Lightning Summary: In one paragraph, summarise your nation. This is to provide any new players a brief idea of what your nation is, and what it's about.
Example - "Jalsador is a single city state, but a regional maritime power, with an emphasis on securing trade to all nations that are willing. It maintains a small professional army, but its true strength lies in its navy. It is led by a King, and has a proud history of acting on the right side of morality. It is inhabited by a mixture of humans and turtle-like humanoids."
Population:
Race A
Race B
Race C
Main State Religions:
Religion A
Religion B
Religion C
Famous Technological Developments:
Tech A - Year
Tech B - Year
Tech C - Year
State Government:
Name
Type
Names of leaders or prominent individuals and their roles within government.
Infrastructure Summary
Capital City:
City Name
Known For: I.e Centre of learning
Other Major Cities:
City A
Known For: I.e Iron Production
City B
Known For: I.E Trade Hub
City C
Known For: I.E Religious Centre
Transportation Network Summary: What are the main forms of travel employed by your nation, when transporting goods? Horse and cart? Carried by hand, and on foot? Sea routes? And what kind of condition are your trade routes in? Are they roads paved of stone? Are they waterways full of hazardous reefs? Are bandits and pirates a problem?
Military Summary
Standing Army Size:
Crisis Army Size: (The most individuals you could plausibly call up to serve, and equip, in a time of crisis on a short term basis)
Outline of Military Tactics and Doctrine: I.e emphasis on tightly packed spear infantry, loose unit guerilla tactics, focus on individual combat, use of missile weapons, use of cavalry and support wings. Etc, etc. How your army fights, in a typical situation, basically.
Navy Size:
Heavy Ships - Large war galleys, or in that ilk.
Medium Ships - Balance of power and speed. Ships of the line.
Light Ships - Fast, but lacking combat power. Used for raiding and harassing.
Crisis Navy Size: After converting all merchant and civilian ships into makeshift war ships, how many vessels could you feasibly float in a time of crisis?)
Outline of Naval Tactics and Doctrine: Your ships, their advantages and weaknesses, their weapons and use of tactics, etc, etc.
Industry and Trade Summary
Nation's Natural Resources: What kind of natural resources does your nation have access to?
Goods Available for Trade: Anything and everything your nation is able to trade with others. Examples include processed iron, lumber, food, mercenaries, silk, salt etc etc
Trade Pacts: Nations you start the RP trading with.
Estimated National Income Through Trade: % of annual income.
Through Their Eyes...
Character Name:
Character Gender:
Character Race:
Character Age:
Character Appearance:
Character's Role Within Nation:
Character Background Info:
Other:
Leaders: Monarchs, Emperors, Prime Ministers etc
Government Officials: Prominent members of government who do not necessarily dictate the direction of a nation, but may have a hand in influencing it.
Generals: Leaders of armies who are not necessarily linked to the running of state, but rather, the leading of armies. Commanders, Lords, Princes, Admirals, Captains - that kind of role.
Scientists/Inventors: Individuals whose research and experiments are likely to procure ground breaking results in the very near future. Could for example, be someone on the verge of figuring out how to harness gun powder in an effective form.
Explorers: Individuals who have accumulated enough wealth, or who have been sponsored by rich benefactors, to set sail beyond the great seas to lands yet unknown. Think Christopher Columbus.
Soldiers: Individuals of great skill and renown (or not?), who have made their living in the trenches or on the sands of some Gods forsaken arena, but whose story might bring grit to the tale of an entire Empire.
Common Folk: Every day citizens and subjects, or slaves, who may yet one day be of some significance to the history of your nation.
Name of Species: Dwarves Genetic Compatibility: - WIP - Physical Characteristics of Males: Dwarves are a short race, as their name implies, standing from 4'3" – 4'9" (1.3 – 1.45 meters) on average. What Dwarves lack in height they make up for in bulk; they are, on average, about as heavy as humans. A dwarf can weigh anywhere from about 160 – 220 lbs (73 – 100 kg).Dwarven males are a bit taller and heavier than their female counterparts. Like humans dwarves have a wide variety of skin, eye, and hair colors. Hazel eyes are common throughout the race. They tend to be bald, but grow extravagant facial hair. Physical Characteristics of Females: Females differ slightly from males, with a shorter and lighter build, wider hips and breasts. They tend to have a full head of long hair, and thankfully, cannot grow beards. Life-Span: 100 years. Diet: Omnivore Racial Attributes:
Natural night vision
Rarely suffer from claustrophobia.
Resistant to cold.
Age: 250,000 years, estimated.
City Sheet
Name of City: Uthein Population: 200,000
Males: 100,000
Females: 100,000
Half-Races: Tiny Minority
Known For: Uthein was renowned as a centre of Promethean industry, where their Dwarven slaves would toil away endlessly to produce stone and metal ores. With the gradual decline of the Prometheans however, has come revolution, and now the Dwarves of Uthein have fought their way to freedom. Culture: The Dwarves of Uthein have established basic laws, societal wealth-based hierarchies and an appreciation for fine metal-working. Much of their homes and great halls are filled with all kinds of sculptures, and the authors of such work are highly prized. Militarily, the Dwarves of Uthein rely on citizen soldiers in times of dire need, rather than keep a standing army.
They are overall a peaceful peoples, inwardly focused and wary of outsiders. Religion Overview: The Dwarves of Uthein give praise to The Mountain God, who ascended from the below the earth, and gave birth to the mountains - and their care takers, the Dwarves. Mountain God worship is a mostly peaceful affair, based around making offers to various shrines, and adhering to simple rules regarding the decent treatment of others. Government Type: Gerontocracy - the belief that the eldest among them, are those best suited to lead. Calendar: Promethean.
Late Ancient Era Nation Summary
The Scalethein Empire
Overview: The Scalethein Empire is a primitive constitutional monarchy, ruled jointly by a Kobold Queen and the Imperial Senate. Whilst the Senate can pass laws, the Queen holds the power of veto over them, and can pass laws herself outside of the Senate's interference. It is an expansionist nation, that has seen rapid territorial growth in the few centuries since its founding. It is also relatively advanced, and civilised. It is composed mainly of Dwarves and Kobolds, although also boasts a minority Troll population.
What Your Nation Can Offer: Aside from being able to offer a potential ally the hammer and anvil that is its swollen professional citizen army, Scalethein is a world centre of metal production and processing. The forges of Uthein are almost legendary by this point, and the Dwarven city is the key to the Empire's industrial capacity. Aside from metal and military might, Scalethein has been known to be a loyal and fair nation, not known for treachery or unjust aggression, and can be trusted to stand by her allies in a time of crisis.
Military Strengths and Weaknesses: Scalethein has two armies, and both differ massively in their approach to the matters of war.
Across the Empire, one will find the citizen legions of Scalethein's professional military force. Formed from Kobolds and Dwarves, these legions use tight unit tactics, and rely on spears and shields to carry them through the battle. Additionally, a legion is supported by an array of siege weapons and supporting units, such as archers. However, the legions lack strong cavalry arms, though this may change in the near future.
In the south, based around Uthein, one will find the Stone Guards - an elite warrior caste of Dwarves, founded only in the last few decades by Bloodaxe - a Dwarven senator, who spent a stinit in Zaqir after the Scalethein-Zaqiri War. The Stone Guard are feroicous killers, who do not care for anything but victory. They use a mixture of feints and out right charges, choosing to lead their enemies onto favourable ground, before rushing them enmasse.
Population and Races:
Kobolds - 16,000,000
Dwarves - 7,000,000
Trolls - ????
Religions:
Religion Name: Faith of Twin Moons
Type: Pantheistic(I think? Correct me if wrong)
Name of Believers: Followers of the Twin Moons, or for short, Followers.
Overview of Beliefs: The faith of Twin moons is more or less an example of the inner working of a kobolds mind in general. Based around goddesses of the two moons, called Arill and Zee. Arill being a kind and nurturing goddess, and Zee being an aggressive warrior deity. However when exposed to other religions the faith of Twin Moons quickly changed. Every single god, goddess, and other form of deity is taken in by the Followers of the Twin Moons. The faith is more or less an extension of the kobold race's curiosity and need to record information. The Great Temple, the holiest site of the Followers after the highest point of the mountains(which the temple rests under), resembles a library more than a place of worship in places.
Followers are expected to be tolerant of all things, as the secrets of the gods are not fully known to the Kobold race. While there is nothing in the faith speaking against murder, theft, or any other crime it is still expected for Followers to not break laws, not because it is unholy, but because it is simply wrong to do so.
Religion Name:Hazurkianity
Type: Monotheistic
Name of Believers: Hazurkians
Overview of Beliefs: Hazurkians believe in a simple code, and it stands as follows:
1) Do unto they who did unto you.
2) The wishes of one's superior supersedes the first principle.
Thus Hazurkianity has been tightly wrapped around the idea of "obeying the man in charge", and has been butchered twice and remodelled during times of great change or turmoil in Uthein. Critics therefore argue it is a false religion, based around a false God. However, that does not prevent some Dwarves from putting their faith into it. After all, there is much to be gained from being a known Hazurkian.
For one, the Stone Guard have incorporated it into the doctrine, and being that they are both a powerful and rich paramilitary organisation, a Hazurkian can count on them for protection and financial support.
Hazurkianity was founded after Hazurk (Tall Dwarf) built the mountains in the centre of the world, after using his magical hammer to work them from the ground. He then became one with the mountains, but before he did so, he cut off his right hand, which then turned into various Dwarven tribes. The Dwarves were charged with the stewardship of the mountains... although due to the open nature of the language used, some have taken "mountains" to mean "world".
Those who hold true to Hazurk, will join him in his mountain-bond, which is an existence described as "constant ecstasy".
Capital City: Scale Home
Secondary Cities:
Uthein - Dwarven capital and centre of metal production/processing.
Far Home
Tall Home
The Great Temple (T.G.T)
Feltor - Tin mine/town
Kerantor - Copper mine/town
Roktor - Iron mine/town
Thoktor - Iron mine/town
Through Their Eyes...
[b]Character Name:[/b]
[b]Character Gender:[/b]
[b]Character Race:[/b]
[b]Character Age:[/b]
[b]Character Appearance:[/b]
[b]Character's Role Within Nation:[/b]
[b]Character Background Info:[/b]
[b]Other:[/b]
Leaders: Monarchs, Emperors, Prime Ministers etc
Government Officials: Prominent members of government who do not necessarily dictate the direction of a nation, but may have a hand in influencing it.
Generals: Leaders of armies who are not necessarily linked to the running of state, but rather, the leading of armies. Commanders, Lords, Princes, Admirals, Captains - that kind of role.
Scientists/Inventors: Individuals whose research and experiments are likely to procure ground breaking results in the very near future. Could for example, be someone on the verge of figuring out how to harness gun powder in an effective form.
Explorers: Individuals who have accumulated enough wealth, or who have been sponsored by rich benefactors, to set sail beyond the great seas to lands yet unknown. Think Christopher Columbus.
Soldiers: Individuals of great skill and renown (or not?), who have made their living in the trenches or on the sands of some Gods forsaken arena, but whose story might bring grit to the tale of an entire Empire.
Common Folk: Every day citizens and subjects, or slaves, who may yet one day be of some significance to the history of your nation.
Leaders
Character Name: Queen Lia
Character Gender: Female
Character Race: Kobold
Character Age: Twenty six
Character Appearance: Queen Lia, even for a kobold, is short. Standing at a single foot and eight inches most other beings tower over the young Queen, however she moves with a determination and boldness more suiting to someone six times her size. Her eyes are a deep red with hints of gold, and her scales are a common brown tint. Day to day the Queen, like the queens before her, wear simple if well made clothes, most of the time Lia adorns herself in a white grey shirt and trousers of the same hue. However, like many kobolds, Lia wears more than just clothes. Over each arm she wears no less than six golden bands, her neck is home to two amulets, one bearing the symbol of the Scalethein Empire, which marks her as Queen, and another with the image of a dragon, a lovely trinket that Lia won in a game of chance.
Character's Role Within Nation: Queen of Scale Home, and leader of the Scalethein Empire
Character Background Info: The Queen was born the runt of her family, the youngest and smallest of her seven sisters. Her life was simple up until her mother died. With her seven sisters all trying to get the throne, the eight of them ended up more or less trapped in the palace until someone was Queen. It would be during these two years that Lia slowly, one by one, defeated her sisters, not by arms as the small kobold couldn't hope to even put up a fight, but instead with guile and trickery. The exact details of what happened in the palace are kept secret, but in 478 A.E the eight daughters of Likka left the palace, and together stated that Lia would be Queen. Since becoming Queen Lia has worked towards easing relations with the recently antsy dwarves, building a formal temple to the mountain god in Scale Home among other efforts.
Character Name: Senator Arnak Florin, or Warmaster Bloodaxe
Character Gender: Male
Character Race: Dwarf
Character Age: 96
Character Appearance: Bloodaxe is an old Dwarf, nearing his 100th year, and thus the end of his life. However, if one thought they would find an old man, frail with age and waiting for death, they'd be sorely disappointed.
Bloodaxe is tall for a Dwarf, standing at five feet, and carries with him a bulk of fat and muscle in equal measure. His arms are knotted with bulging muscles, and his neck is as thick as a tree log. His legs though stubby, are powerful contraptions, capable of propelling him at unsightly speeds.
His hair is the colour of iron, and though his face is wrinkled, his piercing blue eyes glow with a youth not common in one as old as he. A stranger might be forgiven for thinking him a Dwarf of 60.
When in battle, Bloodaxe wears full plated Zaqiri steel, with designs of a charging bull engraved across its surface. He also wears a horned full helm. A suit of chainmail lays underneath all this.
Out of battle, Bloodaxe prefers a simple linen robe that drapes over his body, but leaves his massive arms exposed. A heavy gold chain rests across his neck, and each link is inscribed with the names of all those he has slain - well, those whose names he knew in any case.
Character's Role Within Nation: Warmaster, and leader of the Stone Guard/Senator
Character Background Info: Bloodaxe leads the Stone Guard, a paramilitary faction that exists outside of Imperial control. He is a national hero, revered across the Dwarven territories as a living legend, and his following is massive. Even those who do not agree with his past actions, nod their heads in respect as he passes by.
A nationalist, Bloodaxe seeks to restore Dwarven strength, though it is unclear how he plans to do this. His relentless rise in power and influence however, has attracted the watchful eye of the Imperial Senate and the Queen.
Other: N/A
Character Name: Tall Ape Galarg, son of Galarn
Character Gender: Male
Character Race: Promethean, 1st Generation
Character Age: 21
Character Appearance: Galarg is seven feet tall, with a powerfully built torso, and muscular yet lanky limbs. He is covered from head to toe in a light grey but short fur, though a few streaks of black spread out from the center of his back like a spider's web.
Like all Prometheans, his facial features are flat, as if someone hit him with the good end of a shovel. Grey eyes peer out above a shallow nose, and a couple of white fangs protrude from thin lips.
He wears a simple loin cloth, whether in battle or not, and carries a satchel of various goods that straps diagonally across his chest.
Character's Role Within Nation: King of the Promethean Remnant
Character Background Info: The Prometheans are all but extinct; they number a few thousand, maybe even a few hundred - none can be entirely sure, for they have scattered into dozens of roaming family groups that haunt the ancient jungles of the former Promethean Empire, and rarely risk having themselves seen by outsiders.
The Promethean Plague has mostly vanished from existence, now that there are so few victims for it to consume; however, the damage is done. There are simply not enough of the Ape People to form a feasible base of procreation, without ushering in generations of genetic imperfections.
Yet still they live. Their days consist of hunting and feasting; their nights of hiding and mourning. They are a dead peoples, no thanks to the Scalethein Empire's actions over the last few centuries. They exist only through their warrior spirit, and their unbending will to live when only death can accomodate them.
Under the cautious and wise guidance of Galarg, the Last King of the Prometheans, they have been able to live a rather peaceful existence - away from the multitude of hostiles that lay in wait for them beyond the jungle's bounds. If they are lucky, perhaps they will be allowed to go quietly into the night.
Not so! For Galarg may be cautious, but like all Tall Apes before him, he is equally ambitious. He refuses to acknowledge that his people are on their death bed, and still dreams of glory.
From his jungle refuge, he plots the future of the children he shall never have, of the future that has already been decided.
Other: Galarg and his peoples represent the last of the original Prometheans (lesser breeds/mixed breeds still exist elsewhere), and once he is gone, they will be irreversibly extinct.
- Promethean Character (Neutral)
Government Officials
Character Name: Senator Ackwell Stonebrim
Character Gender: Male
Character Race: Dwarf
Character Age: 61
Character Appearance: Senator Stonebrim is a fat and short Dwarf, with balding black hair but a finely trimmed beard. He cannot boast the appearance of a warrior, though one has to wonder what he keeps under his voluminous and colourful robes - it can't all be fat, surely!?
He has yellow eyes, and perfect white teeth. A bulbous nose peaks forth from his face, and is by far the most prominent feature of his appearance - and tends to be where strangers first look when he greets them.
Character's Role Within Nation: Senator
Character Background Info: The Chief Foreman of the Uthein Smelter's Alliance, Senator Stonebrim bought his way into political prominence. Even his title, Senator, was paid for; though this is hardly unsurprisingly, given the Senate's famed elitism. Many joke that he even paid his mother to push harder when he was born, so that he would not have to lift a finger to free himself from her womb.
Despite his affluence, and his power, Senator Stonebrim is known as a decent and compassionate man. He lavishes the poor quaters of Uthein with his riches, and employs down trodden individuals when possible. Indeed, it is not uncommon for widows to approach his estate in search of financial relief - and so far, it is believed he does not take advantage of them.
Somewhat of a socialite, Stonebrim's hobbies involve eating and drinking in the company of others, and end there.
He is a keen supporter of the Kobold Queen, and a model citizen when it comes to upholding the Empire's values of social cohesion and equality among cultures.
At the RP's start, Senator Stonebrim has been charged with the task of opening the "Stoneguard Review", a Senate-sponsored investigation into Warmaster Bloodaxe's business, and whether the existence of himself and his men is legal.
Other: N/A
Generals
< E M P T Y >
Scientists/Inventors
< E M P T Y >
Explorers
< E M P T Y >
Soldiers
Character Name: Warren
Character Gender: Male
Character Race: Cobold
Character Age: Eighty nine
Character Appearance: Warren is not much to look at. A Cobold, he possess fits of brightly colored scales which clash with his naturally darker scales covering most of his frame. His eyes are green, a mutation, though it effects little other than how people see him. Three feet and six inches tall, and even though old he is still muscular and fit. Warren dresses himself in his armor most times, a simple yet effective steel breastplate. When not in active combat he wears leather to protect his shoulders and legs, though in battle metal plates are instead worn. Over the armor Warren wears a blue cloak, the badge of office for the Queen's Guard. At all times Warren also wears a dagger at his waist, and a short spear strapped to his back. Aside from the cloak Warren wears nothing else in the way of decoration, jewelry not suiting the mindset of Warren.
Character's Role Within Nation: Head of the Queen's Guard
Character Background Info: Warren grew up on the streets of Scale Home, and lived a peaceful life until the war with Zaqir. It was there that he first tasted combat, and there that he caught the attention of Queen Liika. Once the war was over Warren was a Queen's Guard, and a lover of the Queen. The Queen bore him one daughter before the monarch's end. Warren was one of the
Character Name: Elein Hillfang
Character Gender: Female
Character Race: Kobold
Character Age: 42
Character Appearance: Elein stands three feet tall, and has a muscular, heavy frame; this would suggest to an onlooker that she is a kobold giant, built and bred for war. They'd be right.
Scars line her powerful jaws, and stand as testimony to the many battles she has fought in both arenas and on behalf of the Empire in the field of battle. Her slender farm is likewise marred by various wounds, all of them sustained in her reighteous quest to instill herself as the finest warrior the Empire has ever produced.
Red eyes and yellowed fangs are the first thing to greet a person, and she is somewhat more menacing in appearance than an average kobold. Her scales are a shade of green and purple, and appear patchy.
Her war attire consists of light iron chainmail, and she does not wear a helm. Outside of combat, she wears traditional Kobold robes of varying colours.
Character's Role Within Nation: Aspiring Stone Guard
Character Background Info: Tired of the Empire's clinical military doctrine, and disliking the idea of chaining herself to family life, Elein has embarked upon an impossible quest: join the Stone Guard, a Dwarf-only warrior outfit.
Her story will be one of hilarity, adversity, blood, tears and self-discovery.
Name of Species: Kobolds Genetic Compatibility: It is possible that kobolds could mate with most other reptilian species, but this theory has yet to be tested. Physical Characteristics of Males: Male kobolds, and kobolds in general for that matter, are a short reptilian race. They only stand at about two to two and a half feet in height, and weigh about thirty five to forty five pounds, a bit more than one might expect from their size but this is because of their short tails and bony frames. Kobolds possess sinewy, double jointed legs which are naturally bent and built for sudden speed. Kobolds have scales covering most of their bodies, which come in colors ranging from rusty brown to reddish black. They also have strong teeth and small claws on the long digits of their hands and feet. Kobold faces are akin to crocodile's, with a jaw that can open widely enough to contain a whole melon. Their eyes come in a range of colors from burnt ochre to red. A ridge of small, hornlike bone juts above each brow and sweeps backwards, the protrusions growing larger and more pronounced toward the rear of the skull. Physical Characteristics of Females: Female kobolds are only marginally different from their male kin, being a bit shorter, lighter, and possessing different reproductive organs. Life-Span: Kobolds grow very quickly, at the age of nine being mentally and physically able to aid their community in any capacity. They can live up to eighty years before their bodies begin to fail them. Diet: Extreme Omnivore, kobolds being able to eat just about anything, bark, dirt, leather, though they prefer meats and common plants. Racial Attributes: Kobolds, being reptiles, are cold blooded. Their bodies are capable of producing a bit of heat, however they are mostly reliant on the environment for warmth. The advantage of this is that Kobolds living in warm climates can go longer without eating, the reverse also being true, kobolds living in cold climates must eat more to survive. A major advantage of the race is their rate of reproduction. Female kobolds, after being fertilized, will produce a hard-shelled egg within sixty days, with a slight chance of producing two eggs. These eggs must incubate for sixty days, after which it hatches into a baby kobold that is capable of walking and feeding after only a few hours. Kobolds are physically weak compared to the larger races, but make up for it with speed and numbers. Age: The exact age of the Kobold race is uncertain, it is thought that they have been around for nearly sixty thousand years but a exact date is unknown.
City Sheet
The map is the complete, full sized image. I have no idea why, just bear with it eh?
I have yet to find an image that is suiting. So how about I describe a good emblem instead? I think, a red dragon head from a top down angle, on a field of brown. Normally the dragon head is painted onto a piece of brown leather or light fur, since more advanced flag/banner creating techniques are not yet known nor cared for.
Name of City: Scale Home Population: 240,000 Males: 90,000 Females: 150,000 Half-Races: None Known For: Scale Home was once a settlement of the Prometheans, an outpost really. The kobolds were living in the area, little more than animals, until the more advanced ape like beings yoked them and made the kobolds slaves. The lizard like people learned a lot from the bigger species, how to speak, write, record time. However the kobolds peaceful, if harsh, life under their masters would soon end. The Prometheans started dying, a virus that affected them and no other. The powerful beings sealed themselves away within the deeper chambers of the tunnel city they had the kobolds dig out, and had the kobolds removed by force out of the mountain. However it was then that a earthquake struck, bringing the mountain town to ruin, killing the Prometheans within. Without masters the kobolds had nothing, no reason to act. So they just started digging again, slowly and with great effort, the shiny digging picks that the Prometheans brought from far away were gone and so the kobolds had to made do with stone and poorly forged iron. But the kobold species was growing, and perhaps one day thy would rule the whole of the world.
Kobolds are a simple people, their culture yet to take much form. They do however have a passion for recording history, the walls of their structures and tunnels covered in runes and images of the past.
Religion Overview: The kobolds have yet to form much of a faith, due to living under the Prometheans they are inclined to believe in a single god, but besides from that have yet to form much else.
Name of Species: Grogar Genetic Compatibility: Incompatible Physical Characteristics: Physical Characteristics of Males:
Lowborn Male
Highborn Male
Physical Characteristics of Females:
Lowborn Female
Highborn Female
Life-Span: 40-80 Years Diet: Carnivorous to the point of Cannibalistic, Grogar take to a special liking of the flesh of the sapient races and occasionally their own. Racial Attributes:
Numerous(Females can lay up to a hundred eggs a year)
Strength(Grogar males are often stronger then the average man, Females even more so)
Highborn Grogar rendered infertile and rarely are born out of hundreds of eggs at a time.
Age: 100,000 Years
Location on Map
(Anywhere westward is fine by me)
Name of City: Zhodul(Now renamed Gurak) Population: 350,00
Males: 250,000(500 Highborn)
Females: 100,000(200 Highborn)
Known For: Zhodul was once one of several Centers of the Slave Trade of the Promethean Empire, slaves of countless races being moved in and out of the city and to all corners of the Empire. The Grogar were among many others, and were primarily used as soldiers for their armies. After the fall, the Grogar and other slaves rose up in open rebellion. In the aftermath, the Grogar turned on their fellow slaves and along with their former slavers, ate them in a grand feast. Zhodul, now Gurak, serves as the center of Grogar aggression, home to many tribes who fight among themselves or venture out and raid surrounding settlements or other cities. Culture: The culture of Gurak is of one of endless violence, the streets covered in blood as the more powerful rivaling tribes compete for territory within the city. Less known or weaker tribes often look beyond the city's walls, and venture forth to pillage and plunder for new spoils and territory. Religion Overview: The Grogar are diverse in their beliefs. Some Tribes had adopted out of habit, their former Slave Master's religion of the Great Ape. Government Type: Tribal Calendar: Promethean
Genetic Compatibility: Its said that they can bear the offspring of anyone but this theory hasn't been tested.
Physical Characteristics: Humanoid in appearance, the Regulii can be seen as much more graceful, more beautiful Prometheans. Some even go as far as to say they are the exact opposite of Prometheans. Their hairless bodies are slender and almost mystical in a way, long limbs dexterous and swift. Physically, they are different as they have geometric skin markings along their arms, legs and on the sides of their bodies. Their ears are sharp and pointed, the vibrant colors of their eyes bear a wild fire often concealed by a calm demeanor. The hair of the Regulii are some shade of black, brown or white and naturally curls to a degree.
The only difference between the male and females is basically the same with humans: Males are stronger and taller while females are shorter and have breasts. Some say that due to how feminine some Regulii males look, they mistake the race as a whole to only having one gender.
Life-Span: About 200 years with adulthood at around 10 and full maturity at somewhere around the mid 20's.
Diet: Omnivores but lean towards Herbivores.
Racial Attributes: - Females can control when they are fertile - A pseudo "hivemind" called a "Nolbilis" which contains the collective thoughts of all Regulii which one can access with meditation - Remarkable homeostasis control which allows them to be very flexible in what climates they can live in - High levels of gene recombination
Age: The Regulii is a fairly young race at only about 30,000 years old, their Nolbilis ability is thought to be the reason why they've managed to play catch up so well.
City Sheet
Name of City: Ilitscium
Population: 198,000
Males: 98,000
Females: 100,000
Half-Races: Small Minority
Known For: Ilitcium was once something of a vacation locate for Promethean nobles who had built many residences and villas owning to the beautiful local landscape and the natural promiscuity of the Regulii. It was said that at one point there were more brothels and taverns then homes because of this but due to recent events within the Promethean homeland, there has been much less tourism and that has given the city time to grow and develop.
Besides its famous adult business, Ilitscium has become something of a fishing and trade hub given their locations as their skill in ship building advances at amazing rates. The Regulii military is also unique because of this as they have yet to distinguish between land soldiers and seamen, effectively making all of their warrior marines of sorts.
Culture: Regulii are famous for their hyper sexuality which has translated into them being a very friendly people and also them not exactly a having fashion sense most other would consider "concealing". Regulii art has a high focus on the beauty of the body and nature and their fine handicrafts are something of a trade commodity. The Regulii are also fans of building and architecture, as shown by their floating homes that hang on to the shores of the bay of their lands and beautiful monuments.
Religion Overview: The Regulii never really accepted the idea of having a great monkey rule over everything even when some more zealous Promethean nobles had temples built, the buildings either torn down or modified for other purposes once the Promethean no longer came to their city.
Instead, they believe in something called the "Divinitus" or "Grand Divine", an omnipotent being who takes on different forms depending on who see them and is the ruler of their Nobililis. Their creation myth is that the Divinitus had created the world and then summoned life out of the sea. The Regulii will often change the Divinitus's gender at will as they believe it does not matter and worship the Divinitus by way of prayer, meditation and what can only be called "holy orgies". As one might expect, Divinitism has a fair bit relating to sex as that is how the Regulii are.
Government Type: Imperial Republic - The Regulii use both an emperor/empress with their own royal bloodline as well as a senate. Although the Senate wields considerable power, all final decisions are made by the emperor who has complete control.
Name of Species: Ayel Genetic Compatibility: None whatsoever; they are only capable of mating with members of their own species. Physical Characteristics: The differences between male and female ayels are so small as to be practically non-existent. Thy are both exceptionally tall (averaging 8 feet in height), thin, and nearly hairless humanoids. Their skin is usually a shade of grey though white and black skin isn't unheard of, and they have no faces aside from their round, gaping mouths, though there are also small pits located above their mouths. The only major difference between males and females is that males are completely hairless while females usually have some hair located on the backs of their heads (said hair is always pure white, but most ayel women will dye their hair a variety of colours). Life-Span: Though the maximum lifespan of the ayels is approximately 1,000 years, most will only live to be several hundred before they begin to suffer from a variety of degenerative diseases that eventually end in their death. Diet: Technically the ayels would be considered carnivorous, but they do not eat in the same manner as most creatures. Instead of actively consuming the flesh of creatures, they instead latch onto an animal with their circular mouths and suck out the creature's blood and vital fluids. Racial Attributes: Ayels are stronger than their spindly statures would indicate, easily able to overpower and outlast any average human. Other than this, there are several more distinct attributes the species has. First and foremost is their sight, or rather their lack of it. The ayels have no eyes and as such do not see in the same manner as most others races; instead they have small pits located above their mouths. These pits are able to detect heat, and as such the ayels "see" completely in thermal. The ayels' reproduction is unique as well, even discounting the strange shapes of their reproductive organs. First and foremost is the fact that they are exceptionally infertile; it is rare for them to successfully conceive children, even discounting the commonality of stillbirths and miscarriages. And in addition, even more uniquely, they are fully capable of controlling the gender of their children. The determining factor of an ayel baby's gender is the temperature their mother was exposed to during her pregnancy. Colder temperatures will result in males whilst warmer temperatures result in female children. Age: According to the ayels themselves they are the first race and have existed since the dawn of time. In truth while their race is ancient, they are closer to 600,000 years old.
Name of City: Qa-Avnel Population: ~1316 ~550 male/~450 female ~1000 human/316 ayel Known For: The men of Qa-Avnel and the surrounding area are generally know as backwards zealots. They do not even practice metalworking, and it is only through a combination of their ferocity in defending their homes and the knowledge of their mountainous homeland that they have not been subjugated by anyone more advanced. However, the arrival of the small group of ayels in the city of Qa-Avnel could have immense repercussions on the region, for though the alien creatures are few in number they bring advanced technology alongside their prodigious strength. Culture: The culture of Qa-Avnel is steeped heavily in their religious beliefs in the Earth as a great mother who protects and nurtures her children. They will farm and make dwellings from lumber, but they believe it is an affront to become greedy and take too much from their mother. As such they shun practices such as irrigation and mining, for it tears apart their mother the earth. The ayels, however, are diametrically opposed; in their culture they are the Children of God who lived on the moons since the dawn of time until they were forced to flee after a betrayal from the people of the sun. They view the earth as something to be exploited, as their deity gave the land to mortals to serve their needs. Religion Overview: The men of Qa-Avnel almost exclusively worship the Earth as their mother Goddess, though there are other gods and spirits they worship as well. The ayel's beliefs are opposed to this, as they worship a single powerful God who takes no physical form and created the earth, sun, and moons as lands for the mortal races they would later create. Government Type: Theocracy/Gerontocracy Qa-Avnel is ruled over by their priests who rule according to what they believe to be the demands of their Gods; they also consider wisdom to come with age and as such the highest of the priests are almost universally the eldest of the priests Calendar: The people of Qa-Avnel use their own calendar based on the seasons, on account of them having never been conquered by Prometheans. The ayels, on the other hand utilize a calendar based upon the phases of the world's moons.
Late Ancient Era Nation Summary
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Yossod Hegemony
Lightning Summary: Yossod is not so much a single state, but a collection of several nominally independent states bound together by their shared faith. They all owe fealty to the Ayelic Council, made up of the several hundred remaining ayels who are believed to be the God's Chosen Children. It is state focused predominantly on peacefully spreading God's word, but is more than willing to use violence to defend its interests. Its navy isn't particularly impressive, but it is home to the Brotherhood of the Covenant: an order of holy warriors raised from a young age to be fanatic in their faith and loyal almost to a fault. The vast majority of people in the hegemon are humans, though there is a promethean minority and, of course, the several hundred ayels that rule it.
Population:
Humans - ~7,600,000
Prometheans - ~400,000
Ayels - 423
Main State Religion:
Name: Temple of Ila
Type: Strict Monotheism
Name of Followers: Ilaists
Overview of Beliefs: The faith of the Temple of Ila is that of a single omnipotent and omniscient entity, one of such great power that it is beyond the complete understanding of any mortal. Ilaism holds to the belief that the Sun and Moons are both glimpses at other worlds, other worlds which make up the afterlife of Ilaism. They believe that in the beginning Ila (simply the Yossodite word for 'God') created the world, the sun, and the twin moons, as well as the mortals which would come to inhabit them. The ayels had always been the favoured children of Ila, and they loved their great God in return. But legend holds that the nameless race grew jealous of the ayels, and in an act of betrayal butchered them and drove them from their homes on the twin moons. As retribution for this horrendous act, Ila would strip the race of its name, drive them from the twin moons, and set the Sun alight so they would burn eternally for their treachery. And such is was that Ila made the twin moons a paradise, for now he decreed it would be that the souls of the virtuous would come there to live for eternity, whilst the souls of the wicked would burn in the sun.
Ilaism puts a massive emphasis on living a life of virtue, and the greatest virtue is to submit oneself to God and do his will. However, the Temple of Ila has no single holy figure or prophet around which the faith revolves. The Temple's "Prophet" is simply the mouthpiece for and one of the few humans who communicate with the Ayels, who are the Chosen Children of Ila and above all other mortal races. It is they who, through the Prophet, communicate the Word of God to the masses and it is the series of Ayelic Edicts that set down the religious laws and codified beliefs for the Temple of Ila.
State Government:
Name: Heavenly Hegemony
Type: Varies
Azuumad, Prophet of Yossod and the Temple of Ila
Etar Aluharim, King of Sumuga
Ziusi Ninim, King of Mashka
Enkinar Ishimim, King of Evech
Anak Analosim, King of Erin
Zisudra Analosim, King of Kemesh
Jado Rasemb-Kolni, Chief of the Rasemb Tribe
Yezrar Kolloh-Yander, Chief of the Kolloh Tribe
Yekial Mani-Mohal, Chief of the Mani Tribe
Infrastructure Summary
Capital City:
Qa-Avnel
Trade hub and religious centre of Yossod
Other Major Cities:
Mashka
Major Yossodite port city
Ra-Beta
Rich in valuable metals
Erin
Fertile farmland and former Idumian capital
Transportation Network Summary: Transport within Yossod is generally done by cart along the numerous roads within the nation. There are roads connecting nearly all of the towns and cities, though their quality varies. The major trade routes are paved with stones and great effort is taken to keep them maintained. Most roads in Yossod are bare dirt, however, though some are still rather large.
Military Summary
The military might of Yossod and its client states lies almost entirely in its army. The Yossodite navy is a small and pathetic thing, being exceptionally small its main purpose is to drive away any smaller bands of pirates or raiders who may decide to raid Yossod's shores. Yossod has never had to deal with any of the major naval incursions that many others have, and as such their naval power is stunted. The Yossodite army, however, is an impressive thing indeed. At its core stands the Brotherhood of the Covenant, a holy order of warriors taken from a young age and trained as in the myriad ways of war as well as indoctrinated into believing that it is their purpose to fight and die in the name of Ila, and that such is the will of God. The Brothers are the elite of Yossod's army, and provide a backbone of disciplined heavy infantry and heavy cavalry. But the rest of Yossod's client states have their own armies as well. The majority of these forces are peasant levies whom are simple farmers or hunters, and they serve as the light infantry of Yossod's forces. But the Ashatite tribes are known for their archers in particular, and the nobility of Idum take to the field of war as heavy cavalry alongside warriors sworn to their family, while the Feinar who have converted are known for their vicious and violent raiders.
Industry and Trade Summary
Yossod is a source of a great many goods, and sits astride most of the northern overland trade routes. It is especially known for the highly valuable precious metals mined within the highlands of Yossod proper, but there are a great many other trade goods as well. More practical metals such as iron and copper are torn from the earth, the great forests of the west provide lumber, and the expansive plains of Idum are known for their fertile bounty of food. However Yossod has very little in the way of anything "exotic", but that is of little concern considering the amount of trade which passes through its cities.
Through Their Eyes...
Character Name:
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Other:
Leaders
Character Name: Prophet Azuumad
Character Gender: Male
Character Race: Human
Character Age: 76
Character Appearance: Azuumad is a relatively small man in addition to being thin and frail with age, with his close-cropped beard already totally white. He wears a plain robe wherever he goes, as a relic of his time as an ascetic, and he walks with an air of peace and tranquility wherever he goes.
Character's Role Within Nation: As the Prophet of Yossod, Azuumad is one of the few Yossodites who is able to see the ayels regularly and he is the man who relays their words and commands to the masses of Yossod. Other than that, he deals with the day-to-day issues of running Yossod and is in charge of the appointment of Yossod's seven High Priests. In this he is quite capable, having a mind for administration as well as the support of the masses thanks to his many programs to support the poor and downtrodden of the hegemony. But he is a dedicated pacifist, and believes that violence should never be used except in the most extreme of circumstances where there is no other option, which puts him at odds with many others within the government.
Character Background Info: Azuumad was born a peasant in a village of Idum, the son of one of the local farmer. Unlike many, his family actually owned the land as they had never been forced into giving it up after his enslaved ancestors had been given the land as a gift by liberating Yossod. But nonetheless they were still peasants, and as such were still low on the social ladder of Idum. But Azuumad was one of five sons, and so his father had him schooled in the way of the Temple and Azuumad would eventually become a priest. He didn't mind his father forcing him into the clergy, as he'd always been a pious sort of a more scholarly bent than his brothers, and a life of service to God suited him fine. Azzumad would continue his studies, eventually traveling to Qa-Avnel's great university. It was not long before he decided he wanted to enter into the world of governance, and with connections he'd made while in University he was able to have an older Priest appoint him successor to a small town in Yossod proper. Azuumad lived there, learning from the older Priests the finer points of administration , until the man finally died when Azuumad was 32 years old. From there he would serve as an able ruler, whom the people came to love for Azuumad never forgot his roots as a peasants and garnered a reputation as a kind but just ruler, and because of this reputation the Prophet would see fit to name Azuumad High Priest. He served faithfully for years as High Priest, but he would eventually grow spiritually unfulfilled with his life and would abdicate his position, giving away nearly all of his material goods to the poor. It was then that he would found his own small monastery dedicated not only to asceticism, but to Azuumad's own ideals of humility, kindness, and charity that he had come to value over the years and had made him so popular among the peasantry. Because of his exceptional performance as High Priest, as well as his ability to become quite popular with the peasantry, the Ayelic Council would come to appoint him as Prophet for the time of great peace Yossod was undergoing. And though he would have preferred to continue his quiet life of contemplation, he was a Godly man still and complied with the Ayelic's Council's request. This was nearly two decades ago, and Azuumad continues to serve as Prophet faithfully, and will do so until his death or the Ayelic Council no longer deems him fit.
Other:
Character Name: The-Wicked-And-Unjust-Shall-Receive-No-Mercy-But-By-The-Divine-Grace-Of-God-Almighty-For-I-Shall-Not-Stay-My-Sword-In-The-Time-Of-Their-Judgement
Character Gender: Male
Character Race: Ayel
Character Age: 632
Character Appearance: Mercy is an imposing figure, even for an ayel. Taller than most of his tall race, he stands a nearly 10 feet tall and while he shares the same spindly body and thin stature of the ayels it is impossible not to see the corded muscle underneath his grey skin. Most of the time he wears the traditional dress of the ayels dyed a variety of colours; a long, simple skirt combined with a shawl stretched across the back to drape across their arms. However in battle, which is exceedingly rare as he rarely leaves Qa-Avnel like most ayels, he dresses in a rather plain but perfectly functional suit of armour composed of a steel breastplate, shinguards, and arm guard over top a suit of chainmail as well as a thick steel helm. The most decorative thing he takes into battle is his shield: a thick, oval monstrosity of steel painted with numerous scenes of battles from Yossod's history. Finally, Mercy tend to arm himself with maces rather than swords when fighting.
Character's Role Within Nation: Mercy is, undisputedly, one of the most ancient of the ayels alive today to the point that he is one of two that were alive when the ayels first came to Qa-Avnel. His name and experience make him incredibly well-respected among the Ayelic Council, and while all ayels are equal on the Council none can deny that Mercy's voice counts for much more than most others. Though he is a warrior, and has stayed that path for many centuries, and despite having fought in many important battles throughout Yossod's history Mercy does not have a penchant for violence. Having seen the hell of war and battle, he views it as a necessity not an ideal. That being said, he is not blind and knows that without war and violence the Temple of Ila would not have expanded so quickly over the centuries. While he is willing to try diplomacy first, he is no pacifist and is more than willing to march to war should diplomacy prove unsuccessful.
Character Background Info: Mercy was born over a century before the ayel's arrival in Qa-Avnel, but for what life was like for the ayels prior to that he does no speak of to anyone but his most trusted of friends, which are few in number and limited to other ayels. But of what came after is well known to all; he was a proud youth and did not shirk from war when the necessity presented itself. If there was a battle in Yossod's history that ayels took part in, Mercy was there with his mace crushing skulls and splintering bone. But as a young ayel he was rash and enjoyed war, relished in the feeling of destroying his enemies. But as his friends died around him, either from wounds, sickness, or age, Mercy came to truly understand loss and the consequences of it. He looked back with pity at what he once was, but knew he was better for learning his lesson: war was not a great or glorious thing. While it could get many things done, it was better to at least attempt peaceful means first. But, if those failed, violence could still solve the problem.
Other:
Character Name: There-Is-No-Greater-Joy-In-This-World-Than-To-Know-That-Ones-Actions-Serve-The-Greater-Plan-Of-The-One-True-Lord-Almighty
Character Gender: Female
Character Race: Ayel
Character Age: 106
Character Appearance: Though she would appear to be a terrifying monstrosity to most, to the ayels Joy is actually rather unassuming and plain; her frame, her height, her skin, everything about her is average. Even her hair, which dangles to her waist, is dyed a light subdued blue. Joy usually wears the traditional ayelic skirt and arm shawl, generally in colours which match her hair. She is, however, quite fond of silver jewelry and it is rare for her to be seen without a necklace, bracelet, anklet, or other piece of silver jewelry.
Character's Role Within Nation: Though she is not particularly old by the standards of the ayels, Joy has become a rather respected member of the Ayelic Council. It is she who is considered the unofficial head of the Council's more pacifistic ayels. And while they may not all agree on their finer points, Joy has the ear of them all.
Character Background Info: Though she would be a venerable elder by the standard of any other race, to the ayels Joy is still rather young. But despite this her passion and inspiration have lead to her uniting the more peaceful ayels behind her, if only in an unofficial capacity. Because she is young and has not lived through the centuries, she has less past events to look fondly upon and so she looks on towards the future. Joy envisions a new era for Yossod, a great era of peace and prosperity. It is an era where Yossod's influence will expand not through bloodshed and force of arms, but by diplomacy and the righteousness of its word. While passionate and zealous, Joy is also rather idealistic and, some would say, naive. In her mind, it is unavoidable that Yossod and the Temple of Ila will come to dominate the world. After all, the falsehoods and twisted half-truths of the other faiths can only stand so long before they are peeled apart by the pure righteousness of Ila's Temple.
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Government Officials
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Generals
Character Name: First Brother Jinoa
Character Gender: Male
Character Race: Human
Character Age: 33
Character Appearance: Jinoa is a typical Ashatite, tall and lean with light brown skin and pitch black hair. He is not overly tall, but his muscles would make him stand out from a crowd even if the scars and brands of the Brotherhood of the Covenant didn't. He is clean-shaven and tends to wear his hair in a long braid hanging behind his back. Typically he dresses in the tight-fitting robes of the Yossodite people, but a garment without sleeves so that he may show to the world the scars on his arms and the brands on his wrists.
Character's Role Within Nation: Jinoa is the First Brother of the Brotherhood of the Covenant, the leader of Yossod's military holy order. It is he who commands the organization as a whole, and it exists mostly outside the power structure of rest of Yossod or its client states. In theory Jinoa answers to nobody but the Ayelic Council, but since the Prophet is their voice Jinoa must go through him. Because of the necessity of Jinoa meeting with Azuumad a deep loathing has developed between the two men; Jinoa believes Azuumad weak and cowardly while Azuumad sees Jinoa as a violent warmonger who will do more harm than good for Yossod.
Character Background Info: Jinoa was born to a clanless whore in a town along one of the the major trade routes in Ashat. His earliest memories are of her, but they are not particularly pleasant ones as his mother saw him mostly as a burden and another mouth to feed. So she decided that when a few Brothers of the Covenant stopped by the small village for a short while, she would just drop them off with them and leave. Even though she was caught, she was pleasantly surprised that they would take the young boy anyway. And, if you were to ask Jinoa, was where his life truly began. Though the training was difficult, grueling, and sometimes painful Jinoa pushed through it because in the Brotherhood he had finally found a place where he belonged. The Brothers all treated him and his fellow Initiates like family; years before he would undertake the Covenant of Blood and truly become one of them the Brothers of the Covenant treated him like he was one of their own. Sure there were beatings and the like, but it was because he had made a mistake and not simply because his mother was in a foul mood. And on the battlefield, a mistake could result in more than just a lashing. It was in this climate that Jinoa grew up and thrived, fully indoctrinated into the Temple of Ila and his role as a weapon of God. When he slit his wrists to join his blood with those of his fellow Initiates and Brothers and when he received the brands upon his wrist, it was the happiest moment of his life. From there he would rise up the ranks of the Brotherhood, though as was expected he never treated those below him with contempt or as though he was better than them. Though he outranked them, they were still his brothers. And then the time would come that Jinoa would rise up to the inner circle of the Brotherhood, those directly below the First Brother himself. And when that First Brother was slain by a stray Feinar arrow, it was Jinoa who was elected to succeed him. And nothing changed once he was First Brother; he was still fiercely loyal to the Temple and to his Brothers, even the lowly Initiates were treated as equals by him, and he would do anything in the name his God and the Brotherhood that had given him purpose and a true family. A family far truer than any blood bond.
Other:
Scientists/Inventors
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Explorers
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Soldiers
< E M P T Y >
Common Folk
Character Name: Ayallal
Character Gender: Female
Character Race: Human
Character Age: 24
Character Appearance: Ayallal is a rather plain young woman; she has the typical dark skin and curly brown hair of many Idumians but she doesn't particularly stand out in many ways. When it comes to her dress it is mostly plain but also quite expensive though not to the point of extravagance. However, this is due to her status as a translator for the ayels and she would stick out if dressed entirely in poor and plain clothing.
Character's Role Within Nation: Ayallal is one of the few personal translators for the Ayelic Council. There are many translators that are trained and taught the Ayelic language to facilitate communication between the ayels and their human servants. But few follow around a single ayel exclusively, since there are nowhere near enough translators due to the difficulty of learning the Ayelic language. Ayallal herself is known for her exceptional proficiency in the tongue, and so Mercy chose her as his personal translator, which was within his right as the eldest and one of the most respected of the ayels.
Character Background Info: Ayallal was born in the city of Mashka to a poor family. However, she does not remember much of her time with her family as her father and mother both fell ill and died when she was but a young girl. And as an only child, she was left without any family. She managed to survive by stealing food and sleeping on the street as well as performing menial tasks fit for a little girl. Some of those were from local scholars, cleaning and the like in their studies, and it was these small tasks that were most important. For Ayallal had an insatiable curiosity, and the lure of words, incomprehensible symbols that could be arranged to tell someone anything, drew her in. When those scholars and wise men weren't looking she would take looks at their scrolls and the like, especially those with pictures to aid her. It was a long and arduous task and after a few years she knew only the rudimentary basics of reading. But it was still something, and when she was only 8 a priest whose priest she whose study she was cleaning walked in on her reading a small scroll. Far from being angry, the priest was curious as to how a homeless orphan girl could know even the basics of reading. And when Ayallal told him she'd taught herself, he was impressed. And several correspondences with his colleagues in Qa-Avnel later, Ayallal was on her way to Qa-Avnel to be taught the language of the ayels to serve as translator. She was put in a school with many others, some children and some adults, who were all personally instructed in the basics of the Ayelic language. It was something that Ayallal threw herself into not only because she found it fascinating but because it was all she had. And after several years she had learned the language enough that she was accepted as an apprentice translator, finally allowed within the ayels' section of the city and following around a translator who would instruct her in the intricacies of the language. When she first saw the ayels, she was struck with not only awe but fear of the massive creatures: the Chosen of God. However, she soon learned that they were still people and being around them for years was a major help as even speaking the same language ayels still sounded different from men thanks to their mouths. But over the years she managed to learn to understand Ila's Chosen perfectly and to speak the Ayelic language exceptionally well even with all its intricacies. So when she came of age, it was no surprise that she became a fully fledged translator upon coming of age. And thanks to her proficiency after several years she was chosen by Mercy to become his personal translator after the passing of his previous translator, and she has been his translator for nearly half a decade.
Name of Species Edimmu Genetic Compatibility humans and regulli Physical Characteristics of Males: They are an average of seven feet tall, and have blue or, rarely, green hair. They have white skin, pink lips, and blue or green eyes. The hair on their head grows quickly, so that it is normal for them to have hair down to the bottom of their back. However, they do not grow hair outside form on their head. Physical Characteristics of Females: They are about eight inches on average shorter than males, and their appearance is feminine as opposed to masculine. However, many of their features, such as skin color, eye color, and things concerning hair are the same as their male equivalent. Lifespan: 100 – 120 years Diet: Omnivore Racial Attributes: Their intelligence and strength is comparable to that of humans. They do not do well in cold environments, and tend to avoid them altogether, as extended contact with the harsh cold will kill them. Age: 200,000 Differences from Human Biology: The Edimmu lack breasts, and likewise Edimmu females do not produced milk, nor do Edimmu children need milk. This lack of the necessity of milk and the lack of breasts also carry over to interspecies children. The reproductive system and sexual organs are noticeably different yet very similar to that of humans, but the full repercussions of this are not known. Their pale skin and light colored hair points to an even greater divergence.
The flag of Ashkar, symbolizing the unity and division of the gods
Name of City: Ashkar Population 250,000
Males: 125,000
Females: 125,000
Known For: Their civilization came into existence completely independent of the Prometheans. They focus on building on an advanced society through the sciences, and have a spiritual society very focused on religion. Culture: Society is divided between the ruling class and the lower Class. Edimmu society is patriarchal, but there is a greater deal of equality than in other patriarchies. Women can run their own businesses, hold professions, and there is no-fault divorce. They wear simple attire, at least for now, which consist of light brown robes, and similar for both sexes. The ruling class uses dyes to color their robes in order to differentiate themselves from the commoners; the nobles use blue, and the priests use white.
There is a complex society consisting of many professions, including pottermen, fishermen, and weavers, healers, diviners, artisans, warriors, hunters, teachers, academics, nobles, and priests. The battle between order and chaos is considered very important, and each man and woman sees their profession as their own part in the battle of order against chaos. The ruling class consists of the nobles and the priests, while the rest belong to the ruling class.
Concubinage is practiced, but it is only allowed for men. There are no prejudices against homosexuality, and in fact the heterosexual-homosexual binary does not exist within Edimmu society. When someone’s spouse does not satisfy them, it is common for them to gain a homosexual lover if they do not want to divorce. Religion Overview: Edimmu religion is polytheistic. At the very head of the pantheon is Eliyahu, who rules as King of the gods. According to traditional Edimmu cosmology, Eliyahu forged the world by the bodies of the primordial gods, and thus order triumphed over chaos. The gods are seen as physical beings, not transcendent forces. There are also daemons, some good and some bad. The burial of the dead is a religious ceremony. Priests oversee all religious ceremonies, and divination is a religious practice overseen by people called diviners. Government Type:Despotism Calendar The Edimmu Calendar – current year 85
The Monarchy
The head of state is known as King of Ashkar, Shepherd of the Edimmu people. The title refers to his rulership over the city of Ashkar. This very city would later expand over a relatively vast Kingdom, and the monarch’s power by extensions includes also the places the citizens of Ashkar and their descendants founded. He is known as Shepherd of the Edimmu as, being the King over their territory and monarch over them, he must take care of them as shepherd takes care of his flock. The King is responsible for the welfare of his people and ruled in accordance with divine will. The dynasty is claimed to be have divine blood, the first King claiming and is recognized accordingly to have been the son of Iyanna.
The monarchy has tried as much as it can to keep the whole of political power within its own hands without needlessly micromanaging. The priesthood, while intimately tied to the state, has its political power limited by the monarchy. The nobility has the same problem, and the monarchy sees the nobles as the greater threat. They cannot to be destroyed entirely, so the monarchy relies on them as administrators, but makes it so that they cannot become anything more.
Note 1: Samu-Sumu II is the longest-reigning King so far, who reigned seventy-three years.
Satrapies
The Satrapies are the provinces into which the Kingdom is divided. There are currently twenty-four Satrapies. Its overseers are the Satraps, the highest-ranking nobles in the country, whose role is synonymous with governor. They oversee the administration of the satrapy, and their duties were collecting taxes, overseeing local administrators, and retaining control and stability of the area. They ruled entirely through the authority of the King, not their own authority. Their position, however, was hereditary.
The Satrapies
Law
The first collection of laws was organized under Sumarael the Great in 99 E.C. (15 A.E.). As the centuries wore on the educated so them they were seen as increasingly out of touch and superstitious. A newer and more modern code was created by Akhar the Great in 530 E.C. (430 A.E.), although in truth the core of it was kept.
The law is overseen by a judge. When a case is brought forth towards him, both sides, the accuser and the accused, present the judge with the evidence. The judge will then decide, with the evidence given to him, what is the proper ruling. As always, Sumarael’s maxim “An eye for an eye, a tooth for a tooth” is the prevailing principle of the law. A faulty ruling by the judge, if proven, will result in his disbarring, the ultimate shame.
Society
Ashkarian society is split between the High Class and the Low Class, and no concept of a middle class exists in Ashkar. This is because the distinction High Class and Low Class is not truly based on wealth, although the High Class tend to be wealthy and the Low Class tend not to be. The true distinction was around power. The High Class consisted of those who ruled, and the Low Class consisted of those who were ruled over.
In recent times, the merchant profession has seen itself become steadily more profitable. In the mercantile and trading hub of Argilo, the Kingdom’s second largest city, the merchants have become so powerful they have effectively usurped the traditional nobility of their power in the city. They have subsequently acted little better or worse towards the populace.
Ashkar is a patriarchy, and males are in control of the political, social, religious, and military institutions of the civilization. In regards to families, fathers have power over the mothers. Inheritence is settled along the lines of primogeniture, with sons being given precedence over daughters in inheritance even in cases of seniority by the females. Women are not allowed to serve in the military at all.
Nonetheless, Ashkar has a given women a considerable (for a patriarchy) number of liberties. Traditional customs and written laws are clear that women have rights, although women are not equal to men. Women have the right to own businesses, make contracts in trade, and own property. Women can divorce their husbands without a reason given, and must simply bring forth their desire before a judge.
Although children are not considered property per say, they must obey an arranged marriage organized by their father. Divorce laws, however, make it so that the marriages could end as soon as that child turns sixteen. However, this is not a problem, as loyalty to the family as well as the tendency to gain an attachment to one’s spouse as time passes negates the desire.
Every man and woman’s profession is considered important for theological reasons. A profession is stated not to be merely a job, but each person’s small part in preserving the force of Order and fighting against the force of Chaos. Ashkarian society tends to lean towards collectivism and the greater good. The exception, of course, is with the King. No matter how tyrannical he is, his word is law.
The Edimmu are, in general, monogamous moderate polyamorists, and this is not so much of a contradiction. Marriage is strictly between a man and a woman, and its primary focus is on procreation and the proper raising of the young. Despite this, romance in marriage is seen as the ideal state, and idealists say it is actually the norm.
Concubinage is allowed only for the nobles and the royalty, and it is only allowed for men. For the royal family, it is expected that the princes and, above all, the King will take a good many number of concubines; at least a dozen. The men often have their favorite among their various concubines. The nobles have much stricter rules. Noble men may only take on a maximum of four concubines.
Outside of official business is the business of lovers. Lovers are by tradition of the same sex and have no legal connections, only emotional, romantic, and physical relations. Often these relationships are formed between a wealthy patron and an attractive youth from the Low Class, although there are no strict traditions regarding it.
Despite all this, some Edimmu may be completely monogamous, and may have sexual relations with only their spouse. Some take lovers when they are sexually unsatisfied, but many do not. The Edimmu generally try to keep the whole thing low-key, and are upset by how loud the Reguli are about it.
Or’Rouzi Culture
Contrary to popular Ashkarian mythology, the Or’Rouzi were not backward savages in need of civilization before their unwelcome arrival. Gemeti, founded three centuries prior to Ashkar, was once Sahba, and Hamusi, founded five centuries prior to Ashkar, was once Dil’miyun.
The Or’Rouzi are the indigenous of the northern territories beyond the Sea of Ashkar, and continue to make up a clear majority of those lands. Prior to being conquered by Ashkar, the Or’Rouzi lived in villages, towns, and cities, the largest cities becoming the cities of Hamusi and Gemeti. If the Ashkarians did not to utterly decimate the population, they would continue to do so.
Religion played a large part in Or’Rouzi society. The shamans were both the political leaders of their settlement as well as the religious leaders. Settlements were built out of wood, and were often walled by a collection of tall wooden spikes side by side. Warfare between city-states was common, so a type of defense was necessary. It did not, however, help during the Ashkarian takeover.
The Or’Rouzi, however, did not base their entire life on religion, and had an eclectic lifestyle. Their favorite sport and pastime is a type of association football, known as Ilihaus. Or’Rouzi also enjoy hearing the tales of professional storytellers and folklorists, and eventually wrote these down. Similar to their imperialist overlords, the Or’Rouzi formed a society made up of varied professions including builders, merchants, farmers, warriors, and shamans, among others.
Currently, Or’Rouzi is in a period of upheaval and disruption due to the Ashkarian invasion and their subsequent subjugation under the Rosians. Many Or’Rouzi from outside Ashkar proper are taken from their homes and sold as slaves to the rich and powerful. Many of the others have had their standard of living plummet in comparison to their ancestors, working as unskilled laborers in contruction projects for little money.
Rosian Culture
I am neither Edimmu nor Or’Rouzi, your majesty. I am of the Rosian line.
The Rosians originally were the result of the relations between Ashkarian soldiers and the indigenous Or’Rouzi, but today the origins of the Rosians are far more varied. The Rosians are the feudal lords of the northern territories, known as the Rosian Lands in their honor, instead of the Or’Rouzi majority. Despite their genetic ties with the Or’Rouzi, the Rosians elite are seldom beneficial to the Or’Rouzi majority. The Rosian nobility enjoys lavishness, wealth, and power, often building great architectural structures to expand their own glory.
The elite make up about a tenth of all Rosians. The rest serve as merchant and artisans, forming a type of proto-middle class. They are kinder and more beneficial to the Or’Rouzi, although their own interests are rarely the same as those of the Or’Rouzi, and their thoughts on their ruling brethren tend to be kinder.
The pride of the Rosians is Lord Addu ibn Baraku (508 – 596 E.C., 424 – 512 A.E.), who is the first major figure of Rosian intellectual thought. A philologist, social theorist, and philosopher, he was one of the major early figures Esagilianism. A rare philosopher to ultimately ignore metaphysics, he analyzed society and was a great influence on Dammu. As a philologist, he studied etymology and the meanings of texts, taking a critical outlook even on religious texts.
Reguli Culture
The Reguli immigrated to Ashkar first starting in 334 E.C. (250 A.E.), after their home was destroyed. They were in shambles after the destruction of Ilitscium, and a great many of them migrated to Ashkar. Poverty-stricken and depressed, things likely would have been quite different had it not been for the leadership of Philon the Great (69 – 290 A.E., 153 – 374 A.E.). They were disorganized and poor, but Philon made them an organized force, and gave them hope with his talk of divine providence.
The Reguli arrived in Gemeti, and while a few stayed most left further south, mainly to the cities of Ashkar and Argilu. They proved unpopular with the Edimmu natives at large, and Race Riots occurred in Ashkar against them, but King Samu-Sumu II was sympathetic to them, and such uprisings were quickly crushed through force of arms.
The Reguli tried to carry on as they once had before. Their standard of living had been greatly reduced, and now their home was a slum, and they were segregated away from the Edimmu majority. They found themselves barred from most professions. Prostitution, always a cultural landmark, thrived just as it had in their homeland, although now the prostitutes were destitute. Many Reguli turned to the mercantile professions, becoming merchants and financiers, while others worked inside their own community to improve the situation of the slums. The situation was better in Argilu than in Ashkar, as the mercantile rulers of Argilu were more accommodating to willing merchants, even though they were hostile to competition.
The Reguli brought forth a unique philosophy to Ashkar. They were hedonists in the absolute sense, and had a love of sensual pleasure. The Edimmu were not adverse to sensual pleasure, but they were unused to someone being so barefaced about it, and proclaiming wanton sex was a virtue rather a vice. Reguli thought was made clear by Philon the Great, who wrote plenty after arriving in Ashkar for the purpose of making clear Reguli thought and making it defensible. Philon wrote of the intrinsic value of life, and the purpose of pleasure in life as something that ought to be fulfilled. He made clear a monotheist doctrine completely foreign to the Ashkarians as well. Then he wrote the Praevian (283 A.E., 367 E.C.), a collection of five books that would soon become holy to the Reguli.
Antonia (500 – 698 E.C., 416 – 614 A.E.) brought philosophy further still with her own philosophy. Drawing from Inakkya, Edimmu defender of sex and sacred prostitution, and from the logician Zu-lum-ra, she sought to show Reguli religion was logically true. Those urges, for one thing, were not so bad, and were merely the attempts of the potentiality to reach its actuality, or the x to reach to y. Then there was the deal of the Divinitus, the Great Divine, also known as God, which she also calls the Demiurge or Great Architect, who she sees as a logical necessity for the creation of the world. She lived life as a mystic, focusing on meditation, the Divinitus, and the life of roving traveler.
Calendar
The current calendar was created by Adauya 460 E.C. (376 A.E.), who fine-tuned the earlier calendar by Apil-Seun in 160 E.C. (76 A.E.). There are four seasons, Elu-Karulla (Summer), Ahisthu, Ramman, and Aramma. Months are divided by the season they are in.
Elu-Karulla 1 (June)
Elu-Karulla 2 (July)
Elu-Karulla 3 (August)
Ahisthu 1 (September)
Ahisthu 2 (October)
Ahisthu 3 (November)
Ramman 1 (December)
Ramman 2 (January)
Ramman 3 (February)
Aramma 1 (March)
Aramma 2 (April)
Armma 3 (May)
Main Deities
Eliyahu – Allfather and King of the gods and god of the heavens Ashrata – Consort of Eliyahu and goddess of motherhood and fertility Iyanna – goddess of love, fertility, and warfare; the most popular deity Ramman – god of rain, weather, storms, hurricanes, and thunder Enka – goddess of crafts, skill, art, law and justice, civilization, mathematics, wisdom, and water Anshur – god of the wind Iluta – goddess of social justice and prophecy Elu-Karulla – the sun goddess, and Khatalul’s consort Khatalul – the moon god Ninurta – champion of the gods and god of agriculture and manliness Imkhas – god of war and destruction Tummazi – god of food and vegetation Arzigal – god of death Nuu – goddess of darkness Gabalu – the god of strength, heroes, athleticism, health, and beauty
The Holy Texts
The Abada (55 E.C., -29 A.E.) Ekagony (186 E.C., 102 A.E.) The Epic of Marduk (204 E.C., 120 A.E.) The Epic of Urshum (414 E.C., 330 A.E.) Isu’s Folktales (578 E.C., 494 A.E.)
Theology
According to the religion, there is a constant battle between order and chaos. The strongest force of Order is civilization and the layout of an orderly society. Each man, woman, and child is expected to do their duty to order and not become disorderly. Consequently, there is a strong focus on duty and rituals. Criminals, delinquents, and other malcontents help the forces of chaos through their disorderliness.
The world is cyclic. Although currently the forces of Order are in control, they will only be in control for so long, as things deteriorate over time. The forces of Chaos will once again rise and overtake the world, and it will descend into nothingness once again. However, the forces of Order shall once again rise and overtake chaos. This will happen forever.
The gods are the highest being and the objects of worship. They have interacted personally with mortals and gone among them on a number of occasions. One of the prominent features about them is a terrifying brightness around them known as “melammu,” which brought a feeling of awe and reverence to others who saw them. The gods are anthropomorphic and often acted like humans, but are thought to be more powerful, more knowledgeable, and above all immortal.
The afterlife is comparatively bleak compared to other religion such as Ilaism. The afterlife occurred in a land below the Earth called Suwala, and all go to here in death, regardless of their deeds in life, with the exception of Gabalu, who became a god. The souls are given no reward here, where they are surrounded in all-encompassing darkness and become meek and powerless ghosts.
The Myths
The traditional religion of Edimmu holds that there are many gods which are all worthy of worship, although some are more important than others. There are for instant the main deities and then dozens of named deities below them.
In the beginning there existed nothing except the primordial Chaos, and her name was Ghena, primordial goddess of Chaos. Then out of nothing came Eliyahu, whose very nature was the opposite of Ghena. Eliyahu confronted Ghena and defeated her, and from the bodies of chaos create the world.
However, Ghena had not truly disappeared. Chaos remained, and it was destined that one day Ghena would return to end the world and Chaos would once again reign. Even so, Order would not be vanquished completely either, and would once again triumph. This cycle will continue forever. Whether this is the first cycle is unclear and unknowable to mortals, and admitted by theologians to be statistically unlikely.
Eliyahu, upon creating the world, created his spouse Ashrata. They had children, and their children had offspring. Soon an entire pantheon of gods was born. The world, chaotic and unorganized, soon would become orderly. The world was infected with demons, creatures that were dedicated to the forces of chaos, led by the monstrous-looking winged Urlil, the demonic and ethereal vampiric spirit Lamashtu, who would suck the soul out of someone, and Zavreg, the first dragon.
With Eliyahu (Iyanna) as the general, the gods led the gods to fight against the demons. with Ninurta serving at the head of the army. Ninurta slew Urlil and Zavreg, but Lamashtu proved unassailable. The demons were driven to the edges of the world, and the world began to sprout as we would recognize it. The gods created plants, animals, and men.
The greatest gift of the gods to men was civilization. With the aid of the gods, the first kingdom was established under the rule of Alu-men-shar, the holiest of wise men to have ever lived. He was blessed and lived for millennia, and was consort to Iyanna. He eventually died, and his descendants were even more godlike. During this mythic period, the capital was moved several times, as the cities simply collapsed with age.
List of Antediluvian Kings
Alu-men-shar ruled 25,000 years Abi-yanna-hu ruled 84,000 years La-mun-sha-rum ruled 49,400 years En-rim-shipar ruled 23,100 years Dramizid ruled 36,000 years En-shi-pra-ir ruled 66,000 years Iralibashur ruled 35,000 years Uti-zi-mashur ruled 17,000 years
The most famous of these clearly mythological kings was Dramizid. He was a shepherd, but he also became Iyanna’s lover, as she adored him. In one of the myths, Iyanna descends to the underworld, but is only allowed to return if an entourage of demons follow her. The myth originally went that the demons see Dramizid sitting peacefully alone and seize him immediately, and Iyanna slays Lamashtu for revenge. Later accounts say that the demons only attempted to seize Dramizid, and Iyanna saved him by slaying the demons. Then Dramizid ruled as the consort of Iyanna.
After Uti-zi-mashur’s death, a great flood came that covered over the entire world. The flood had come by divine intervention, as the world was not as it should be. Despite being an important event, the reasoning for the flood is not clear, although it seems the sins of mankind was responsible. Of the survivors, Noachanu is made king, as he is the most virtuous of men, and he reestablishes civilization.
List of Early Kings
Noachanu ruled 350 years Qaradarqu ruled 225 years Gabalu ruled 300 years Darashqu ruled 240 years Bira-itui ruled 280 years Albo-hubur ruled 210 years Dinuyashtur ruled 290 years Marduk ruled 800 years Makurahhu ruled 250 years Ellulalahhu ruled 150 years Mesh-ne ruled 70 years
Gabalu, who served as the third king, is the greatest of all the Epic Heroes of the Edimmu. He was born a sheepherder, and was said to be the most beautiful and pleasant of all the mortals. Eliyahu went down to the world and tried to abduct him, but Gabalu outran him. Eliyahu agreed to leave him alone if he could defeat Ninurta, and he did so. He promptly became a hero, doing a number of impossible things and becoming King of the land. He is fated to die a heroes death, and he does not try to escape his death. For Edimmu warriors, he is the ideal, an impossible perfect hero impossible to emulate. After death he was elevated as the god of strength, heroes, health, athleticism, and beauty.
Marduk, the eighth of the post-flood kings and a demi-god, and subject of the eponymous Epic, was initially a cruel king. When Kamesh went to stop him, both of them became distracted and travel to the abode of the gods and slay the monstrous Humbraaba, but Kamesh is killed after Marduk refuses the advances of Iyanna. Marduk mourns his best friend and fears for his own death, and mourns as he comes in grasp of achieving immortality but it is stolen from him.
After the death of Mesh-ne, Noachanu the city was destroyed by the new forces lead by the great conqueror Mar-Tu. Mar-Tu claimed to be the son of Iyanna, and is the first King to be known to be historical.
The Or’Rouzi folk religion has been practiced by the Or’Rouzi for as long as it has been known, since time immemorial. As anthropology is yet to exist, no detailed studies on the roots of the religion has been done.
The Or’Rouzi folk religion is widely animist. It holds that it is not humans, Edimmu, Zaqiri, et cetera alone that have a spiritual essence or soul. Animals, plants, rocks, and inanimate objects also possess a soul. All things which have a soul are said to possess personhood and all things, in essence, are equal.
Worship takes the form of veneration of ancestors. The dead are buried in large burial grounds, each person having a mound which has their name carved in. After they die, their spirits are said to live on and watch over their descendants. As time passes, their essence slowly ascends, and they are said to become “divine.” They remain watchers, but they are no longer truly human. The ancestors are venerated in order that they may continue to watch over them even in death and bless them, and so that they will not become angry due to neglect.
The world was created by the first being and trickster spirit Siwa, who is said to still enjoy tricking the men, animals, and spirits of the world. The earth was at first only water, but then from the water earth sprouted, and then came the plants and animals.
There is said to be a world separate from the physical world, which is called the spiritual realm. Although things there are not said to be reversed, it is said to be the “other side” of existence. This is where spirits, divine beings, and demons dwell. The spirits and divine have already been dealt with. The demons are similar to the divine, but they are malevolent spiritual beings who were corrupted through negative emotion, and are believed to mostly consist of ancestral spirits who were neglected.
Religious worship is led by the shamans, who lead the religious ceremonies of the Or’Rouzi. When someone is born, a shaman blesses them. The shaman blesses both the husband and wife in a wedding, sanctifying the marriage. Burials and funerals as well are led by the shamans. In the religious ceremony, the Chanting of the Sun, which occurs at sundown at the end of every month, the chant is led by the shaman.
Shamans reach altered states of consciousness through forms of religious ecstasy. During these trances, they are said to wander around the spiritual realm and converse with spirits. It is for this reason they are revered.
Divinitism was introduced into Ashkar during the great Reguli Exodus of the 4th century E.C., as Ilitscium had been destroyed in the war with Zaqir. Ashkar blames it all on Zaqir. An influx of Divinitist Reguli entered Ashkar, and since then they have been about eight percent of Ashkar’s population.
The Divinitists believe in the "Divinitus" or "Grand Divine", an omnipotent being who takes on different forms depending on who see them and is the ruler of their Nobililis, the hivemind the Reguli. Their creation myth is that the Divinitus had created the world and then summoned life out of the sea. The Regulii will often change the Divinitus's gender at will as they believe it does not matter and worship the Divinitus by way of prayer, meditation and what can only be called "holy orgies".
The Divinitists found themselves in slums, and were unable to build the larger temples that they were used to. Instead, they were forced to found the smaller houses of worship known as Churches. The churches were often the center of the communities, and priests often served as community leaders. Many Edimmu (erroneously) view Divinitists as immoral sex worshippers.
Illaism declares there is only one God, the omnipotent Illa. There are no holy figures and prophets, only Illa, who spread the faith among the Ayels. When the faithful die, their service is reward in death, as their souls go to the moon. The Ayels are the chosen people of Illa, who generally hide from the public eye, communicating only with the Prophet of Yossod.
Illaism is a rapidly growing movement in Ashkar. It was first spread by missionaries from Yossod who had went to the Or’Rouzi colonies to spread the faith. It struck a chord with many of the Or’Rouzi. Having lived in serfdom and slavery and their old shamans being unable to give any reprieve, many of the Or’Rouzi have seen hope in Illaism and converted. About a tenth of all the Or’Rouzi have converted after the faith having been active for a century. The Ashkarians have not interfered in the spread of Or’Rouzi.
According to religious legend, the first convert was Sulay ibn Asyir (444 – 512 E.C., 360 – 428 A.E.). Sulay subsequently was one of the key missionaries of the early period. Many missionaries were driven away by the power of the shamans, and some were martyred. However, many were not, as the Or’Rouzi were looking for something new. This new faith brought them hope.
In the next century, the key figure of Illaism in Ashkar was the holy man Jabrir ibn Bakr (326 – 487 E.C., 400 – 471 A.E.). Converted to Illaism by Sulay ibn Asyir, followed him until his death, and then spent ten years in the desert. He reemerged from the desert in 522 E.C. (438 A.E.) and rapidly became the leader of the Illaist community. By 500 A.E., a tenth of the Or’Rouzi and a smaller portion of Rosians were converted to Illaism.
The flag of Ashkar, symbolizing the unity and division of the gods.
The Kingdom of Ashkar
Lightning Summary: Often described as a mystical and esotic land, Ashkar is a land where the King is said to be of divine blood and he rules with absolute power. Here, the humanities and sciences have always flourished. Religion and the gods take a central role, and each individual wishes to contribute in the eternal struggle between order and chaos. The people may look soft, but they are not. No matter how many crises occur, the people will endure.
Or’Rouzi Folk Religion 540,000 (5.4%) 100% Or'Rouzi
Ilaism: 60,000 (0.6%) 100% Or'Rouzi
Edimmu 100% Edimmu Polytheism
Reguli 100% Divinitism
Or'Rouzi 90% Or'Rouzi Folk Religion 10% Ilaism
Famous Technological Developments:
Philosophy – 3 A.E.
Sophisticated Astronomy – 281 A.E.
Catapult – 408 A.E.
State Government:
Name: Despotism
Type: Monarchy
Girbranu – King of Ashkar
Sumarael – Crown-Prince of Ashkar
Dimtu – minister of counsel concerning “special cases” (spymaster)
Hamsu – minister of counsel for diplomatic matters
Elurmu – minister of counsel the treasury
Tegal – Chaplain of the Royal Court
Infrastructure Summary
Capital City:
Ashkar
Known For: Center of Culture, the Arts, Sciences, and Religion
Other Major Cities:
Argilo
Known For: Trade Hub
Gabala-du
Known For: Metal and Jewels Production
Iliung
Known For: Marble Production and Engineering
Transportation Network Summary: There is a system of roads of stone that create a path to all the cities, and they are always a top priority. They are a consistent public work project which the King ensures is in good condition. As a steed, people use unicorns to travel. They are used either alone or to carry a carriage or caravan. Fezagh, large and brutish but loyal animals, are often used as large, moving caravans. Fezagh, due to their strength, lessen the need for bodyguard mercenaries. Fezaghs are also occasionally used to travel, which are far slower but their incredible strength guarantees safety.
Military Summary
Standing Army Size: 100,000
Crisis Army Size: 400,000
Outline of Military Tactics and Doctrine: Ashkar has held a professional army since Sumarael the Great organized it into one almost five-hundred years ago. Its core is the heavy infantry, covered in armor of leather and iron, whose main weapon is an iron spear along with their iron shields. The infantry is supported by arches, who shoot bows with iron tips with wooden bows, which can kill enemies from far away. Light infantry consists of men in leather armor, who are armed with javelins and swords. Unicorns are used as cavalry, and will carry a cavalryman wielding a long spear. Their horns are used to great effectiveness. Chariots were drawn by a pair of unicorn and holding a spearman and a pair of archers, and are used to break the enemy’s formation. The Fezagh are used as a type of heavy cavalry, and are used to break enemy formation.
Ashkar has a sense of military tactics. The army generally stands in an organized formation, although this does not extend to the light infantry, whose chief strength is mobility. The heavy infantry can engage in a shield wall formation, which will block any from breaking their formation.
Navy Size: 350
Heavy Ships - 50
Medium Ships - 230
Light Ships – 70
Crisis Navy Size: 800
Outline of Naval Tactics and Doctrine: Once the Ashkarian navy had been built and designed solely to counter Zaqir’s raiding-base naval forces, the end of the raids and wars between the two have led to a complete restructuring of the navy. Heavy ships serve as the center of the navy as the powerful vanguard supported by the medium ships, while the light ships serve an auxiliary role. Consisting of galleys, the method of destroying enemy ships consists of ramming them to pieces. This does not cause real damage to the ship which is engaging in the ramming. In regards to many things, it is clear that the navy is modeled on Zaqir’s.
Goods Available for Trade: raw natural resources listed above, weapons of iron and bronze, jewelry, wine
Trade Pacts: Zaqir and the Scalethein Empire
Estimated National Income Through Trade: 20%
Through Their Eyes...
Leaders
Character Name: Girbranu Mar-tu
Character Gender: Male
Character Race: Edimmu
Character Age: 30
Character Appearance: Girbranu is short. His hair is fine and others have called him “pretty,” his eyes gushing with innocence.
Character's Role Within Nation: King of Ashkar, Shepherd of the Edimmu People
Character Background Info: The son of a cruel and egotistical tyrant, he thankfully did not take after his father. He is unable to excel in anything, and has a fragile soul and reserved nature. It is precisely for this reason that he became beloved by the people. As a youth he would try to impress his domineering and tyrannical father. He never would. When he was seventeen, he became King. He always preferred men to women but, in typical Edimmu fashion, he still took a slept with a wife. Her name was Misira. In the plague, Misira died, and Girbranu wept and mourned bitterly. He was soon pressured into marrying again, this time to a young noble woman named Karalia. Girbranu was surprised by her spirited attitude, and she helped him get through the mourning process. About a year ago he first encountered Hugu, and felt as if he had been swept off the floor. The two are lovers today.
Other: Insulting his father, no matter how well-warranted, is the only thing that can make him angry.
Character Name: Karalia
Character Gender: Female
Character Race: Edimmu
Character Age: 23
Character Appearance: Karalia has above-average physical attractiveness, a clean complexion and an unusually thin figure even after pregnancy.
Character's Role Within Nation: The Royal Consort
Character Background Info: She was born into the high nobility, being the son of a Duke. She was a woman with both a strong heart and strong personality, her animated yet polite personality made it so she was able to thrive in the political arena of noble courts. She was glad to do so, as being a passive woman never interested her. She was the candidate for marriage to the King that eventually went through, marrying King Girbranu. She surprised the timid King, and she helped him get through his mourning crisis.
Other: She is a fearsome woman who will always stand up for her husband, as he has a problem doing this himself.
Character Name: Sumarael
Character Gender: Male
Character Race: Edimmu
Character Age: 12
Character Appearance: Sumarael is still a child, small but growing. His features are strong, and his hair is long.
Character’s Role Within Nation: The Crown Prince
Character Background Info: Sumarael is the son of King Girbranu and his former consort Misira. He was born with a fraternal twin, and her name Assiriya. The two were extraordinarily close, but during the Plague Assiriya died along with his mother, and his father mourned them bitterly. Sumarael as well would be haunted by the very memory. He always had a tense relationship with his mother-in-law Karalia. When he five, he began to be tutored by the famed Sophist Gishru. However, the teacher’s thoughts on virtue and goodness seemed to fall flat. He has been spending some time with Atu instead…
Others: Everyday he seems more and more like his grandfather, although only time will tell what the result will be.
Character Name: Edu
Character Gender: Male
Character Age: 5
Character Race: Edimmu
Character Appearance: Edu is small and growing. He tends to stare, and has a spacey look in his eyes.
Character’s Role Within Nation: Prince
Character Background Info: Edu is a young child, who is in many ways still developing. He is constantly curious, always asking questions.
Character Name: Atu
Character Gender: male
Character Age: 86
Character Appearance: Atu looks every bit his age. His hair has the characteristic longness (down below his waist), but has grayed. He has a stern, serious, and noble expression and a thin figure. He wears the flowing brown robes of the magistrates.
Character’s Role Within Nation: Minister of Counsel concerning “special matters”
Character Background Info: An austere man with an incredible intellect, he has served in the government palace for seventy years, serving with distinction. He knows everything there is to know about plotting and counterplotting there is. He is cold and calculating along with being a realist. However, he has no real ambitions, and has utter loyalty to the King, and intends on having the King keep all of his power.
Character Name: Assuritu
Character Gender: Male
Character Race: Edimmu
Character Age: 20
Character Appearance: Assuritu has a sharp appearance, and well-groomed hair.
Character's Role Within Nation: Court Noble; Count of Salimat
Character Background Info: Assuritu is a young and ambitious noble hailing from eastern Ashkar, best known for their rebellion. His family was among the nobles who were disgraced by King Anvor III. Assuritu would like to see his family once again become prominent and to increase his own personal power.
Government Officials
Character Name: Gishru
Character Gender: Male
Character Race: Edimmu
Character Age: 64
Character Appearance: His hair is long, but slightly short for an Edimmu, and his appearance is youthful. His expression is always emotionless.
Character's Role Within Nation: The Royal Tutor
Character Background Info: Previously the greatest of the living public teachers of morals. Born into the middle nobility, at the age of fifteen he began to read Amartu and his path in life was chosen. At the age of nineteen he left to join the Academy, but soon became dissatisfied, seeing the Academicians as arrogant agnostics. What really bothered him was that they discussed metaphysical skepticism, and not virtues and ethics. He became a Sophist, who became famous for speaking virtue among the people for money. Gishru was hired as the royal tutor for King Girbranu’s two sons.
Other: Along with his career as an eminent orator on morality, he wrote a number of tracts, treatises, and essays; Essays on Morality (565 E.C., 481 A.E.), On Morality (558 E.C., 474 A.E.), The Realization of Virtue (563 E.C., 479 A.E.) and Ethics (572 E.C., 488 A.E.).
Character Name: Hugu
Character Gender: male
Character Age: 29
Character Race: Edimmu
Character Appearance: Hugu is noted for his great physical attractiveness, which was what drew the eye of the King. He is thin and tall yet also quite muscular.
Character’s Role Within Nation: Chief personal aide and bodyguard to the King.
Character Background Info: Born into the warrior class, he entered into the Ashkarian Ring of Valor as a gladiator. He was incredibly unpopular with the organizers, and he would only fight in fair duels. Then he won the Almurzani and became famous. Although Girbranu does not like the arena, that was where he caught he first saw Girbranu. After a number of chance and picturesque encounters, the two of them become lovers, and Hugu became the chief personal aide to the King.
other: He is definitely the dominant half of the relationship.
Character Name: Dammu
Character Gender: Male
Character Race: Edimmu
Character Age: 26
Character Appearance: Dammu is a young Edimmu. He is plain-looking and does not stand out.
Character's Role Within Nation: Royal Aide
Character Background Info: Dammu is a commoner who went to work into the Palace in order to help support his family, struggling from the loss of income that came with the death of half of his extended family. Now he works as the Royal Aide, conducting business people have the King as a third party.
Other: Despite being a commoner, he is extraordinarily concerned with intellectual matters. He went in to the streets and talked with the teachers and sophists in order to learn philosophy and history, and his role as Royal Aide has made his quest much easier.
Generals
Character Name: Pelim
Character Gender: Female
Character Race: Elan
Character Age: 38
Character Appearance: Covered always in an array of garments befitting a great alchemist, his features are fair but fragile, and are rarely seen. Like other Elan, his skin is extremely pale and white in color.
Character’s Role within Nation: A rising star of the army of Ela’Susam; former alchemist
Character Background Info: A talented and famed alchemist, he eventually revealed his prowess at combat while commandeering a band of mercenaries his father had hire while overthrowing the old King Mekh. Since then, he has been steadily rising the ranks, but the old military brass is distrustful.
Scientists/Inventors
Character Name: Amanu
Character Gender: Male
Character Race: Edimmu
Character Age: 45
Character Appearance: Amanu is a reasonable good-looking Edimmu, although he has a number of average flaws with his complexion. He generally seems to neglect his grooming, especially his hair.
Character's Role Within Nation: Doctor and Biologist
Character Background Info: Amanu is the son of a history teacher who taught philosophy. Amanu would go down a different path, although his father’s love of philosophy was passed down. He became a doctor. Influenced by Esagilio’s confidence in scientific experimentation and impressed by his biological methodology, he sought to continue where he left off in biology. He has a reputation as an elite doctor, and he is trying to promote his own studies in biology.
Other: Amanu is an enthusiastic Esagilian, and he has eclectic interests that include philosophy and poetry. He never engages in the latter, having no skill in it.
Character Name: Ellapu
Character Gender: Male
Character Race: Edimmu
Character Age: 81
Character Appearance: He is now beginning to look older, although he doesn’t tend to care of such things. In recent years he has put on considerable weight.
Character's Role Within Nation: Botanist, Biologist, and Anatomist; former Doctor
Character Background Info: Born into a long family of doctors, he took up the family position. Gaining fame for his skill, he once was the personal physician to a number of wealthy and powerful patrons but, as he himself as said, “that was a long time ago.” Now, he is mostly interested in physiology, having since retired from the medical profession after having acquired a large sum of money.
Other: His wife, Abalya, has always been very supportive. He is estranged from his son, who disapproves vehemently of his dissection of human corpses.
Explorers
< E M P T Y >
Soldiers
< E M P T Y >
Common Folk
Character Name: Idris
Character Gender: Male
Character Race: Or’Rouzi
Character Age: 20
Character Appearance: He has a youthful appearance, yet appears waifish and thin. His clothes is ragged and well-worn.
Character’s Role Within Nation: stoneworker
Character Background Info: Born into a family of Or’Rouzi workers, he was little higher than those fellow Or’Rouzi who worked as chattel slavery. Since he was ten years old, Idris has been engaged in wage slavery, working for very little under the Lord of the Manor.
Name of Species: Saurians Genetic Compatibility: There are incredibly rare records of Saurians interbreeding with other reptilian humanoids. The children that hatch from such unions, however, are not as fertile as either of their parents. Physical Characteristics of Females: Saurians (also known as lizardfolk) are a race of amphibious, bipedal reptilian humanoids. They resemble monitor lizards and have some obvious sexual dimorphism, but not in the mammalian way: their females are the stronger gender, tall and sinewy, and the males are smaller and seen as more delicate and gentle. Some saurians, both male and female, have scales that blend in with their surroundings. They are believed to have a destiny as warriors.
Female saurians are the more powerfully built and more dominant of the two genders. They typically stand between seven and eight feet in height, though there are outliers who are much shorter or somewhat taller. Their scales tend are typically brown, red, or sandy, and their bodies are muscular.
Some humans expect female saurians to have some characteristics belonging to human females, most notably some sort of breasts. Saurians, of course, laugh at this idea. They are reptilian. They do not have mammary glands.
Physical Characteristics of Males: Male saurians are much smaller than their female counterparts, typically standing between five and six feet tall. They have a much wider array of scale colors - blues and greens and purples and blacks, for instance - and some even have a prismatic look to them, their scales shifting in coloration depending on the light. They often have spotted fins that display an array of shapes, and they take great care of their appearance so they may win the attention of female saurians with their beauty.
Life-Span: Saurians reach adulthood very quickly (around 8 years) and if they are not killed in battle may live between 80-120 years of age. Diet: Omnivore - Saurians favor meat, but also eat fruit, certain greens, and insects (especially the giant variety of insect). Racial Attributes:
Comfortable in desert and tropical climates
Incredibly uncomfortable in cold climates - extreme cold can kill them easily
Moderate regenerative capabilities (slow regeneration, but can regrow limbs over the course of several (5-8) weeks)
Amphibious
Tough hide
Age: Saurians of today have existed for roughly one hundred thousand years. There are proto-saurians that existed before them.
Replace "Zapotep" with "Zaqir."
Name of City: Zaqir Population:
200,000 Saurians (roughly even numbers in favor of men)
50,000 Humans freefolk (roughly even gender numbers in favor of women)
50,000 Human slaves (roughly even gender numbers in favor of women)
Negligible number of half-breeds
Known For: Nest of raiders, large fleet, sugarcane, exotic wood, fish, fine falcatas Culture: The female-dominated society of Zaqir is not unlike the male-dominated societies of other realms. This reflects the nature of the saurians: their women are strong and warrior-like whereas their men are naturally smaller and slighter of build.
Fighting is a central component of Zaqiri culture, but that does not make them conquerors. Rather, the people of Zaqir are raiders and plunderers, attacking shoreline provinces for the sake of taking valuables and slaves to fuel their economy at home. This is not to say that expansionism is something Zaqir does not entertain. Far from it. However, Zaqir's tribes know better than to waste resources on holding onto distant foreign lands, and at the moment are far more concerned with going on maritime adventures for gold and glory.
Interestingly, Zaqir's people do not have any great hatred for foreigners, and indeed are also known to sail great distances to trade with others... including the Prometheans. They know when they have met someone they cannot bully, and those people they treat as equals.
Zaqiri clothing is airy and easy to breathe in as befits the sort of clothing one might wear in the desert. They favor long tunics that reach down to just above their knees, loose knee-length pants, and intricately patterned, colorful sashes. Their armor is likewise breathable: simple chainmail with cloth woven into it is favored when affordable, and otherwise simple clothing is seen as sufficient protection. Turbans are commonly worn by saurians and humans alike in Zaqir.
There is a great respect among the saurians for heroic exploits, especially those of battle, and a great many songs and stories are told of those brave few who fought against impossible odds. Whether or not such legends are true, they are the heart of Zaqir's culture. Zaqiri youths look forward to the day they can take to their ships, don their bronze mail, and bring their falcatas into battle against their enemies.
When captives are taken as slaves by Zaqir, they are expected to live for a certain number of years as slaves. After a certain amount of time - usually ten to fifteen years - they are released to live as freefolk in Zaqir.
Religion Overview: Zaqir's tribes still worship a pantheon of spirits that are clearly their own, but at the head of these gods is an overdeity that bears some resemblance to the the Great Ape of the Prometheans and the Grand Divine of the Regulii. Their name for this deity is simply the Divine, and their traditional patron spirits are seen as subservient to the Divine, or at times as its enemies. They worship the Divine with animal sacrifice... and human sacrifice on special occasions.
Government Type: Stratocratic-Republican Dictatorship - Only Saurian women may participate in the government, and even then only those who have fought in a war or in a series of raids. They elect tribal leaders who in turn elect a single woman to rule the city. This saurian rules over Zaqir with undisputed control, and the only check against her power is the possibility of a coup. Calendar: Promethean
Late Ancient Era Nation Summary
The Dominion of Zaqir
Overview: Famous first and foremost for the warlike nature of its inhabitants, the Dominion of Zaqir is also known for its thriving markets, its bloody gladiatorial contests, and its eclectic collection of cultures and races. The capital, Zaqir itself, is the wealthiest city in the known world. The impressive Conqueror's Canal runs through the Zaqiri peninsula, connecting the northern and southern parts of the world more easily and allowing Zaqiri raiders to influence ever-more distant realms. Still, the raiding culture is in its death throes, and it's very possible that the glory days of Zaqir will fade with it.
Government: Zaqir is ruled by its Potentate, an undisputed dictator who earns her position by being elected to the position by the Circle, killing her predecessor, or just muscling the Circle into submitting to her rule. Most times, killing one's predecessor is enough to earn the Circle's vote, but dissatisfied members of the Circle (or other members of society) may hire assassins to get rid of the usurper. This means that the political process often involves long periods of infighting among Zaqir's leaders as they vie to become the ruler of the Dominion.
The Circle is elected by the people of Zaqir, though if the Potentate disagrees with the people's choices she may very well execute the elected official, often in single combat. Only Zaqiri women who have experience as mercenaries or raiders may vote in Zaqiri society. Men are barred from voting at all with the notable exception of Jandoo men: in Jandoo culture, men are the equals of women, and Zaqir has allowed Jandoo men to elect officials and to be elected as them so long as they fight for the Dominion.
What Your Nation Can Offer: Zaqir is a wealthy nation that needs ever-increasing stocks of iron and steel. It definitely has the money to buy the necessary metals. There's good luxuries to be had from Zaqir, too: exotic woods, sugarcane, dyes, fish, and spices all make for a rather enticing array of products. Zaqir also makes a better ally than enemy: though it hasn't won every war it's fought, its enemies have universally suffered greatly from fighting Zaqir. Its military might is definitely a real threat in the world, and its mercenaries have proven themselves to be useful additions to any army.
Military Strengths and Weaknesses: Zaqir has the world's largest, strongest fleet, and its armies boast some of the world's best infantry. However, the saurian military completely lacks cavalry, using wild boars and serpent flies as surrogates for that combat role, and doesn't field organized lines of spears or pikes. While they are skilled at mass charges and the shield wall formation, Zaqir would do well to discipline its warriors and turn them into soldiers. Still, they're terrific fighters if they can turn a battle into a mass melee.
Thanks to the Signal Corps, Zaqiri warriors can field more complex tactics on the battlefield. Once they've clashed with the enemy, however, it's nigh impossible to get Zaqir's women to pull back from the fight. Once they're locked in melee, they stay in the melee unless an all-out retreat begins.
Zaqir's arsenal of troops is rather unorthodox in comparison to other nations. For one, saurian and soun'yei raiders are more than capable of amphibious assaults (though the soun'yei are unable to walk on land themselves). Zaqir has beasts of war - boars and serpent flies - to field instead of cavalry, and the Jandoo tribespeople use hardened balls of acid launched from sling staves rather than conventional ranged weapons. Also, the very nature of saurians, both the normal sort and the Jandoo subrace, allow them to literally fight tooth and claw. Their wailing missiles, the beating of their shields, their warcries: all of these are meant to intimidate the enemy and frighten them into losing the battle. When combined, this variety of strange tactics and soldiers can overwhelm an enemy who has not studied their opponent well enough.
It's worth noting that Zaqir is a difficult place to invade. Sweltering hot jungles flanked by the very seas the saurians have mastered makes their land perilous to attack. Their cities are well defended, too, and seasonal raiders are good at spotting assaults before they arrive.
Population and Races: 8,000,000 total estimate
Saurians - 5,200,000
Humans - 1,300,000
Asqari - 900,000
Regulii - 300,000
Jandoo (Saurian subrace) - 200,000
Soun'yei - 50,000
Half-breeds - 30,000
Other - 20,000
Religions:
Religion Name: Cult of the Divine
Type: Monotheism with Shamanistic and Hero-Worship elements
Name of Believers: Diviners
Overview of Beliefs: A mixture of the original tribal beliefs of the ancient saurians and the beliefs of the neighboring Regulii of Ilitscium, the Cult of the Divine expresses worship of a single, true God known as the Divine. However, there are many lesser spirits in the world besides this God, each of whom have some power and influence. Some are the Divine's servants; some are the Divine's enemies. Others still are the souls of the ancestors and great heroes who help and answer the worthy.
The Cult of the Divine believes that God has several different aspects, each of which represents a different ideal or element. The Divine has an aspect of storms, of war, of mercy, and more. All of these faces, however, are merely faces of the one true God who is supreme.
Religion Name: Temple of Ila
Type: Strict Monotheism
Name of Believers: Ilaists
Overview of Beliefs: The faith of the Temple of Ila is that of a single omnipotent and omniscient entity, one of such great power that it is beyond the complete understanding of any mortal. Ilaism holds to the belief that the Sun and Moons are both glimpses at other worlds, other worlds which make up the afterlife of Ilaism. They believe that in the beginning Ila (simply the Yossodite word for 'God') created the world, the sun, and the twin moons, as well as the mortals which would come to inhabit them. The ayels had always been the favoured children of Ila, and they loved their great God in return. But legend holds that the nameless race grew jealous of the ayels, and in an act of betrayal butchered them and drove them from their homes on the twin moons. As retribution for this horrendous act, Ila would strip the race of its name, drive them from the twin moons, and set the Sun alight so they would burn eternally for their treachery. And such is was that Ila made the twin moons a paradise, for now he decreed it would be that the souls of the virtuous would come there to live for eternity, whilst the souls of the wicked would burn in the sun.
Ilaism puts a massive emphasis on living a life of virtue, and the greatest virtue is to submit oneself to God and do his will. However, the Temple of Ila has no single holy figure or prophet around which the faith revolves. The Temple's "Prophet" is simply the mouthpiece for and one of the few humans who communicate with the Ayels, who are the Chosen Children of Ila and above all other mortal races. It is they who, through the Prophet, communicate the Word of God to the masses and it is the series of Ayelic Edicts that set down the religious laws and codified beliefs for the Temple of Ila.
Religion Name: Shamanism
Type: Shamanism
Name of Believers: Shamanists
Overview of Beliefs: A minority in the Dominion, Shamanists are practitioners of ancient, tribal saurian and human beliefs that originate from the jungle. Most of the practitioners either live deep within the jungle or live on the Jandoo Isles. They worship a plethora of spirits and gods, and their beliefs vary widely from tribe to tribe.
Philosophies
Philosophy Name: Samaksism
Type: Martial Philosophy
Name of Believers: Samaksists
Overview of Beliefs: Also known as the School of Martial Excellence, Samaksism emphasizes personal skill and strength. The greatest virtue to ardent Samaksists is to become a better fighter. They approach all their problems head-on, and while they are much more than brute warriors, Samaksists nevertheless do not care for the study of tactics or deception. This makes Samaksists especially skilled at single combat but lacking in other areas.
Philosophy Name: Mazarism
Type: Martial Philosophy
Name of Believers: Mazari
Overview of Beliefs: A rather practical school of thought, Mazarism is a martial philosophy which encourages the growth of skill and strength but puts greater emphasis on tactics, deception, and knowledge applicable to the battlefield. The acquisition and defense of knowledge is highly important in Mazarism: hiding information from your enemy while gathering enough to act wisely is key to victory. "All great victories are founded on one side knowing everything and the other knowing nothing," claimed its founder, and Mazarists still heed those words to this day. Personal glory is as much a pursuit for Mazarists as it is for any other saurian, but Mazarists earn that glory through cunning rather than overwhelming strength.
Philosophy Name: Ilism
Type: Martial/Religious Philosophy
Name of Believers: Ilists
Overview of Beliefs: Where Mazarism and Samaksism emphasize the betterment of the self, Ilism emphasizes the betterment of the group. A highly religious philosophy, Ilism encourages its practitioners to fight together, not as individuals, and to fight for the Divine - or God - rather than themselves. Ilists tend to have good battlefield discipline and devote their lives to their craft, perhaps even more zealously than other saurians do.
Capital City: Zaqir
Secondary Cities:
Asqar - Chief population is Asqari. Produces silk, spices, fish, and wood. Home of some master smiths, but has to important their iron. Caraq - Produces bronze, copper, tin, and fish. Serves as the northernmost port for raiders. Jandoo Isles - Also known as the Burning Isles. Home of the Jandoo people. Very hot. Jungle. Rich deposits of gold, iron, and silver. New Ilitscium - Built from the ruins of Ilitscium. Important center of land trade. Good farmland. Ship building site. Tourist hub. Or'Rouz Isles - Home of the Or'Rouz people. Naval base for Zaqir. Serves as the southernmost port for raiders. Produces sea-related goods. Sasham - City by the lakes. Chief population is human. Fertile farmland. Supplies fresh food, wood, and copper to Zaqir. Shaqir - One of two major industrial centers. Produces lots of stone, bronze, copper, and tin. Tiraqir - Second biggest Zaqiri city. One of two major industrial centers. Produces lots of fish and pearls.
Through Their Eyes...
[b]Character Name:[/b]
[b]Character Gender:[/b]
[b]Character Race:[/b]
[b]Character Age:[/b]
[b]Character Appearance:[/b]
[b]Character's Role Within Nation:[/b]
[b]Character Background Info:[/b]
[b]Other:[/b]
Leaders: Monarchs, Emperors, Prime Ministers etc
Government Officials: Prominent members of government who do not necessarily dictate the direction of a nation, but may have a hand in influencing it.
Generals: Leaders of armies who are not necessarily linked to the running of state, but rather, the leading of armies. Commanders, Lords, Princes, Admirals, Captains - that kind of role.
Scientists/Inventors: Individuals whose research and experiments are likely to procure ground breaking results in the very near future. Could for example, be someone on the verge of figuring out how to harness gun powder in an effective form.
Explorers: Individuals who have accumulated enough wealth, or who have been sponsored by rich benefactors, to set sail beyond the great seas to lands yet unknown. Think Christopher Columbus.
Soldiers: Individuals of great skill and renown (or not?), who have made their living in the trenches or on the sands of some Gods forsaken arena, but whose story might bring grit to the tale of an entire Empire.
Common Folk: Every day citizens and subjects, or slaves, who may yet one day be of some significance to the history of your nation.
Leaders
Character Name: Tereza the Stonecleaver, Potentate of the Zaqiri Dominion
Character Gender: Female
Character Race: Saurian
Character Age: 40 (adult)
Character Appearance: Though she's a bit small for a saurian woman, standing at a mere seven feet and two inches, Tereza wears all the scars that belong to a veteran of many battles. They indicate that she might have lost one or both of her arms in the past, but like all saurians she was able to regrow her missing limbs. She has sandy yellow scales and a rather typical build for a saurian warrior: lean and muscular. She has long, sharp fins running down the back of her head to her tail, a rare trait among saurians, and has some webbing between her claws.
When not in her armor, Tereza has what other races might call a "kingly" appearance. She wears a white turban which is adorned with golden chains in a lattice pattern, and resting about her turban is a golden crown jeweled with beautiful amethysts. She wears a light robe, also white, embroidered with golden thread and decorated with black and purple beads of quartz. A series of thin steel discs woven on the outside serve as armor in the event of an assassination attempt. She wears golden bracers and anklets with this outfit.
For battle, Tereza dresses in impressive armor. Her turban is replaced with an Asqari Warhelm, a design based off of Ashkari helmets but with a piece of metal placed over the eyes. It is, of course, specially designed for her as she is saurian, not Asqari. She wears a thick steel breastplate, and under that a long-sleeved chainmail shirt which reaches down to her knees, and underneath that carefully-woven silk cloth that can be used for bandaging in an emergency. Her armor is all highly decorative without sacrificing function. The most bold image is carved into her breastplate: the symbol of Zaqir's bloody sword pointing downward, the bloody blade's outline painted red.
Tereza's wields two weapons. The first is a one-handed sword which looks like the bloody blade and has the same straight edge - a good weapon for thrusting, parrying, and slashing. Her second weapon is a handaxe made completely from steel. It is deceptively small, but it is this very axe with which Tereza earned the name "Stonecleaver," cutting through statues and pinning her enemies to walls. She carries several light axes for throwing at her enemies.
Character's Role Within Nation: Something that other races never understand about saurians concerns the roles of government and war in their culture. For most nations war is an extension of politics. The opposite is true in Zaqir: politics is an extension of war.
Potentate Tereza represents this truth. As leader of her people, she is expected to find good battles for them to fight, and if she fails to do so then she will be replaced by the political process of revolt and assassination so that the common people can have the war they so desperately need. A Potentate must be strong, bold, and cunning. Tereza possesses these qualities, or else she would not have managed to maintain her position. She needs that strength to stay alive, her boldness to have the willingness to attack, and her cunning to know who to attack.
The Potentate is the undisputed dictator of Zaqir. Tereza's word is law, and anyone who attempts to usurp her rule may answer to her directly.
But there are those who would yet wish to take Tereza's life. Several factions within Zaqir as well as foreign powers would find it beneficial to throw Zaqir into a state of civil war and unrest once again. Perhaps this time someone will be successful...
Character Background Info: Not much is known about Tereza's history. She is known to have fought in the Conquest of the Burning Isles, and she's fought in the Almurzani once before. However, there are large gaps in her history, and if she has relatives she hasn't made them known to the world. She simply made a bid to become Potentate one day during all the period between 480-489 A.E. She was formally accepted by the Circle in 489, and the Stonecleaver has been a strong Potentate since then.
Other: Rumor has it that Tereza wants to start an invasion very, very soon. The question is... who will she invade?
Government Officials
Character Name: Warleader Ambul the Spitter
Character Gender: Male
Character Race: Saurian (Jandoo)
Character Age: 109 (elderly)
Character Appearance: Standing five feet and ten inches tall, Ambul is not what one would expect of a saurian warleader. Firstly, he is male. Secondly, he is small, as saurian males all are. Finally, he doesn't have the build of a titan or of a strong, lean duelist, but rather has a pot belly like a toad's and is a hunchback. Yet this same decrepit figure almost led Jandoo guerrillas to victory against the vastly superior armies of Zaqir. He may not look like much, but looks can be deceiving.
Character's Role Within Nation: Leader of the Mazari. Ambul is a strategist who employs tactics mainstream Zaqiri minds would find dishonorable. He also fought hard against the Conquest of Jandoo. Nevertheless, this saurian of the Burning Isles has become a loyal member of the Zaqiri Circle and has aspirations to one day be Potentate.
Ambul understands the Zaqiri need for war and would not discourage it. However, he would have Zaqir align itself with another nation first. He feels Ashkar makes for a natural ally.
Character Background Info: Once the leader of the Jandoo resistance, Ambul is now a loyal subject of Zaqir. He managed to become a member of the Circle as he was chosen by his people to represent them.
Other: Like all Jandoo, Ambul can create balls of acidic spit. Unlike most Jandoo, he can also spit streams of acid quite accurately thanks to a gap in his teeth. This makes him much more dangerous than he would seem.
Character Name: Warleader Cizana the Sharkblooded
Character Gender: Female
Character Race: Saurian
Character Age: 85 (elderly)
Character Appearance: An albino saurian, Cizana has white scales and bright red eyes that always seem hungry for more blood. She is tall, lean, and wields a massive trident which is deadly in her hands. She wears no armor and indeed leaves her chest bare, letting all the world see her battle scars and the places where even the best-aimed arrows have failed to slay her. Those who meet her are surprised to learn just how old she actually is, for she has the vitality of someone far younger than herself.
Character's Role Within Nation: Leader of the Samaksists. Cizana was one of the warriors who fought to be Potentate in the interim period preceding Tereza's ascension to the Zaqiri throne. She is still bitter over her loss, but as she has been spared by the Potentate after losing a duel, she has begrudgingly accepted the Potentate as her ruler. She is a magnificent warrior and deeply believes that the throne belongs to the best fighter. Should Tereza die, that would be Cizana.
Cizana deeply respects Bloodaxe for his physical power and brutality. She believes Zaqir has a natural ally among the dwarves, though she laments that the dwarves still remain aligned with the weak kobolds...
Character Background Info: Although an accomplished Captain, Cizana was relatively unknown to the public eye until she won second place as a Single Combat fighter in the Almurzani in 490 A.E, losing only to a highly talented soldier from Ashkar. The Samaksists quickly chose to make her their leader. Though she is old, white-scaled Cizana has since turned out to be a determined politician with strong traditionalist values.
Other:
Character Name: Warleader Naula the Stout
Character Gender: Female
Character Race: Asqari
Character Age: 50 (middle age)
Character Appearance: Dressed in brilliant blue silks and silvery steel chainmail, Naula makes for a proud looking woman indeed. She has the dark skin associated with Ashkar's people, a long nose, expressive eyebrows, and short-cut brown hair. Her favored weapon is a stout Asqari spear, and her shield is oval-shaped rather than circular. She smiles warmly and is very diplomatic.
Character's Role Within Nation: Leader of the secret Asqari independence faction. While not all Asqari wish to be independent of Zaqir, many do believe that the time has come for them to be independent. They see Zaqiri culture as a kindred one, but still one that is different, and so they would like to claim independence while remaining allies of the Dominion. Naula is the leader of this faction, and she realizes that Zaqir will never let Asqar leave the Dominion without a fight. She plans to give it to them.
Character Background Info: There is little to be said of Naula. She was raised in the Asqari warrior culture, and she grew up feeling fiercely proud of her heritage. She saw the failed attempts on Asqar's part to break free of the Dominion, and while she did not take part in this war, she definitely felt the same wish for freedom many of her people do. She is now in a position to perhaps bring her people that chance to be free once: she is a member of the Circle.
Other:
Character Name: Warleader Rafiqa the Godsworn
Character Gender: Female
Character Race: Saurian
Character Age: 20 (young adult)
Character Appearance: Rafiqa herself is not very distinct. She is of average height for a saurian woman (six and a half feet). She does have the rare chameleon-like scales some Zaqiri folk are blessed with, but otherwise there is very little about her that stands out. What she does have, however, is a look of pride and self-confidence that nobody can truly shake.
Rafiqa's weapon is a beautiful double-headed battleaxe made in Yossod. Its blades are shaped like crescent moons, and its shaft has pearls embedded in it. The wood itself is black, and the weapon has incredible balance. The Ilist's shield depicts a white full moon laid against a field of black. Her armor is a coat of chainmail painted oiled until likewise stained to be ebony with a sheen. When she wears this armor, she can appear like a shadow because her scales turn as dark as her armor, and her yellow eyes stand out when this happens.
Character's Role Within Nation: Leader of the Ilists. Rafiqa is a passionate speaker with a calm tone, and she has increasingly large crowds who listen to her preach and speak of the state of the nation. She does not speak out against Tereza, but she has been building her power base slowly. The Ilists may be the most powerful faction in Zaqir now. Rafiqa may be young, but she is influential nevertheless.
If someone wanted to find a Zaqiri warrior more zealous in their devotion to Ila, they'd be hard pressed indeed. Rafiqa is devoted to Ila, the one true God, and would make a martyr of herself to spread Ila's word. She has a healthy communication with the Brotherhood of the Covenant.
Character Background Info: The details of Rafiqa's history are brief. She reached the age of six, began doing mercenary work early, and when she was dying was saved by a Brother of the Covenant while she was serving in Yossod. She has since devoted her life to serving Ila, and would do anything for her God.
Other: Rafiqa has devoted herself so thoroughly to Ila that she has never had a lover and does not seem inclined to take one any time soon.
Generals
Character Name: Commander Tana the Noseless
Character Gender: Female
Character Race: Human
Character Age: 31 (adult)
Character Appearance: Tana is not a pretty sight to look at. Her nose has been cut off (as her name suggests) and has dark brown skin scarred heavily by the trials of war. She carries a variety of weapons and prefers to wear light, padded armor to the chainmail favored by other Zaqiri leaders. The only indicator of her high station is the winged helmet she wears on her head.
Character's Role Within Nation: Tana is one of Zaqir's fleet commanders and is experienced in the art of war. She is ruthless in her tactics and executes her plans swiftly, but she's actually quite amiable once the fighting is over. To her, a battle should be finished as quickly as possible to minimize death, glorious though battle may be, and prisoners should be treated with the utmost respect... unless they are cowards who refused to fight.
Character Background Info: An Or'Rouzi native, Tana became a raider at the ripe age of 15 and lost her nose in her first battle. She was mocked back then, but she has since proven herself to be an able leader.
Other: Tana's helmet was looted from the corpse of a would-be adventurer that got tangled in a fight with Tana's crew. She liked the design so much that she made a new figurehead of her ship depicting a sword with wings spreading out from the hilt. It's incredibly apt given that her vessel is a modern Swordfish design.
Scientists/Inventors
Character Name: Yzzy
Character Gender: Male
Character Race: Saurian
Character Age: 50 (middle age)
Character Appearance: Yzzy is a smaller saurian, standing at five feet and three inches tall. He has brilliant blue scales and a rather thin build as is typical for his sex. He wears thick sand-colored robes most of the time and wears simple jewelry adorned with green gemstones. His eyes are a predatory yellow.
Character's Role Within Nation: Yzzy is an alchemist who has been tinkering with various chemicals for a long time. He has already discovered some of the... err, unique properties that can be found when combining sulfur, charcoal, and saltpeter. All that remains is to find a way to make it useful... And Yzzy has a few ideas.
Character Background Info: Yzzy was a miner long before he became an alchemist, and he used the money he earned in his former profession to purchase an education for himself. He then married a saurian raider and has happily raised their children since. Only within the last five years has he begun to realize the potential that sulfur could have...
Other: Yzzy is considered to be a very attractive man by saurian standards. Other races would beg to differ. He is a married man and happily stays at home taking care of the hatchlings... while, of course, experimenting with his explosives.
Explorers
Character Name: Zorai the Massive
Character Gender: Female
Character Race: Saurian
Character Age: 63 (middle age)
Character Appearance: Put bluntly, Zorai is huge. She towers over everyone around her, reaching a whopping nine feet and seven inches in height - almost half the size of some stone trolls. She also has a series of spiky protrusions rising from the back of her neck and more along her jawline, and with her bright red scales she stands out in a crowd. She's not sinewy like most saurians but rather broad of shoulder and build, making her seem even more like a giant.
Many remember Zorai for her characteristic shield: a huge thing, a round shield in Zaqiri fashion but larger and made entirely of steel. She depends on this more than her chainmail to protect her, and carries alongside it a large, straight sword which most would require two hands to wield - but not Zorai. Its silver hilt has a pommel shaped and carved like an oyster, the lines of which have an inlay made of aquamarine.
Zorai's clothing is of a simple make, and her armor is unadorned although it is very effective. She wears a padded mail cap on her head (coifs do not function so well due to her spikes) and has a belt with a silver buckle.
Character's Role Within Nation: Zorai is a famous figure and a past winner of the Almurzani, one of a pair of fighters. However, she has evaded any attempts to give her command of her own raiding crew, and has retreated into social obscurity. Even still, her words and actions have considerable weight in Zaqiri politics. She is loved by the common people (who do not know how greatly her beliefs differ from theirs) and has sailed about much of the known world.
Zorai unwittingly serves as a contrast to the greater blood-crazed mindset of her people, having grown disillusioned with some particulars of their lifestyle, especially in the wake of Bloodaxe's actions and the lessons he took from fighting alongside Zaqiri warriors. She is no pacifist, but she no longer accepts combat for combat's sake. She searches for a higher meaning to it all, and has thus far been dissatisfied with the martial philosophies of her people. Yet she remains the epitome of what it means to be a saurian warrior: powerful, dangerous, and defined by a lifetime of bloodshed.
Character Background Info: Zorai was too young - three years old - to join the battle against the Scalethein Empire when war broke out. Her mother died in that war, and her father died at home of illness. But her aunt who had fought in the war took her in as her own child and told her of the glory that could be found on the battlefield. She learned from a young age that the greatest glory was to fight impossible odds and win. Zorai swore she would make her brave mother proud.
Zorai's size and strength became obvious at an early age. She had a powerful, heavyset build the likes of which was the admiration of saurians everywhere (and was extremely attractive to the males). She only grew bigger as she grew older, and by the time she was twelve years old she reached her full height, towering over all her kin. The impressive strength that came with her size made her a fearsome raider. She had, too, a keen mind, and practiced all three schools of martial thought. She finally came to favor Ilist and Mazari philosophy (though not the Ila religion), both of which prepared her for well for the Almurzani of 460 A.E.
Zorai was paired with a veteran warrior, the dwarf named Bloodaxe, and the two of them proved to be an incredibly capable team. She was the defensive element on the team, using her long reach and her huge shield to keep their opponents at bay and off-balance until Bloodaxe could finish them off, and she was no slouch when it came to the attack, either. Bloodaxe offered a terrible, animal-like ferocity, eagerly going at their enemies with his two-handed axe. In the end, though, the popular duo lost to a pair of experienced kobold ring fighters. They left the arena in shame, but also became good friends. Though their paths would take them to different battlegrounds, Zorai and Bloodaxe kept in contact with one another.
Zorai spent several years afterwards raiding under the tutelage of her aunt who wished her niece to replace her as captain of her raiding vessel. Yet as she joined her aunt on her adventures, she came to realize that she found no joy in pillaging and plundering. Her enemies were not warriors: they were peasants, farmers, fishers, and occasionally sailors who felt forced to fight. Oftentimes their enemies surrendered rather than risk death, and Zorai came to understand that the fear and hatred in their eyes was not the same as the respect between warriors. All of this confused her greatly: was not the warrior profession that which should be admired? Was battle not intended to better both the victor and the loser? Why, then, did these people hate the deed so?
Zorai decided to cease raiding and told her aunt she would go on adventures of her own. And she did: for five years she traveled across the land, delving into the jungles, fighting monsters in the lands east of Asqar, and even traveling to Yossod and serving there as a mercenary for some time. These experiences were much better for her. Working as a caravan guard in Yossod, fighting off wild beasts and barbarian raiders, exploring places long forgotten - all of these things seemed much more rewarding, at least on a spiritual level, to Zorai. She finally returned home in the early part of 479 A.E. and was quickly contacted by her old friend, Bloodaxe.
Together, Zorai and Bloodaxe perfected their martial arts. They trained with different weapons, practiced fighting in different ways, critiqued one another and overall became better warriors. Each developed their own new style of fighting. Zorai's took advantage of her huge size, and she came to time her swings and movements better than ever before.
When the Almurzani of 470 began, the pair performed exceptionally well, even better than before. The final round was between them and the very same two kobolds they'd fought before. Bloodaxe quickly dispatched of his own enemy, but just as Zorai was accepting the surrender of her opponent, he came in and chopped off the kobold's head. Zorai watched him trick his way out of being executed for his actions, convincing the crowd and the referees of his innocence. His head, he claimed, was still ringing from a blow to the head, and he had been deafened. But Zorai knew better. She knew he'd entered the round intending to make sure neither of their opponents ever breathed again. Bloodaxe wanted revenge as much as he wanted victory.
The saurian accepted her reward and the prestige that came with their victory in the Almurzani. She gave Bloodaxe the impression that the two of them were still on good terms, but silently she wished nothing more than to part with him, and indeed with Zaqir, for a very long time. She was disillusioned and felt her victory in the arena was undeserved. She was undeserving of any honors for her part in the murder of a brave fighter.
Zorai has wandered the world since then, exploring the farthest parts of the known world and even beyond. The legendary warrior returns to Zaqir on rare occasions, but she cannot bring herself to stay. She feels a terrible shame and a need to redeem herself. She's merely trying to answer the question of how.
Other: Like her former friend, Bloodaxe, Zorai has come to speak several languages. She's a wanderer, taking passage on ships and with caravans whenever possible, and constantly moves from place to place, searching for something worth fighting for.
Over the course of her travels, Zorai has found herself seeking emotional rather than physical connection when seeking would-be lovers. The only two people she's ever been sexually involved with have, oddly, been human women. Zorai does not speak of this, nor of her rather non-physical desires, to anyone except those she trusts very dearly. She has wondered in the past if these behaviors of hers are shameful as well. They are certainly not the norm in any society she knows of.
Soldiers
< E M P T Y >
Common Folk
Character Name: Melina Metaxas
Character Gender: Female
Character Race: Regulii
Character Age: 27 (young adult)
Character Appearance: A stunning beauty, Melina has the pointed ears of her people, olive skin, and incredibly long, curly black hair. Her eyelashes are long and dark, her body slender, and her eyes a brilliant purple. She wears... very revealing clothes.
Character's Role Within Nation: Melina is a merchant who travels across the Red Shores and the Pearly Sea, bringing news from abroad to every nation she stops by in and helping foster the trade between nations in this era.
Character Background Info: Born in New Ilitscium, Melina's father was a merchant and her mother was a lady of the night. Melina is a little of both, a far-ranging trader who is willing to use her beauty to get better prices on whatever goods she needs. She has her own vessel, a flag and accompanying papers which state she is under the protection of Zaqir (and thus is not to have her ship plundered by Zaqiri raiders), and has managed to make a small mercantile empire for herself.
Other: Melina actually has several children already. None of them are old enough to travel with her, and she can't remember exactly who their fathers are. Two of her children are half-Soun'yei twins, one is purebred Regulii, and the fourth has distinctly human traits.
Genetic Compatibility: Soun'yei's are genetically compatible with all races. However, naturally, they struggle to have healthy offspring. It is believed that interspecies couplings will have even lower chances of healthy children.
Physical Characteristics of Males: The males of this aquatic species are more muscular than their female counterparts. They have single row of sharp teeth, gills on the side of their necks and very large eyes that are great for seeing underwater but not for seeing above land. Both species have tails and fins on their arms for swimming, however the males have dark colored scales. Male Soun'yei's allow for their hair to grow long, braiding it in various styles. Because they are more muscular, males are slower than their female counterparts. They are built for brute strength, rather than precision.
Physical Characteristics of Females: The female Soun'yei tends to be smaller in size with the same basic attributes as males; gills, tails, fins. The differences begin with their hair. Females--especially females with young, keep their hair short. They sleep close to their children and the idea of long hair getting tangled around a infants neck is the motivation behind these short haircuts. Females have 2 rows of teeth rather than one, both extremely sharp and both retractable. Females are built for precision and speed to keep their children safe and far away from predators.
Life-Span: On average, a Soun'yei enters it's prime at about 150 years of age. The middle years begin around 250, and old age begins at 300.
Diet: Omnivores.
Racial Attributes: The Soun'yei can only breathe on land for a short period of time before returning to sea. Above sea level they often use echolocation to combat their poor eyesight. Beneath the sea, they use echolocation primarily when hunting or traveling long distance.
This species is very sensitive to the temperature of their water. Drastic changes can be life threatening.
The Soun'yei also have disposable teeth. Lose a tooth, another will grow in it's place. Always--with the exception of milk teeth.
Age: Hm. Well, I suppose that the Soun'yei have been around for at least 50,000-55,000 years. They've been developing cities for 8,000 years.
Flag: TEAL/BLUE/ORANGE WID A CRESCENTMOON ON IT
Name of City: The King resides in the west with the Omnivore Clan, the city is called Bas. Population: 18,000 Males: 9,000 Females: 8,000 Half-Races: 1,000
Known For: The City of Bas is known for the residence of the Ruling Family and their religious beliefs. They're also rather pretty to look at. Industrial. They'll work hard to produce what they can, from Jewelry to weapons.
Culture: The culture of this species tends to be the same despite their separation. Women come first in all things--food and shelter primarily. Children too. Education is uniform across the board, nothing based on gender. There are laws set in place by the king, and generally backed by religion. Often, the king, and religion clash. Crime isn't as prevalent given that all the clans are prospering, however child stealers--if caught, will be put to death.
Religion Overview: The Soun'yei's pray to the moon--given that they've figured out it's relation to the tides. Some radicals pray to the sun but not many. Government Type: Monarchy
DYARVIK (Stone-trolls) and the Valley of the Five Stones:
Name of Species: Dyarvik [Stone-trolls] Physical Characteristics: Dyarvik are giant, heavy-set, slow-moving, gentle-minded creatures of omnivorous appetites, curious and reflective minds, and a friendly and open sexuality. While trolls never stop growing, and over their long lives can grow to massive size (with the largest sometimes 30-40 feet tall, like small hillocks) most are about 12-15 feet tall, and easily 5-7 feet in girth. Dyarvik have powerful backs and thick legs, with longer, dragging arms. Their heads, usually set low beneath a hunched back and shoulders, however, have large, bright eyes with multicoloured irises, big ears, and lip-less mouths. Dyarvik usually have no discernable gender, and can switch between “male” and “female” throughout their life, and in general it is of little importance to them; a matter of necessity or personal preference. The name “stone-troll” comes from their thick grey, mostly hairless hide, often mottled with green or brown patches. The oldest trolls have skin that is indeed almost like rock in its texture and toughness. Because trolls can be stationary in hibernation for months of the year [or years at a time for the oldest stone-trolls] they will often be covered in lichen, grass, or even small trees! Trolls also have large hands, with soft, fleshy palms and long, narrow, sensitive fingers. Genetic Compatibility: Trolls, though they enjoy a healthy, romping sexuality through the summer months, breed true very rarely. Troll-children have an eighteen-month gestation, and are usually conceived in the spring of one year and spawned and protected in the mouths of their mother and father through the long winter after their birth. While trolls do not breed with other races in the traditional sense, they enthusiastically adopt the abandoned children of other sentient races, animals, and even plants. It is common for these children to be protected and fed in a troll's large mouth-pouch in a hormonally-induced hibernation. They emerge noticeably larger and stronger, but over several years of hibernations can come to have trollish features and deformations. Troll-woods are often marked by the presence of oddly-featured, long-limbed, grey-skinned troll-spawn, of improbably varied species. Life-Span: The most ancient of stone-trolls cannot really be said to “live” anymore, but were born somewhere on the order of five hundred years ago. A troll continues his regular cycle of hibernations for at least a hundred and twenty years before falling into a near-permanent sleep. Most sentient troll-spawn die after 40-50 years, but can live as long as 80 years. Diet: Anything; trolls have been known to digest even earth and small rocks for their mineral nutrients, but prefer a healthy diet of vegetables, greenery and meat. Racial Attributes: Hibernation – trolls do not have to sleep through the winter, but it is an essential part of their reproductive and growth processes, and trolls who cannot hibernate will find their growth stunted. Generally trolls will hibernate curled up out in the open, drawing earth over themselves, and relying on their natural camouflage and thick hides to protect them. Great strength – trolls are among the hardiest, strongest and most massive creatures in the world. Solitary – Dyarvik communities are generally small; the size and appetites of the largest Dyarvik put a limit on their population in one location. Most Dyarvik spend their lives in small groups of friends or family, or looking over small communities of troll-spawn or gardens. Long memories – Dyarvik have impressive memories and are rarely lost or mistaken about details, though they can also be slow to learn new things or adapt to change. Age: Dyarvik have existed as a species for at least 100,000 years, and co-existed with the first proto-Prometheans.
Location on Map [Maybe on the north-west coast, near the mountains? I have no preference] Flag: Dyarvik have a complex runic language, but the ancient symbol for themselves is a vertical line bisecting a circle. Name of City: The Valley of the Five Stones Population: There are at least 15,000 fully-grown Dyarvik concentrated loosely on a tribal and ritual center in the valley. Of these, perhaps 1000 are sleeping “ancient” Dyarvik, over 30 feet tall and 300 years old. Half-Races: At least 50,000 troll-spawn and fostered children live in scattered villages around the valley. Known For: After breaking free of their long and brutal forced enslavement by Prometheans, Dyarvik increasingly flocked to the free and wild territory around a wide, fertile valley in the foothills of the mountains. The rocky hills afforded hundreds of natural caves to hide, but the young Dyarvik, bold and eager to challenge the Prometheans, raised five massive stones, each at least 50-60 feet high, in a henge at the center of the valley. This henge honoured the mythical “five ancients” who built the world from clay and water. Despite Promethean attacks, more and more trolls and troll-spawn (usually killed on sight by Prometheans) rallied to this banner, and built roads, fields, and small fortresses throughout the valley, turning it into the tribal, economic and religious centre of Dyarvik society. Culture: Dyarvik culture is shaped by their solitary nature, slow reproduction, and long hibernation. They are anything but unified as a species, and indeed can be fiercely territorial and violent towards each other. Grudges, if left unresolved, are for life, and for generations. Large-scale warfare is not unknown, but in general disputes are personal. Trolls dislike gathering in large groups and big cities, and many adopt a rough, primitive lifestyle very different from their enslavement in Promethean cities. However, they are generally curious, and form deep bonds with each other, often living and traveling with groups of friends for decades. Their culture has a complex oral tradition, filled with complex music, dance, chants and rituals. For example, Dyarvik must take a pilgrimage to the Valley of the Five Stones and speak with the ancient elders as they near old age. While they have a runic language, most messages are spoken, not written. Religion Overview: Dyarvik worship the five ancients, super-massive trolls said to have constructed the world and from whose sleeping bodies the world is now constructed. Government Type: The Dyarvik increasingly recognize five high chieftains, usually selected ritually at bi-annual celebrations to initiate new adults to the community. One chieftain is almost always an elder, thought to be wiser and more cautious; and another always from the younger trolls, more violent and confident. Calendar: Promethean, though Dyarvik tend to talk about years and time in reference to events and not dates.