Genesis Project: World Building
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Ichigo
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This thread will be entirely dedicated to the world building behind project genesis. Things to do: Establish the shape of the main continent: FinishedEstablish basic world rules: In ProgressCreate culture groups: FinishedCreate religions: Not startedCreate countries/kingdoms/lands: Not startedCreate basic history Not StartedCulture Name: Alyrian Area of origin: Alyria (Ah-leer-ee-ah) (The part with the swampland) Complexion: Olive toned (Mediterranean-looking) Facial Features: Upturned eyes, small pointed noses, narrow faces. Hair: Thick textured, a mixture of light brown - dark brown. (In advanced age it goes pure white) Eyes: Amber (minority of ruddier brown eyes) Average height: 5'7" (Woman 5'6" - 5'7", Men 5'7" - 5'8") Genetically their build lends itself to a swimmers physique in slenderness, a trait evolved from their fishing society. Language description: High Alyrian - An ancient tongue, its origins are believed to be related to Marolish as they share many features in grammatical structure and syntax. Interestingly, of all the Northeastern tongues, High Alyrian has a noted arcane nature. One may only speak the truth in High Alyrian, otherwise they are rendered mute until they speak the truth, or switch into another language. It is a curious and unexplainable facet of the language.
Writing however seems to not have the same effect, having been developed after the formation of the oral component. The characters which make up the script for both High Alyrian and Common Alyrian are likewise shared among the Marosians, Faltics, and the Zyelars, however due to the phonetic nature of the language, certain letters and combinations of letters in the Common Tongue do not exist in Alyrian. (Ie: k exists but c does not, q does not exist as it is replaced with kw, etc)
Pronunciation of the language is made through rapid tongue movement. Y's are incredibly common and pronounced as a Latinate i (sounds like ee) or short i (as in igloo), unless at beginning of word, then it is pronounced as usual. Y's are typically the most common vowel in names. Double r's, and r's at the beginning of words are rolled. Each syllable is pronounced with equal emphasis, though an apostrophe makes a syllable last longer. To foreign ears, the language is quite musical with its rolled r's and their gentle sing-song way of speaking.
High Alyrian however is very much a dead language, and has been for centuries. New words cannot be added to the collective vocabulary of High Alyrian, and therefore, in order to explain something that does not exist in High Alyrian, one must describe it in a roundabout way. Thus, High Alyrian is typically considered very long-winded in comparison to Common Alyrian. Typically it is the nobles, the highly educated, and Alyrian purists who commonly employ the use of High Alyrian in the present era.
Common Alyrian, otherwise known as Modern Alyrian or Low Alyrian, is an amalgamation of a plethora of new, often foreign, words and slight changes to original Alyrian words that resulted from the absorption of lesser cultures into Alyrian society. The use of apostrophes fell out of use in many Modern Alyrian words and the language itself became more efficient, surpassing High Alyrian in use. Most notably however, the language does not have the ability to seize the tongues of liars, thus certain phrases and oaths in High Alyrian remain used colloquially and as gestures of sincerity.
Society:The early Alyrians were a nomadic society that travelled around the marshes. As they established semi-permanent settlements in and around the swamps, their society evolved into that of migratory nomads. During the shallow seasons of the marsh, the men would be responsible for fishing, while the women would be responsible for gathering vegetation from the swamps. During the flood seasons of the marsh, they migrated to a location farther away from the swamp. There, they built farms for the production of grains. Gender roles remained fixed in the sense that men were warriors, labourers, and hunters, while women were healers, cooks, and teachers. The eldest members of society were responsible for leading their people in matters of law, religion, and the clan; thus explaining the highly respected nature of elders in Alyrian society.
As they established themselves as a civilization, it became quite apparent that they were a very spiritual and superstitious people. They celebrated a plethora of festivals revolving their sacred triumvirate before the gods and goddesses of the Marosian Pantheon began to invade their culture. Even after, they revered the many gods and have built many beautiful temples and statues throughout Alyria, Lenosia and Maros.
They are a reserved people; expression comes through art and not the individual. Therefore lack of control over one's emotions is viewed as unseemly behaviour. While this makes them appear cold and clinical, especially among the aristocratic classes, it has warranted them a reputation of unshakable calm amidst times of trouble.
At the height of their civilization, their penchant for art flourished and they became renowned for their beautiful statues, frescos, mosaics and pottery. Additionally, Alyrian architecture is known for its beauty and resilience, with its sparkling towers and magnificent columns. So beautiful was the art of the Alyrians, that the Overlord of Maros often commissioned Alyrian artists and sculptors to build temples and monuments within Maros. Likewise, the Marosians depended on the Alyrians' extensive knowledge of herbs. The Alyrian healers were the forerunners for medicine, poison, and alchemy.
background: The Alyrians were a nomadic people originating from the north of the inland sea, east of the Marosians. Upon discovery of the marshlands, they established temporary settlements around it. The marshland was central to their society, serving as a source of food, shelter, medicine and clay with which they made pots and early images of their marsh goddess who had blessed them with much bounty. However, when the flooding season of the marsh arrived, they were forced to travel inland and established temporary farms. Thus began a migratory cycle of the Alyrian people, travelling between the marshes and the plains with the seasons.
Gradually, the frequency of migration began to drop as the farms became permanent settlements. These farms became major sources of grain, providing flour for all of Alyria. The expansion of these farming societies led to the absorption of smaller cultures as they moved further inland. Having developed early boats for fishing in the marshes, their boats evolved into larger transportation ships, allowing the Alyrians to establish settlements along the coast and on the neighbouring islands. The largest of these islands became a cultural and political hub for all of Alyria. Named Arryndys, the island is where the Council of Five, a group of five esteemed elders, guided society and is the location of the most wondrous of Alyrian art and architecture.
Highly spiritual, they linked their prosperity to their environment, and a religion developed revolving around a marsh goddess (Dyrrys), an earth god (Arryst) and a sea god (Syr); all the sources of life for the Alyrians. Despite the military movements of the Marosians, the Alyrians quickly developed diplomatic pacts that ensured that their lands were not encroached upon and provided the burgeoning Marosian Empire with talented healers for their war efforts.
They extensively researched the properties of the plants indigenous to their sacred marshland, developing an extensive archive of medicines, elixirs, and poisons. The marshland is largely preserved though there are many herb farms around its southern perimeter for the cultivation of many healing herbs vital to Alyrian elixirs. Their expertise in poisons led to the creation of a secretive military unit of assassins referred to as Alwyn's Eye, while their existence is largely contested, it is believed that the Marosians contacted this group for political schemes within their empire. Additionally, they
Alyrian culture was spread through early literature, art, philosophy, and religion. Absorbing some of the lesser early cultures to the west and the south who sought the benefits of the burgeoning civilization. These slightly different groups contributed to the evolution of Alyrian culture. Specifically, the appearance of a new "Common" Alyrian tongue, developed as a result of a mixing of the languages of these lesser cultures with pure Alyrian which came to be called "High" Alyrian. The nobles, descendants of the first Alyrian farmers, viewed this mixing with disdain, and a purist sentiment has developed as a result. Alyrian nobles are the few members of society who strictly enforce the preservation of old Alyrian culture and often look down upon the other cultural groups; a sentiment which persists in most of the present Alyrian kingdoms.
In the present era, the Marosian influence has vastly changed Alyrian culture. They have accepted the Marosian pantheon into their own, and Marolish, the common tongue, is vastly spoken by its people. Common Alyrian is still spoken, however only by two thirds of the population, while High Alyrian is barely spoken at all; reserved for nobility, and the highly educated. Oaths however, are often followed by "this I promise" in High Alyrian as a sign of utmost sincerity.
Common Names: Arwyn (m), Arryn (m/f), Rowyn (m/f), Harrys (m), Kyara (f), Eryk (m), Merryk (m), Alyssa (f), Biatrys (f), Rory (m), Arrylia (f), Artys (m)
(Usually have a "y" in the name used for a vowel) Name: Wrokokamnee (Roh-Koh-Kah-Mmnee) The People of Wind, Wood, Fire, and Earth Area of origin: the southernmost area of the continental mainland (Wrokokamneelan – The Land of the People of Wind, Wood, Fire, and Earth) Complexion: Dark, Caramel - Nut brown Facial features: High hairline, close set eyes, narrow noses Hair: Silky texture, tight - loose curls , black Eyes: Predominantly varying shades of grey though hazel in minor occurrences. A ring of black encircles their iris. Average height: 5'9" (Women 5'7" - 5'10", Men 5'8"-6') Language description: Wrokokamnalee - The language is thought to have developed as a means of describing their environment around them. Mimicking the sounds produced by nature, they gave many things around them their names, and established a pattern through which their language developed into today. For example, the sound "sh" refers to water, mimicking the rushing of water, and thus any word with the "sh" sound typically refers to water, liquids, or anything related to water. Thus, traditional names have a second translation often referring to nature. (Ie: He brings fire; She dances in the wind, etc)
In this same respect, in script the consonants are based off of these images from nature, which presently have been simplified through time into 1 - 4 stoke letters. The vowels are conversely quite simple; "O" is represented as a circle, "A" represented by a triangle, and "E" represented by a square. "U" and "I" do not exist. Words are broken down into syllabic blocks comprised of a consonant and vowel.
The language has a few particular sounds characterising it. The descript "wr" is used in place of the "r" found in Marolish, (though r combinations such as "kr" and "tr" do exist). This sound has a slight whistle to it, as it refers to wind. Likewise "mn" is used in place of both "m" and "n"; it is almost hummed, referring to earth. Their accent typically comes out when confronted with these sounds in Marolish. Additionally, sounds such as "ch" and "st" are represented by one letter.
The language itself sounds very expressive, mirrored by the Wrokokamnee people's vibrant lifestyle. They are known for speaking with their hands and faces as they share their lives with their neighbours.
Society: The Wrokokamnee people were a nomadic hunter-gatherer peoples subsisting on the flora and fauna of the jungles that their territory is predominantly covered in. Initially comprised of various small tribes, they eventually banded together in order to assert their dominance in their territory.
They developed a symbiotic relationship with the wroka, a large jungle feline, hunting alongside the fierce predator until it was successfully domesticated. They used the wroka for travel, hunting, and protection. Even today, the wroka remains an integral part of society in Wrokokamnee tradition.
They had a heightened respect for nature, both for its cruelty and its kindness; Mama Kroha is the Goddess of the Jungle who represents both these aspects. They saw themselves as a part of nature, wearing plants and flowers as accessories or braiding them into their hair. They were quick to master the art of weaving plant fibres into beautiful fabrics, (much of their history is preserved on tapestries). Creativity and vibrancy are an integral part of the culture with eloquent storytelling and oration being prized skills and they were known for the manner in which they dyed parts of their hair bright colours.
Communal responsibility is incredibly important to the Wrokokamnee, everyone is expected to contribute to the benefit of society as a whole. Thus, both women and men are expected to equally contribute in all things including warfare. Familial ties are second to communal ties, therefore everyone within the community is family. Outsiders will find themselves welcomed with open arms, so long as they do not threaten the community
Background: The Wrokokamnee hail from the southernmost tip of the continent, an area covered in vast swaths of wet jungle. An unforgiving locale, small tribes lived in trees above the ground where dangerous predators lurked, hunting and gathering when it was safe to do so. Eventually, out of necessity, these lesser tribes began to band together forming larger hunting groups; one of these groups brought the domesticated wroka into use. Together, they were strong, and soon they were able to establish themselves on the ground, building settlements surrounded by walls of wood. They grew as a people, a language developing among the tribes to unify them as one; the Wrokokamnee.
Crossing a land bridge, they came upon even more land and began to establish settlements. These lands were inhabited by smaller groups, but the Wrokokamnee had evolved into a warmongering society capable of extinguishing those who rose up against them. They chased out the Shoshoan peoples from their ancestral homes and continued north until expansion ceased as they met the Toh in the fertile lands close to the volcano, Mount Ro'or. Evenly matched, both cultures agreed to stop fighting and the Wrokokamnee turned to the east. The jungle in these lands were not as dense, nor filled with other peoples, thus the Wrokokamnee quickly spread and claimed them as their own. As they looked northward once more, they encountered the Shoshoan, however this time they had unlocked the secrets of geomancy. The Shoshoan earth magic was powerful enough to dissuade the Wrokokamnee peoples from invading them once again.
They continued east beyond the mountains, where the jungles thinned into plains, and came upon the Aramites, possible relatives to the inhabitants of Arellos Isle. Curiously, they absorbed the culture instead of destroying them, perhaps weary from centuries of warfare. They mixed with the Aramites and their children began to bear lighter skin of caramel and hazel eyes, little else is known about this former culture. Following this conquest, their expansion came to an end.
In the present era, Wrokokamnee Culture remains as a dominant culture in the south of the continent, though both Marosian and Shoshoan influence have trickled into their society. As a result of the economic power of Shoshoan States, Shoshoan has grown in use in the northern cultural territory of Wrokokamneelan. Likewise, the Common Tongue, Marolish, has spread, though it is not widely spoken. In the territory south of Mount Ro'or the traditions are much more highly preserved.
Wrokokanee Common Names: Ahmn (Amin) - He who heals the earth (m) Kowra (Korra) - The winds weave through the wood (f) Kramn (Kramin) - The lightning strikes the earth (m) Shawroka (Sharoka) - The elements in balance (f) Eewrosha (Irosha) - The blossom in the wind lands in the water (f) Wroka (Roka) - The winds fan the flame (m) Eemnahmn (Iman) - The blossom of the earth heals the earth (f) Koahee (Kai) - The tree's blossom heals (m) Sheewro (Shiro) - The wind blows the blossom onto the water (m) Mneeah (Mia) – The earth blossoms heal (f) Wroeeko (Riko) – The wind blows the petals from the tree (m)
(Usually Japanese-ish names? Ask for further clarification in giving the true names) Name:Shoshoan (shoh-shoh-ahn) Area of Origin: Southern Jungles (Shoa) Complexion: Dark – dark tan approaching the desert boarder Facial Features: Full lips, wide eyes, smaller necks Hair: Thick and white with a bluish sheen in the light Eyes: Various shades of green Average Height: 5'8" (Women: 5'6 - 5'8", Men: 5'7"-5'9") Language Description:Shoshoan - Though surrounded by various foreign languages, the Shoshoan language has managed to thrive as its own distinct tongue. Developed in the very early days of the Shoshoan civilization, it is a direct reflection of the culture. It has however evolved as the Shoshoans were chased from their ancestral homeland, and thus the script borrows much from the desert languages.
The language itself is a gentle tongue. Filled with the sound of "sh" it rarely uses consonants such as "k", "r" and "t", while "p", "l" and "o" are more commonplace. The soft spoken nature of the tongue makes it seem as if everyone is always reassuring each other. The tone of the language makes it difficult for foreigners to notice when a Shoshoans are having arguments in their tongue due to its gentle tone.
The cordial nature of the language even extends to how one addresses another; the language has a set of honorific titles for different members of society. Monarchs – shana; Nobles – sha; Governors (Ministers, Chiefs, etc) – na s**** (Mages, etc) – hala; Doctors (Judges, Teachers, Professionals, etc) - palo Mr. (Mrs, etc) – lo; Elderly – lona; Child (Young one, etc) – po "na" – essentially means "great" it can be tacked on to any title.
Society:Originating as a tribe subsisting on gathering, after they were chased away from their ancestral home by the Wrokokamnee peoples to a location where they became farmers and coastal fishers. Their advancements in seafaring led to the colonizing of the coast and nearby islands. Cuisine of Shoshoan origin thus typically tends to be seafood or vegetarian dishes.
As a people greatly concerned with respect, reason, and order they are known for their skills in diplomacy; they have successfully avoided full scale wars with all of their neighbours and they have a set of codified laws dictating the manner in which the people are governed. Temperance and wisdom are traits held in high regard by the people, and the elders are viewed with the utmost of respect.
Gems and precious metals do not hold the same value to them as the rest of the world, due to their long history with geomancy. They wear gems and gold on their body very casually, which can be off putting for those unaccustomed to such splendor. Papoa, the City of Gold, is a perfect example of their under appreciation of gold, using it to pave the major roads in the city and serve as a powerful magical conduit. They do however recognize that other civilizations and kingdoms value its wealth, so they guard their treasures fiercely.
Background: Originating from the southern jungles, the Shoshoan lived through collecting fruits and seeds that they found. When the Wrokokamnee peoples arrived in their lands, the Shoshoan were not strong enough to defend themselves and thus fled north out of the dense jungles. They came upon fertile lands in the north and thrived as farmers, with some of the Shoshoans heading east to the coast to become crab and lobster fishermen.
As they progressed and united as a people, they delved into the art of geomancy. This had a very prominent effect on the people, as gems and minerals from the earth were used to bargain peace with many of their neighbours as well as establish themselves as an economic trading power in the south. Using the same earth magic, they fashioned entire cities from the earth, building impenetrable fortresses so that they would never again be chased from their homes. Their pre-emptive measures proved fruitful once the expansionist Wrokokamnee people arrived to fight them once again. Thankfully, their earthen citadels protected them and peace between the peoples was established.
In the present era, the Shoshoan States are a centre of economic wealth. Shoshoan banks are renowned for their security, extensive treasuries, and reliability. Many powerful figures seeking loans have travelled to these banks to support their political endeavours. Additionally, in the fortress city of Loa, there is a university dedicated to geomancy and the enchantment of jewellery. It is notable for the hill upon which it rests, having been created through very powerful earth magic. Concerning the language, Shoshoan has become the predominant tongue within Toh and much of Wrokokamneelan, excluding the area south of Mount Ro'or.
Common Names: Nolan (m), Sasha (f), Loa (f), Nahan (m), Gola (m), Popoa (m), Mishala (f), Penelope (f), Leo (m)
(Primarily names with softer letters and vowels.) Name: Hararan (HA-rar-ran) Area of Origin: Along the river in the desert, pushed out by the Pukutehtilikhekehtikul and now reside in the southern desert, most of the population have taken home in the land outside of the desert and in the mountains. (Harar) Complexion: Tan Facial Features: Sharp jaw, prominent nose Hair: Varying shades of red , copper, and auburn Eyes: Varying shades of violet, from pale lavender to midnight Average Height: 5'7" (Women: 5'5" – 5'7" Men: 5'6" – 5'8") Language Description: Haranese is quite similar to that of the Akkadites and the Pukutehtilikhekehtikuli, clearly belonging to the same language family. In that respect however, they have taken a less complex route in a similar manner to the Akkadites with a grammar structure and script that would be familiar to an Akkadite reading it for the first time.
As a spoken tongue it sounds incredibly similar to the Akkadite tongue as an observing foreigner from the two groups, however it is very easy for a native to recognize their own tongue. Possibly due to a Shoshoan influence, "sh" is a relatively common sound, though conversely they have a much harder pronunciation of consonants that is similar to the Akkadites on consonants. The guttural tones last a fraction of a second longer than those produced by the Akkadites, "H" is heavily aspirated with the associated syllable more emphasized, and the r's are rolled like the Alyrian languages.
Society: While originally the Hararan people were a passive agricultural society, living along the river in the desert, the arrival of the Kuli horde saw a near total annihilation of their people. Those that survived fled to the mountains where they re-established themselves and then re-entered the desert becoming an aggressive mercantile clan. Eventually, their arrival to the coast led to them discovering sea trade and becoming a major trade route to the island peoples.
As a result of the many men who were lost in battles with the hordes, women have taken a central role in society rebuilding themselves as a strong cultural society. Thus, society is largely matriarchic, with women leading in matters of politics, war, hunting, and trade. Men are often relegated to matters of quiet farming and protecting the children. Fathers thus, have very strong bonds with their children. In the same respect, female children are viewed in high regard.
Despite the great losses they have faced, they have been reborn a vibrant culture, though understandably they are mistrustful of most strangers. They are a sexually liberated people, wearing revealing clothing, and children are often born out of wedlock without stigma. Rather, they mock those who have high-strung inclinations around sexuality. Their nature can appear quite misleading, charming and smiling while in front of you, though treacherous behind your back. They are known for their fire dancing, a ritual celebrating life, in which they dance sensually while spinning a burning bundle of long grasses around their body, while another individual chants in Haranese.
Background: The Hararans were a minor culture living along the river, near where the original Ur Civilization existed. As the Pukutehtilikhekehtikuli Horde invaded the territory, the Hararans fought to protect their lands. Of course, they were no match for the horde, and they were nearly wiped out of existence with many of their men killed or captured. The women, children and elderly fled into the mountains as the Akkadites did, though they were wary of the other culture group and avoided them.
During this period, many of the women had to take leadership roles managing farms and uniting the remaining survivors together. They suffered greatly, originally not being able to defend themselves from raiders, though they were hardened by these losses and a female warrior culture was born. They began to use their "weaknesses" as women to ensnare the raiders, killing them mercilessly and defeating many of the roving bands that ventured into their territory.
A generation later, they had established their presence on the mountains to the Akkadites and the Katyanns. They ventured out into desert once again with their camels and claimed the ungoverned territories of the desert. Brutally, they wiped out the major raiding bands and established a major trade route in the desert connecting the rich southern economy of the Shoshoans to the northern economies of Maros through the Akkadites. Along certain oases in the desert they built settlements, though they were far more interested in the lands beyond the desert.
Within two generations, the ruling daughters of Harar ventured out into the lands that bordered that of the Shoshoans who were just establishing themselves along the coast. The Hararans cultivated great orchards in these lands, developing an extensive cuisine of sweet fruit desserts. Learning from both their Lenosian and Shoshoan neighbours they too began to voyage the sea and managed to successfully establish sea trading links with the island peoples.
In the present era, the Hararans have loosened control over the desert, preferring their lands in the mountains and by the sea. Thus, while the cultural grip remains on this territory, roving bands of raiders have formed in this lawless territory. Trade routes however do exist through the desert which are monitored by the Sisters of Lakshana. The Sisters of Lakshana are an all-female military unit, specializing in combat with archery and polearm weapons. Not incredibly religious, the Marosian Pantheon has less influence in Hararan States.
Common Names: Duhla (f), Kahmena (f), Ahmina (f), Surah (f), Hamid (m), Ahmen (m), Sabeen (m), Lakshana (f), Harod (m), Mahara (f)
(Usually Arabic sounding names, male names typically end in –d or -m/n, female names usually end in –a) Name: Ellsari (el – ZAR – ee) Area of Origin: Fourth largest island in the southeast (Ellsaros Isle) Complexion: Olive, Tanned (Spanish-looking) Facial Features: Heart-shaped faces, sharp chins, deep set eyes Hair: Browns and blacks Eyes: Greys (Minority of pale blues) Average Height: 5'6" (Women 5'4" – 5'6", Men 5'5" – 5'7") Language Description: Oros: Common Oros – Ellsari Dialect – The common tongue of most of the islands, Oros is a melodic language with differing dialects depending on the island. The language and its script was said to be created by the gods, shared to the people through the first Oracle. Thus, the islanders call it the Language of the Gods. Ellsari Oros sounds smooth, firm, and clear, making it an easy language to learn for foreigners that speak phonetic languages such as Alyrian and Marolish.
Regarding the language itself, the second consonant away from the end of the word is often where the stress is placed in the word. Additionally, the "S" in this language is pronounced as a "Z" when it is placed anywhere other than at the end of a word in which the s sound is emphasized. While, double consonants are often added to words to emphasize the hardness of the consonant and separate it from the sound of the proceeding letter, ie: Ellsari – el-ZAR-ee; Elsari – elz-AR-ee.
Society: All aspects of life revolve around the Oracle. The dedicates spend their entire lives ensuring that the will of the Oracle is carried out. Every member of the island serves the Oracle in his or her own way, whether they be a cook, a gardener, a healer, a priest, or a pilgrim. The island itself has become a garden monastery dedicated to the Oracle and the Nameless Ones.
They are an incredibly spiritual people; from a very young age the children are taught about the Oracle and the Nameless Ones. Newborns are brought to the Oracle for a blessing upon their lives, though the Oracle never pronounces a prediction. They have also constructed many temples and statues of marble, dedicated to the various representations of the gods based upon the lore shared from the other cultures. At sunrise, noon, and sunset, there is a choral ceremony conducted by the Grand Speaker in the temple of the Palace of Whispers.
Their community is very small and incredibly close-knit; everyone views each other as family. Meals are typically served in large open-air communal spaces to gather and socialize. In the same respect, many other aspects of life are shared collectively, thus, they do not have markets or engage in trade. They continue to thrive through their own farming and fishing, though the neighbouring islands provide the bulk of their supplies. Visiting foreigners have also brought gifts of gold and jewels in reverence to the Oracle, which the Oracle in turn gives to the pilgrims to support them financially as they travel the world.
As altruists, they are open to all strangers, and welcome foreigners to partake in their lives. This has resulted in a small minority of disciples to live permanently with the Ellsari. Their altruistic nature extends even while out of Ellsari, with the pilgrims willing to aid those in need while on their journeys.
Background: The Ellsari started much like the other island cultures, self-sufficient and isolated from the rest of the world. They were predominantly a small and quiet fishing society, subsisting on the oysters and clams along their rocky coasts. This all changed however, upon the birth of the first Oracle Tris.
A peculiar child, Tris often claimed to hear voices, which her parents and the locals attributed to an overactive imagination. However as the child grew, her stories about the voices escalated. She was capable of predicting things to come, and things that had long passed; she even had vivid visions of far off lands and peoples. It became quite apparent that Tris's stories were true, and that she was the mouthpiece of the Nameless Ones, the gods of the realm.
Rather than refer to them by specific names, Tris called them the Nameless Ones, for she knew that all around the world, they had different names to different people. Rather, she knew the voices in their purest most basic forms, unadulterated by mortal biases. Her powers seemed to only intensify as she grew older, becoming capable of magnificent and fearful feats of power. She however, remained humble, recognizing that the powers were not hers to wield, and that she was merely channelling the will of the Nameless Ones as they instructed her.
Word began to spread among the islands of the wondrous Oracle, the mouthpiece of the gods. The Arelli and the Ethaldi journeyed to Ellsaros seeking the wisdom of the Oracle following plights that struck their islands. She brought prosperity and enlightenment to all three islands, crafting a unified language between them all. In return, the two larger islands provided Ellsaros with food and goods from their islands. In her old age, The Palace of Whispers was constructed for the Oracle; it served as the location of her home, her audience chamber, and a temple. By this point in her life, Tris had amassed a substantial following, many of the island's locals serving the Oracle.
Tris was not, unfortunately, immortal. Her passing was met with great sadness and trepidation. The Ellsari, Ethaldi and Arelli, worried that they would slip back into an era darkness without the Oracle's enlightening guidance. However years later, it was discovered that another child, Ingris, uncannily bore the same abilities as Tris. As the child grew older, it was revealed that Ingris was in fact, the reincarnation of Tris; the Nameless Ones had taken her spirit and placed it into an unborn being.
While Ingris was a distinct individual from her past life, she was able to build upon the abilities and wisdom provided from their former life, and had very hazy memories from her previous life as well. She accepted her role as Oracle, and stepped into the duties that Tris had held before her. Under her guidance, Ingris became the ruling Head of State, guiding her people spiritually, culturally and politically. In her old age, Ingris devised four tests to determine which child was her reincarnated body: the Test of Patience, the Test of Will, the Test of Marvel, and the Test of Silence. Following the death of Ingris, the tests accurately pointed to Masir as her successor.
Masir was the first male Oracle, though he took to his roles dutifully as had his past lives. Throughout his reign, word of the Oracle had spread to the mainland. Foreigners began to journey to Ellsaros from far and wide, seeking the wisdom of the Oracle. While it had been established under Ingris that they had no need for a monetary system, the foreigners showered the Oracle in gold and priceless jewels revering the mouthpiece of the gods. Wisely, Masir built up a treasury filled with these gifts, planning for a future beyond his lifetime.
Cerandis was the fourth Oracle. She continued in the plan that her former life had started. Using the vast wealth of treasures obtained from her previous life, she offered her people the opportunity to go out into the world. Ellsaros, while opened to the world, still remained largely ignorant of what the other peoples were like, aside from what they had learned from the Oracle and the foreigners who had visited. Cerandis gave some of the treasures to those individuals who wanted to see the world, providing them with the financial support necessary to launch their pilgrimages. They would then travel around the world for an indeterminate amount of time, until they wished to return to the island, helping those in need while opening their eyes to both the beauties and injustices that the rest of the world had to offer.
In the present era, Ellsaros continues to function as a theocracy with the Oracle as Head of State. The Oracle may be born a male or a female (though more commonly a female), but they are always of Ellsari descent. Upon the death of the Oracle, the Grand Speaker, a high priest, rules in the oracle's stead. Otherwise, not much else has changed throughout the history of Ellsaros. It should be noted however that there continues to be a notable numberof Ellsari pilgrims travelling throughout the lands.
Common Names: Tris (f), Masir (m), Farris (f), Ithrandir (m), Andrellis (f), Ellehir (m), Riandris (f), Tollisir (m) Sarris (f), Habir (m), Miandis (f), Ronavir (m)
(Remember "s" is pronounced as "z" |male names commonly end in –ir | female names commonly end in –is) Name: Arelli (ah – RELL –ee) Area of Origin: Island closest to the Wrokokamnee (Arellos Isle) Complexion: Dark – Nut brown, tan Facial Features: thin lips, small noses, small ears Hair: black, coarse, curly Eyes: Blues and Greens Average Height: 5'6" (Women 5'4" – 5'6", Men 5'5" – 5'7") Language Description: Oros: Arelli Dialct – The common tongue of most of the islands, Oros is a melodic language with differing dialects depending on the island. The language and its script was said to be created by the gods, shared to the people through the first Oracle. Thus, the islanders call it the Language of the Gods. Arelli Oros lends itself to sounding the most melodic of the dialects, each syllable seeming to belong to an intrinsic rhythm and melody.
Regarding the language itself, the second consonant away from the end of the word is often where the stress is placed in the word. Additionally, the "S" in this language is pronounced as a "Z" when it is placed anywhere other than at the end of a word in which the s sound is emphasized. While, double consonants are often added to words to emphasize the hardness of the consonant and separate it from the sound of the proceeding letter, ie: Ellsari – el-ZAR-ee; Elsari – elz-AR-ee.
Society: Originally an agricultural society, the Arelli were well known for their lighthearted and laidback demeanour, reflecting their lifestyle of tending to crops. They are a jovial people often found singing and humming to themselves. Music is an integral part of their society, serving as a method to share experiences with each other and express oneself. Often, one will hear the sea shanties of an Arelli ship across the waters after nightfall. As a people they seem to be in general quite gifted at singing, whether they have learned windcraft or not. Those that have learned windcraft however, use it almost quite trivially, whistling a wind casually about them as they walk.
They took to the sea quite well and became a major sea power, the sea trade becoming an integral part of their society and prosperity. In fact, sea trade is quite the family affair, women and children are welcome aboard ships, with children often practicing their windcraft on the giant sails of their ships. Much a child's education is also done at sea, teaching them the necessary skills to become excellent sailors. As children are more or less left to their own devices, they often seem unruly, rebellious and outspoken to foreigners.
Their close relationship to the Ellsari makes them moderately religious, and quite superstitious. They are fiercely loyal to the Oracle, and will do all they can to protect Ellsaros. Ellsari pilgrims often ride with Arelli ships to mainland to begin their journeys. They pay reverence to the Nameless One of the Seas, desiring safe passage as they travel, and have a plethora of superstitions relating to the sea and ships.
Background: The larger of the islands in the south, the Arelli inhabited the flat northern part of the island, while leaving the southern more heavily forested part of the island alone. They farmed these lands and enjoyed a relatively peaceful, if not isolated, existence. However, their lives and livelihood were threatened by a mysterious illness that struck their crops and some of their people as well. In desperation they head to the seas, looking for one who was solely known as "The Oracle".
On the Isle of Ellsaros they met Oracle Tris, who upon seeking the guidance of the gods, gave the Arelli a powerful gift that forever changed their people. First, she foretold that their people would be great traders of the sea, going further than all other sea traders, thus naming them the Arelli, for they are the wanderers. Next, she told them that a lingering sickness hovered over their island, and the only way to cure the island and its people was to blow the sickness away. To do this, Tris revealed to them the art of spell singing, gifting their entire population with the ability to cause the wind to stir through the singing of magical songs, whistles, and hums. They returned to their island, now called Arellos, and taught as many people as they could the art of windcraft. Together they caused powerful winds to blow over the island for five days and five nights until the haze of sickness over their island had gone. Incredibly grateful, they returned to Tris and pledged to share their crops with her and her people for all time. They encountered the Ethaldi through their relationship with the Oracle, and provided them with food from their island while they suffered a period of famine. Thus, a strong alliance between the three islands was forged.
Like the other two islands, a period of anxiety struck Arellos following the death of Oracle Tris. The news of her reincarnation however, returned things back to normal. They constructed large-sailed ships with which they used their windcraft to go great distances. They reached the coasts of Wrokokamneelan, Shoan, Harar, Lenos, Istaria and even Alyria. They established an expansive naval trade network, which is, in part, how the Oracle became so widely known.
In the present era, the Arelli continue to dominate most naval trade. They are particularly known for their large-sailed ships, often with someone sitting in the crow's nest performing windcraft. Windcraft is generally taught to all children, most often by their parents. They continue to reside on the northern half of the island, though in the southern half, pirates have taken residency in certain coves hidden in the jungles. The pirates come from an assortment of ethnicities and mostly plunder ships en route to their destinations, avoiding major ports. They take special care to avoid the sea around Ellsaros, an entire fleet having been destroyed by the Oracle when they attempted to overtake the small island.
Common Names: Tris (f), Masir (m), Farris (f), Ithrandir (m), Andrellis (f), Ellehir (m), Riandris (f), Tollisir (m) Sarris (f), Habir (m), Miandis (f), Ronavir (m)
(Remember "s" is pronounced as "z" |male names commonly end in –ir | female names commonly end in –is) Name: Ethaldi (eth -AL -dee) Area of Origin: Island to the east of Ellsaros (Ethaldos) Complexion: Olive Facial Features: High brows, slender noses, firm cheekbones Hair: Black, brown Eyes: Varying shades of brown Average Height: 5'9" (Women 5'6" – 5'7", Men 5'7" – 5'9") Language Description: Oros: Ethaldi Dialect – The common tongue of most of the islands, Oros is a melodic language with differing dialects depending on the island. The language and its script was said to be created by the gods, shared to the people through the first Oracle. Thus, the islanders call it the Language of the Gods. Ethaldi Oros is more rapidly spoken than the other two dialects. This rapid pace of speaking at times make it even difficult for the Ellsari and Arelli to understand them.
Regarding the language itself, the second consonant away from the end of the word is often where the stress is placed in the word. Additionally, the "S" in this language is pronounced as a "Z" when it is placed anywhere other than at the end of a word in which the s sound is emphasized. While, double consonants are often added to words to emphasize the hardness of the consonant and separate it from the sound of the proceeding letter, ie: Ellsari – el-ZAR-ee; Elsari – elz-AR-ee.
Society: The Ethaldi, a society of tinkerers and crafters are an incredibly ingenious and inquisitive people. They are quick thinkers, with multiple variables and ideas constantly churning in the backs of their minds while they hold a conversation of a completely different topic. Often leading to a sudden realization and a subsequent dropping of the conversation to test their theory. They can get quite excitable, especially when discussing crafting, their already rapid speech becoming near unintelligible as they ramble rapidly from the sheer excitement. They do however get frustrated with those who fail to keep up with them mentally.
The brightest minds are recognised within the community as the most respected members of society and intelligence is regarded as valuable trait in others. Interestingly however, they do not have schools on their island. Knowledge is to be obtained through one's own research or by taking on an apprenticeship. Ironwood itself is an essential part of society, taking the conventional place of metal. Thus, besides weapons, tools and even common household objects like kettles are crafted from ironwood.
Typically, such a practical and scientific community would be skeptical of religion, and for the most part they are, however they do acknowledge the divinity attached to the Oracle of Ellsaros. They heed the wisdom that she imparts, and only loosely recognize the Nameless Ones, refraining from paying reverence to any of them in particular.
Background:The Ethaldi were a gathering culture that subsisted on the tropical fruits that grew on their island. Like the other two islands in its early days, they kept to themselves, though the knowledge of the other islands did exist. Their situation became dire when insects began to plague their trees, killing their source for food and resources. As a famine soon began to sweep the island, the bravest of the Ethaldi went to seek answers from the legendary Oracle of Ellsaros.
On Ellsaros they encountered the Oracle Tris, as well as the Arelli correspondent Althasar. The Oracle was every bit as all-knowing as they were lead to believe. She told the Ethaldi envoy that they were destined to build cities that reached towards the heavens, thus naming them the Ethaldi, for they would be the builders. She then gave them a barrel of black seeds and instructed them to burn down the trees on their island to kill the invasive insects. At first they were dismayed, but they relented and returned to Ethaldos to do what they had been instructed.
Without any source of food besides the sea, the Arelli shipped food to the Ethaldi so that they would not starve. Meanwhile, the Ethaldi sowed the seeds into the forests where their formerly infested trees had grown. As soon as the last seed was planted, a fierce storm struck the island, trapping the Ethaldi in their homes. So fierce was the wind and rain that they could not even see outside as the storm pelted their island. What they saw the next day however, was nothing short of a miracle. The island was covered densely with trees once again, though these trees were foreign to the Ethaldi. Their wood was as black as night, and they could be neither chopped down, nor burned.
The Ethaldi envoy returned to the Oracle perplexed. They did not understand why she had gifted them with useless trees that could not be used. Amused, Oracle Tris told them that the trees were ironwood, a rare and valuable living "metal". The properties of the wood made it difficult to ply, and so the Oracle revealed the secrets of ironwood to the Ethaldi. Its wood was stronger than that of any wood, comparable to that of steel once tempered and the resin was extremely flammable, producing fires of incredible temperatures in large quantities.
Using this information, the Ethaldi returned to their island and completely revolutionized their society. They constructed great furnaces to forge tools and weapons crafted from ironwood. Giving them to the Arelli to sell and trade on their journeys around the world. They solidified their alliance with the Arelli and the Ellsari, pledging their allegiance to the Oracle as they entered an era of prosperity.
Upon the death of the first Oracle, the Ethaldi like the other two islands were concerned for their future. However, as word of her reincarnation met them, they continued in their livelihood untroubled. They were incredibly protective of their ironwood forest, taking care not to encroach upon it despite their growing population. As a result they decided to build their cities upwards, the ironwood capable of withstanding structures of multiple storeys into the sky, and they linked the buildings to each other by a confusing, if not ingenious, network of bridges between them. The Ethaldi workshops soon became the centre of craftsmanship and innovation between the three islands.
In the present era, the Ethaldi continue to work with ironwood. Being the sole location, other than Toh, capable of growing ironwood they have developed a distinct method for crafting ironwood weaponry. They have also recently discovered that the dried leaves of the ironwood tree mixed with its oils was actually quite combustible. They remain under the dominion of Ellsaros. Common Names: Tris (f), Masir (m), Farris (f), Ithrandir (m), Andrellis (f), Ellehir (m), Riandris (f), Tollisir (m) Sarris (f), Habir (m), Miandis (f), Ronavir (m)
(Remember "s" is pronounced as "z" |male names commonly end in –ir | female names commonly end in –is) Name: Istarian (ihs-tar-rhi-ahn) Area of Origin: (Island closest to the Lenosians) Istaria Complexion: Children of Allan: Olive | Children of Maroque: Dark olive (almost brown) Facial Features: Children of Allan: Square-chiseled features, narrowed eyes |Children of Maroque: Sharp features, narrowed eyes Hair: Varying shades of brown and black Eyes: Children of Alan: Brown (A minority of carmine) | Children of Maroque: Carmine Average Height: 5'11 (Women: 5'8" – 5'10" Men: 5'10" – 6'0) Language Description: Istar – The language Istar is very nasal sounding, and requires much work from the jaw and the back of the throat to produce its words, making it seem that one is about to spit upon the individual they are speaking to. There is a general monotonous rhythm to the language due to the equal emphasis placed on most syllables in words. Among the Maroquois (mah-rhoh-kwah) community, a patois has evolved from the original language, sounding slightly different, with a greater emphasis on the last syllables of words.
Written, the language is incredibly difficult to master well, and in fact, a large portion of the population have not mastered this language. It is filled with silent letters and a series of accents that when placed over vowels dictate slightly how it is pronounced. The grammatical rules also seem to have a series of contradictions, that change how words must operate in one situation compared to another.
Society: Originally a agrarian society, they were quick to establish fiefdoms in their early history. The Alais (ah-lay) are the dominant sub-culture on Istaria and dictate most of its customs, while the Maroquois predominantly live in small tribes in the forests. There is a significant hierarchy of social classes that persists within society. Very rarely do members from one social status interact with those from another social class, neither is there any upwards movement of social status. A wealthy merchant, no matter how wealthy, will never be viewed in the same light as a noble. Even when dealing with foreigners, unless they have title of worth in their eyes, they view others with general disdain.
Within society at large there is a great prejudice against the Maroquois, and those bearing the traits of such an individual are viewed suspiciously. There is a general stigma attached to being Maroquois, who all bear Carmine eyes, believing that they are thieves and brutish liars. Rather, the Maroquois are naturalists, preferring to live in small communities in the untouched forests of Istaria. Rejecting the Alais way of life, social classes do not exist within their communities, instead the strongest member of society guides the community as "Pack Leader".
These conflicting ways of living has led to a tense relationship between the two cultural groups, with the odd skirmish breaking out between them.
Interestingly, both groups specialize in animal magics; the Maroquois are known for their extensive knowledge of animal shape-shifting magics, while the Alais are known for their extensive knowledge of beast-taming magics. Thus, in both societies, animals have a strong presence in society, serving various functions. Additionally, both cultures celebrate festivals for the full moon, when this particular type of magic is at its strongest.
Background: The Istarians have lived on their island from times immemorial, an agricultural community with sheep and cattle livestock. Over the ages, their society evolved into that of a feudal monarchy. On a fateful night, two small fishing boats crashed onto the coast of the island. These were the Lenosians who were separated from their kinsmen at sea. Good King Armand, a young and kind king, offered his home and help to the Lenosians who gladly accepted his help. In time, the Lenosians quickly adapted to Istarian society and were pleased with their new home.
King Armand married a Lenosian who took on the name Mariette, who became his queen and bore him two sons. They were fraternal twins; the first Alan, looked much like his father, while the second, Maroque, looked much like his mother. Although they were twins, they had an incredibly fierce rivalry. Alan liked things ordered meticulously, while Maroque had a very distinct wild side, their opposing natures led to great contention. Thus, on his death bed, King Armand split his kingdom in two, half for each son.
A period of peace persisted between the two kings, and they bore children of their own as well. Alan's children continued to have the traditional Istarian look, while Maroque's children looked like their father with his slight Lenosian traits. In this same respect, the descendants of the other Lenosians began to rally around Maroque's children, all bearing the Carmine eyes, while the Istarians began to rally around Alan's. It became apparent that a growing sentiment of discontent between the two peoples began to stir.
One day the peace was ruptured. A descendant of Alan, ruler of his kingdom, attacked a descendant of Maroque. The Maroquois king believed in allowing nature to overtake the kingdom, while the Alais king thought he was allowing the kingdom to fall into ruin. Thus a bitter war began between the two royal families. Ultimately, this resulted in the Maroquois fleeing from their kingdom into the forests to establish their own society, free from the judging eyes of the Alais.
In the present era, the tension between the two peoples has settled. There is no fear of outright aggression, but neither culture are particularly fond of the other. One side believing the other to be slobs, while the other side believing the other to be uptight. Their proximity to Alyria has led to a slight Alyrian influence, and by extension, a Marosian influence. Thus, they recognize the Marosian Pantheon. The island itself is split into various kingdoms, most ruled by Alais descent, though one ruled by a Maroquois descent. The forests are very dense on the island, in which secretive Maroquois settlements may be found. Common Names:Claude (m), Adelaide (f) Simon (m), Marie (f) Laurent (m), Vivien (f), Éduard (m), Lucille (f)
(French names)
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Ichigo
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Joined: Mon Aug 11, 2008 6:37 am Posts: 1433 Location: .j Country:
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Name:Tosian (toh – zan) Area of Origin: Land surrounding the volcano Mount Ro'or (Toh) Complexion: Slightly dark, Caramel mocha Facial Features: Close set eyes, rounded faces Hair: Raven black (Seeming almost midnight blue) Eyes: reds, oranges, yellows Average Height: 5'9" (Women: 5'7" – 5'8" Men: 5'8"- 5'10") Language Description:Toh'ohran – The language itself has been mostly lost, though it is still used in religious chants. The language has been described as a grumbling language, requiring use of the lower throat in much of its communication. The language also had a large quantity to syllable breaks through apostrophes and frequent use of the "z" sound. What is known of the script is that it was comprised of a series of lines and dots arranged in a pattern for each letter.
Society: The Tosians were a territorial society residing on the lands surrounding the volcano of Mount Ro'or. Fiercely protective of their territory, they developed a warrior-cult to protect it. They were incredibly devout, paying tribute to their volcanic god, O'zar. As a warrior-cult, the soldiers of Toh are religious soldiers, every battle serving as a rite in reverence to their god. Combat was viewed as an honour from O'zar, with ritual fights between Tosian warriors, called Zo'ar Im'zur, being a venerable tradition. Warrisors, and priests within this tradition are typically men, though it is not unheard of for a woman to take up these roles. Women are as a whole, however, generally viewed as the inferior sex.
Their lands are quite fertile, and contain the sole forest of ironwood on the mainland. Thus they are both farmers and ironwood crafters. Ironwood is largely used to produce weapons by the Tosians, though they use it differently than the Ethaldi. They use it to a lesser extent, refraining from building their homes or making mundane tools out of ironwood. Additionally, they are not aware of the various properties attributed to ironwood; thus, to forge it they have used furnaces connected to the great lava flows of Ro'or.
Their cultural outlook reflects that of the volcano they live on. They simmer and grumble for long periods of times, though when they are angered they are a force to be reckoned with. They have gotten along with other cultural groups, provided that they do not invade their territory, and in the event that they do, they will aggressively beat them into submission. Background: The Tohsians are theorized to have come from the southern jungles as the Shoshoan and the Wrokokamnee. Their migration to the area of Mount Ro'or found them in a land that was very rich, fertile. However they soon realized that Mount Ro'or, was very much alive and active, occasionally sending up a plume of smoke and fire. They attributed this to their god O'Zar, god of the volcano, lord of the flames, and provider for their fertile lands. They did not fear the volcano, but rather they came to revere it and use it. They found that only the fires of the Ro'or could be used to mold the ironwood trees on their lands, and thus built great furnaces connected to the lava flows to craft weapons of ironwood. Satisfied with what they had, the Tosians did not seek to expand their dominion, and built permanent settlements.
Their peace was disturbed by the Wrokokamnee, as they sought to cross the river which separated them from the jungles and conquer the lands. The Tosians, with their superior ironwood weapons, matched the Wrokokamnee in strength, even though they were greatly outnumbered. After years of fighting, the Wrokokamnee failed to advance any further into the Tosian territory and eventually agreed to pursue peace. They headed to the east to conquer further lands, while the Tosians had developed a rich warrior-cult society.
They lived in relative isolation for many years, until the Shoshoans grew in prominence. While having opposing cultural values, one leaning towards diplomacy and the other towards the glorification of war, they found common ground in their history of opposing the expansion of the Wrokokamnee. Gradually, the Tosians became extensively assimilated in Shoshoan society, even speaking their language, though retaining their devout beliefs.
In the present era, the Tosians are more or less a major sub-culture under Shoshoan dominion. They are distinct however, in that they do not have the similar cool and calm air as the Shoshoans, which has allowed the culture to remain prevalent in society. They remain expert craftsmen of ironwood weaponry, comparable to that fashioned by the Ethaldi. Additionally, their vibrant volcano worship continues to exist even to this day. Common Names: Zandalee (f), Mazu (m), Zephyr (m), Taziana (f), Razuko (m), Azura (f), Zaheer (m)
(Names will often have z in them) Name: Hing'rmin (HING –er – men) Area of Origin: The far north around the northern sea (Hint'rlund) Complexion: Light Facial Features: Squared faces, large foreheads Hair: light hair, generally blond, or very light brown Eyes: blues Average Height: 6'0" (Women: 5'9" – 5'11" Men: 5'10" – 6'1") Language Description: Hint'rtang A very guttural language, it uses tones which are produced from the back of the throat with very little tongue work. The language is related to many of the northern tongue languages such as the Elundish, Haldish and Yarlindic, and is thought to be the originator of these languages. The language itself sounds quite aggressive, quite different from the musical languages of the northeast. Upon translation into Marolish, it is quite apparent that the language is fairly basic, vocabulary typically describes things in a rudimentary fashion. Ie: ice = kol (cold) However, this basic vocabulary requires extensive context as words can have various meanings.
Their use of runes are slightly related to those found in the northeastern cultures, though there are significant differences. They often use apostrophes in place of "e", with "i" operating with the sound of "e" as in "egg".
Society: Originally a hunter-gatherer society, they settled and became farmers. Through war they eventually evolved into a warrior society as they sought supremacy in their territory. Therefore, their society revolves around strength and war. One must never be seen as weak, lest they lose their position of respect in society. Both men and women are expected to be competent fighters, though men are typically expected to wield two-handed swords and axes, while women are expected to wield short swords and shields.
They have an incredibly deep respect for the tundra. Its unforgiving cold is a reflection of their people. Relentless in battle, which is often to the death. As a rite of passage, at the age of 14, youths are sent into the tundra with solely a hand axe and the clothes on their back. If they are worthy, the tundra will return the child back home alive in one week. In the same respect, children are taught to wield multiple weapons from a very young age.
While wisdom is respected, it is largely expected from the elderly, it is not frowned upon to be impetuous and brash while young. Intellectual pursuits are not rejected, though they are viewed in a strange light. The expression: "What good is a book if it cannot sharpen my axe?" is a phrase often used in such situations. Magic, is also viewed in a similar way, though it is viewed more suspiciously, or a crutch for the weak.
Background: The Hing'rmin were a hunter-gather peoples formed of various tribes into one cultural group. They travelled throughout the northern tundra, hunting elk, with which they made heavy fur clothes. Eventually they decided to settle, as an effort to establish themselves and they began to conquer the neighbouring tribes around them that had more favourable lands. It was during this era of war that much of the Hing'rmin war-culture was fashioned.
It was during this time that they encountered two other major cultural groups: the Yarlindish and the Haldish. The Yarlindish were just coming over the mountains at this time, however they were no match for the Hing'rmin warriors and they had no choice but to flee back into the mountains. Likewise, the Haldish, who had established themselves in the southeast of the inland sea, were forced further south which led to the bitter wars between the Marosians and the Haldish.
Ruling much of the north, the Hing'rmin established various settlements throughout the tundra. However their war-like nature led to much contention between the various tribes that made up the Hing'rmin culture. This led to further wars, resulting in a fragmentation of the culture group into various warring tribes.
In the present era, the Hing'rmin are very much divided among themselves. However, they maintain their dominance over the tundra. Their stubborn nature has not allowed the Marosian culture to influence them greatly, though they are on more reasonable terms with the Yarlindish. Both cultures are capable of speaking and understanding each other's languages.
Common Names: Agnar (m), Rohik (m), Jorun (m), Torvik (m), Tonya (f), Farrah (f), Helga (f), Astrid (f)
(Typical Viking Names, rough sounding names.) Name: Yarlindish (yar-LIND –ish) Area of Origin: The mountains of the northern tundra, and the coasts. (Yarlund) Complexion: Light Facial Features: rounded faces, full cheeks, wide eyes Hair: Light brown, blonde Eyes: Blues, Browns Average Height: 5'8" (Women: 5'6 - 5'8", Men: 5'7"-5'9") Language Description: Yarlindic – Incredibly similar to the other northern tongues, Yarlindic is a more guttural tongue. Differently however, it has a slight musicality to it, in that the middle syllable of the word is always emphasized, while in words with equal amount of syllables are pronounced with equal emphasis. The language has a lot of "u" sounds, which are always pronounced as a pure u. Additionally, "j" is pronounced like a "y".
The runes of this language are identical to the other northern scripts, however they do not use apostrophes as the Hing'rmin do. Neither do they have a vocabulary comprised of words with a plethora of meanings depending on the context. Thus, it is easier to learn Yarlindic in comparison to Hing'rtang.
Society: The Yarlindish were a hunter-gathering society that evolved into an agrarian livestock society. Thus, their society largely revolves around the White Elk. While they did endure the harsh conditions of the north, the Yarlindish were fortunate enough to find land outside of the frigid tundra, resulting in a much gentler society. They are incredibly dependant on the White Elk, however they do not hunt it. Rather, they drink its milk, they wear its fur, they use its broken antlers for jewelry and they ride them for transportation. The nimble hooves of the White Elk made it a reliable companion as they traversed the rough terrain of the tundra.
Families are very close-knit, with the children often living with their parents well into adulthood. Even after they've been married, the family will stay together. Three generations may be found in one house alone. Mothers are quite doting, and fathers overprotective, meanwhile grandparents are notorious for criticizing their children and absolutely spoiling their grandchildren.
Cooking, is an incredibly integral part of society. There are entire festivals dedicated to meat pies and sausages, involving eating contests and cook-offs. Both men and women are expected to be cooks of certain merit, and they teach their children while they are young. Mothers will lament loudly if their children are not excellent cooks, often claiming that they will never find anyone to marry.
Background: The Yarlindish peoples are descended from ancient northerners. They travelled the tundra hunting and gathering food, where they established a relationship with the White Elk, an abnormally large elk with thick white fur. They domesticated the elk, using it for a variety of resources to help them survive in the frozen tundra. This lifestyle changed once they found lands that were warmer and capable of planting crops. They established farming communities, though the growing season was very short so they trapped animals and salted their meats for the winter.
The Yarlindish communities flourished, which prompted further expansion; thus, they decided to climb the mountains. The mountains proved difficult to traverse, even with their surefooted White Elk, nevertheless, some individuals chose to build homes along the treacherous cliffs. Some of them even built homes by carving directly into the mountains. Eventually they reached the other side of the mountains where they began to create new settlements. The Hing'rmin would not tolerate this intrusion, and chased the Yarlindish from their territory, laying claim to the settlements that had been built.
In the present era, the Yarlindish remain a bastion of delicious flavours. They have an entire festival dedicated to various meat pies. Their culture has fragmented however, particularly between the inhabitants of the northern coasts, the mountain range, and the southern coast, leading to the development of separate states. Yarlindic and Hing'rtang are both spoken commonly within this region as well. However, they reject most isolationist policies, opening themselves up to trade and the other world cultures. Common Names: Jud (m), Gertrud (f), Bjorn (m) , Ruddy (m/f), Jula (f)
(Norwegian sounding names, usually have u in them) Name: Marosian (mah-ro-zan) Area of Origin: South of the river in Zyelar. (Maros) Complexion: Light (Tan closer to the Akkadites, Olive closer to the Alyrians, Lenosians) Facial Features: Deep set eyes, sharp jaws, straight noses (wider brows closer to the northwest) Hair: Brown, Blonde, (Strawberry-Blonde tendencies along border of the Zyelars/Zyphers) Eyes: Varying shades of brown (Occurrences of amber mixes along the borders of Alyria, Lenosia and Zyelar/Zypher, Blue in the northwest.) Average Height: 5'9" (Women 5'6"- 5'8", Men 5'8"- 5'10") Language Description: Common Tongue (Marolish) - This language reflects the incredibly adaptive nature of the people. The language is said to descend from similar origins of the Zyelars, and the Alyrians, though it evolved as the Marosian culture absorbed the traits of many other languages. The grammar structure remains similar, and some of the vocabulary is shared between these cultures, though little else is the same.
"Y's" are not used as commonly as in Zyelar and Alyria, and while the language is somewhat phonetic, there are many odd conventions such as "ph" and "qu" and occasional silent letters, as seen in "comb" that make it difficult to guess how words should be pronounced and spelled. To the foreign ear the language seems muted, as if all consonants are not used to their full potential, (a result from the Faltic dialect), and much more guttural, (a trait adopted from the Elundish and Haldish languages).
The script itself is shared between the Zyelar, Alyria, and Fals, having come from ancient runes that evolved into an alphabet. Maros however, after absorbing various cultures took various other letters that produced sounds unfound in the other three related languages.
Society:Originally a society of livestock keeping woodsmen, their discovery of ore in the mountains led to the creation of tools and weapons made of iron. They evolved into a warrior society, raiding nearby territories to build up their own. Thus, war and conquest are important aspects of society. On an individual level this means that perfection and dominance are goals sought by Marosians in their lives. It was through success, that they would receive honour.
Honour is highly valued within the Marosian society. One will do everything they can to preserve their reputation in the eyes of the public. Honour was an aspect that could be found in many parts of life; there was honour in profitable business, a large family, a bountiful harvest, and of course, combat. Women and men were seen as two halves to one whole. While men were expected to fight in the fields, women were often consulted on matters of tactics. Nevertheless, women were permitted to fight on the battlefield, though it was more seemly for a woman to stay home and raise her children. Women were viewed as the weaker, more fragile, sex.
They were incredibly adaptive people, quick to adopt differing views of the world and ways of life, and then adapting it to their own culture to make them stronger. This is what caused the Marosian culture to thrive, for instead of having to completely eliminate their enemies, they assimilated and absorbed them into their own societies. Likewise, their curiosity of the world around them, led them to expand farther and farther, a trait which exists within the hearts of the people.
Every person was viewed as an individual, and viewed themselves as an individual. The liberty to live how one saw fit, and to seize success for themselves are key concepts in the Marosian mentality.
Background: The Marosians come from a small area south of the river in Zyelar. They were farmers and woodsmen, living on the plains bordering the lush boreal forest. There, they lived simple lives until a harsh drought, (perhaps the same drought that caused the Zyelars to head north), nearly wiped them out of existence. This experience hardened the people, and saw a societal shift from passive farmers, to opportunistic raiders.
As farmers they had domesticated the horse, and as woodsmen they had axes made of sharpened stone; these tools played substantial roles in their early conquests over the lesser cultures on the plains. The Marosians spread to the east, conquering lesser tribes until they reached the coast; and to the southeast, conquering the plains, though skirting along the desert. This period consolidated Maros' existence as a distinct culture, and saw an establishment of government, led by the Grand Warlord and the Honor Code. They established a standardized religion revolving around a god of war, Eratos, and a goddess of law, Gwendell. They had also adopted the earth god Arryst from Alyria, though calling him Aros. Regarding the goddess Dyrrys, they too absorbed her from the Alyrian Pantheon, however they referred to her as the goddess of health and healers and called her Dylia.
Having suitably established themselves, the Marosian army saw fit to conquer the lands found in the rich boreal forest. It was here that they ran into the people of Fals. The Faltics were a hunter-gatherer society distantly related to the Marosians, Zyelars, and the Alyrians, sharing a language very much like their own. They were well versed in archery and trapping, and produced beautiful fur pelts. The Faltics, not wishing to be destroyed as many of the lesser cultures had been by the Marosians, offered to teach the Marosians archery and supply them with their fur pelts, a product necessary in the colder temperatures of the north. The Marosians agreed, absorbing them into their territory and mixing with the people. Genetically, they were truly not much more different, though brown eyes had overtaken the predominant amber eyes from the days when Maros was solely a farming community. The Marosians also adopted the Faltic goddess of hunting, Irdessa. The Marosian tongue saw a slight adjustment in its pronunciation, taking on the Faltic habit of softening the pronunciation of hard consonants.
Equipped for the cold weather and deadly ranged weapons, the Marosians pressed onwards after stabilizing their new territory. They consolidated their presence along the borders of the Lenosians and the Pukutehtilikhekehtikuli, defeating the latter in combat. They also conquered the lands adjacent to the Zyelars, going north until they reached the coast. Most notable during this period however, was their encounter with the Elundish peoples. The Elundish, descended from the peoples of the north, were a smaller cultural group who inhabited the mountains. They were in a state of famine and were on the verge of extinction. The arrival of the Marosians seemed to seal their fate. That is, until it was revealed that the Elundish not only lived on ore-rich mountains, but that they were talented metal workers. The Marosians chose to absorb the Elundish to learn their metalworking secrets. Strengthened by the Marosian support, the Elundish taught them the lay of the land, and helped them conquer the area to the southwest. The Marosian language had changed once again, adopting the guttural tone from the Elundish people. They also adopted Hok, god of the mountain and ores, into their growing pantheon. Having effectively conquered land from the east to the west, Maros became a substantial power on the continent. It was rich in resources and commerce, becoming a centre of trade for foreign goods, despite lacking major seaports. They flourished culturally as well, what once was previously Faltic folk songs, became recognized as typical Marosian music as it spread through the territory.
The invasion of the Haldish peoples threatened to destabilize this bastion of society. Like the Elundish, they were descended from northern people, however these were a much more fierce and competitive a people. Despite being a much smaller cultural group, they matched the armies of Maros with tenacity. However, after almost a century of war, the Haldish were defeated. Despite the lives lost, the Marosians did not succumb to anger. Upholding their ideal of honour, they absorbed the civilian population of the Haldish peoples, having made worthy opponents.
The centuries afterwards saw a dissolution of the various cultures as they combined into one centralized Marosian culture. The language recognized as Common Tongue, due to it predominate use in the public sphere of not only Maros but other neighbouring cultures, became standardized. An evolution from what was once quite similar to Alyrian and Zyelar tongues, became mixed with the guttural northern languages of the Elundish and the Haldish peoples. The pantheon had a collection of gods, both native and foreign. Blonde hair became equally as prevalent in the population as brown hair, while amber eyes became all but inexistent. Arguably, the genetic mix led to a strong peoples who made incredibly fierce fighters, though enlightened and innovative.
Ruling one culture as extensive as Maros is quite the task however. The needs from one area would be different in the next, leading to the establishment of lesser provinces within Maros. The cultural unity fractured, the following centuries saw Maros separated into smaller, independent, and powerful kingdoms. Marosian dominance continuing to thrive in the world even though it was divided.
Common Names: Typical Eastern Names (Male names usually end in -os, female names in -a or -ia) Arthos (m) /Artia (f), Erik (m) / Erika (f), Karos (m)/ Kara (f), Dalos (m) / Dalia (f), Harris (m), Amara (f)
Typical Western Names (Typical early English names, usually one or two syllables) Arthur (m), Erik (m) / Erika (f), Daken (m), Ellen (f), Karen (f), Ruth (f), Kendelle (f), Derrik (m) Zyelars or Zyphers Area of origin: Zyelah (Marked Blue in below map) Complexion: Pale Facial Features: Small upturned nose, thin brow, and a long thin chin. Hair: Reds, Oranges, rarely Blonde. (Perhaps rarely a pinkish coloration?) Eyes: Yellows and Light Greens. Average height: 6' (Woman 5'9" - 5'10", Men 6" - 6'2") Language description: The Positive/Affirmative veins of language is higher nasal hums while the Negative is deeper throaty hums. These are possible to mix in the same sentence, and even the same word when it comes to names or a few select words.
Eventually a written language was formed, and was refined as the Zyelars interacted with other groups, that had such. It contained 2 cases in it's conception, Soft, in which had rounded letters and was used to mark the higher nasal hums, and Hard, with sharp, pointed letters that showed the parts of speech using the deep throaty hums. The earliest form of the written language used no punctuation for normal statements, but used the words already present in speech for questions, commands, etc. Later punctuation and Upper/Lower case would be adopted.
The Zyelar language contains 15 letters that roughly equate to the following, 4 of which are vowels and 11 that are consonants. They are combined together to produce mixed sounds, but the vowels always have a fixed sound.
e (eh), a (ah), u (oo), y (ie) z, h, l, p, v, k, t, f, n, j, r
It is of particular note that every word of Zyelar origin begins and ends in a consonant. The letters y, h, and r also have special rules. A Soft h at the end of a word is silent. Y only exists in the Soft tense, while r only exists in the hard tense.
*When I write a Zyelar word in this post I'll put it in quotes then Soft case will be lower case, and Hard case will be upper case.
Background/Society: (sorta just became mixed at a point so I combined them): An agricultural society, focusing mostly on tuber, gourd, and pod-family plants. Earlier in the history they were purely vegetarian, but after mountain poultry and goats were domesticated, eggs became a important source of protein, and meat was consumed rarely. Highly religious, with frequent festivals devoted to various aspects of nature. Family units are large and are expected to support members when they fall on hard times.
Zyelars were plain and hill dewlers inhabiting the North-Eastern part of the continent. They celebrate life and their Deity is believed to inhabit all creatures equally, and that any living thing can be reincarnated as any other living thing. They follow a karma system. Their actual laws are to be loosely interpreted between the family group(s) of the victim and offender and common punishments are indenturement or banishment, often the offender's hair was cut or shaved as a warning the person was a criminal. Speaking of, hair was important to the religious aspect of the culture, as all parts of the body are sacred. Goat farmers also developed a practice of keeping short hair as a form of penitence for collecting the wool of the goats, over all this lead to never cutting hair becoming less important, and a more prominent form of lesser penitence.
The reason for moving more into the northern mountains was probably drought, and once on the mountain, metals were discovered and the Zyelars began to use the metal for tools to more easily work the harder mountain soil. Although not martial, weapons of self defense were formed from hoes and shovels to make long-poled slashing and stabbing weapons.
Names: There exists in the Zyelar language both (what other cultures would consider) masculine and feminine names. However these names are superficial, due to the equality that the Zyelar believe in. It is not uncommon for a woman that chooses the life of hard labor to have a masculine name, nor is it uncommon for a man that weaves to have a feminine name. This is mostly due to the fact that Zyelars name themselves. That doesn't mean children are nameless by any means. Parents will still choose a name based on gender at birth, and the child will be called that until they reach an age of social maturity (but not necessarily physical/emotional maturity). This is a celebration called a "telaFyAR" and is generally agreed on by relatives of the individual, though it's rare, but not unheard of for a chieftain or a group of friends to host a "telaFyAR", these are usually accepted as true "telaFyAR", but can be contested. It is at this ceremony that the child can choose a new name that reflects who they are and who they wish to be. It is perfectly acceptable for them to keep their childhood name, or change it to the masculine/feminine.
Names can be pretty much any word from the language, but it is rare to see a name that doesn't have both a masculine/feminine. Those words are particularly found of z's and y's, and the masculine like e's, f's, t's, and r's, while the feminine like a's, l's, and silent h's.
"Zyeh" (lit male child, boy), and "Zyah" (lit female child, girl) are an example and relatively common names. Name:Farnese Area of origin: Farna (A small island off the coast of the their current cultural home) Complexion: Pale skin which darkens only slightly when tanned. Facial Features: Narrow noses, small eyes, broad foreheads, strong jawline Hair: straight and thick, generally black or dark brown Eyes: very small pupils with very large irises. Eye colour is generally a pale blue with a slight silver pigment mix Average height: Men: 6'0" Women: 5'9" Language: The Farnese language is based around simple phonetics being joined together to create more complex words. As such Farnese characters can almost always be sounded out without fail for vowels will always make the same sound. The Farnese alphabet contains roughly 100 plus characters. These characters are created by combining vowels with consonant sounds. (T characters being Ti,(tea) Tu,(too) Te,(tay) To,(toe) Ta,(tah) Ty(tie)). Certain sounds can be made by adding a half character to a word, like Fa Na becoming Farna. This is generally done to create an easier flowing sound. (Think of the language as phonetic Latin.)
Society: The Farnese, for as long as history can recount, have been proud warriors that have shunned all outside cultures and customs. The Farnese culture is one that is steeped in self-determination and absolute pride in one's own ability which explains why they are so hostile to change and any form of cultural assimilation.
The sword commands ultimate respect in Farnese lands and only those who are part of the warrior class or serve noble blood can carry one. In particular the sword they carry is a long, thick, saber-like weapon that can be wielded with two hands, known as the Vars. Varses have been used by Farnese warriors since time immemorial, because of this the swords are treated like an extension of a warrior's life, if a warrior does not have his sword he is incomplete as a person. The person responsible for creating the conduit for a warrior's soul are master smiths who, using ancient techniques, create long bars of steel which are hammered together in a crossing pattern. This forging process creates blades that are incredibly thin at the edge but yet strong enough not to chip easily or shatter when knocked against even the hardest substances. One should not be fooled by the Farnese's fondness of their Vars though, for they are also highly skilled spear wielders and to some extent bowmen.
To survive the Farnese mostly fish and grow crops like radishes, cabbage, and root plants. Rice is also heavily harvested in the southern, more temperate areas of the island though it's considered fairly unpopular with the northern Farnese. In daily life men are responsible for almost every aspect of living. The men work, fight and provide food for their families, though women from time to time rise to occasion and are accepted by noble blood as warriors and are allowed to legally carry a Vars. Farnese children are expected to be educated in the fields of reading and writing by their mothers at an early age and when they mature enough, young men who are wealthy enough or strong enough are sent to academies where they are taught how to wield weapons and live their life by the 9 principles of Lyreoh, a word which roughly translate to personal being.
Courage - To show courage is to act even when faced with adversity oneself cannot surpass. Never avoid a challenge in life and always face your suffering lest you be consumed by it.
Integrity - If a man's word can not be trusted, is he even still to be considered a man? Your word should always be your oath, fealty need not be sworn, it should always exists in your every word. To lie to another is show them ultimate disrespect and never carry compassion beyond ability.
Altruism - The strong should tend to the weak and act to always aid those who are burdened by misfortune. Under the pressure of compassion a man's obstacles will always shrink.
Civility - To be polite is to be mindful, but those who attempt intensiveness often offend by lying or misleading. Always speak the truth when it is requested and always mind yourself when you face your fellowman. To be civil is to be compassionate and in compassion we find understanding.
Honor - Your honor is your life, never allow it to be compromised. Within yourself you find self-worth and dignity, you must value yourself and value others. Honor must always be upheld, without honor you are without integrity.
Loyalty - In the flowing rivers of life one must always guard their loyalty and hold it far above emotion. Compassion brings with it the death of loyalty and so one must be careful who he is loyal to. If you are to be truly loyal you must never question and you must never hesitate. Trust your loyalty for it is your intelligence and guide, never allow emotion to compromise your chivalrous bonds for they will forge your life and keep you from being swept away.
Righteousness - Justice must always be upheld, but the will of justice is not always clear and in its mists hide tragedy and misguided actions. To act on instinct is to understand the flow of justice and to be resolute is to understand the risk that shrouds itself within it. To kill when it is right to kill, to die when it is right to die, this is the ultimate understanding of justice. Every life taken has purpose and every life spared has a destiny. We can create and we can destroy, but we can never take back the things we have created or destroyed.
Consciousness - We are all dying. Every moment must be lived, every breath should carry action. Never forget who you are, never forget where you came from. You must not misspend your life for life is precious and when your time comes and death grasps your vitality you must have no regrets. Do not flee death, do not fear death, do not fight death, instead live along it- embrace it.
Balance - Nothing happens without reason. All parts of life have a cause and every creature a destiny. Respect this balance above all else for you are but a small part in a cycle which spans all of time.
When boys reach the age of 16 they are considered men and expected to join the work force and adhere to the Farnese caste system which places normal peasants at the bottom, warriors in the middle and the lords who command the warriors at top. It is possible for peasants to join the warrior class, but doing so takes more than just joining a lord's army. A peasant with a spear is still just a peasant, to be a warrior you must be recognized as one and educated in all the ways a warrior would.
Background: The Farnese were originally hunters and warriors from a small island known as Farna which sits just west of the island land mass which is cradled by the main continent. Eventually the Farnese outgrew their small island home and they looked east to expand. The closest land mass their simple ships could reach was the great island they at the time called Gafar, literally Great Island. Once they had reached their new home, the Farnese wasted no time spreading about and attacking and destroying most of the native inhabitants of Gafar. Those who were not killed by the Farnese were forced away from the new settlements and into the unknown wild. Many of the refugees would be killed by hostile groups, others would flee east to the mainland, others still would attempt to resettle somewhere on the island only to be destroyed later by the ever growing appetite for land the Farnese held.
Once the Farnese had conquered the entirety of their island they set their sights east once more on the large continent which taunted their shores. Sadly their aspirations to cross the sea and invade their neighbors once more were cut short when they realized the immense size of the 'island' they would be attempting to invade. So instead the Farnese settled their new island home permanently and acted quick to isolate themselves from the mainland and every person from it. They had no interest in the doings of the eastern barbarians nor did they wish to become involved in their lesser practices. For now the Farnese were content, but numerous invasions of the mainland many years later would make it seem otherwise.
Firo(m), Lyra(f), Niro(m), Aliriya(f), Garan(m), Irena(f) Katyann Area of origin: Along the Southwestern coast (bordering the mountain range to start and then going along the coast to the peninsula, shaped kind of like a crescent). Complexion: Shades of white Facial Features: Long noses, often big nostrils, gaunt cheeks. Hair: Full spectrum from red to blonde to black. Eyes: blue, green, brown, hazel, and any combination. Average height: 165cm 5'6" Language description: Katyann language sounds hard and is spoken in a way that everything sounds accusatory and violent. All letter sounds are completely dependent on the combination of letters so that there is no sound like A in languages like English or German where it is "ah" or "ay." Instead, a letter is pronounced differently depending on what letter it is combined with, somewhat like a dipthong. The maximum combination of letters is 3 (e.g. onj), and a word can, on average, contain anywhere from 1 to 10 letter combinations. Even to trained ears the language is difficult to catch for non-native speakers.
The Katyann use a writing system with over 100 letters, with the upper and lower cases being dissimilar (think ancient Greek). The origin is disputed, but it is believed to have been the work of Kajunej, who searched for a way to write the sounds they make. He spent years traveling into every major culture and, listening to their sounds, combining letters from completely different scripts that, when sounded together, created the sounds that they made. Therefore, the letters are written like graphemes such as Æ.
Society: Katyanns are very similar as a whole, most of them are farmers and herders. They all technically branch from one single culture, but there are perversions within that culture that creates the current divisions of East, Middle, and West. In general, their traditional clothing is very colorful, with designs that designate which culture group they were from. They often live in simple wooden settlements that are mostly self-sufficient, willingly ignorant of what happens outside of their walls. There is a small movement within the culture that desires to see a unified Katyann people, but it is small because most older Katyanns do not care too much for unification.
Cellonads (East): Some influence from the Marosians, especially around the borders. This group is the most technologically up to date, being closest to the center of the continent where all the cultural exchange and technological development takes place. They consider themselves, as the gateway to the North, to be the big brothers of their little Katyann siblings, and are the most militarily advanced because of this belief. Much of the core of the unification sentiment comes from here.
Serbonads (Middle): Lying in the middle, the Serbonads are the least culturally independent, being a mix of the other two. They are mostly made up of isolated plots of tiny settlements.
Belonads (West): Considered the most backwards by the other two, they lie on the peninsula, which makes them the most dependent on the sea, which is something that does not come to mind when foreigners think of stereotypical Katyanns. Because of this reliance on the sea, livestock and agriculture is focused on less with exception for the central areas furthest from the sea.
Background: It is believed that the father of the Katyann people (Katyann himself) was the patriarch of a large clan that, for whatever reason, left the western island. However, this theory, though held as truth by the people, is debatable, as the people of the island are significantly different than the Katyann. Wherever the clan arrived from, they subjugated the northern part immediately upon arriving. They made their path along the coast, setting up new settlements as they came through. They reached the tip of what was the be the western cultural area when Katyann died. His conquests were split among his three children: Cellain, his oldest son, received control of the eastern area; Serbanonj, the youngest son, received the middle area; and Belani, his daughter, received the small amount of land in the west.
Belani, just as power hungry as her brothers, used them to support her in taking the rest of the peninsula by offering her body in exchange for the conquest. Both brothers agreed to the terms, as Belani was incredibly fair. With the three siblings working in tandem, they conquered the rest of the coast and finally settled down. Belani had more than 15 children with her siblings, so that when all three of them died, their lands were split among all the children. Over the next couple centuries, this turned the once unified lands into many separate chiefdoms that no longer had any familial ties and only had significant cultural ties.
Because the people became so split, it was easy for them to subjugate one another and be subjugated. Kingdoms have risen and fallen quickly in this area of the continent because of the inability to deal with the Katyann's sense of cultural kinship. No matter where the political borders lie, Katyanns see themselves as Katyanns and would travels miles to defend the cultural heritage of their brethren. This has also led to a recent nationalistic development in the Cellonads that calls for Katyann cultural unity and the creation of a purely Katyann state, not a state of oppressors or a group of Katyann states that stand alone. Lenosian Area of Origin: The northern most tip of the nearest eastern island. Complexion: Olive Toned Facial Features: Rounded faces, small pointed noses, slightly narrowed eyes Hair: Thick and generally dark(Brown and Black). Not entirely uncommon for their hair to become lighter the further south you go. Eyes: Carmine(A deep red-brown mix). Not uncommon for their eyes to be amber near their northern most border or just plain brown in the south. Average Height: Men: 5'9" Women 5'7" Language: The original Lenosian language(known as Mayle Ku) was incredibly tongue intensive and most spoken words were very short, no more than two syllables generally. This changed after the Lenosians fled their homeland and began colonizing an already occupied area on the mainland. This colonization of course lead to years of war, but more importantly it later gave way to mass linguistic assimilation. The current Lenosian language is a mix of ancient Mayle Ku and bastardized Alyrian. L's and double R's(which produced a rolled r sound) are incredibly common in words and names. Many Lenosian words are loaned from Alyrian, though the arcane power tied to the Alryian tongue seems to have been lost.
The current language spoken by Lenosians, while still tongue intensive, no longer follows its old simple syllable roots. The language has expanded to become far more complex and include many new words and sounds that weren't possible in the original Mayle Ku language. The most notable feature of Lenosian is the stress that is applied to the last syllabel every word. Generally the end of a word drags slightly longer resulting in the start of the next word to fire rapidly making it hard for foreigners to understand the stop and start of words.
Written Lenosian is much easier to understand as it uses a standardized alphabet constructed of easy to pronounce sounds, though parts of their alphabet go generally unused in normal communication as the sounds were adopted early when the language was still being influenced by the indigenous population.
Society: Lenosians are mostly farmers and have a rich tradition based around their most important crop, grapes. Lenosian's cherish their vineyards and many pray to the different local gods for a good harvest. (Lenosian made wines are incredibly strong, most have alcohol contents that easily surpass 30 percent). Despite being farmers with little to no warrior culture remaining, the Lenosians still consider themselves strong people. They are quite used to dealing with aggressors and have been known to even fight with the dangerous Pukutehtilikhekehtikuli on multiple occasions after having been raided and attacked.
Lenosians generally live together in communities built around major Vineyards. Some of these communities have turned into decently large towns but none yet have evolved into anything on the scale of a major city.
Background: Originally the Lenosians hailed from one of the eastern islands where they were a large yet compact society of fishermen. At some point in time the ocean levels began to rise and the Lenosians, ever fearful that their whole island would be consumed, took to boats and fled west to the main continent, a land they had only ever seen from afar in their primitive fishing boats. Many Lenosians died during their flight from their home, and many more would die after they landed due to disease or being separated from the main group. Those who survived the journey landed in the northern most portion of their cultural region where they battled the indigenous tribes for years before finally settling down. After the Lenosians settled they attempted to return to their fishing ways but found that their new coast was much less bountiful then their comfortable homeland coasts and here the weather was harsh and during the autumn, winter, and spring seasons powerful winds tore through rigid coasts and smashed their boats into the imposing cliffs. Unable to fish the Lenosians set out inland and began to adopt the hunting and farming styles of their indigenous neighbors.
As the Lenosian people expanded and traveled south towards more fertile lands and away from the threatening northern swamps they continued to mix and breed with the less threatening peoples who had already settled and worked the land. It was at this time that current Lenosian culture began to form and the old ways began to vanish. No more were the Lenosians dark skinned people with very narrowed eyes and black hair. They had become olive in tone, their hair began to lighten and their eyes slowly widened. They adopted new gods and created a written language heavily influenced by the peoples they had bound themselves to and for all these things they thrived and formed into a highly functioning society of passive and slightly religious farmers.
Names: Mylek(M), Lalysara(F), Nusella(F), Merro(M)
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Mon Mar 17, 2014 5:28 pm |
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Ichigo
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Pukutehtilikhekehtikuli: show Pukutehtilikhekehtikuli [Pukut-ehti-li-khek-ehti-kuli] (People of the Khanate of Kuli) Area of origin: Historically: beyond the northern taiga1 Currently: Kuli Delta Complexion: Due to racial heterogeneity, it ranges from light to tan Facial Features: Older facial feature synonymous with the Taiga and Tundra such as high cheekbones, slit eyes have mixed with stoney facial features of the desert. (See: mix Yupiks/Yuits with Persians) Hair: Brown to Black Eyes: Blue, Hazel, Brown, Black Average height: 175cm 5'9" Language description: Early language was unspoken and writing consisted of a pictographic script. Eventually these images evolved into an abugida, in which, if viewed critically, the words are abstractions of their meanings based on the old pictographic script, linking the development of the language2. There are no spaces or punctuation when written, just as in a pictographic script, everything flows together. The only exception is that quotations are segmented off with lines3. Capitalization only appears at the beginning of lines, proper nouns and names are treated the same as any other noun or verb. The only time where capitalization can occur again in the same line is when quotations are used, as a person speaking itself is considered a line within the line. Therefore, after a quotation, the following section of the line can be capitalized again to denote the return to the original line (keep in mind that this is a poetic language. All written language is strongly suggested to be flowery and descriptive because word order does not matter outside of subject being first in a phrase and object being in the middle). Descriptors such as adjectives and verbs are between the subjects and objects4. A phrase is recognized as complete when the subject-object order is completed and a new subject-object order is recognized5.
When spoken, the language is heavily slurred and somewhat incomprehensible. Due to the desire to speak and write in a sophisticated manner Vowels are used as bridges between consonants, and certain letters appear more than others within the language6, giving it a unique sound. Plurals are made by adding a Z to the end of the word.
When romanized, entire lines are placed in brackets and the words are separated with hyphens (in the way I have written every word prior to the translation). When translating scripts, high law states that one must treat it like poetry and provide the original text side by side with the translation. The left page must feature the original script (whether pictographic or abugida, depending on the period of the writing) and on the right page the romanization must always go to the left side with the translation on the right side. Works are often translated on triptychs to give adequate room for both the romanization and the translation so that the original lines are preserved as best as possible to keep the meaning pure.
Society: Khakehtikuli acts as a stationary horde or khanate. They focus on raids around the Delta and the lake, but do not expand. Raiders take the bones of their victims as spoils and fashion them into jewelry, which they wear until death. The more jewelry, the greater the fighter. When raiders pass on, their bones are taken and built into a great altar that is permanently erected at the spot of death. One can follow the historical route of the horde from the north to the delta from the remaining altars alone. Major buildings are permanent (built from stone) and act as capitals of settlements which groups travel between. An average group travels an entire loop of their territory every 2 years. The horde acts as a lose confederation of tribes that pay absolute allegiance to the Khan in the capital of Kuyhryti [Kuy-hryti] (Kuy's Home), which is located at the point where the delta converges. If a member even dares to insult the Khan, he or she is brutally ravaged and brought half alive to the Khan, who kills the perpetrator personally.
Every 15 years, all the the major 7 and minor 4 tribes convene at Kuyhryti to nominate their champions to be the new Khan. These champions must fight one another (without killing one another to prevent blood feuds and keep the tribes on good terms), with the winner named the heir to the throne. If the current ruling Khan does not die in the next 15 years, the heir must defend his or her title the next time the tribes convene. The society does not see gender as a factor. If an individual can fight, they will always fight. The current Khan is a a young woman named Etrgyn.
Outsiders are treated hospitably according to the high laws, and travelers often return speaking of the great friendliness of the people. However, outsiders are treated well if they enter. Those who are raided are treated mercilessly because the law of nature states that in order for the horde to survive, they must kill. Through this strange dichotomy, raiders may revel in violent conquest one day and cordially have merchants from far off lands for dinner another. However, despite the prevalence of outside influence visiting the cities, the horde is extremely vehement to protect its roots, even to the point of still practicing the ancient animistic rites of the cold north. In addition, the arts, especially music and dance, are very important to the horde and they send out invitations to other civilizations to bring their innovations in art to the capital to entertain the Khan and the tribes. There are three undisputed poetic masterworks. The first is Hekit's Sitiryehtiliptst [Sitiry-ehti-li-ptst] (Story of the Past), which is considered an important historical document; the second is Stugtut's Deliktewtelikhez [Delikte-wte-li-khez] (Dialogue with the Khans); the third is Yimimwer's Ewedwtenetre [E-wed-wte-netre] (I walk with nature).
Background: The horde first originated somewhere north of the taiga. The only traces of that existence are the altars that exist there and the historical records that are kept in the capital. The horde has lived in the delta area for as long as other civilizations' records show, meaning that thousands of years ago the horde traveled down from the tundra and either wiped out or forced a cultural assimilation some Ur civilization, destroying its cities, monuments, and every other facet of its unique culture.
Almost immediately after settling, the Khan Kuy built his home and the home of all future leaders upon the capital of the old civilization. Because the horde never built quarries, all of the stone used to build their great buildings were recycled from the old civilizations' monuments and cities. Kuy's heir, Hekit, was the first Khan to espouse the arts and codified their language as poetry in motion. Under his reign the great masterworks of verse, music and dance were created. Hekit also called for the first of the structured raids. For years after arriving they harassed their neighbors for spoils, but it wasn't until Hekit that it was considered art and devotion to nature. Hekit argued that raiding was the true way of their past and they must recognize it was the one true path towards singularity with nature, the one way that they could become one with the poetry of the wind that causes the birds to sing their songs and the rhythms of the earth that coerce the horses to dance. For the horde, violence was art itself; violence was the ultimate expression of peace, because, as long as they raided, they weakened their neighbors and pushed them into a military state below theirs. Hekit used his people's desire to live by a certain aesthetic to create long lasting peace and train their raiders to fight and protect their peace.
Hekit's heirs were subpar in their handling of the horde, and over the next century the coalition began to show signs of fracturing. It was up to the third great Khan, Ihiliki, to reunite the horde under her banner. Ihiliki claimed her fighting skills were imparted upon her as a youth when the spirits of Kuy and Hekit copulated with her and impregnated her. She never had a child though, and claimed that she instead of reborn. She killed the fifth heir in Kuy and Hekit's line and took his throne, arguing that the Khan should not be a weakling who only ascended due to bloodline. Through this she brought the tribes together again by promising that through the competition, they have a chance at ruling. She also codified the high law that stated that the Khan was absolute due to his or her superiority at fighting, therefore crushing dissent by warning them that the Khan is needed in battle at all times.
Because they keep such amazingly detailed records (all of which are preserved pictographs) of their past, they can recall many important moments, and know of the passage from the north. However, this is considered sacred information and is rare divulged to outsiders.
Notes 1Historical record keeping located in the capital indicate that thousands of year ago, before the great migration, the horde lived as a series of tribes in the north. They eventually traveled down to the delta, though the exact reason is unknown. 2i.e. "Bird" in the pictographic script is an image of a bird. The abugida form of it is a grouping of letters that somewhat resemble the original pictogram. This makes the language hard for people learning the langauge because when vocabulary specifies a species of bird, the image of that type of bird is very similar to any other bird, making the differences very subtle. The new word and its sound have nuances that separate it from the root word, yet to those unaware, it sounds as if they are just saying "bird" with different accentuation, stress, tone, or inflection. 3ex. Kehuhiwhrit|Etihekitetiyishtemkitetu| [Kehuhi-whrit|E-ti-hekit-e-ti-yish-tem-kitetu|] (Kehuhi wrote, "I too, Hekit. I too wish for peace." 4ex. in English: Fred is the subject and Dave is the object. If we use the subject-object order, the structure of a phrase is: "Fred...Dave..." Everything between Fred(subj) and Dave(obj) are considered descriptor words for Fred(subj). Everything after Dave BUT before the NEXT subject-object phrase are considered descriptor words for Dave(obj), etc. This means that there can be an infinite about of words between the subject and the object as long as they make logical sense when read (i.e. not using two verbs when the subject/object can only perform one in a certain situation). 5Using note 3 as an example, Etihekitetiyishtemkitetu is considered a phrase. When translated, it either becomes two sentences or has a comma between the sections, depending on the translator's opinion of how the phrase reads. It's important to note that this phrase, when translated, reads as two sentences in English. The first has I as the subject and Hekit as the object, the second has I as the subject and peace as the object. However, in the original language this is incorrect. In the context of the phrase, peace is not the object only because Hekit already was the object in the phrase. Because of this, peace is nothing more than a descriptor word that adds flavor. While it's integral to the phrase and the phrase makes little sense without it, it is not considered an object only because it was overrun by the earlier object, Hekit. Keep it in mind that because the language has evolved from such a primitive script with Neanderthal logic that tangible things such as people are considered objects moreso than ideas and intangible things. So while peace might be an object within a phrase, any tangible thing that appears in the sentence takes precedence over it. 6The vowels of the language are E, I, and U. O and A do not exist. The most used consonants are K, H, and T, but nearly all the consonants in English appear in this language. Akkadites Area of origin: Claims of rise in the Kuli Delta, but most likely further down the river. They reside all over the desert and into the eastern side of the mountain ridge, with the greatest amount being near the river. Complexion: White to light tan Facial Features: Semitic Hair: Brown to Black Eyes: Brown, Black Average height: 165cm 5'5" Language description: The Akkadite language is somewhat similar to that of the Pukutehtilikhekehtikuli in that the desert area is a sprachbund. It contains many of the same grammatical features, especially the subject-object relationship that provides the skeleton of clauses. The written language is entirely cuneiform, and is significantly less complex than that of their neighbor's language, having none of the confusing non-spacing, requirements of being flowery, and non capitalization of words that aren't the beginning of lines. Scholars of both languages note the similarities in symbols between both the cuneiform and the old pictographics of the Pukutehtilikhekehtikuli, showing influence from the invading people early on in the formation of the language.
The spoken language is completely unlike that of their neighbors, sounding blunt as opposed to slurred speech. Consonants are hard, often guttural, while vowels are a bit softer. Stress is placed upon words through inflection, and proper nouns such as names are always stressed.
Society: The Akkadites are a classic example of early agricultural farmers. Their crops are very basic grains that they still cultivate to sustain their people. Livestock cultivation is very limited, but very important; though meat is only eaten by men to promote a strong military due to the low amount of meat available at any one time. Their buildings are very simple stone and mud dwellings, which are sparsely decorated and often mostly empty aside from an open fire pit and bedding. The communities they live in are small in scale, but they are all settled close to each other and are interconnected so if news of an attack arrives, they can mobilize quickly and deal with the attackers. This creates what is basically a supercity made up of small communities that act as a web that protects itself.
Background: The Akkadites are actually a lesser culture, mostly remnants of the original Ur culture that the hordes of Kuli came and decimated. All of that original culture was destroyed completely, but people survived and the culture mutated as they escaped into the desert. Because of this, they can trace their people back to what they call "The Great Threshing," when they were robbed of their homeland. As a culture, they are relatively new, not really having developed significant cultural ties until the last 150 years. The Akkadites show a lot of disdain toward the horde and spent years trying to build a great military tradition as to protect themselves from raids and one day fight the horde to take back their cultural homeland.
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Mon Mar 17, 2014 5:31 pm |
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Infinity
Joined: Tue Nov 29, 2011 6:48 pm Posts: 365 Location: Long Island Country:
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Currently Playing: Dragonball Xenoverse, Civilization 5, Europa Universalis 4
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I say yes on magic also.
Also on the land masses, I'll go with the fourth one.
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Mon Mar 17, 2014 5:52 pm |
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Shrapnel
Joined: Sun Dec 25, 2011 3:14 pm Posts: 892 Location: 3 o'clock
Gender: Male
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Landmasses 1, 2, and 4 are good, but the rest just look off imo.
Magic is fine, as long as it's well integrated.
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Mon Mar 17, 2014 5:54 pm |
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Deciton_Reven
Joined: Mon Aug 11, 2008 9:41 am Posts: 1913 Location: In a candy coated heart of darkness. (free hugs!) Country:
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So number 1 definitely has a unicorn as it's bottom half, so it has my vote, unless the large middlemost island in number 6 was a floating island (I firmly believe every fantasy setting should have at least one floating island).
I believe we should have magic, but only with the proper magical foci for individual spells (for humans at least). This way magic is in danger of being over-hunted and snuffed out if man kind is not careful. It would allow magic vs dragons in the past and could prevent/heavy limit magic vs giant fighting robots in the future (if that's what we wanted).
_________________ When my eyes be rollin' The haters get goin' The seeds I'm sowin' With a smile I'm flowin' And if I be trollin' Ya never be knowin' 'Cause when the haters get goin' My eyes just start a-rollin'
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Mon Mar 17, 2014 7:11 pm |
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Kiki
Site Admin
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Is magic going to be teachable, or is it an innate/developed ability from birth/through pacts?
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Sat Mar 22, 2014 7:55 pm |
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Ichigo
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I'm usually more for the idea of magic being something you're born with. We should also decide just how fantastical magic should be. Should people be able to rain fire from the skies? or should it be more limited?
And as for the continent shape, I'll generate some more shapes in a bit. But it seems most people like 1 and 4.
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Mon Mar 24, 2014 8:27 pm |
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Deciton_Reven
Joined: Mon Aug 11, 2008 9:41 am Posts: 1913 Location: In a candy coated heart of darkness. (free hugs!) Country:
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With my idea, the average man would be able to heal with a Unicorn horn or summon fire from a Dragon's heart (or whatever foci=spell), though the quality of the spell (as well as how badly the foci degenerated) would be based on the inner magic of the one using it. I'd imagine extremes could be born on either end, making powerful magi or magically inert individuals. Spell level would be related to the abilities of the magical flora and fauna * innate magic levels (normally > .5), so if a certain creature could cause massive meteor storms, someone could likely find a way to do the same thing.
None foci magics I'd still go with most men have a tiny bit of magic, but only those with high magical reserves can even express (not focus) it without proper study (and even with that proper study low magic beings could probably only manage lv 0 spells so the effort/expenses wouldn't really be worth it). Proper study could include throwing fire (or trying if low magic) at the scarecrow everyday until you start to understand it yourself (or manage a puff of smoke if low magic), but likely means going to a mage collage/guild/etc.
_________________ When my eyes be rollin' The haters get goin' The seeds I'm sowin' With a smile I'm flowin' And if I be trollin' Ya never be knowin' 'Cause when the haters get goin' My eyes just start a-rollin'
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Mon Mar 24, 2014 9:18 pm |
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Shrapnel
Joined: Sun Dec 25, 2011 3:14 pm Posts: 892 Location: 3 o'clock
Gender: Male
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I'm not keen on the idea of magic being something exclusive. In pretty much everything that includes magic, it seems that it's always treated like something really special, or something that you have to be naturally talented at to use at all. Of course, that doesn't fly in video games, because you almost invariably have the option to use it if you want to. It also typically creates a rift between users and non-users, with physical fighters on one end and magical ones on the other. Warriors, rogues, or archers are defined by their traits and how they fight, while mages are defined only by the fact that they use magic, and what very specific types of magic they use, which I find incredibly dull. Not everything is that way, of course. Take Fullmetal Alchemist, for example. In that series, learning to use alchemy takes a lot of time and effort, but anyone is conceivably able to do it. In that respect, alchemy is just like any other weapon, and that's how I prefer to think of magic. Making it available to everyone opens up more variation in how it's used and allows it to be integrated with regular matters rather than treated as a separate entity. However you decide to implement it, make sure you give it as much consideration as you would anything else. If you try to shoehorn it in, your world will probably suffer for it. Feel free to experiment and defy conventions, too. If you have any doubts about the direction you're taking something, I'm pretty sure everyone would be happy to share their opinions here. Buuut that's just my two cents. Take from it what you will.
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Tue Mar 25, 2014 9:19 am |
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Ichigo
Site Moderator
Joined: Mon Aug 11, 2008 6:37 am Posts: 1433 Location: .j Country:
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| | | | Live Grenade wrote: I'm not keen on the idea of magic being something exclusive. In pretty much everything that includes magic, it seems that it's always treated like something really special, or something that you have to be naturally talented at to use at all. Of course, that doesn't fly in video games, because you almost invariably have the option to use it if you want to. It also typically creates a rift between users and non-users, with physical fighters on one end and magical ones on the other. Warriors, rogues, or archers are defined by their traits and how they fight, while mages are defined only by the fact that they use magic, and what very specific types of magic they use, which I find incredibly dull. Not everything is that way, of course. Take Fullmetal Alchemist, for example. In that series, learning to use alchemy takes a lot of time and effort, but anyone is conceivably able to do it. In that respect, alchemy is just like any other weapon, and that's how I prefer to think of magic. Making it available to everyone opens up more variation in how it's used and allows it to be integrated with regular matters rather than treated as a separate entity. However you decide to implement it, make sure you give it as much consideration as you would anything else. If you try to shoehorn it in, your world will probably suffer for it. Feel free to experiment and defy conventions, too. If you have any doubts about the direction you're taking something, I'm pretty sure everyone would be happy to share their opinions here. Buuut that's just my two cents. Take from it what you will. | | | | |
In the end it really isn't my call to decide how magic is treated. This whole project is supposed to exist so that everyone can come together and make the rules themselves.
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Tue Mar 25, 2014 2:50 pm |
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Shrapnel
Joined: Sun Dec 25, 2011 3:14 pm Posts: 892 Location: 3 o'clock
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Welp, now everyone knows what I think I guess.
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Tue Mar 25, 2014 3:00 pm |
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Kiki
Site Admin
Joined: Mon Aug 11, 2008 7:32 am Posts: 7557 Country:
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Personally, I learn more towards LG's use of magic than the use of foci.
Magic could be akin to learning how to play an instrument or singing. Technically, anyone can learn how to play an instrument, some people are child prodigies, while others have to spend years training before they get any good. Some people just suck. Some people have no interest in it beyond saying that they used to do it when they were in school. Some people go to schools dedicated to it. Others are gifted with weird quirks like perfect pitch, or playing by ear. Others may have hated it due to some horrible teacher they had in the past. Some people are fascinated by people who can play instruments, others can't stand the culture surrounding musicians or instruments themselves, etc, etc.
We can incorporate it into this world so that magic would be very much like music in our world. It's something that technically anyone can do, so to some people its not exactly a marvel to know how to create a ball of light or mend a scrape, and yet there are individuals who are gifted enough to change the very weather or rain fire from the heavens.
What's great about this is that every culture and country we have on the continent may have their own interpretation of magic. Some may use it extensively, while others only use it for special ceremonies or not at all. Different societies may develop magic in their own special way, and thus develop their own school of magic specializing in what they culturally practice.
Addressing Deciton's call on limits, granted, those who have years of experience have greater magical reserves than those who do not. It's similar to singing, a new singer cannot hold the same notes or hit the same notes as someone of considerable talent and experience. Additionally, overuse of your talents not only strains your vocal muscles, but you may also develop vocal nodules, which restricts your ability to sing, or losing your ability entirely. So after larger feats of magic, there would have to be some sort of downtime to allow yourself to recuperate, or risk casting a spell with a hiccup, or losing your abilities due to overexertion.
So, the use of magic would be like the ability to sing/play an instrument, but the force of magic itself would be like the force of electricity. Magic should be for the most part invisible, and all around us, except when in use through a spell. Magic should be able to work better in some objects more than others, and yet completely nullified by certain other objects. Magic should be able to be stored within objects, ie: enchantment, though over time it will lose its charge, depending upon the object it is stored in, however, it may be charged for mere moments, or centuries. Magic can be controlled, though it is very volatile and may hurt the very person using it if not wielded correctly; one may even lose control of the magical energy. Among various other traits that magic and electricity could share together.
So that's my two cents.
Edit: Also, let's go with 4.
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Wed Mar 26, 2014 12:43 pm |
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Savvy, eh?
BR Member
Joined: Fri Aug 13, 2010 12:03 am Posts: 752 Location: Rising up to become the one they all fear. Country:
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MGN Username: Savvy, eh?
Currently Playing: Savvy's Art Academy
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I quite like the magic system envisioned by Live Grenade and Kiki. It's elegant in it's simplicity, yet it allows for significant creativity. Thumbs up.
My personal favourite among the continents is 6. Love that floating island idea that Deciton had. 4 would be my second choice.
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Wed Mar 26, 2014 1:21 pm |
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Ichigo
Site Moderator
Joined: Mon Aug 11, 2008 6:37 am Posts: 1433 Location: .j Country:
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Since the section is becoming active again and Kiki is back I'd like to restart the world building process once more.
First - As far as the starting continent is concerned it seems like 4 and 6 are the most popular choices. For now I'll work as if both continents are being considered, that is unless some of us have had a change of heart.
Second Races, are we interested in having some fantastical race diversity? (Elves, Humans, Dwarves, Other wordly/sentient beings) or would we rather it just be humans with slight deviations like pointed ears, different skin/eye/hair colour, different sizes etc?
Third Do we want the world to have odd geography like floating islands. submerged cities, that kind of jazz?
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Sun Jul 27, 2014 7:56 pm |
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