Other notable characters or nations that exist within the world
The Far Lands
The Far Lands were mysterious to the tribal nations when the Confederacy still existed. Trade was present, but sparse, and cultural exchanges happened every decade at best. As there was with the tribes themselves, a tenuous peace existed between the Ascahara Confederacy and the Far Lands. The Far Lands are known to have inhabitants very different from the tribal people. Records saved from the Confederacy throw doubt to the claim that they are even human. It is said that the Far Land Men once tried to dominate the tribal islands, so very long ago, which is what spurred the Ascaharans to unite the tribes. The Far Land Men are said to have a strict social hierarchy and are rumored to live in settlements with thousands upon thousands of people packed into a very small space.
The Far Men have not visited the Tribals in over seven generations, ever since the Ascaharans began to become hostile towards them, rather than just warily defensive. No soul alive today has seen a Far Man. It is likely the Far Men are not aware anyone survived the Grand Collapse, or even if they survived, themselves.
The Last of the Ascahar
On the highest mountain on The Exile rests a small monastery. It does not have a name, and is simply referred to as The Temple. In this monastery resides the last of the Ascaharan race. These once famed and majestic warriors, standing eight feet tall, with skin the color of caramel and ritual tattoos covering their body, have been reduced to one wise man, an alchemist who achieved the secret to longevity. This man, who shed his name generations ago, and is usually referred to as the "Alchemist", resides with the descendants of the original slaves he traveled to the Exile with. Five generations ago, ten Ascaharans made it to the Exile, but nine died; they warred among themselves and ultimately killed themselves. Only the Alchemist, who did not fight, was left.
His longevity failing, the Alchemist is blind, nearly deaf, and losing his grip on reality. He never leaves his temple, and dedicates his life to peaceful meditation to atone for the pride and vanity of his race. He is revered for his wisdom, and occasionally, if a great dispute breaks out, Tribal chiefs and ambassadors will meet in The Temple to have the Alchemist settle their differences. Many pilgrims travel to The Temple to visit him, but it is said he rarely acknowledges them. If asked about lost history or lore, the Alchemist will rarely give anything meaningful, often speaking in riddles. Nevertheless, he is the primary source of knowledge of the old Ascaharan Confederacy.
Tribe Name: Aerodu Demonym: Aerodians Population: 900 people Government Style: The Caliphate, who is born into royalty, who has an apparent mandate of heaven to rule, and the War General who is elected by the people. Religion:
Paxia is the patron god of Birds, the Wind, Air and the Sky. She is also absolutely worshipped by the Aerodians, and viewed as the superior god out of the whole pantheon. The Aerodians believe because of their loyalty and alleigance to her, they have been saved from the fate of the Collapse. She is believed to live in a palace in the clouds, effectively the only god to live in the sky and not the sea.
Atop Mt. Pyre, the Aerodian’s island's highest mountain, lies a temple called the Windshear, with winds screaming against sails that rest atop the temple. Inside the temple pristine white columns with gold colored ornate sculptings of laurel wreaths wrapping around line the sacred temple. A red rug with white highlights lead down the middle of columns which eventually leads to an altar with the Aerodu crest plastered on it. Behind it are a set of grand double doors, pictures of hawks, eagles, and doves embossed in. Beyond these doors, where only members of the Caliphate bloodline and the War General may enter, is the Elder Bird. Legend goes that Paxia rewarded the Aerodians loyalty by granting their Chief Mystic eternal life and the form of a bird. Supposedly, the Elder Bird gives advice to the Caliphate and is in direct contact with Paxia.
Location on the Map:http://imgur.com/x6wqgEm -- Locations outlined in Blue is Aerodian territory, and unauthorized intrusion will be met with extreme fervor and force. The middle island is the HQ of sorts, and an absolute stronghold. History:
“ Our history huh? Not much is remembered of our past, however the Elder Bird passes down many stories of before the Collapse. There are no records of when we formed, and the Elder Bird was not around at that time, but we do know our long past ancestors started off in a windy and mountainous region, their huts steeped into artificial plateaus the early Aerodians had dug into the mountain sides. Perhaps because we were the closest to the sky atop those rocky mountains was the reason Paxia chose us to be her disciples -- but whatever the reason, we were lucky she chose us. She came in a vision of a majestic dove to our then tribe Caliphate, who was called Eraneus. Paxia told Eraneus that the Aerodians were a blessed people, blessed by Paxia herself. Paxia claimed she would watch over us at all times, but in return we would worship her. Ever since, the Aerodu people have prospered. Eventually, peacefully, we joined the Ascaharan Confederation. Supposedly, the Aerodu had some of the most adept and coveted mystics in the whole Ascaharan Empire, able to have visions by harnessing the power of the winds. But that was a long time ago, and all we have left are three mystics, two if you don’t include the Elder Bird.”
“We survived thanks to Paxia. We owe her our lives. Amidst the storm, our ships were about to sink from the constant battering of the harsh and merciless waves. However, a shadow loomed on the horizon. We had no idea what it could be, but eventually the blot on the horizon came close enough for us to see. It was a large albatross, what we would later know to be called Paxia’s Gift. We followed the Albatross and it guides us to the shores of a small island chain just off the coast of the Exile.”
“As soon as we arrived, our Chief Mystic was on his deathbed. It was a downtrodden time for our people, and we felt discouraged. However, Paxia turned our beloved Mystic into the Elder Bird. We immediately began work on a temple atop the highest mountain we could find, and upon it’s completion we entered one of the best times the Aerodu people have had, a golden age if you will. We have since prospered off of our fishing industry and the exorbitant precious metals found in the mountains."
Other: The Aerodu people are a highly militarized group. They are famous for their domination of the sky, sailing into war on primitive hot air balloons letting arrows fall from the sky. On a different note, all the Aerodu mystics wear this uniform
Government Style: Great Chieftain + Great Elder Consul as the main head and War Chiefs as "governors" for the hordes and Elder for villages.
Religious Beliefs:
Same as all the other tribes but they believe the Gods live underground instead of under the sea. Mountains are often considered holy sites as they believe mountains act as a sort of direct communication hub for the Gods. Seeing Rizan shaman or holy men meditating or maintaing small cottages on mountain peaks isn't an uncommon sight in some places.
The clouds or "Spirit Air" as its more commonly called is thought to be the souls of the dead with the more honorable being represented a larger clouds. Rain and other forms of perception are translated as either the spirits being angry or sad in which case ritual are preformed to please and cheer them up. A cloudless day is an ominous sign to the Rizu as they see it that their ancestors are not with them that day.
Along with the Gods, the Rizu also believe in dragons, with three ruling over the world, the Dragon of Life, the Dragon of Spirits and the Dragon of Bravery. They can be likened to controlling the elements of earth, wind and water respectively. They are considered different than the normal Gods, though to be much closer to mortal man but also more destructive when enraged (which is often the Rizu's blame for natural disasters). The Dragons command more slightly respect than the Gods in most cases as many believe the Gods to be too great to be trifled with mortal issues.
Location:
The South west part of the island is where they can be found but their villages occupy a much smaller space than what is shown, but the area show is the general area which their hordes can be most commonly found. That's not to say some of the braver hordes go out far beyond these boundaries.
History:
When talking about the Rizu, one first must note that they are not a single tribe, but in fact two tribes bound together by marriage and contract, the Oriisan and the Yeren. The Oriisan lived in their villages, becoming highly adept stone workers, able to produce fine weapons and decorations out of stone, flint, obsidian and sometimes bone. The Yeren however were a nomadic people who seemed to have a divine gift with animals, able to simple breed them and control them better for reasons outside even their own comprehension.
The two tribes banded together after a year of poor harvests and the sudden death of their Cheif and his family, the Oriisan and asked for help from the Yeren. The Cheif of the Yeren was kind and took the opportunity to expand his power. He took in some of the Oriisan into his nomadic ranks, but couldn't provide all of them enough. To counter act this, he had his son marry the noble daughter of the Oriisan so he could watch over them in his steed, of which the son did a wonderful job.
Even after the disaster was remedied, the Oriisan enjoyed the rule of the wise son of the Yeren and allowed him to remain as their ruler. Once his father had died, he inherited command of the Yeren Nomads and bonded the two together under his name, Rizu. Since then the Rizu tribe has a unique life style as both cultures are intertwined, yet different with some of them preferring the Yeren's nomadic life style while other enjoyed the safety of village culture.
When the Confederacy failed and the islands where devoured by the sea, the Rizu joined the many others in search of a new home. Although they had nearly 3000 tribesmen and women who set out, only a bit more than a fifth had made it. This was likely as the Rizu where never a maritime or naval tribe, having never met a river than a foot deep. Their inexprince at both ship construction and naval travel meant a great many where lost to the depths of the sea.
Those who were spared drowning or the wrath of the water would often die of sickness due to the cramped conditions of the ships. Out of the nearly two dozen ships which the Rizu had packed themselves on to, only four of them ever made it to Exile. One cannot describe how happy they were when they finally reached land, celebrating non stop for two days and two nights before moving in land in hopes of finding a plains similar to the one they had left behind. It could also be that they really hated the ocean and wanted to get away as fast as possible.
Time has passed then their epic voyage across the seas, but life has returned once more to relative normal for the Rizu. Equally split between nomads and villages, they have once again picked up the art of working stone and animal husbandry, producing the finest stone, flint, obsidian and bone items and breeding outstanding horses alongside the new animals found on the Exile. After discovering a bountiful swampland, they have used the native reeds to create a unique fabric as well as adding some new animals to their diets. They also show great advancement in as they looked into what the Far Landers had, relying on records and artifacts to gain such knowledge to try and emulate them.
However, they are unused to having to be so close with other tribes as some of the younger, more militant tribes people have discussed the idea of raiding other for "extra food". While Chieftain Showa and the Consul of Elders are preventing them from doing anything too drastic, one cannot but feel that they might strike the flint of their neighbors a bit too hard one day.
Trading
High quality Stoneworks
Well Bred horses
Earthenware
Animal Hides and Skins
Crops like wheat and beans
Dried meats like horse and goat
Fabrics and Rugs
The Rizu use simple barter with the other tribes, leaving the final prices and worth to the individual trader. Generally speaking, most things that the Rizu barter with are personally considered highly valuable in the eyes of these traders. Food the the cheapest but they only trade it in times of plenty. And they have high standards for what "time of plenty" means thus their food value can differ wildly day to day. Hides, furs and skins can be considered the cheapest things which have a relatively stable value.
Rizu villages have dedicated markets or barter areas depending on the size. They generally are in the middle of the villages, close to the fire pit and the War Chief's residence. These markets can vary from stalls with hide roofings for shades to simple rugs with the items out on display. On occasion there will be smaller stalls or traders who set up shop on the outskirts, hoping to trade with people before they get a chance to go into the village.
The Rizu Hordes on the other hand do not do nearly as much trading but are happy to lead such people to the nearest settlement or village where Rizu stone crafts can be found. On occasion however, one can come across a horde who has had a very successful hunt or bred too many horses and are willing to trade them.
A very important note is that the Rizu highly prize Far Lander items and are willing to trade a great deal for such items.
Military
The Rizu Villages rely on trained Kaymu Warrior Societies as defense. They are commonly armed with stone or flint axes, spears or two handed hammers. Rectangular wooden shields are also common, but are most often seen on those with one handed weapons or spears as they only encumber those with larger weapons. If a warrior is distinguished enough, they will be presented with an obsidian knife as a token of their honor and bravery. Many of the spearmen who are presented with these knives often use them as spearheads since they are much more effective than stone. For ranged support, the Kaymu rely on bow and javelins, usually having these warriors hide in and fire from multiple directions.
The Rizu hordes have a very different philosophy than those of the villages; to them, everyone is a soldiers who must defend the horde instead of just the warrior Societies. There are almost no footmen to speak of in most hordes and the variety of weapons are greatly reduced. Nearly everyone is mounted and either has a stone tipped lance with a square shield or a bow.; the few who carry other weapons often carry the hatchets that they use to cut wood, not flesh. However, they can be considered much more dangerous than the Kaymu WS as they are trained to be on the offensive instead of defending and their mounted bows are trained to fire while riding past their targets.
In recent years, the Rizu have developed a sort of stone armor. This armor is constructed by lacing together thin stone plates together with string or hide and is wore over the back and front of the chest. As strong as these plates are, they are only worn by War Chiefs and the Great Chieftains and for not as armor. They are meant to emulate the scales of the dragons they worship in hopes that they too will become invincible beasts
Neanderthal anatomy differed from modern humans in that they had a more robust build and distinctive morphological features, especially on the cranium, which gradually accumulated more derived aspects as it was described by Marcellin Boule, particularly in certain isolated geographic regions. These include shorter limb proportions, a wider, barrel-shaped rib cage, a reduced chin and, perhaps most notably, a large nose, which was much larger in both length and width, and started somewhat higher on the face, than in modern humans. Evidence suggests they were much stronger than modern humans, with particularly strong arms and hands, while they were comparable in height; based on 45 long bones from at most 14 males and 7 females, Neanderthal males averaged 164–168 cm (65–66 in) and females 152–156 cm (60–61 in) tall. Samples of 26 specimens in 2010 found an average weight of 77.6 kg (171 lb) for males and 66.4 kg (146 lb) for females. A 2007 genetic study suggested some Neanderthals may have had red hair and blond hair, along with a light skin tone.
A 2013 study of Neanderthal skulls suggests that their eyesight may have been better than that of modern humans, owing to larger eye sockets and larger areas of the brain devoted to vision. Neanderthals are known for their large cranial capacity, which at 1600 cm3 is larger on average than that of modern humans. One study has found that Neanderthal brains were more asymmetric than other hominid brains. In 2008, a group of scientists produced a study using three-dimensional computer-assisted reconstructions of Neanderthal infants based on fossils found in Russia and Syria. It indicated that Neanderthal and modern human brains were the same size at birth, but that by adulthood, the Neanderthal brain was larger than the modern human brain.
Tribe Name: First Men
Demonym: Neanderthals
Population: 700
Government Style: Anarchy - There is no central form of government (at the start of the RP, in any case), and authority stems from the heads of the scores of wandering familial groups of Neanderthals. However, these groups do tend to cooperate with each other, but any fall out is usually resolved through violent means on a local level.
Religious Beliefs: The Neanderthals are simple folk, with simple beliefs. Much of the world scares them, and they stray far from any attempts to really understand it. Instead, they look upon things like the Sun, the breeze, the stars, the moon, the ground, as something akin to Gods. They have no real traditional methods of worship, but they give all things respect, lest they tempt the wrath of whatever terrifying creator lies beyond their foundation.
Location on the Map: Start as scattered villages and hunter posts across the breadth of the island, but will later go on to form a territory.
History before the Collapse: The Neanderthals of The Exile are the last of a dying breed; the First Men.
They walked the globe for half a million years, hunting and gathering their way through their short lives, and never remaining in one place long enough to create a true civilisation. Their culture remained almost the same, regardless of how far a tribe was from another, or where it was located. This lack of imagination, was perhaps their greatest downfall.
As the Second Men came into being, the Neanderthals found themselves fighting a ten thousand year long war of survival against an enemy that knew only how to dominate all that it saw. Whilst humans were diverse in not only appearance, but in their methods, the Neanderthals were broadly stagnated. They failed to develop weapons strong enough to keep pace with their ever advancing cousins, and as the centuries passed, they were slowly driven from the major landmasses.
That as until Zoog, the Last Elder, led his people across the great waters on a fleet of ships built from mud. The journey was perilous, and of the thousands that set sail, only a few dozen survived the voyage. They arrived at what is now known as The Exile, but to them as Neanderthalis.
Here they lived for centuries more in relative peace. Their simple lives of hunting and gathering restored.
Until now...
Survival Legend: Zoog, the Last Elder, was the Neanderthals' only ever known war chief. It was he who rallied his dying peoples, forced them to remain in one place, and spearheaded a rapid technological development to challenge the already victorious tides of humanity.
Under his leadership, the Neanderthals made war on Humans. They sacked and pillaged several cities, destroyed a dozen armies, but were abruptly beaten and crushed during an especially fierce winter campaign. His forces broken, Zoog led the last of his kin on an epic retreat known as The Long Walk, where tens of thousands of Neanderthals made a hurried march to the nearest coast line.
Once at their destination, Zoog led them in a tenacious defence against pursuing bands of human warriors. Meanwhile, his most trusted and brightest set about building hundreds upon hundreds of ships, made from wood and mud. These seafearing contraptions were adequate for shallow streams and rivers, but no match for a sea.
Nearly all of Zoog's followers died on their seaborne journey, before reaching Neanderthalis (The Exile). With just a few dozen of their kin left, in the entire world, Zoog is said to have taken his own life out of guilt, by walking into the sea and not returning. His followers, confused and heartbroken, erected a giant stone slap on Neanderthalis' eastern shore, as a permanent tribute to their once mighty leader.
Far removed from mankind, the Neanderthals went about re-establishing their way of life, and have maintained it to the present day.
History Since: The Neanderthals have blossomed on the island, although not in the same way as a human might measure "blossomed". Their population has remained relatively stagnant, and they boast no real settlements to speak of. Instead, they travel the island hunting game and gathering herbs; enough to feed themselves, but not enough to trade.
A few individuals arise to the challenge of becoming the next Elder from time to time, but they are always ultimately defeated by a union of groups who detest the idea of having a singular leader.
Other: Not sure yet; still deciding how to play this out, if I do get accepted. A smattering of minor characters, or a singular protagonist on a quest to unite his peoples.
Government Style: Cognatic Elective (Elected Chief or Chieftess) Advised by Selected Officials (Officials of Their Choosing).
Religious Beliefs: Agnostic
Location on the Map: The Ethicarians are a tightknit tribe of a few hundred people clinging to a sprawling central village that they know and love. They call this village Imara, named for the last mystic that advised the people.
History before the Collapse: The Ethicarians were a people that led simple lives before being pulled into the confederation led by the Ascahara. The Ascahara promised them equality among men and protection from old rivals. The Ethicar took this opportunity in order to secure a lasting existence in the chaotic world they lived in. They served the Ascahara loyally, sending their strongest over the age of eighteen years to fight on their leader’s behalf. At the start of the relationship between Ethicar and Ascahara, the Ethicar were rewarded for their loyalty with gifts of gold and stipends of food to further increase their population.
Through these gifts and favors, the Ethicarian population once held nearly two thousand people, this, however, changed with the Collapse of the confederation and failed attack on the Far Men.
Survival Legend: The Exile was an island never before heard of. Their head mystic, Imara, told them of the islands location as the waves crashed upon their island shores. Their central village was in a panic, people were leaving and droves and none seemed to be going the right way. The Chieftess at the time, Tyri, gathered her loyal followers, her remaining army, family, and mounts and took to the remaining ships. They sailed off with a heavy heart, propelled by even heavier waves.
The journey was long and arduous, the ship that held the Ethicarite mounts sank leaving them with little choice but of travel but on foot when this new island was to be found – if it was to be found. Tyri held her now small tribe of men and women together by sheer will and determination, not allowing hope to waver as long as she stayed vigilant. Frequently she’d cross from one ship to another to check in on her people, she’d offer them words of encouragement and tell them that salvation was only a few more days away when she ignorant of that fact herself.
When the Exile’s shores happened upon their sights, Tyri grew ill but refused to let up until her people were safe. Her vigilant rule continued until their people were settled on the east side of the island, occupying a cove of their own and rebuilding the village they left behind on their old island. When the largest hut was finished, the hut deemed to be hers, she finally succumb to her illness, dying within the arms of those very villagers she encouraged to keep going. She was succeeded by her first daughter, Aisha, the Benevolent.
History Since: Years following the death of her mother, Aisha watched on as her trusted mystic Imara was taken by the gods. With Imara went the Ethicarite faith in the gods. If the gods were so benevolent, then why had their forsaken their tribe so? This feeling was not only possessed by Aisha, but soon rippled outward into her followers. They now knew that there were gods, but without proof they wouold rather not believe in smoke in mirrors. With this, the mystics were disbanded and Aisha was risen up as the people’s new spiritual leader. Aisha still searches for proof of the gods, but without that proof she’d rather not believe such beings exist only to bring Ethicar misfortune.
While the religious shift was happening, the unnamed village grew in size and the territory that Ethicar possessed grew with it. Though their military might was small, they grew without opposition and staked a claim on a chunk of the eastern coast of the Exile. Here they grew in culture and number. The survivors numbered at 300 when they arrived but in time they grew to 500 and now 550 with the practiced use of a census to keep their numbers monitored.
Aisha’s early rule proved to be a prosperous time and eventually the village without a name was named after the last mystic, Imara. Imara stands as a new beginning for Ethicar and they hold the village and surrounding outposts in high accord, willing to defend their claim tooth and nail.
Other: The Ethicar hold women on a pedestal, recognizing them as givers of life and thus deemed important. Due to this equality is a quality that the Ethicarians seek to maintain. Women make up a decent portion of the army, not only as nurses and doctors but as soldiers.
Ethicar’s army boasts prowess with spears. Their spear troopers are some of their best soldiers and are thus deemed as their elite, only making up a small portion of their army (50) and are called the Watchful. This elite force mostly protects the village of Imara and Aisha herself, always there when needed.
The Ethicar have tamed new mounts now. These giant lizards serve as their military mounts and are utilized as a small cavalry unit. They were once vicious things but now serve as a domestic service animal much like the horses the Ethicar possessed on their old island. Now though, these beings hold a strength slightly greater than horses and can defend themselves more effectively.
Government Style: At the head of Sotraeca sits the Matriarch, both the administrator and spiritual figure of the tribe. The Matriarch is often, but not always a hereditary position; the law of the tribe decrees that a sorceress, both admired by all and of strong connection to the Gods, is to hold the title. It is common that daughters should surpass mothers as Matriarchs, as the aptitude for sorcery seems to be strong across families. The Patriarch, husband of the Matriarch, does not govern the day-to-day matters of the tribe, but instead is responsible for all matters of war and hunting. He is expected to be similarly respected among the tribe, and strong in both intellect and body. Patriarchs are chosen by Matriarchs to be their husbands, and it is the dream of most men to be so lucky.
Religious Beliefs: The Sotraecans have been conflicted in matters of religion since the failed invasion of the Ascahara. It is widely accepted that the Ascahara were punished by the Gods; however, the cause of their fury has been debated. Although the Ascahara were to blame, many other tribes’ lands were swallowed up by the sea, as if the Gods were reckless in their judgement. Many Sotraecans feel that the tribes were judged unfairly; others have suggested that the Gods favor the Far Men. The current Matriarch is one of these skeptics. She has claimed to have visions of “New Gods” that desire the allegiance of Sotraeca, promising mutual benefit for all parties involved. Although a minority is still unsure whether giving up their former Gods is the right thing to do, belief in this new pantheon has permeated most of the tribe.
Location on the Map:
History: Before the Collapse: "Sotraeca has always been strong among the tribes. Many have tried to put us to the sword, but none have succeeded. Our ancestors founded our tribe through the might of their arms and the wisdom of their Gods. It was plain to all that Sotraeca would be destined for greatness, and when we came to exact vengeance for their misdeeds, our enemies fell beneath our feet. The Ascaharans paid us heed and offered us a place among their armies."
The Voyage: "When the sea swallowed the Ascaharan fleet, many proud Sotraecans were sent to the depths. Not even the Matriarch had foreseen the betrayal of the Gods. We mourned our kin and escaped the mouth of the sea with the other tribes. Some of our counterparts had thought themselves persecuted by the Ascaharans, and they hated us for our allegiance. On the voyage to Exile our ships clashed with many of them, but we prevailed and continued on to our new home."
Into the Future: "Our Matriarch has not let us down. Following her lead, we have carved a new path on Exile and cast down the treacherous Gods that led us astray. Sotraeca has pledged itself to a new pantheon; one that will guide us on our path to ascendancy. We've plenty to eat and drink, and our resources are bountiful. We count among our allies the subhumans of Middle Exile; the ogres and halflings are worthy auxiliaries."