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Information Archive - Do Not Post - Page 2 Empty Breale - World-space

Post by Guest Sat Oct 09, 2010 1:40 pm

A born blessing of the four elements, the Sretin Provinces are among the organically richest in the world and thus far the leading suppliers in fruits, vegetables, and livestock. With wide scale farmlands that lead from the edge of the capital city Zin, which is located towards the very east upon a cliff overlooking the Talonian Ocean, further in towards the mainland stopping just along their border leaving the landscape otherwise flat with only one attributable feature; the Noir River (aka the Divided River). The River, the source of irrigation for the Breale, runs straight through the Providences with several small forks and then one larger fork that curves south of Zin and north of the cliff that Zin resides upon flowing directly into the Sea.

There are currently only three cities within the Sretin Provinces and of those three the capital, Zin, is by far the most beneficiary as the head factor to the Provinces. The other two, Aom and Candridge are typically the working hands that keep the Provinces so wealthy. Aom is home to the largest livestock ranch in the known world, wherein Candridge is home to the largest produce farm.

Zin: Zin was the first of the three cities founded, and was established by Diedric Sretin (said to be one of the first of the Breale). The city is built on top a slopping hill that leads off into a cliff that overlooks the Talonian Ocean, and features architecture that would closely resemble Gothic cathedrals in our society of today (reference the Notre Dame de Paris for an example of said architecture). White towers of fine marble and stained glass windows composed of many different colors that truly bring the city to life with the vibrant characteristics that the Breale are typically known for. Although the castle is one of the largest, oldest, and finest establishments in the Provinces, within the center of the city stands something far greater and older still. A single oak tree. The tree stands about 4 stories high and looks completely normal save for the fact that the trunk is of the purest whites and the leaves are the shade of a vibrant and rich gold. The tree was planted in remembrance of the day that the Provinces were founded wherein all of the Breale swore to live lives of peace and love rather than a lives of war and sorrow that so often could be found around Emoria. With the heralding of the great ceremony all of the Brealen gathered around this great tree, but a seed at the time, and with this promise of peace awoke the sleeping giant that came to life within that second and grew to be the fierce oak that still thrives on today.

Aom: Located towards the west of Zin, Aom isn't as grand as the Provinces' Capital, but it is all the same a beautiful city. About half the size of Zin, it is the second largest city and home to the Harvest Festival - a huge celebration every four years in relation with Quendi, wherein all peace treaties and negoations are reinstated. When it comes to architectural design, it is much the same as with Zin only less dramatic and sized down quite a deal. There are stalls all on the outskirts of the city wherein the live stock is kept for certain puposes such as breeding and slaughter and then from there on the city moves inward metting around a giant square that better serves as the market.

Candridge: Located north west of Zin, Candridge is much the same as Aom only slightly smaller however much, much richer and green! Not much is particularly important about Candridge save for the fact that they're surrounded by literally thousands of acres of fields of crops all of which are dotted with various houses in relevation to each particular plot of land.



Last edited by Silvone Elestahr on Sat Oct 09, 2010 2:18 pm; edited 1 time in total

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Information Archive - Do Not Post - Page 2 Empty Breale - History

Post by Guest Sat Oct 09, 2010 1:41 pm

Breale History - In progress


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Information Archive - Do Not Post - Page 2 Empty Breale - Culture

Post by Guest Sat Oct 09, 2010 1:41 pm

Saying Breale is as easy as saying "bre-ail" only difference being when you pronounce the "bre-" roll your tongue lightly as you would in a Spanish course. A Breale is first and foremost a healer, and secondly they are gifted with possessing great abilities bestowed upon them through nature.
If you will, think them as the hippies of this world, in that they're devout beings of peace, and yet still festive and bright and yes they are quite famous for the herbal weed known as 'flor' - the 'r' is practically silent - and it is often used typically as a medicinal herbs by the Breale. Flor is very well known across the world and the usage of it for pleasure is quite often however too much of it is ill advised due hallucinatory side effects...among other things.



Last edited by Silvone Elestahr on Sat Oct 09, 2010 2:20 pm; edited 1 time in total

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Information Archive - Do Not Post - Page 2 Empty Breale - Lore

Post by Guest Sat Oct 09, 2010 1:42 pm

The Breale do worship a single deity whom they call Mira but Mira is more or less the spirit of the earth, mother nature herself. As there is no specific term for their religion those who do refer to Mira are often known as simply the Divine.

What is Mira: Mira is the earth, The spirit of Emoria. She is NOT a person. She is an essence. A great power that moves the seas and heralds the seasons.

Mira to the Breale: Emoria has thus far been portrayed as a world of war and violence, and whether unbeknown or known to them Mira grew tired of being used for such. So, by way of will and the great power that allowed her to create the towering mountains and winding rivers she took the greater two species (Elvin kin and humans) and together molded the first of the Breale. They would be of both worlds and able to walk among them belonging to both while at the same time being of their own people. They would be the peace keepers and healers meant to undo the centuries of damage done to her and one another.



Last edited by Silvone Elestahr on Sat Oct 09, 2010 2:23 pm; edited 3 times in total

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Information Archive - Do Not Post - Page 2 Empty Breale - Powers

Post by Guest Sat Oct 09, 2010 1:42 pm

Able to heal the simplest wounds by using the earth to extend one's own life force and transferring it to another in need. It is very dangerous however, the Breale are taught since birth how to harness this power and know well enough of their own limitations.

* The Breale have a suppressed ability to take strength from their enemy. It is the reverse of their healing power, a power to weaken their enemy while giving them a short burst of strength, no more than a few minutes long. With the strength comes any sicknesses, physical or mental, that the person might possess. These also go away within minutes, but the enemy is weakened for much longer. This skill was suppressed by the peace-loving Breale and quickly forgotten. None living now know of it.


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Information Archive - Do Not Post - Page 2 Empty Fermata - World-space

Post by Guest Mon Oct 11, 2010 10:06 pm

The country of Fermata is a small island nation, with it's largest island containing the Spellsinger's Monestary and grounds, and the other ones dotted with small farms and cottages which help to support the Monestary.


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Information Archive - Do Not Post - Page 2 Empty Fermatan - History

Post by Guest Mon Oct 11, 2010 10:11 pm

Fermatan History - In progress


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Information Archive - Do Not Post - Page 2 Empty Fermatan - Culture

Post by Guest Mon Oct 11, 2010 10:14 pm

Fermata is it's own independent republic, although it is very dependent on trade and tribute from other nations who help to fund the country's operation, usually due to having been saved from some trouble or the other by one or more Spellsingers.


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Information Archive - Do Not Post - Page 2 Empty Fermatan - Lore

Post by Guest Mon Oct 11, 2010 10:18 pm

Fermatans, and especially the Spellsingers, revere a race of beings known as the Treblè, who vanished from the world long ago. According to Fermatan legend the Treblè used The Song to shape the world from nothingness until an event known as The Discord, when a few Treblè decided that humanity was unfit to exist and attempted to destroy the world and all their creation. This caused a war among the Treblè that wiped most of them out and sent the rest into hiding. As a result, no Treblè has been seen in many centuries.

The Fermatan Creation Story

In the beginning, there were the Treblè, and in the Treblè was The Song. The Treblè looked out into the nothingness and were disheartened. Surely, something must come of this bleak plane, they thought. So they waited in the nothingness for millenia. Seeing that nothing would spring to life, they began to weep, and from their tears great rivers and seas rushed forth. They began to rage, and from their rage volcanoes erupted under the seas, forming islands and continents. They began to howl in their misery and from their howling a mighty wind started to blow. This stirred the oceans, causing the waves to crash against the cliffs. The noise startled the Treblè, finally drawing their notice to the tiny world they had created. In their joy, they started to sing, and from their song sprang forth life. This is how the world was made.

In The Song all things good and evil were created. From the mightiest tree to the lowliest ant, life sprang up all around the world. This is how the animals and plants were made. Looking upon their creation, the Treblè despaired once more. The world was full of life, yes, but it had no beauty. It was a wild place, a savage place. They needed to calm it. And so they gathered amongst themselves and created man. Their creation blinked in the light of the sun, and, looking into the face of it's creator, showed true fear. It howled in rage, spitting foul blasphemies and picking up a nearby rock, hurling it into the face of it's creators. The Treblè were shocked that their creation's actions, but they had created man with the freedom of choice and with both good and evil in it's heart. This is how mankind was made.

They watched him for a while, saw him begin to master his environment and the beasts around him. He crafted a spear and began to hunt, he took shelter in a cave when it rained. The Treblè were pleased. Their creation was intelligent, but they could see in him a loneliness. So they created woman and sent her to live with man. Soon, they started to reproduce, as they are wont to do, and the world was populated with proud, strong men, and beautiful cunning women. But man also fought among itself. Wars were waged as technology developed, and mankind scattered across the world. This is how the nations were made.

One such nation, situated on a group of islands in the world's southern hemisphere, was named Fermata, and in Fermata the people were strong and noble. The Treblè enjoyed walking amongst the Fermatan people, and taught them to use The Song like they had. To use The Song to weave miracles and beauty simultaneously. The Fermatans guarded this secret jealously, forming the Arpeggio Knights to protect their land with The Song and steel, but a traveller, seeking aid, was allowed into Fermata. This traveller learned the secret of The Song, learned to bend it to his will, and Sang into existence terrible, dark beings. A war was waged on Fermatan soil, and across the world as the races banded together to fight off the evil one. Even the Treblè were divided, as a portion of them supported the evil one, and indeed, had been the ones to orchestrate the events that took place. These evil Treblè and their protege were chained far underneath the ocean in an eternal prison, that they may never unleash their evils upon the world again. This event was called The Discord.


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Information Archive - Do Not Post - Page 2 Empty Fermatan - Powers

Post by Guest Mon Oct 11, 2010 10:22 pm

The people of Fermata are known for one thing and one thing only, the Arpeggio Knights, also known as the Spellsingers. These famed warriors practice an art unique to their region, that of weaving the words of their music into powerful magic spells. This is affected by the projection and depth of their voice, with bass singers' spells having a more direct physical force, while an alto's effects would be far less directly seen. Gregor is a bass, and his specialization is enhancing his strength and endurance far beyond human capabilities. Without The Song, Gregor could chop down a two hundred year old oak tree in about four hours, breaks included. With The Song, he would need no break and fell the tree in about three strokes of his mighty Axe, Sforzando. As long as he wills it, people within earshot get a portion of this boost also, enhancing their combat capabilities.


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Information Archive - Do Not Post - Page 2 Empty Kvatch - World-space

Post by Guest Mon Oct 11, 2010 10:46 pm

Information Archive - Do Not Post - Page 2 KvatchMap

Kvatch

Capital: Torval

Major Cities:
Senchal
Akavir
Elsweyr
Pahmar
Suthay
Alfiq
Senche

Official Language(s): Ta'agra, Common
*Ta’agra is poorly understood by those of other races; this ignorance may be attributed primarily to the lack of Khajiiti literature, the Khajiiti people making use of an oral method for the preservation of their history. Consequently, few scholars have access to the scripts necessary to translate Ta'agra, and the natural disdain Khajiiti share for inculcating foreigners into their culture forestalls any chance of learning the tongue from a Khajiiti citizen.

Governing Body: The Brotherhood.
The Brotherhood is a combination of a dictatorship, an oligarchy, and a police state where only a select few know the true identities of the ruling class. Nearly all government officials, including the law enforcement personnel, are indiscernible from the public with exception of Templers and Speakers. The government breakdown is as such:

Listener – The head of the entire nation. The Listener is the one who has complete and unquestionable rule over Kvatch. The only ones who know the Listener’s identity are the Silencers.

Silencers – Subordinates of the Listener. There are only eight Silencers at any given time, one for every large city. They are the hands of the Listener, carrying out the orders, policies, laws, and other such business as they are ordered. They also act as emissary to the Listener for international business that requires a representative.

Speakers – Speakers act as the voice of the people. The Speakers are the liaisons to the Silencers in order to bring the needs of the people to the Listener’s attention or vice versa should a public address need to be made.

Shadowfeet – Shadowfeet are Kvatch’s police and act as judge, jury, and executioner for more heinous offenders. It is unknown how many Shadowfeet there actually are throughout the nation because they are indiscernible from the public. It is for this reason that crime is low, especially in the larger cities. A Shadowfoot is trained to be especially perceptive and word of a crime inevitably makes its way to them, that is if they weren’t a witness to the crime itself. The most unnerving aspect of a Shadowfoot is that they won’t approach an offender immediately. It is that uncertainty that terrifies criminals, wondering if or when they will run into a dark figure whose sole purpose is to bring justice.

Templers – Templers are the physical presence of security and deal with minor offences such as theft and assault. Whereas Shadowfeet remain unknown, Templers are there to reassure the public that they are being protected and looked after even though the rulers remain faceless. They act as patrol officers, guards, and witnesses throughout Kvatch and are identifiable by the light armor plating draped in crimson cloth that is the uniform standard.

Kvatch as a nation strives to maintain neutrality in all international dealings; this is because its economy is primarily driven by trading between nations. In the few cases where the country was forced into war, significant portions of their forces were in the form of mercenaries or allied troops. The average Khajiiti is not built for direct battle, what makes them truly lethal in wars is their ability to infiltrate and assassinate key targets with ruthless efficiency. Therefore, instead of overwhelming the opposition by pure force or numbers, the Khajiiti chose to cripple the enemy’s chain of command and allow infighting and paranoia to force them into submission.

Economy:
A majority of Kvatch’s wealth is from trading between nations, typically those that rather not trade directly. Larger cities in Kvatch are among some of the safest in the world due to the ever-vigilant gaze of The Brotherhood. Merchant vessels often prefer to do business at Khajiiti docks knowing that corruption and crime is kept to an absolute minimum. The nation is also a good site for negotiations between other countries since Kvatch strives to remain neutral in all international affairs and is always willing to host such forums. There are also rumors that if one was to know the proper channels of communication, they could hire an assassin for the right price if the target is of no significant importance to international affairs. Of course, there is no actual proof behind such whisperings.

Kvatch would still be self-sustaining if the trade industry goes into a recession as long as the national budget is restricted significantly. Khajiiti are well known for exceptional textile products that are both functional and fashionable. Genuine Khajiiti tapestries are some of the most highly prized forms of artwork due to the level of detail that is a product of their keen perception and the fact that they are all made by hand.

Another major export from Kvatch are Khajiiti weaponry. Although they are not significantly sharper or durable than the common item, the key things that set them apart from the rest are their exotic designs and engravings. Most exported Khajiiti steel is never actually used in combat, more often than not they are set on display or worn during military ceremonies to portray a sense of refinement and status. Among the most sought after pieces is the Crescent Blade, a weapon that only the most skilled artisans are permitted to create. These are so high in demand because there are only a handful who are permitted to make the Crescent and it takes up to two years to fashion a single blade.

Kvatch has so much labor devoted to fishing and animal husbandry that the country can keep itself fed without relying on imported food. The Khajiiti are a carnivorous species, so farming has little use for providing sustenance and what consumables are grown are typically fed to livestock. One particular crop, called skirva, takes up over half of the nation’s farmland and is the nation’s top agricultural success both locally and internationally. skirva bears a strong resemblance to sugarcane and is refined to its crystalline form, which looks like regular sugar only with a purple coloration to it and is treated as a controlled substance. It is believed to be "crystallized moonlight" by the practitioners of Ka Po' Tun who believe it is the essence of the lunar gods. Refined skirva has similar effects as catnip for Khajiiti when consumed by inducing alternating states of euphoria and lethargy. The average Khajiiti body is able to effectively process skirva and the effects wear off after a couple of hours with no possibility of physical addiction. The effects of skirva are greatly enhanced and is highly addictive to anybody who is not a Khajiiti, though there are no other health risks with this substance aside from its addictive tendencies. The Listener has made it known that skirva may only be traded to nations that allow it within its borders and that it is an upper-level offense to smuggle it into countries where it is banned. However, once it has been sold to a country that allows it within its borders, Kvatch is no longer responsible for where it goes or if it is smuggled through an intermediary.

Allies:
Idona
The Pirate Clans of the Aqualyt Islands
Fermata
Wyluutaan Jerigg

Enemies:
Korun Otak

Topography and Climate:
Kvatch is a massive plateau; much of it is just barely above sea level. The highest point in the country is the hilltop on which Suthay has been built, at an approximate height of 515 feet above sea level. A majority of the nation is large swampy areas, though there is still a good amount of land that is gently rolling country. Peninsular Kvatch, which is mostly comprised of swampland, has a relatively elevated central spine of rolling country, dotted with lakes and springs. Two large rivers cut deep into the territory that shallow water boats often use to transport cargo and travelers into the heart of Kvatch.

Most of the country is undeveloped and are where thick forests and subtropical wetlands reign. Scattered throughout these untamed regions are small villages, which are homes to the Khajiiti who are uncomfortable with city life and chose to be more in touch with nature. Such parishes utilize the naturally occurring paddy fields to grow rice and skirva, which responsible for most of the nation’s agriculture. Larger towns inhabit the more elevated portions of Kvatch where the ground is sturdier. The residents of such places make a living by raising livestock and mining deposits of white clay.

Kvatch is a subtropical climate that is temperate throughout the year. The ocean brings with it strong fronts that regularly sweeps through the country, keeping conditions dry, particularly over the peninsula. Brief rain showers occur throughout the year; most lasting no longer then five to ten minutes at a time though can come and go as often as twenty times per day. During the winter and spring, these showers last significantly longer and are usually preceded by dense fog embankments.

The Khajiiti

Home Nation: Kvatch

General Khajiiti Appearances:
Although their appearances closely resemble humanoid, the Khajiiti suborder is Feliformia rather than Hominid. On outward appearances, they can easily pass has human at first glance, aside from a feline tail. On closer inspection, one would discover that their teeth, eyes, and fingers/claws are clearly catlike along with ears that are slightly pointed. Body hair, although fur would be a more accurate description, also reflects more closely to that of wild cats and come in just as many different styles, though it is no thicker or abundant than that of a normal human while appearing in all of the same places. The only exception to that would be the tail, which is identical in nearly every way to that of a large cat.

An average Khajiiti can live up to 250 years old. They are fully grown around the age of 25 and their bodies don’t show signs of advanced aging aside from a slight graying of the fur and hair. For the most part, the physical body of a 250-year-old Khajiiti is only slightly less capable than that of when they are in their prime. As their sharpened teeth and elongated canines suggest, their diet is mostly that of a carnivore, but they can survive on plant life alone with only a few drawbacks to their overall health. Most of all, the Khajiiti thrive off fish and other seafood, so it was only natural that they choose to inhabit a peninsula.

A Khajiiti’s voice sounds airy and menacing to those who are not used to speaking with them. This also has to do with the resemblance to growling and hissing that is unintentionally made whenever a Khajiiti pronounces certain syllables. Some syllables can even bring with it a purring sound whenever a Khajiiti is speaking in a friendly tone. It can take some practice for foreigners to get accustomed to the additional involuntary sounds and disassociate them from the meanings they seem to imply. It is still wise not to ignore them all together, the threatening sounds might not always be unintentional; it is a good idea to pay attention to a Khajiiti’s facial expression to tell whether they are unfriendly.

There are two sub-species that make up the Khajiiti race; while they share all the aforementioned traits, they differ significantly in body structure.

Khajiiti Panthera
Khajiiti Panthera have come from the larger cat families, such as tiger, lion, jaguar, etc. and are discernible by their muscular frames. The average height of a Panthera Khajiiti falls within the range of 6’0” to 7’6” and weigh around 350 pounds. This sub-species greatly favors power over agility, though they are just as cunning as their Felinae cousins. More often than not, they find themselves enlisting as a Kvatch Templer or as a crewmember of a large fishing vessel where they can put their natural strength to good use. Pureblood Panthera comprise of about 15% of the Khajiiti population.

Khajiiti Felinae
Khajiiti Panthera have come from the small to medium-sized cat families, such as puma, mountain lion, lynx, etc and are much more lean and nimble than their Panthera counterparts. The average height of a Felinae Khajiiti falls somewhere within 5’ and weigh around 160 pounds. This sub-species greatly favors agility to power and typically avoid direct conflict with larger adversaries. More often than not, they find themselves working as a merchant or crafter, though they are just as capable on a fishing vessel or as a Templer. Pureblood Felinae comprise of about 20% of the Khajiiti population.

Mixed Khajiiti
Through the centuries that passed since the Treaty of Kvatch, Felinae and Panthera have mated among one another. The cause of which brought about a balanced Khajiiti that has both impressive strength and agility. It is difficult to approximate height and weight for Khajiiti that fall under this category since it factors greatly on the genetics of their parents. 65% of the Khajiiti population fall under the Mixed category.

Khajiiti Traits:
Every Khajiiti has some skill in illusion magic. Most are unable to do more than cast a veil over themselves in order to blend into the background. That is not to say that it is a form of active camouflage like that of a chameleon. Rather they utilize their magic to reduce their presence to an observer to the point where they become just another minor element in the background. This ability will do nothing if they are being actively searched for or if they have already been sighted. There is a minority who are adept enough at the art to actually render themselves almost invisible aside from the faintest outlines of their body, and there is yet a very select few who are able to actually distort the world around them to an observer.

A natural response to such abilities among their peers has made the Khajiiti more perceptive than most other races in order to detect and see past such magical abilities. As to be expected of any feline descendant, the Khajiiti are nimble, very agile, and able to see as clearly in the dark as in the light. What they lack in raw physical strength and endurance they more than make up for in speed, acrobatics, and stealth. There are some variations among the race that is more than differences in coloration of their fur. With most Khajiiti, one can get a good idea as to the feline that they had descended from by inspection as long as the bloodline hasn't been too diluted by the genetics from other felines. Those that come from the Panthera Family tend to be larger and have a lot more power than speed and are absolutely lethal in hand to hand combat. The majority of the Khajiiti population tend to fall under the Felinae Family who are much more agile and stealthy than their counterpart.



Last edited by Silvone Elestahr on Mon Oct 11, 2010 10:49 pm; edited 1 time in total

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Information Archive - Do Not Post - Page 2 Empty Khajiiti - History

Post by Guest Mon Oct 11, 2010 10:47 pm

The History of Kvatch

The Origins of the Khajiiti

The true origin of the Khajiiti race is unknown. The Khajiiti believe that the lunar goddess, Azurah, chose the cunning jungle cats to bring order to the forests of the southern continent. Other spiritual civilizations believe that they are the product of a being that aligned itself with both the light and shadow planes that sought to manipulate life within the virgin territory that was the southern continent for reasons beyond understanding. More logical and scientific minds believe that they are a product of evolution, hastened by the residual power of the Mountains of Knight. There is no evidence to support any of these claims.

Some of the earliest writings and tales of the Khajiiti can be traced back as far as 500 years before the end of the Third War of Illuria; though there is some uncertainty since the war never reached the southern continent that makes it difficult to align key dates to the modern calendar. The earliest of records establish the Khajiiti as a myriad of tribes that fought one another for land and power. Over the next several hundred years, the tribes grew yet remained disjointed from one another and reached far into the southern continent.

The Trial of Lorkhaj

A few decades after the end of the Third War of Illuria, a red moon appeared in the heavens that was an omen from the lunar god Lorkhaj. That very night marked the first time the Khajiiti crossed paths with the Tynir. It is still unknown who attacked first, but it was the first in a long line of massacres that nearly driven the race of great cats into extinction. Although the Khajiiti were superior in cunning and stealth, they were unable to stop the relentless assaults of their foes who were superior in strength and resilience. Over the course of two centuries, the Tynir sought nothing but bloodshed and scoffed at all attempts of diplomacy. By the end of that time, the remaining Khajiiti tribes were pushed as far back into the peninsula as Akavir and were left with vast ocean at their back and enemies at their front. There was nowhere left for them to retreat and their only option was to fight.

The Treaty of Kvatch

Left with no other option, the chiefs from all of the remaining Khajiiti tribes met in what is present day Torval to resolve their differences and unify under a single banner. That night, the moon had shown blue in the heavens, a sign of blessing from Azurah. With the praise from their Night Mother, the Khajiiti spirit was renewed and once again, the great cats fought with valor using tactics refined through intertribal knowledge. Overnight, the tide of war had changed and the Khajiiti had broken the Tynir’s charge that had threatened to run them out into the ocean.

The End of the Great War

Another hundred years of bloodshed passed, but this time the Khajiiti had the upper hand. The Tynir refused to break their tribal ways and were quickly losing ground to the newly unified nation of Kvatch. With great effort and sacrifice from Khajiiti infiltration teams, tribal leaders were assassinated before they had a chance to adapt to the coordinated tactics that gave Kvatch the upper hand. This further stretched the Tynir to a breaking point as they devolved into infighting to restore their leadership and it wasn’t long before the Khajiiti reclaimed the entirety of the peninsula. At this point, the front lines became stretched too thin for either side to gain ground and they found themselves in a stalemate that lasted for several years.

The war grew stagnant as either side grew wary of the war that had lasted for centuries. Eventually, the strike teams that targeted the Tynir chains of command caused so much infighting that their attacks on the Khajiiti was no longer a priority. There was no official ceasefire agreed upon, nor definite borders drawn, but the Khajiiti were satisfied that the Tynir assaults have finally ended. There were still several instances of small-scale raids, but things had finally settled down and the population of Kvatch slowly returned to its former glory.

The New World and the Corruption of Kvatch
Centuries passed and the unified nation of Kvatch prospered without hindrance, with the exception of a few minor conflicts against the Tynir. The country was divided onto a series of separately governed city-states, the names and locations of which are synonymous to the cities of present day Kvatch. An aristocracy that was mainly comprised of the bloodlines of the old tribal leaders ruled each city-state. Although the governments and territories were separate from one another, their alliances were strong from being forged in battle against the Tynir and would not hesitate to offer aid when needed. It wasn’t long before trade routes and a nation-wide currency was established, allowing the capitals to grow around these trading centers. During this time, the Khajiiti were just beginning to create vessels that would carry them out into sea for better fishing yield and were not aware of the world that was far from their borders.

Eventually, some of the Khajiiti sailors became bold and sought adventure rather than fish. Many of the vessels that left north or west either discovered nothing or never returned from their voyage. It was a good decade before they decided to take their chances by traveling south; this was mostly due to the belief that the Tynir lived in the lands to the south and east, so traveling to such land would not be beneficial to those who landed upon it. Instead of landing upon Korun Otak, these adventurers discovered the islands of Fermata and the people that resided upon it.

Their first meeting with a new race was anything but beneficial to the Khajiiti, so it is understandable that they were timid whenever they first met the Fermatans. It wasn’t long before the two realized that their intensions were not hostile, allowing room for diplomacy. It was through these people that the Khajiiti gained vast amount of knowledge and understanding about the world around them. In turn, the Fermatans learned about the races that resided in their neighboring continent and that its entirety was no longer untamed wilderness like they had believed. With the new knowledge of their surroundings, the Khajiiti expanded international trade routes and strived to be recognized by other civilized nations.

The amount of wealth and power that came from this was new to the ruling class of Kvatch and made way to unmitigated corruption within the government. It started with over taxing and bribes, which quickly degraded into incompetent law enforcement and the rise of gang activity. For years, Kvatch delved deeper into depravity and chaos as violence flowed into the streets and even began affecting the smaller villages throughout the country. The Tynir took advantage of this weakness in the social structure and made regular raids on bordering towns and villages, though not daring to invade full force; doing so would only unify Kvatch once more.

The Dark Brotherhood
During these dark times, many gangs and criminal syndicates were formed and waged war in the very streets of Kvatch, having no regard for the law of innocent lives. The cities of Kvatch were merely a façade of a civilized nation; in actuality, the Khajiiti had reverted to their tribal origins. This continued for the better portion of a century before another organization took root and squelched all the others.

This society called itself The Dark Brotherhood, though the identities of its members were almost never revealed. Their power expanded quickly through the utilization of cat’s paws and assassinations of key rivals. All criminal activity that was not backed by the organization was targeted by it, no matter how small scale it was. Without having an obvious target to attack, the other organizations lashed out at one another thinking they were targeting the Dark Brotherhood, which was intentionally spreading such rumors for that very reason.

Before the close of the 1200’s, The Dark Brotherhood had crushed all opposition and gained control of the entire nation. Government officials and law enforcement personnel gradually dwindled into a fraction of what it once was, believing that their presence in such positions only made them a target. Those that remained eventually became admitted into The Dark Brotherhood itself and were among the first established Speakers and Templers.


The New Brotherhood
There is no record of what happened within the organization, it was obvious that The Dark Brotherhood began to change in the early 1500’s. They had effectively gained control of the entirety of Kvatch and the Khajiiti were content with the way things were being run compared to what they had been through before such times. The Dark Brotherhood no longer feared opposition and instead stepped up in its role as acting government, publicly changing its name to The Brotherhood to represent its more noble cause.

Although much of the government maintained its old ways and workings from when it was a secret criminal syndicate, they have established a branch that was visible to the public in the form of Speakers and Templers. This was to give the Khajiiti peace of mind and reaffirm its presence as political body rather than overlord. The general population very much approve of The Brotherhood because of its structure and balance. In order to maintain a faceless presence, the ruling class must live among society as a common citizen; living in luxury would only bring suspicion upon them, becoming corrupted by power or wealth would lead to their downfall. The invisible presence of the Shadowfeet also act as a security blanket for the Khajiiti, knowing that they are being looked after even though they may appear to be alone. Through Templers and Speakers, the citizens have ties to the government where their voices may be heard and to embody a physical presence among the people.



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Information Archive - Do Not Post - Page 2 Empty Khajiiti - Culture

Post by Guest Mon Oct 11, 2010 10:51 pm

Khajiiti Culture

General Description:
A majority of Kvath’s population are fishers and merchants, so it is only natural that the Khajiiti are excellent sailors. Very little merchandise leaves Kvatch by land due to the tense relations they have with Korun Otak, which means all trading is done overseas. Due to this, Kvatch has a very large fleet of ships that are mostly comprised of fishing vessels or transport ships; there are only a few ships that are fit for naval battles, though the smaller ships can easily be outfitted with light munitions if there is a need.

Daily life within Kvatch is rather simple, but comfortably so. The ever-watchful eye of The Brotherhood keeps crime to an absolute minimum and even the darkest of alleys are relatively safe to travel. Most Khajiiti prefer to be unattached from their kin and live either alone or with their mate. Cubs are raised at home until the day eventually comes that they leave the den under their own free will around the age of sixteen. Khajiiti usually keep only a handful of close friends and regard everybody else as friendly acquaintances, even if they are complete strangers.

Courtship:
Mates are typically chosen more out of instinct rather than personal preference and is signaled by an instantaneous connection that the Khajiit call Kiseen. The science behind it is unknown, but it always happens to the pair at the same time and brings with it a feeling of undying love, commitment, and harmony between them. Typically, it is more of a subconscious decision rather than a mindful one and often happens upon sighting the destined mate; though it can be coerced into happening if a pair feel strongly about one another and have a long history together. Other cultures consider it more as a love-at-first-sight type situation except that it has more to do with strengthening the gene pool rather than physical infatuation; though there must be some sort of harmony between the two minds in order for it to happen in the first place. There have been rare occurrences where a Khajiiti will experience Kiseen with another non-Khajiiti. Such instances can bring about a wide variety of results since the non-Khajiiti will also feel the effects of the Kiseen. In most cases, the species difference will either result in a very strong bond of friendship with little to no feelings of romantic interest or will be identical to a Kiseen between two Khajiiti.

A mating pair that had just discovered one another tends to feel a vague sense of familiarity with one another even if they have never actually met. This intuitive bonding ensures a successful partnership, which is fortunate because mating pair will remain together for the rest of their lives once they have discovered one another.

The pairs will consummate their bonds to one another under the light of the next full moon, making their union official. This ritual is an intimate one between the mating pair under the watch and protection for the goddesses Azurah and Mara. Once completed, the mates will garb themselves in pure white togas and silver circlets until the next full moon to symbolize their unending love for one another. During which time, the pair is expected to do nothing but be with one another and are excused from all other duties until the end of their honeymoon.

Architecture:
Urban and suburban structures within Kvatch are primarily comprised of reinforced adobe construction utilizing locally supplied white clay and timber. The architectural design of most of these buildings are very similar to that found in Arg-é Bam through the use of ogee arches and domed roofs. In the center of each of the major cities is a large square, called the Baadargo, which is devoted to trading and socializing. Buildings within the cities are often spaced closely together, many times sharing the same structural walls, while the roads in front of them are very wide. It is this style of city planning that keeps the mass of buildings from being overwhelming to pedestrians and reduces feelings of claustrophobia. The core of the city is zoned for commercial and governmental buildings and is surrounded by high-density residential buildings. The Khajiiti are more reclusive when it comes to their living spaces, preferring apartment-sized dwellings that have communal bathhouses in the center of the complexes. Those that chose to live in medium-sized houses are often viewed as being ostentatious and having much more space than is necessary; which isn’t entirely ridiculous considering there are typically no more than two Khajiiti per dwelling with the exception of those that have cubs.

Villages located in the marshes are constructed entirely of timber and are lined with animal hides to provide insulation and weatherproofing. The architecture of these buildings are simple shacks that are built upon stilts to avoid being flooded by the fluctuating water level of the swamps during the rainy season. Although these shacks are not much smaller than the apartments of their urban counterparts, they are greatly spaced apart from one another. Typically, there is one shack per several acres that the residents use for agriculture or other ways of making a living.

Clothing:
Clothing worn by those who are not performing laborious activities, such as fishing or farming, wear togas and stolas of various color and detailing; pure white clothing reserved for newly mated couples. Most are made from the fur of Aldermi, which is effective at wicking water from the sporadic rains while having a smooth silky texture to it. This clothing style is usually accompanied by leather sandals with long lacing that winds up the wearer’s leg. Nearly every Khajiiti native found in the Baadargo are wearing this style of clothing.

Those who are performing activities that are likely to soil ones attire typically wear tunics. The materials used to make them range widely from rough leather to Aldermi fur and come in a wide variety of detailing and styles. The shoes that accompany this stole of clothing is very similar to its “white collar” counterpart; the primary difference is that the foot is completely enclosed with reinforcing for the toes, though the lacing along the leg is very similar.



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Information Archive - Do Not Post - Page 2 Empty Khajiiti - Lore

Post by Guest Mon Oct 11, 2010 10:53 pm

Khajiiti Lore

Religion/Deity(s): Ka Po' Tun
Ka Po' Tun is a polytheistic spiritual religion that is heavily influenced by the phases of the moon. Ka Po' Tun has no congregations for the followers to attend because it is a private and personal religion. There are shrines and statues erected throughout Kvatch which the Khajiiti may use to pray to a specific deity, but the most intimate form of worship is done by meditating under the moonlight.

Azurah - The Night Mother representing Justice, Order, and Loyalty
Azurah is the goddess to whom the Khajiiti attribute both their current form and the mysterious tie between them and the lunar phases. She is worshiped as the highest among the other deities and is represented by the moon’s progression through the sky.

Baan Dar - The Pariah representing Patience, Potential, and Resilience
Regarded more as a manifestation than a formal god, Baan Dar is the personification of Khajiiti cleverness and the wit engendered of long-suffering on their part. He is commonly attributed with that genius which lends itself to the creation of last-minute plans to foil the machinations of the Khajiiti's foes, man or mer. Represented in the lunar cycle as the New Moon

Jode - Big Moon God representing Courage, Fortitude, and Service
Jode is fabled to be the elder brother to Jone and the more bold of the two. He is attributed to be the divine force looking over the Khajiiti who keep Kvatch safe from threats both internal and external. Represented in the lunar cycle as the waxing phases.

Jone - Little Moon Goddess representing Generosity, Benevolence, and Service
Jode is fabled to be the younger sister to Jode and the more meek of the two. She is attributed to be the divine force looking over the working class as well as livestock and fishing vessels. Represented in the lunar cycle as the waning phases.

Lorkhaj - The Moon Beast representing Change, Potential, and Readiness
Held in admiration for his great deceit and cunning as well as fear for his representation of death or change. His presence in the night sky is an omen among the Khajiiti that could represent a myriad of things ranging from a change in lifestyle to a great war. Represented in the lunar cycle as a Red Moon.

Mara - Goddess of Love representing Love, Unity, Mercy, and Compassion
The Goddess of Love, to Mara is attributed all the passion of the Khajiiti and the one who guides them to their respective Mates. Represented in the lunar cycle as the Full Moon

Sheggorath - The Sugar God representing Detachment, Spirituality, and Chaos
The God of cosmic entropy of the Khajiiti and is the one who is attributed to gifting them with illusion magic. He is also attributed to providing Skirva to the region and believers who partake in the substance believe that they are feeling the euphoria of his presence. Represented in the lunar cycle as a Lunar Eclipse.


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Information Archive - Do Not Post - Page 2 Empty Khajiiti - Powers

Post by Guest Mon Oct 11, 2010 10:55 pm

Khajiiti Powers

Ra'Vir Mastery - Ra'Vir is a school of martial arts that focuses on disarming, subduing, and killing by targeting pressure points and vital parts of the target's anatomy. This combat style utilizes hand-to-hand techniques and smaller bladed weapons; advanced levels also incorporates illusion magic for especially effective maneubers.

Inquisition - Working as a Templer requires the individual to hone their skills in interrogation, investigation, observation, and forensics. These skills are further developed and improved over time and at increasing rates should the individual advance to the rank of Shadowfoot.

Infiltration - Before a Shadowfoot is assigned to duty, they are trained in the arts of misdirection, lock picking, steath, and stalking. After passing the necessary trials, the individual graduates and is then given missions that are on par with their level of skill. The experience gained from missions allow the Shadowfoot to increase their talents and advance in along the ranks.

Illusion Magic:
Blend - A subtle form of magic that utilizes surroundings and inattentiveness of individuals to remain unnoticed. The gaze of those who are affected tend to unconsciously drift off the user, disregarding them as though they are just another unimportant detail in the background. This magic affects all within a radius of the user, the range of which is proportional to the effort put into the magic and requires focus to maintain. This skill is most effective whenever targets are not actively searching for the individual and the user doesn't do anything that will blatantly cause them to stand out from their surroundings.

Chameleon - One of the few forms of illusion magic that effects the user themself rather than targets. This technique requires constant focus to bend light around the user's body, rendering them invisible. The effort required to maintain this veil is increased drastically if the user is moving, causing flaws within the magic due to the decrease in focus and rapidly changing surroundings. This particular use of illusion is especially exhausting and is usually used whenever Minimize Presence ability is no longer effective.

Rend Senses - Focusing magic directly onto the target allows the user to manipulate the perceptive portions of the target's mind. By doing so, the user can either overwhelm or completely shutdown the target's senses and speech either individually or in combinations. The duration of these effects is proportional to the amount of effort the user puts into the ability and doesn't need constant focus to maintain.

Alter Perception - This ability uses principles that are a blend between Rend Senses and Blend abilities. The user can manipulate what targets percieve; either by removing an element that is there or by adding something that isn't. Constant focus is required and the effort needed is increased by the number of targets afflicted.

Paralyze - An advanced version of Rend Senses ability, but requires a lot more skill and effort to accomplish. The user is able to completely shutdown the target's motor skills for a duration that is proportional to the effort used to accomplish the feat.


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Information Archive - Do Not Post - Page 2 Empty Wyluutaan Jerigg - World-space

Post by Guest Fri Oct 15, 2010 2:13 pm

Wyluutaan Jerigg contains a vast interconnection of rainforests that make up the majority of the southern continent. It is a land of thick foliage, towering trees, clean waters, and untold beauty. It is also a land of hidden dangers. The most beautiful of flowers are poisonous to the touch, and a fall from the trees could easily cause broken bones, or death. In the shadows of the trees, deadly predators lurk, stalking their prey, waiting for the slightest sign of weakness. It is a land that kills the weak, and breeds the strong.

Information Archive - Do Not Post - Page 2 Southerncontinenttopigraphicalmap



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Information Archive - Do Not Post - Page 2 Empty I'nak - History

Post by Guest Fri Oct 15, 2010 2:16 pm

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Information Archive - Do Not Post - Page 2 Empty I'nak - Culture

Post by Guest Fri Oct 15, 2010 2:21 pm

I’nak Culture

Society: The I’nak live in tribe like groups called Nimiak. The Nimiak range in size, and can be quite large. Each member of the Nimiak has a place, and though the females tend to hold positions of power, there is little discrimination against the males. Each I’nak is expected to pull their weight and help those in the tribe that need it.

Conflicts often happen in Nimiaks. These are solved through iyok, a supervised fight. The combatants are allowed no weapons and no clothing or armor. Iyoks are not fights to the death, rather they are to show who is the stronger, and work out conflicts in a positive manner.

The I’nak do not hold grudges, they do not brood. If something bothers them or offends them, they bring it out in the open immediately. If something cannot be solved through words, they turn to iyok. Once something has been dealt with, the hurt is forgiven and that is the end of it. This is the reason that wars do not affect them like they might other species, it is also the reason that allows them to interact so freely with the Tynir.

To the I‘nak trust is everything. They do not let others into their dwelling lightly, and it is often the first sign of trust, for then one can see the I’nak’s home, their strengths and weaknesses. Touch plays into this, if an I’nak does not trust someone, they will not allow them to touch, even lightest contact will be avoided. To be allowed to touch an I’nak is a sign of great trust, and to be allowed to touch an I’nak’s torso shows friendship and greater trust. Face to face contact is reserved strictly for family, mates, and only the closest of friends.

The I’nak society is one of Hunters. Every I’nak can hunt, and every I’nak can gather other foods. They take pride in their skill and wear their trophies to show how adept they are. The I’nak do not boast. If they say they can do something, they will be more than capable to do so. It is wise to take any threat or stray comment made by an I’nak seriously.

Government: Each Nimiak is ruled over by a Liel. Liels are most commonly female, however on the rare occasion you will find the odd male Liel. The Liel’s word is law, and they oversee the wellness of their Nimiak. Each Nimiak presides over its own “territory” and all in all there is no overarching government that oversees the entire I’nak species. In times of great crisis or need the Liels of the Nimiaks across Wyluutaan Jerigg may gather in a Eyktan and figure out what needs to be done.

Amon'nakai: Each Nimiak has one Amon’nakai. The Amon’nakai serves as the Nimiak’s spiritual leader, the one who interprets the will of their gods, and serves as the eyes of Aeose’cen in Wyluutaan Jerigg. Amon’nakai are deeply in tune to the forests and the will of the I’nak. She (for only a female may become an Amon’nakai) is chosen as a child by the old Amon’nakai and trained from that day forward in her future duties. She gives up the traditional childhood and coming of age; for Amon’nakai have their own set of rites that they must pass.

The first is the rite of protection, where the future Amon’nakai is covered in blood and lead to a hidden location. There, they are made to sit within a circle for three days. To move could mean death, would mean failure, and the creature of the forests will hunt them out, but they must trust in the Mother to watch over them and protect them from harm. If they pass this trial, they must then move onto the next.

The rite of strength. Next they must travel to a powerful waterfall and stand underneath it for a day and a night. They must not falter, or give into to temptation; they must trust in the Mother to give them the strength to succeed.

If they do, the move onto the final rite, the rite of rebirth. Their eyes are sewn shut, and they are lead to a cliff that overlooks water. There, they must climb blind and throw themselves to the waters below. Once they emerge, they are re-born and must begin life anew; the next ten years are a second childhood, where they must learn to live blind and truly listen to their people, the Mother, and the land.

After ten years have passed, they must again go through the three rites, this time blind. Once they have completed the rite of re-birth a second time, they are re-born as the tribe’s Amon’nakai. The stitching that blinds them is removed and their sight is returned.

Language: The language of the I’nak is quite complex. This is due to the fact that half of their language is hand motions and body movement, the spoken part of their language is also littered with vocalizations that are hard to reproduce by other species. They can communicate silently and effectively using the hand motions and body movements, cutting the need for speech while hunting. An outsider listening in on an I’nak conversation would wind up missing over half the conversation if they paid attention to the vocals alone.

Courtship: The courtship of a male by a female is a highly pubic affair, from the moment the intent is declared, to the moment that the pair is mated. Though details vary from pair to pair, there are five steps that must be followed for a courtship to be complete and reach the mating ceremony. First, the female must approach her intended male’s mother and declare her intent to pursue him; if the mother approves, the female will proceed to the next step. The next step in the courtship is for the female to hunt out an animal, which she then presents to the entire Nimiak in the male’s name. At this point, the female and male begin giving each other gifts and spending time together as they form the bonds of trust. After a certain period of time, the next step takes place. A combat dance takes place, lead by the pair, the rest of the Nimiak soon join in. After the combat dance takes place, the pair leave the Nimiak for a period of three months, to test their ability to survive together and further build the bonds of trust. When they return the last step before the mating ceremony takes place. The pair must weave the binding ropes for their ceremony, decorating them as they see fit.

Important Rites:
- Coming of age: Around the ages of 8,9, and 10 the I’nak reaches full growth. At this time a great celebration is held as this is the point in which an I’nak is recognized as a true member of the Nimiak in the eyes of the Liel. There is a feast, with combat, dancing, and music. At the end of the celebration, the child is taken and the markings on her/his face and shoulders are colored through an excruciatingly painful tattooing process that lasts for many hours. After the tattooing is complete, the I’nak is sent out on her/his first solitary hunt, where they are challenged to bring down a mighty beast and take its skull for a trophy.
- Mating: The mating ceremony is a highly public affair, marked by a feast and a night of music and dancing. Once the moon is high in the sky, the actual ceremony takes place. Compared to the festivities of the night, it is actually a quite solemn affair. The ceremony is more emotional, and while it does signify that they are a mated pair and will reproduce with one another, it is more for an emotional purpose. The ceremony itself is quiet and quick; an exchange of words between the mothers, the Liel gives her blessing, and the ceremony is ended by tying the female’s right hand to the male’s left. They stay tied together for the remainder of the night. After the ceremony, the festivities resume until the morning draws near. Then the festivities end and the newly mated couple go to the female’s home. The next day the male moves his things to his mate’s home, and the pair wear their binding ropes in their hair to show that they are mated.
- Burial: When an I’nak dies, the individual’s belongings are gathered and her/his weapons and trophies are separated. Everything else is divided between the family. The body is prepared by dressing it for battle and decorating it in war paint. The body is then carried by the eldest daughter and borne out of the Nimiak, to the Wignyaat ea. The Wignyaat ea is the Nimiak’s “tree of death”, where the bodies of their dead are laid to rest. Once the tree has been reached the eldest daughter then climbs the tree, still carrying her parent’s body, and ascends to her family’s branch. There, the body is then suspended from the branch by rope, along with the deceased’s trophies and weapons. Songs are then sung as the daughter descends, and for three days afterward, the family enters a period of mourning, where they are exempt from all work in the Nimiak.

Clothing: Because the I’nak are a more touch based species (it doesn’t matter what you can see, it matters what you can touch) and due to the fact that they come from a very humid climate, they don’t wear much in the clothing department. Neither males or females wear shirts, and often the only “clothing” that is worn is a simple loincloth. Shoes are something utterly foreign to them. Decorations such as jewelry and feathers, along with body paint, make up the rest of I’nak attire.

Weapons and Armor: Most of their weapons are made of bone or the teeth and claws of the beasts of the forest. However, this does not mean that they are incapable of making weapons of metal. Metal weapons fell into disuse after Itor Naikal(See I’nak History), and though the art is preserved, only Liels and the rare warrior posses them. They are usually made of bronze and copper. The weapons that the I’nak make themselves are spears, bows (and arrows, naturally), knives, and a variety of other unusual weapons. They tend not to wear armor, but when they do they favor light leather armor made from the tanned hides of their kills.

State of Advancement: Though the I’nak might be considered savages by other more “enlightened” or “advanced” species, they see no need to change their way of life. The jungle they live in protects them, and if anything makes it into the jungle they will be aware of it longer before it is aware of them. Do not take their seeming lack of advancement as a sign that they are easy prey, or unknowledgeable of the world. They are aware when large things go down, when the drums of war sound, when the ground is soaked in blood. Though, if it does not directly threaten them, they will pay it little mind.

Zahiik: The Zahiiks of the I’nak are legends unto themselves. Unmatched in combat and hunting; they are the chosen of Mwan’tsu and Noea’xii. They are as a Liel, holding the same level of respect. They are a class of their own, being even above the will of the Eyktan, answering only to their favored Gods. There are only a handful of Zahiiks at any given time; in fact, there are only three at this present day.

They are shown at birth to be the chosen of the Hunter and the Warrior by a variation in the markings on their face. Where on other I’nak the nose is free of markings, on a Zahiik the nose is covered by three markings. (See picture below)

Information Archive - Do Not Post - Page 2 ZahiikMarking

While the markings show a child has the potential to become a Zahiik, it is during their coming of age hunt where it is proven that they will become one. Those who are marked by Mwan’tsu and Noea’xii attract and hunt out the most fearsome of beasts during their hunt; few survive the ensuing battle. Those that slay their chosen beast are forever set on the path of Zahiik.

Once it is recognized that the individual is a Zahiik, they sever all ties to their Nimmiak and kin to wander throughout Wyluutaan Jerigg and its borderlands to follow the will of their favored Gods. Hunting, fighting, and facing the greatest of challenges set before them. Though they hold places of reverence amongst the I’nak, to outsiders a Zahiik would be seen as little more than a glory seeker.


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Post by Guest Fri Oct 15, 2010 2:22 pm

The I’nak worship four Gods. Mwan’tsu, the Hunter. He guides their hunts and sees that their aim is true while on the trail; his form is that of the Karzonon, the great saber toothed cats that stalk the forest shadows. Noea’xii, the Warrior. She keeps them strong and brings them worthy foes; her form is that of the Tzuacal, the cunning scythe-clawed lizard that fears none. Veanor’aal, the Prey. He makes the hunts bountiful and always provides to those in the most need; his form is that of the Oson, the great horned heard beast. Aeose’cen, the Mother. She looks after all I’nak and the forest they live in, her eyes see far and her wings shield her children from harm; her form is that of the Juurai, the far-seeing bird of prey.


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Post by Guest Fri Oct 15, 2010 2:26 pm

The I’nak are not a magical race. They cannot use it, and strangely enough most magic does not seem to affect them. Direct magic (like fireballs or throwing lighting, stuff that uses an object/element) can harm them or affect them, but if someone were to cast a spell on an I’nak in the hopes to bring them under the spell caster’s influence, the I’nak would remain wholly unaffected.


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Post by Guest Fri Oct 15, 2010 2:33 pm

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Information Archive - Do Not Post - Page 2 Southerncontinenttopigraphicalmap



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Information Archive - Do Not Post - Page 2 Empty Tynir - History

Post by Guest Fri Oct 15, 2010 2:38 pm

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Information Archive - Do Not Post - Page 2 Empty Tynir - Culture

Post by Guest Fri Oct 15, 2010 2:41 pm

Society: The spire of Kamon’Belkar and it’s surrounding Under Caves are the home of the majority of the Tynir species. They live in close family groups, and enjoy the privacy of their subterranean homes. They are united through the powerful will of Meyul, and rarely have issues with each other. Daily combat training and relentless sparring enables the Tynir to work their frustrations out against each other before they reach the field of battle or the hunting grounds. Still, the Tynir are a warrior species above all, and they do not limit themselves in sparring combat, with fatalities being an uncommon but accepted occurrence.

Food is a resource that no Tynir will ever squander, and it is worth more to them than all the precious metals in the world. Every Kinnat hunts for it’s own food, and splits it amongst itself. No Tynir is obligated to share their food, with all contributing to provide the Lady with her food as a ‘tax’. To take another Tynir’s food without permission is a horrendous crime, and will often result in the death of the offending party at the hands of their kin. To be offered food by a Tynir of another Kinnat is a deep sign of affection, and is often one of the first steps in fledgling relationships between young Tynir.

Fathers hold a special place in Tynir society, often charged with protecting the young while they scavenge so that the females may focus on their hunts. To attack the pup of a Tynir is foolish, as males will battle ruthlessly and without hesitation to protect their young. They possess a ferocity and passion that often scares off would be predators at their simple approach, and many a foolish merchant has lost his life for wandering too close to a Tynir pup.

Warriors above all, Tynir face everything in their life with unwavering ferocity and tenacity, even that which is beyond their capacity to defeat. There is no word for surrender in the Tynir tongue, and no Tynir will allow themselves to be captured willingly. They possess a natural ability to fight and adapt, and have had little difficult adjusting to the modern ways of war that the Lady has introduced into their training.

Government: Meyul is the head of all Tynir government, and holds absolute authority over all aspects of her people. Beneath her are the two Kon’ost. Siade Ea’kau and Siade Ayurent, they answer only to the Lady, and are responsible for overseeing the training of the Tynir army, and the construction and expansion of Kamon’Belkar and all future projects. Beyond this, there is little other government, as most Tynir are organized into battle groups, which can be combined into warhosts under the command of either Meyul or the two Kon’ost. The battle groups are largely self-sufficient, under the command of Liels, and they are trusted with the general day to day running of their battle groups. The average battle group numbers around 500 Tynir, and many such groups exist as all Tynir serve in the military forces of Kamon’Belkar.

Language: The Tynir’s language has not changed much since they separated from the I’nak, with emphasis on body language becoming more pre-dominant in their language. This still enables a Tynir and an I’nak to converse easily, the I’nak more than capable of picking up on the increased body languages.

Courtship: A private affair between a female and male, courtship is often done far from the Kinnats of the two, and are very intimate affairs. Tynir have no aversion to touch like their I’nak brethren, instead having an emphasis on it between courting pairs. Food is shared, and the pair will begin to learn of their partners body extensively, so much so as to the point where they are able to find long healed wounds and ancient breaks in bones with the slightest touch. While other species hold sexual relations till after, for the Tynir it is a common an accepted step of courtship, and it will often occur more than once. No young will be conceived during courtship, although almost all Tynir mate with those they first court.

Tynir mates often produce numerous pups, knowing full well that their young might not survive to adulthood. This is the reason behind the Tynir’s extensive population, despite the small size of the land they inhabit.

Tynir are a primarily one mate species, and are deeply connected with their mates, often remaining alone should their mate pass on. Those who find a second mate are not scorned by their kin, instead considered lucky to have found such a connection twice in their life.

Death Rites: Bodies are never disturbed from their final resting place, for fear that the Tynir’s spirit will become trapped in his body and unable to pass. A single seed, from the Hi’rok’sa is planted in the chest of the fallen, as beacon for death.

The Hi’rok’sa is a aquatic shrub found only in the marshes of Korun Otak, whose leaves glow when the plant absorbs the various nutrients found in the Tynir body. The soft red glow of these shrubs light the many paths of Korun Otak at night, and shine from the depths of it’s depths. The Tynir believe that the plant allows death to free the soul of the Tynir from it’s body, and the leaves glow as the essence of the fallen flows through it to freedom. To destroy a glowing Hi’rok’sa is punished by death, in revenge of the soul that has been forever sealed in it’s body.

Few Tynir truly visit the body, although any Tynir who pass will pay their respects to those who have fallen. Mates commonly enter a period of solitude after the passing of their partner, as will the young of a fallen parent. Mourning Tynir are given space by others, and the few travelers of Korun Otak know quite well to avoid the haunting calls that echo across the marshes.

Weapons and Armour: As of late, the Tynir have become predominantly armed with steel based weaponry and armours. Spears are most common, followed closely by long swords. These weapons are far larger than that of the average species, and possess edges that are jaggedly sharp. Dressed in armours of blackened metal and violet trim, they have taken up their new weaponry quickly and with little difficulty, employing shields for the first time in the Tynir’s bloodied history.

State of Advancement: A fledgling nation, the Tynir are eager to claim what is theirs, and have a hunger for conflict unlike any know species in Emoria. They grow and spread at an alarming rate, and have gained access to the secrets of the world through an unknown source. Metals are rare in their homeland, forcing them to rely on others for their weaponry, although they are being to learn how to work the forge, using left over, or damaged weaponry to learn the trade. Although they are far from being masters over the forge, the Tynir are learning quickly, in thanks to their natural drives for combat. The heavy drums of both thunder and the Tynir sound over their spire, and they stand ready to fight at a moment’s notice.


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Information Archive - Do Not Post - Page 2 Empty Tynir - Lore

Post by Guest Fri Oct 15, 2010 2:44 pm

Tynir have no true religion, believing all gods to be fickle beasts and unworthy of any sort of faith. The closest a Tynir comes to faith is their utter respect for death. Death is the end of all things, even gods, and the Tynir do not view themselves as it’s master. Every warrior is taken when death comes, and death alone will decide when one passes from this world.

Any request made by dying Tynir are treated with the utmost respect, and all present are bound to fulfill the request of the fallen, no matter the risks or repercussions.


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Information Archive - Do Not Post - Page 2 Empty Tynir - Powers

Post by Guest Fri Oct 15, 2010 2:45 pm

Tynir are a magically deadened species, not capable of producing it, nor being affected by it’s sways. To try and cloud their senses is impossible with magical arts, but if one flings a fireball at one, it will burn them as any fire would.


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Information Archive - Do Not Post - Page 2 Empty Traemador - World-space

Post by Guest Sun Oct 17, 2010 1:31 pm

Traemador is a rough, nearly desert-like terrain with random patches of fertile soil and a large river, called Urador, which divides the nation nearly in half. Many describe the land to be simply "chaotic" and unorganized, with no clear balance or inbalance between the elements there. This affects the specialization of shaman depending on which region of Traemador they come from. The capital city, Won'Thar (named for the Warchief who brought the pilgrimage to Traemador after the territory wars with "(insert cooperating race here)") is located to the northeast sector of the land, and is of course a hub for royalty and economy, being the largest city as well. It is among the less fertile, desert part of the land, so food and supplies are made in the smaller surrounding cities, called the Halo of Won (comprised of the cities Fraendor, Thur'Khal, and Urzhen.) Fraendor is located across the river directly to the west of Won'Thar and is responsible for food production, commanding herds of cattle, goat, and various other farm animals as well as being nearby a forest region where exotic meat can be obtained to be sold for higher prices.

Thur'Khal is located slightly southwest of Won'Thar, though still on the eastern side of the river, and is responsible for transportation of armory and weaponry from Rendhor, the city across the river that takes up much of the southwest region of the nation. Thur'Khal also transports the food and clothing made in its surrounding cities, given it is closest to Won'Thar. Urzhen, then, of course, produces fine clothing. It is also considered an illustrious rural living place due to this upper-class trade which accommodates mostly the rich. As stated previous, Rendhor produces weaponry and armor and is the main hub for training and housing warriors. It is located right on the edge of ogre territory, though that edge is slowly fading as the ogres are reproducing at an unprecedented rate. Other than this very simple trade route, the smaller villages and cities in Traemodar are largely self-sustained. Trade with other nations is not widespread, but does happen when foreigners venture into Won'Thar, but only on a microcosmic level.
Religion/ Diety: Drenata are mostly shamanistic in their religious beliefs, believing that their ancestors in the Plane of Spirit offer them protecting, and the warrior-shaman harness this energy, though it is only their person interpretation of this power. Some still worship the Almighty One who granted them power from the Plane of Shadow, but this belief has been maligned to cult status and is looked down upon.
Government: Raa'Lhen is a figurehead of the government. His actual power extends about as far as that of the modern day Queen of England. The real movers and shakers are a group called the Council of Four, who make all the real decisions on foreign affairs and economy, as well as in the war effort against the ogres. Raa'Lhen has been very involved with them, however, more than any other Warchief. He has been trying for many years to convince them to make an alliance with a neighboring race to help defeat the ever-imposing ogres.


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Information Archive - Do Not Post - Page 2 Empty Drenata - History

Post by Guest Sun Oct 17, 2010 1:40 pm

There is a certain air of humility to the older generation of Drenata, due to an incident which occured six generations ago, in which the Drenata, seeking to gain the upper hand against their new enemy, the "(insert cooperating race here)", turned from their shamanistic religious lore of harmony with nature to the worship of a dark being from the Shadow Plane who had promised them great power. In exchange for their allegiance, the being from the Plane of Shadow taught the shaman to abandon their elemental-based magic in favor the dark magic which he commanded. Their shaman became warlocks, and in their bloodlust they nearly wiped out the "(inset cooperating race here)," but the side effects of controlling such unnatural power soon made itself clear when the children born that generation were birthed with purple-grey skin, scarred with rune-shaped markings on their face and hair the color of parchment. The parents of these children rose up in anger at the warlock Warchief Therosan, fearing that their children would die or were not even of their race, who used to feature a light brown skin tone. Therosan, in a bloody coup, was assassinated and replaced with Won Gestalan. Warchief Won used his position to broker a treaty between the Drenata and "(insert cooperating race here.)" The side effects still plague their race, and that unnatural power still courses through their veins.
While desire for revenge against this dark specter still runs deep within the Drenata, their sheer inability to take any action prevents acting upon it. Today, the Drenata are isolationists and self-sustained. A bourgeoning population of ogres threatens their livelihood, and they, despite their arrogance in matters of battle, are losing that war. Those of their race who choose to train in magic have returned to shamanism, believing their ancestors grant them access to their power, but some, still harness the powers they possess from their bloodlines' connection with the Plane of Shadow, though there is debate as to whether these arts should be permitted. Drenata are instructed to practice cautious courtesy towards members of other races and nations when out of their element, but are generally not very hospitable.


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Information Archive - Do Not Post - Page 2 Empty Drenata - Culture

Post by Guest Sun Oct 17, 2010 1:43 pm

The Drenata have since returned to the ways of old. Essentially a race constantly marred and held back from progress due to constant embattlement with their natural enemies the ogres. The most important traits to the average Drenata are pride and honor, so many are very nationalistic, which from time-to-time unfortunately breeds racism. As explained earlier, every healthy born male child is bred from age twelve, as well as volunteer women, to fight against their enemy, while slaves prepared weapons, grew food, and basically upheld the economy and well-being of the Drenata. In the older days, weak children were cast out to die, but since the Gestalan family have taken the throne, children who do not show a propensity towards fighting or whom are not born healthy now occupy the roles once filled by slaves, which the Gestalan family also put an end to.

Raa'Lhen is a figurehead of the government. His actual power extends about as far as that of the modern day Queen of England. The real movers and shakers are a group called the Council of Four, who make all the real decisions on foreign affairs and economy, as well as in the war effort against the ogres. Raa'Lhen has been very involved with them, however, more than any other Warchief. He has been trying for many years to convince them to make an alliance with a neighboring race to help defeat the ever-imposing ogres.


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Post by Guest Sun Oct 17, 2010 1:46 pm

In progress


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Information Archive - Do Not Post - Page 2 Empty Drenata - Powers

Post by Guest Sun Oct 17, 2010 1:49 pm

In progress


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