The Davvenāsti Empire
Under the rule of Emperor Gonagas the range of influence has grown to twice as much as it were under the previous emperor, Emperor Rāfālaš. He has taken several ālbmot peoples and countries under his rule using a variety of methods.
The High Assembly (the highest political body and authority after the Emperor and his two councilors) as lead by the Emperor uses much propaganda and contemporary ideologies to keep the people content. From time to time a small visible rebellion movement starts spreading usually from the direction of recently taken parts of the Empire. They live a moment but for a reason or an other they die and fade after a time.
Davvenāsti Empire is an industrious nation. They are a strong military power that is one of the most advanced in using their soldiers in the known world. The native people generally speaking are content with their lives. They work hard and have a high standard of privacy flavored with an attitude of "no noise, no harm".
Being ālbmot the people are very accepting in regards of race and culture and thereby also in ways of belief and worship. Various philosophies and versions of deities exist among the people of Davvenāsti.
Avveel
Location
Avveel is very much straight to east from Giron. To get to Avveel from Giron one must pass a steep mountain range also called Seaidni or the Wall that separates the two. The total travel time is about three and a half days or five days for a military fit person on foot.
There are two routes. One that is easier goes north and around towards east/south-east direction through a low gap or a natural gate in the mountain range to descend to the Avveel Plains. It is a rather even gravel and sand road all the way through excluding the ascension to the gate. The other one goes over the mountains. It is impossible to cross with horses. The only way is by foot. First you ascend the mountain about a half a day until you reach a narrow ravine. You walk through the narrow ravine about two and a half days. On the third day you arrive on a flat, deck-like formation. You are a bit south-east from Avveel. You can see the village in the distance on the plains. From there you have a half a day of walking gentle downhill across the green grass fields.
From Avveel you have a road going south that eventually joins a more traveled one. Following that will take you to Helsset. The road passes by small hills and mounds. In the east you can see the biggest lake in Davvenāsti, Stuorrajāvri. You cannot see the shores when you are in the middle of it.
Surroundings
Taking Avveel as a center point.
Straight to west you have Southern Seadni. Follow it south and it will start turning towards west. North from there you have Northern Seadni. Follow it north and it will rise for a while and then decend into the Stuorrajāvri. It takes about a week through forests and across fields straight north from Avveel.
Immediately north from Avveel is a vast and thick forest of both leaf trees and conifers. Walking through it will take at least a day.
A couple of hours east you see the beautiful Stuorrajāvri. A small stream runs from a fountain in Avveel all the way to Stuorrajāvri and it's rocky gravel beach. There are also fields and a mill along the stream.
In south are hills, mounds, road, small forests, lonely trees and shrubbery.
On the south-western side the villagers have more fields and their cattle.
The Village
Avveel is a small village with a couple of hundred people. All the buildings are built of tree and stone. The main source for living is the fountain of clean water at the very center of the city. With it the villagers are able to practice agriculture to provide food for the community. In addition to that, the providers of the village get occasional extra income from the travelers that stop in Avveel from time to time.
Some important locations:
The Worship House
The Worship House is the chapel or a shrine built for the deity Guardian - Ganda the Son of Father Universe. There are a few of things the people of Avveel do daily in regards of commitment to their Protector. 1) In the morning they light a candle and pray giving thanks for the provided protection. 2) They almost never fight or express negative feelings. If they do they make sure to solve things before sunset. 3) Before sunset all are home and light a candle and pray for protection. 4) Every eighth day they gather in The Worship House around the statue of Ganda and have a ceremony conducted by a priest to remind them of His protection.
The Worship House is the cubic house (built to look like a + sign when seen from above) on the north edge of the village square.
The Town Elder's House
Elder Headdji is the town elder or the leader of the community. Jodti is his first name. Office, court room and house for the town elder and his family is on the south edge of the village square. It is the biggest house in the village (basement, two floors and a spacey attic. The building is two times as wide as it is long).
The Inn/Pub
The Ruoktu couple run the inn/pub in the village. Almmāi takes care of the pub and cattle and his wife Rivgu has the inn and the food. They are a rather fiery elderly couple. They also have a young boy named Ãrtet who takes care of the field and cleaning. He is not their son but for some reason he lives there. He has no parents and he has no clue where or who they are.
The building is in the south-western corner of the village square, a tiny bit behind the town elder's house. It is a two-story L-shaped building with a veranda on the inner side towards the square. The entry is on the veranda.
The Square
In the middle of the square there is a fountain of pure, clean water. It is always flowing, even during winter. No-one knows how so they give all the credit to Ganda, their Protector. Once a week, on the seventh day there is a market where everyone gets to buy what they need for the coming week. The square is covered with round rocks to make it look nicer. When you enter the streets where people live, you have just gravel.
Shopping
All the important vendors are around the village square. Blacksmith Veahĉir Rãvdi can be found in his house on the eastern edge right on the northern side of the stream by the small bridge. Potions and other items are sold by the Dakkavidte twins Vuos and Nubbi (both young women) in their store on the west side.
The People In The Village
Following the ãlbmot traditions the people are open and welcoming. Some differences are becoming restless or bothered when visitors stay for a longer time in the village and the before mentioned lack of negative conduct. The people of this village do not engage in religious conversations aiming to conversion. They are more than happy with what they have. All in all they are a standard bunch of diligent but somewhat isolated ãlbmot people.
Characters
Races are the only ones that I will explain.
Ãlbmot (human or just like normal caucasian(western) people in our terms) are the majority of the inhabitants of Idumea. They used to be a race of their own but along the centuries they have become a mixture of different races that have blended themselves with the original ãlbmot people who lived on the plains or vice versa. With that they have become a culturally colorful but not strong nation. Other races do generally speaking look more or less down on the álbmot people. They are considered more or less impure or not as worthy as the representatives of so called pure races.
Because of being such a numerous race they are not too united. They have kingdoms, countries, republics and empires. They wage war against someone and live in peace with someone else. How other races and people react when one of their kind joins the álbmot people varies from race to race.
The ãlbmot are adaptive and are able to learn many things other races consider their strengths. This is because of the mixture of heritage. The ancestry affects what are the strengths and "easy areas" of a person.
The above mentioned is the only race I have designed so far. If you wish you may design a race of your own in which case give a deeper background for the character. For me to get a quick view into the culture of the race.
The races originate from one kind: the First Idumeans (named so for our discussion). Through the millenias of evolution the different groups have evolved under the circumstances and environments they decided to live in. You may consider for example elf, dwarf, hobbit, african, asian etc inspiration and create a people.
Lore & Philosophies
Magic and The Supernatural
In short, a character has the knowledge, faith and willpower to command the matter and the elements around him/her.
About Deities
Father Universe and Mother Eternity are the highest of deities. All people are spiritually begotten of them. When a person dies, his/her spirit travels first to them and is then sent towards the Damnded or the Celestial world.
Nieida - the Daughter of Father Universe, the first of the Perfect Twins. Named Rebellion. Turned greedy, rebellious and became the Queen of Darkness, the source of all that can be considered evil, carnal, filthy, brutal and wrong. Her aim is to conquer Idumea and the souls that are sent there. She feels that justice did not happen when she was confined to the state she is in now. Nieidas ultimate goal is to prove that she is mightier than Ganda.
Ganda - the Son of Father Universe, the second of the Perfect Twins. Received a title of Guardian after being strong and stayed true, benevolent, patient, virtuous and held fast to charity while Nieida persecuted Him and His people during the age when gods and demigods lived on Idumea. He was given a charge from the Parents to protect Idumea and it's inhabitants from Nieida with all his power, might, mind and strength.
Devas and Aseras
Devas are celestial beings that possess great elemental powers. One may receive aid from them. First one must make a covenant with one and then stay true to that covenant. They cannot be commanded, only summoned.
Aseras are the demonic opposites of the Devas.
Both beings are eternal and cannot be killed. They can be wounded and harmed. When wounded enough, they retreat.
Names and Pronunciation
I use sámi and sanskrit vocabulary for the ãlbmot culture, mainly sámi.
Pronunciation is altered a bit.
à the line on top of a vowel makes a double vowel.
ã the curve does the same. I can't get the line there always so that works too.
á and à serve the same purpose.
ŝ or the thing pointing down makes a "sh" sound as in shoe
ĉ or the thing pointing down makes a "ch" or "cc" sound as in church or in the name Petrucci
Mostly it is like finnish.
Summer is well on it's way when you arrive to a picturesque, rather small and isolated rural town of Avveel. You have traveled long and spent your nights under the sky both in rain and in clear weather. It is a five days journey after Avveel so you plan to lay over the night, recover of the journey so far and get what is needed before continuing your journey to the Imperial capital, Helsset. You are heading there to join the Royal Guard - the elite military unit directly responsible to the King Gonagas.
You are a person of remarkable skill and talent in your art be it swordsmanship, controlling the supernatural and the elements, stealth or alchemy you name it. The reason why you answered to the rather unusual recruitment call is for you to know and others to find out (unless you shared it already). You do know each other from the previous village you traveled through, the village of Giron - the last at least somewhat politically meaningful village on this streak before arriving to Helsset. Since Giron, you have been traveling together as a party. That was three days ago.
You are free to explore the town, it's round abouts and interact with the people that are there to begin with once you arrive.
There will be two quests. First to find a missing child, then rescue another from being sacrificed.
The game will be played a couple of times to get parallel and/or alternative scenes leading to different endings.
Under the rule of Emperor Gonagas the range of influence has grown to twice as much as it were under the previous emperor, Emperor Rāfālaš. He has taken several ālbmot peoples and countries under his rule using a variety of methods.
The High Assembly (the highest political body and authority after the Emperor and his two councilors) as lead by the Emperor uses much propaganda and contemporary ideologies to keep the people content. From time to time a small visible rebellion movement starts spreading usually from the direction of recently taken parts of the Empire. They live a moment but for a reason or an other they die and fade after a time.
Davvenāsti Empire is an industrious nation. They are a strong military power that is one of the most advanced in using their soldiers in the known world. The native people generally speaking are content with their lives. They work hard and have a high standard of privacy flavored with an attitude of "no noise, no harm".
Being ālbmot the people are very accepting in regards of race and culture and thereby also in ways of belief and worship. Various philosophies and versions of deities exist among the people of Davvenāsti.
Avveel
Location
Avveel is very much straight to east from Giron. To get to Avveel from Giron one must pass a steep mountain range also called Seaidni or the Wall that separates the two. The total travel time is about three and a half days or five days for a military fit person on foot.
There are two routes. One that is easier goes north and around towards east/south-east direction through a low gap or a natural gate in the mountain range to descend to the Avveel Plains. It is a rather even gravel and sand road all the way through excluding the ascension to the gate. The other one goes over the mountains. It is impossible to cross with horses. The only way is by foot. First you ascend the mountain about a half a day until you reach a narrow ravine. You walk through the narrow ravine about two and a half days. On the third day you arrive on a flat, deck-like formation. You are a bit south-east from Avveel. You can see the village in the distance on the plains. From there you have a half a day of walking gentle downhill across the green grass fields.
From Avveel you have a road going south that eventually joins a more traveled one. Following that will take you to Helsset. The road passes by small hills and mounds. In the east you can see the biggest lake in Davvenāsti, Stuorrajāvri. You cannot see the shores when you are in the middle of it.
Surroundings
Taking Avveel as a center point.
Straight to west you have Southern Seadni. Follow it south and it will start turning towards west. North from there you have Northern Seadni. Follow it north and it will rise for a while and then decend into the Stuorrajāvri. It takes about a week through forests and across fields straight north from Avveel.
Immediately north from Avveel is a vast and thick forest of both leaf trees and conifers. Walking through it will take at least a day.
A couple of hours east you see the beautiful Stuorrajāvri. A small stream runs from a fountain in Avveel all the way to Stuorrajāvri and it's rocky gravel beach. There are also fields and a mill along the stream.
In south are hills, mounds, road, small forests, lonely trees and shrubbery.
On the south-western side the villagers have more fields and their cattle.
The Village
Avveel is a small village with a couple of hundred people. All the buildings are built of tree and stone. The main source for living is the fountain of clean water at the very center of the city. With it the villagers are able to practice agriculture to provide food for the community. In addition to that, the providers of the village get occasional extra income from the travelers that stop in Avveel from time to time.
Some important locations:
The Worship House
The Worship House is the chapel or a shrine built for the deity Guardian - Ganda the Son of Father Universe. There are a few of things the people of Avveel do daily in regards of commitment to their Protector. 1) In the morning they light a candle and pray giving thanks for the provided protection. 2) They almost never fight or express negative feelings. If they do they make sure to solve things before sunset. 3) Before sunset all are home and light a candle and pray for protection. 4) Every eighth day they gather in The Worship House around the statue of Ganda and have a ceremony conducted by a priest to remind them of His protection.
The Worship House is the cubic house (built to look like a + sign when seen from above) on the north edge of the village square.
The Town Elder's House
Elder Headdji is the town elder or the leader of the community. Jodti is his first name. Office, court room and house for the town elder and his family is on the south edge of the village square. It is the biggest house in the village (basement, two floors and a spacey attic. The building is two times as wide as it is long).
The Inn/Pub
The Ruoktu couple run the inn/pub in the village. Almmāi takes care of the pub and cattle and his wife Rivgu has the inn and the food. They are a rather fiery elderly couple. They also have a young boy named Ãrtet who takes care of the field and cleaning. He is not their son but for some reason he lives there. He has no parents and he has no clue where or who they are.
The building is in the south-western corner of the village square, a tiny bit behind the town elder's house. It is a two-story L-shaped building with a veranda on the inner side towards the square. The entry is on the veranda.
The Square
In the middle of the square there is a fountain of pure, clean water. It is always flowing, even during winter. No-one knows how so they give all the credit to Ganda, their Protector. Once a week, on the seventh day there is a market where everyone gets to buy what they need for the coming week. The square is covered with round rocks to make it look nicer. When you enter the streets where people live, you have just gravel.
Shopping
All the important vendors are around the village square. Blacksmith Veahĉir Rãvdi can be found in his house on the eastern edge right on the northern side of the stream by the small bridge. Potions and other items are sold by the Dakkavidte twins Vuos and Nubbi (both young women) in their store on the west side.
The People In The Village
Following the ãlbmot traditions the people are open and welcoming. Some differences are becoming restless or bothered when visitors stay for a longer time in the village and the before mentioned lack of negative conduct. The people of this village do not engage in religious conversations aiming to conversion. They are more than happy with what they have. All in all they are a standard bunch of diligent but somewhat isolated ãlbmot people.
Characters
Races are the only ones that I will explain.
Ãlbmot (human or just like normal caucasian(western) people in our terms) are the majority of the inhabitants of Idumea. They used to be a race of their own but along the centuries they have become a mixture of different races that have blended themselves with the original ãlbmot people who lived on the plains or vice versa. With that they have become a culturally colorful but not strong nation. Other races do generally speaking look more or less down on the álbmot people. They are considered more or less impure or not as worthy as the representatives of so called pure races.
Because of being such a numerous race they are not too united. They have kingdoms, countries, republics and empires. They wage war against someone and live in peace with someone else. How other races and people react when one of their kind joins the álbmot people varies from race to race.
The ãlbmot are adaptive and are able to learn many things other races consider their strengths. This is because of the mixture of heritage. The ancestry affects what are the strengths and "easy areas" of a person.
The above mentioned is the only race I have designed so far. If you wish you may design a race of your own in which case give a deeper background for the character. For me to get a quick view into the culture of the race.
The races originate from one kind: the First Idumeans (named so for our discussion). Through the millenias of evolution the different groups have evolved under the circumstances and environments they decided to live in. You may consider for example elf, dwarf, hobbit, african, asian etc inspiration and create a people.
Lore & Philosophies
Magic and The Supernatural
In short, a character has the knowledge, faith and willpower to command the matter and the elements around him/her.
About Deities
Father Universe and Mother Eternity are the highest of deities. All people are spiritually begotten of them. When a person dies, his/her spirit travels first to them and is then sent towards the Damnded or the Celestial world.
Nieida - the Daughter of Father Universe, the first of the Perfect Twins. Named Rebellion. Turned greedy, rebellious and became the Queen of Darkness, the source of all that can be considered evil, carnal, filthy, brutal and wrong. Her aim is to conquer Idumea and the souls that are sent there. She feels that justice did not happen when she was confined to the state she is in now. Nieidas ultimate goal is to prove that she is mightier than Ganda.
Ganda - the Son of Father Universe, the second of the Perfect Twins. Received a title of Guardian after being strong and stayed true, benevolent, patient, virtuous and held fast to charity while Nieida persecuted Him and His people during the age when gods and demigods lived on Idumea. He was given a charge from the Parents to protect Idumea and it's inhabitants from Nieida with all his power, might, mind and strength.
Devas and Aseras
Devas are celestial beings that possess great elemental powers. One may receive aid from them. First one must make a covenant with one and then stay true to that covenant. They cannot be commanded, only summoned.
Aseras are the demonic opposites of the Devas.
Both beings are eternal and cannot be killed. They can be wounded and harmed. When wounded enough, they retreat.
Names and Pronunciation
I use sámi and sanskrit vocabulary for the ãlbmot culture, mainly sámi.
Pronunciation is altered a bit.
à the line on top of a vowel makes a double vowel.
ã the curve does the same. I can't get the line there always so that works too.
á and à serve the same purpose.
ŝ or the thing pointing down makes a "sh" sound as in shoe
ĉ or the thing pointing down makes a "ch" or "cc" sound as in church or in the name Petrucci
Mostly it is like finnish.
Summer is well on it's way when you arrive to a picturesque, rather small and isolated rural town of Avveel. You have traveled long and spent your nights under the sky both in rain and in clear weather. It is a five days journey after Avveel so you plan to lay over the night, recover of the journey so far and get what is needed before continuing your journey to the Imperial capital, Helsset. You are heading there to join the Royal Guard - the elite military unit directly responsible to the King Gonagas.
You are a person of remarkable skill and talent in your art be it swordsmanship, controlling the supernatural and the elements, stealth or alchemy you name it. The reason why you answered to the rather unusual recruitment call is for you to know and others to find out (unless you shared it already). You do know each other from the previous village you traveled through, the village of Giron - the last at least somewhat politically meaningful village on this streak before arriving to Helsset. Since Giron, you have been traveling together as a party. That was three days ago.
You are free to explore the town, it's round abouts and interact with the people that are there to begin with once you arrive.
There will be two quests. First to find a missing child, then rescue another from being sacrificed.
The game will be played a couple of times to get parallel and/or alternative scenes leading to different endings.