much less reliance on carnivorous activity. The game available in the primal forests was far smaller and less abundant than those of the plains, which likely explains how our people have always treated hunting as a sport or entertainment rather than something one does out of necessity. It is doubtful that the entire group lived together throughout the year but they seem to have had quite regular contact with other clan members. There are also songs which reference storing of wild grown plants for the leaner periods. While they did not cultivate their own crops they did apparently store wild produce up for leaner times thus allowing for a more settled and densely populated lifestyle. In the area that is often viewed as the traditional homeland for our people the songs reference 15 different tribes by name (though only the 7 listed above are believed to be non-inserted material). The nature of their interaction is difficult to surmise, but it seems likely to assume that they had some level of contact and interaction with one another and, as is the case with all sentients, it was at times friendly and at others hostile and sometimes fell in between the two extremes. No references are made to any official authority that covered more than one clan, but some clans appear to have been more influential (The ‘Big 3’ : Koehlarin, Uzmarante and Ele Drize) and figure prominently in songs from this era. Whether this is due to actual influence at the time or later prominence being recorded as retroactive is a matter for debate with no real solution possible. The songs do not speak of this era as being idyllic (themes of drudgery, famine, disease and general suffering are common) but when viewed in light of the next era this era has often been talked about in such terms. The oral histories of this era also make the first reference to contact with a non-Tel people, The Graal. According to the tradition (and Graal tradition agrees) several clans (led by Uzmarante) succeeded in driving them out of the homeland and into the Animi Plains. The only way to truly place this era in time is to say that it predated the Dominion of Dryll, which is believed to have commenced about 6,000 years before the present era.
The Dominion of Dryll : The Casting of the First Shadow
This era commenced with the arrival of the Great Wyrm Dryll in the Homeland. His sheer physical power, mastery of the Weave and his loyal retainers made his subjugation of the 15 Tribes a matter of such ease that no songs even bother to speak of incidents occurring during his seizure of power in the area. Under Dryll each clan was required to provide Dryll with a tribute. Which clan provided the tribute was determined by a contest held by 5 clans which Dryll selected. Feats of athleticism, mental acuity and entertainment were all judged. The 2 lowest ranked clans would then choose 20 champions. These champions would engage in single combat until one clan received 11 victories. The clan that lost would then offer its champions along with 20 other clan members selected by Dryll and his retainers as their tribute. A losing clan was exempted from the trials for 12 years. During this time it is known that Dryll openly encouraged strife and discord between the clans. Songs from the period give the first references to anything that could actually be called a War among the people. Before that clashes were usually one man and his followers against another man and his followers. The clashes of this era seem to be largely clan vs clan. On numerous occasions Dryll is said to have stepped in and ended the conflict by demanding that the two clans settle their differences and then offer him tribute via the normal means. In this way stories tell how a 3rd clan would often manipulate 2 clans into conflict so that Dryll would step in and make them offer him that year’s tribute. The Song of Zamasi relates the adventures of a young warrior who in a series of misdaventures becomes an unlikely hero who helps his village resist a particularly vicious Retainer of Dryll. In this song Zamasi is said to have stolen the secret of how to manipulate the Weave from this retainer. This is the first reference to the Weave in any of the songs. It is striking that given later history Zamasi was of Ele Drize. The Epic of the Bogra Mexni is another tale from this era and it is the first historically reliable referenece to D’zon as well as what appears to be a very early form of an Ara celebration. Neither appears to be widely practiced but their depictions in this Epic most definitely show the beginnings of these 2 cultural conventions. The Tale of Jubrit is also the first known reference to the Naming Ceremony. The Ritual described in that tale is almost identical to what is known from the earliest historical sources. The oral tradition states that the dominion of Dryll lasted for 5 centuries. The oral history is filled with epic tales of the actions of heroes and mentions for the first time many things that would come to be known as hallmarks of what it is to be VorsTel. Often spoken of as though it were a period of nothing but oppression it also was a period which saw the development of many culturally defining characteristics or atleast the first references to them that have come down to us.
The First Embrace :
3 of the tribes (Koehlarin, Uzmarante, and Ele Drize) living under Dryll are summoned to a parley camp. Upon arrival they find that none of them has instigated this meeting. As tensions mount and accusations are thrown several figures appear on the horizon. At their head is a being encased in metal armor and carrying a sword. He declares himself to be Vors and says that he is spokesmanof the Akar, beings tasked with ‘raising mortal beings up from the depths of turmoil and into the light’. The tales from this time vary but they all agree that with him were Atula (Steward of Life), Drigos (The ForgeLord), Bin (The Speaker), Indrafa (The Dancer), U’ergol (Fate Spinner) and Ingis (The Horse Maiden). Vors tells the leaders of the 3 Clans that he and his associates will teach them skills that will make them capable of throwing off the yoke of Dryll. He tells them that in order to receive these gifts they must dedicate themselves to assisting him in his drive to bring order to the chaos of Obiniaras. After a few days of deliberation the 3 Clans decide that they will accept the terms Vors offers them. Over the next 15 years Vors and his companions teach the 3 Clans the skills of agriculture, literacy, metallurgy, eloquence of discource, elegance of movement, animal husbandry, architecture and many other skills necessary for a settled and civilized way of life. All this is conducted secretly and great pains are taken to hide it from the eyes of Dryll. All the songs and tales agree that during this time Bin, his sister Indrafa and U’ergol secretly taught a select few the Way of the Weaver. It is stated that this was done without the knowledge of Vors, but whether he would have disproved of it is intentionally vague and leaves the topic open for interpretation. Then the 3 Clans stage a viscious war against each other. Within days Dryll swoops down to put an end to this disruptive war. He demands that each clan send 20 champions to the arena and end this dispute. This was their goal all along. Each of them selects 20 champions who have excelled in the arts the AKar have been teaching them. The Triune (Bin, Indrafa and U’ergol) ensure that several of their students are among the champions chosen. As the ritual combat was called to begin by Dryll all the champions, instead of fighting one another, attacked Dryll and his Retainers. Caught off-guard by the unexpected attack from their usually docile subjects chaos erupts in Dryll’s ranks making them easy prey for the newly emboldened Tribesmen. With his Retainers dispatched Dryll is swarmed by the Tribesmen. Using the skills they have been taught by Vors and the Akar, they inflict great damage on the Great Wyrm. They destroy his left eye, break one of his horns, sever many feet from his tail, and destroy many digits on several of his great feet. After the membrane of one of his wings is damaged the enraged Wyrm flees. He will eventually take refuge in the area that will become known as The Dryllar Expanse. It is not known how long it took but the 3 Tribes then spent many years driving the rest of Dryll’s retainers out of the Homeland. When the last of them was sent to flight, Vors called the 3 Tribes and the other tribes that had joined their cause, to convocation once more. There Vors gave them the 3 great treasures of the VorsTel (His Shield, His Sword and His Spear). On these items were inscriptions that bear the Laws that would become known as The Path and The Way. The assembled Tribes swore an oath there that they would assist Vors and the Akar in their quest to Bring Order to the Lands, To lift up those who lived in barbarism to the light of Civilization, and to Be a Light that drives away the Shadows. The Path and The Way would become more refined and more precise over time but it was in the taking of this oath that the VorsTel were born.
The Clans United :
Having finally driven out the remnants of Dryll's followers, Koehlarin, Uzmarante and Ele Drize began to bring the Path and The Way to their newly liberated fellows. Each Clan went forth separately to pursue the new agenda given to them by Vors and The Akar. As they went and fought the minions of Dryll each gained allies from those they liberated. Thus were the power blocs created. Each Clan had its own loyal followers. Each of these power-blocs slowly began to liberate specific areas and build their cities. Once all the Retainers fo Dryll were driven out then there was called a Convocation of Clans. All the Newly liberated Clans attended in order to ensure that structures were in place to ensure an orderly expansion and settlement of their homelands. They met on the Island of Roads (where Vors had originally called the 'Big 3' to meet. It was there decided that to commemorate their new dedication to a settled and orderly way of life that they would no longer call themselves Clans or Tribes but would now be known as Houses. The 'Big 3' were defered to as being the primary voices. Their possession fo the Artifacts Vors gave them before returning to the Realm of the Akar gave them special status as keepers of the Law. During this Time each of the areas influenced by The Big 3 began to take on its own particular character. Uzmarante and lands controlled by her allied Houses had a tendency towards appreciation of Nature and strove to balance that love with the drive to Order given them by Vors. Atula was treated as the wife of Vors and in Uzmarante lands the two were viewed as equal and that the struggle of sentient life was working to find a balance between the 2 drives. Koehlarin and Ele Drize lands were far more similar. In those lands Vors was viewed as the supreme Akar adn Atula's power and capacity for independent action was downplayed. Koehlarin lands tended to be far less extreme than Ele Drize in this regard. Even from a very early time Ele Drize was typified by its increasingly strict form of worship. In Ele Drize lands Vors was the only one honored with his own temples and shrines. In Koehlarin lands there was a tendency towards compromise between the two extremes of their cousins, though they tended to lean much closer to Ele Drize's way of thinking than the Uzmarante Ways. For several hundred years there was cooperation among all the Houses and they expanded to control all the lands between the Moutains and The Sea. During this time Ele Drize and Koehlarin also began to send out scouts beyond its holdings. This was the time when they made contact with the Dakin. These stout and short people had established an Empire of their own in their homeland in the Mountains of Daki. A tentative relationship was forged with Koehlarin being the most active. Trade flourished between the two Nations and it was agreed that the Forest of Gubran (whcih separated the two Empires) would be its shared border. Neither would push any further into it than lands they currently held. They did not just trade goods but they also traded knowledge with each other. Uzmarante was always rather distant in their relationship with The Dakin because the Dakin were builders and shapers and had very little connection to the natural world. Ele Drize was closer but still distant because the Dakin venerated Drig above all others of The Akar. |
| #16Dreadnought12Dec 07, 2014 21:17:37 |
THE AKAR
The term Akar technically refers to a very specific group of beings, but is often used to refer to all divine beings. In the truest sense The Akar are those entities which are commonly associated with the Pantheon led by Vors, Lord of Order and Justice. These are the beings who are worshipped by all 'Embraced' societies (those cultures who were taught the skills of civilized life by these entities or their established followers). In common usage most folks make more of a distinction between whether or not they have been Embraced or not. The Embraced societies follow the Vors-led Pantheon. I will first deal with Akar who are members of the Embraced Pantheon.
The Embracing Akar :
Vors : The most powerful and widely worshipped of the Akar. He is concerned with Order and Justice and has a strong martial bent. His followers are tasked with bringing Order and Law and Defense of lands that are under Vors' protection. Worship is widespread to the West of the Blood Rift and therefore these areas are more 'civilized'. The Kristan worshipped Vors almost monotheistically, but since losing The Drizateli War, they and the worship of Vors have virtually disappeared from the Eastern lands. Perhaps the best known worshippers are The VorsTel who are largely responsible for bringing the Embrace to the other people of West Obiniaras. Thus it is their version of his worship that has been spread. He is not strictly a War God but due to the martial bent of the VorsTel the concepts fo Order and Justice have been built into the way they conduct Wars. In Kai lands Vors is most worshipped by Soldiers, Warriors, those tasked with enforcing Laws, and those in Authority. The VorsTel acknowledge the other members of the Pantheon but they view them as being subservient to Vors. They do not have temples dedicated solely to any dieties but Vors. Kai lands do not usually have such a singular focus. They acknowledge Vors as being primary, but the other Akar are also known to act on their own and in ways that sometimes may be counter to the interests of Vors. He is beleived to dwell on the largest of the Moonlets which is known as Lutara (the Light of Purity).
Atula : Atula is the Queen of Nature. She oversees and is the steward of all non-sentient life. She is most worshipped by Farmers, herders, those who make their lives off the land, and Druids. The VorsTel see her as being one of the more powerful of Vors' aides, but since nature often finds itself at odds with Order and Justice, she is also seen by them as being most likely to oppose Vors' vision of Order. Before the Uzmarante (1st) Sundering War, she was seen as being equal in power to Vors himself. The Uzmarante Clan (which became the Huziest) saw her as being Vors' wife. This view is what led to the Sundering between them and those who supported the outlooks of the Penstafolis Houses and Clan Ele Drize. Worship of Atula is widespread but is most prevalent in societies and areas where there is still a strong connection to the land. Atula is believed to reside on the Moonlet known as The Garden (it casts a distinctively green tinted light) where the archetypical forms of all living things reside.
Drig : Drig is known as The Forge Lord, or the Great Artificer. He is the Akar of Fire and Industry. He is widely worshipped by blacksmiths, craftsmen, armorers and all who build. The VorsTel pay him more homage than any other of Vors' servants due to his having taught them how to forge weapons and armor. Before The Silencing, Drig was worshipped as the Primary Diety of The Dakin Empire. He was credited with their creation to stem the tide of the Under Races escaping into the Lands of Light. Since The Silencing the Dakin are no longer active in Obiniaras and are believed to be extinct, but all those build or work metal pay him homage and thanks. Drig is believed to reside in the Gul'Zabir (The Sun) where he works his eternal forge and commands the Fire Elementals that are his servants.
Bomdril : Bomdril is known as The Speaker. He is concerned primarily with Knowledge and Civilized life. He, his Sister Bindrafa and her Husband Gresh, act as the givers of all things civilized. His followers are Scholars, Bards, Teachers, Historians, and Scientists as well as Lawmakers. The 3 are commonly worshipped together, but those who work in fields specific to one of them conduct special forms of veneration when trying to invoke their particular patron. He is believed to reside on the Moonlet known as The Academy, which is locked in orbit with the Moonlet known as Riagrana, where his sister and her husband dwell. These Moonlets always appear in the sky together and when they are ascendant in the sky are the nights when darkness is pushed back the most.
Bindrafa : Bindrafa is Known as The Dancer. She is the Patron of Artists of all kinds but especially Music and Dance.
Gresh : Gresh is known as The Architect. He is the Patron of All Architects and those who beautify their cities.
Parisi : Parisi is a probably the most complicated of the Akar. He is the Lord of the UnderWorld. He is tasked with judging the Dead and conducting their souls to the lands of rest to which they are most deserving (usually the land of the God whose agendas they did the most to advance in life). He is a relavitvely new member of the Pantheon. 25 years ago during the last Gods' Walk he found and claimed the power of the Former Lord of the UnderWorld Muergo and took his place among the Akar. In life he was a member of the Aristocracy which ruled Mujanil before the Civil War (which his sister started) which put Lady Arvanda in power. He was also a vampire, having been given this gift for service to Muergo (who in controlling access to the Underworld also controlled Undeath). Muergo was viewed as an Akar that one did not venerate. Instead he was placated by rituals and bribed into given better treatment at the day of judgement, Those who sought to avoid judgement through Undeath were his special servants. All fo that changed when Parisi claimed his dominion. Parisi has definitely put his own spin on how one worships the Akar of Death. He now has 2 very distinct Priesthoods who are not permitted to operate in each others' areas. In his home city of Mujanil his priesthood are known for the hospitals they run for the sick, wounded and dying. They do what they can to help the people recover from illnesses or to prepare for death and what to expect. Here he is treated much more possessively and personally. They see him as Their Lord, as one of them. As such they refer to him by the name he was born with, Paris Faelen, or Baron Faelen. His Mujanil Priests are Undead Hunters as well and actively seek to destroy any Undead who operate without permission from Paris himself (within the lands controlled by Mujanil this is just about all Undead). His Mujanil Priesthood are sworn to defend the city when needed and offer their services to Lady Arvanda and her council. Even though Lady Arvanda was his enemy before his ascension his priests are commanded to protect her and her adopted sons (only Paris and Lady Arvanda know that the youngest one, Maro,is actually his son). This priesthood works closely with Shroud and her Shadow Maidens to help enforce the laws of Mujanil and keep the peace. On the mainland things are quite different. His priests still have the stigma that was attached to those who served Muergo adn have alot of negative ideas about those who serve the Akar of Death to fight against. The primary change is that Parisi (as he is known outside of Mujanil) no longer permits anyone not in his service to escape Judgement through Undeath. His priests are primarily concerned with making sure that those who should have died face the Judgement of Parisi. They do not operate hospitals outside of Mujanil because the Mainlanders still have a very negative idea of what the Lord of Death does and would not willingly go into a hospital run by his priests. Many of his Mainland priests are actually Undead themselves but they have sworn to serve the goals Parisi sets for them. He allows them to operate mostly unimpeded as they did before (it is good after all for people to fear The Lord of Death after all) but places some restrictions on them. Most significantly being that they are not permitted to operate in Mujanil or its areas of control, or to prey upon residents of Mujanil (to ensure this all Intelligent Undead can automatically identify a citizen of Mujanil). On the Mainland he is largely unconcerned about un-intelligent Undead. Those who willfully seek to escape his judgement without serving him are targetted for death, but he is not overly concerned with Zombies and other mindless undead. If you create Undead you may find yourself a target of Parisi's priests, but only if it is something you do alot, or has a large impact, or somehow effects Mujanil and its citizenry. Mainland Priests are forbidden to enter Mujanil, but Mujani priests often operate on the Mainland, especially helping the priestesses of Shroud set up their hospitals, schools and orphanages. The two different sects dress differently and recognize one another as being a member of the other priesthood. They are not rivals as such but Mujani priests often question why Paris allows them to exist. Parisi is believed to have 2 residences. One is the Moonlet known as The Shadow. This moonlet is only visible when The Garden, The Academy, and Riagrana are in the sky together since it is mostly composed of Dark elements and only when those moonlets shine together is it visible as a dark circle in the sky. This was the Home of Muergo, but in Mujanil they believe that he actually resides in his ancestral home (Faelen Castle) which has become his primary temple. He also has a 'guest room' maintained for him in the residence of Lady Arvanda.
Hudri/Ingis : Hudri (known as Ingis by the VorsTel) is known as The Beast Lord and is often called the brother of Atula. He is concerned with Animals. As such he is rarely worshipped except for by those who either live as hunters or use animals in their work. The fact that Horses fall under his purview also ensures that cultures who use horses in combat venerate him. He is one of the few members of the pantheon who is worshipped by 'primitve' peoples in both the Savage Lands and The Animi Plains. There is is seen as a bit of a triskster who can at times be maliscious. They worship him and give thanks in order to stave off his anger and make sure he does not enrage the creatures they hunt. He is believed to dwell on the moon which orbits around The Garden, known as BeastHome.
Suedos : Suedos is known as the Lord of The Waters. All those who make their livings in, on or over waters pay him homage. All ships are dedicated to him and Merchants who use Water routes make sure to placate him before embarking. Some coastal cities often place him as their primary diety. He is largely inactive so long as the proper rituals are conducted. He is believed to dwell on the Moonlet known as Suedosheim. This moonlet passes closest to the planet and its passage causes the most violent of storms at sea when it is closest and over seas journeys are almost always timed to avoid being on the ocean during those days. This planning is also why Suedos is seen as the Particular Patron of Astronomers and why he is often seen as the father of Jina, Hara, and Bula.
The U'ergol : This is the collective name given to the 3 sisters (Jina, Hara and Bula). The closest translation of their collective name is Fate Spinners. When a child is born they are the ones who determine how long that child will live and how that life will play out. It is said that their Spinning tells them every moment of the person's life but they never share that information with anyone. They are not truly worshipped and have no priesthood, but people will say a simple prayer to them before embarking on a dangerous venture and will deliver offerings to the local shrine in their honor. This prayer is usually something to the effect of "Let this not be the time that my string is cut.". They are viewed as the children of Suedos, and are also venerated when a child is born (in hopes that they will favorably spin its fate). Like Suedos they are often placated before traveling and are often seen as Patrons of Astronomers, Astrologers and all who would attempt to glimpse the future. Weavers who have a strong tendency towards the Divination school also pay them homage. They are believed to reside on the 3 moonlets, which orbit around Suedosheim, known as The Maidens.
Kal R'Han : Kal R'han is known as Lord of Strife. He is a War God and has little other interests. He is differentiated from Vors in the fact that Vors is seen as a Protector and Kal R'han is seen as an Aggressor. He is War for glory, expansion and its own sake. He is the Akar one invokes before entering into battle. When all the trappings of civilized life must be thrown off in order to protect or expand civilization, Kal R'hon is invoked. His priests act as trainers for soldiers. They perform the necessary sacrifices demanded (Kal R'han has 1st claim to all souls killed in battle) and ensure that Kal R'hon will look favorably upon their soldiers and give them the command of the field. Those who view Kal R'han as their particular patron are those who revel in the battle itself. They are not necessarily blood thirsty or evil they just find it to be the time when they feel most alive. Kal R'han is viewed much as battle itself is. He is unpredictable and unrestrained and not given to long term planning. His only focus is the moment itself. When the battle is over, then Kal R'hon steps back and rests while the civilizers go about their business. Mercenaries pay special homage to Kal R'hon. Kal R'hon is viewed as being a necesary component to ensure that civilization endures. To bring Order you must sometimes release Chaos, but you must be prepared to put Chaos away when it is no longer necessary. Kal R'Hon is believed to reside on the Moonlet known as The Battlefield. This moon has a reddish tint to its light. It is locked in orbit with Lutara and most of the time it is hidden on the side which faces away from Obiniaras. There are only 2 days each month when it is visible.
Driza : Driza is known as the Queen of Pain. Driza is the Akar whose interest is Pain and Suffering. She is the force that tests sentient beings through Disease, Illness and other infirmaties. She is not a Akar which one worships. Most who pay her homage do so hoping to appease her and avoid her attention. Her priesthood is bifurcated. One sect focuses on appeasing Driza and reducing or eliminating the effects of her attention. This sect runs hospitals and in times of war acts as battlefield medics. The other sect is far more secretive and exists as scattered cults with no real central control. These cults actively spread disease, suffering and torture victims to gain her favor. These cultists are most definitely evil and often completely insane but they do serve a necessary function. Their activities spur the Mainstream priesthood to advance medical treatments. They also 'thin the herd' by killing off the weak. Driza is an Akar who is to be feared and rituals in her honor are intended to keep her at bay. Rats and other vermin are sacred to her. Driza exists to show mortals that suffering is a part of life. She is believed to dwell on the Moonlet known as The Festering. This tiny moonlet is only visible when The Academy, Riagrana and The Garden are casting their light. It has a yellowish tint to its light. It is usually visible for a few nights before The Shadow is visible.
NON-EMBRACING AKAR
The Akar discussed below are not acknowledged members of the Pantheon more properly called The Akar. Some have specific racial followings (ie Nadal and The Ontani are concerned only with Brandi-Mantran issues), others are merely non-allied with The true Akar. These Akar may be worshipped in the Lands of The Embraced but followings are usually small and local. A city or perhaps group of cities may pay homage to a particular Akar, but they are rarely replacements for worship of the Embracing Akar Pantheon.
Shroud : Known as The Shadow Maiden, Shroud is primarily concerned with women who live in non-traditional ways (Thieves, Spies, and Prostitutes are her chief followers) and children, especially orphans. |
| (Reply to #12)Dreadnought12 |
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| #18Book5Dec 16, 2014 16:41:08 |
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