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The Dyschius Tome

Races and Cultures

a part of “The Dyschius Tome”, a fictional universe by CR22.

A high fantasy political/adventure epic unfolding in a carefully crafted world.

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This conversation is an Out Of Character (OOC) part of the roleplay, “The Dyschius Tome”.
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[OOC] Races and Cultures

Tips: 0.00 INK Postby CR22 on Fri Nov 26, 2010 3:12 pm

The Basics

There are four distinct species or races of sentient life forms on Tohmuenaa: the Slender Kin (elves), the Deep Kin (dwarves), the Swarming Kin (humans), and the Savage Kin (beast men). The Dread Kin, being anomalous and of the Slender, Deep, and Swarming Kin, are not technically a race or species, but are still concerned by some to be an individual "race." Within each race, there usually exists castes that fit into a particular social niche, and which may or may not be physically different than other castes (see: Mraat). Castes usually favor a particular set of classes that facilitate them performing their social function; i.e. a military caste may favor Warriors and Knights, while a religious caste may favor Ascetics and Scholars, though anomalies may exist.

+The Swarming Kin+
Named so due to their massive populations and relatively short life spans, humans are noted for their social, flexible, and aggressive nature. Humans have a wide variation in attributes and lifestyles, far more so than any other race, and can fulfill nearly any role they please. Humans also have the tremendously powerful capacity for "social transcendence" in which a population can elevate an individual to a supernatural status through mass focus, vastly accentuating any natural disposition and ability they have; for example, a murderous human Sorcerer may be so feared that he is uplifted to a legendary mass-killer, capable of slaying entire armies singlehandedly. The most prominent living example is the Aelkyr god-emperor Eza Aspyr, who has lived for thousands of years and is arguably the most powerful mortal in existence.

+The Slender Kin+
The Slender Kin are a race of tall, lithe, and unsettlingly people, at least compared to humans. Though artists idealize the elves in paintings and sculptures, they are uncanny and disturbing to humans with their quiet, predator-smooth movements; wide, unblinking eyes; and too-perfect proportions. They have lifespans that stretch for hundreds of years, though certain castes may only live a few decades at most, and most dedicate themselves to the absolute perfection of whatever interests them, be it magic, swordsmanship, agriculture, or music. They tend to be individualists and contrarians, and are fascinated by politics and the dramatic.

+The Deep Kin+
Though the word "dwarf" implies a small physicality, this is not always the case--while the vast majority of the Deep Kin are below five feet tall, there exist among their race the looming Muhl (lumbering giants standing more than ten feet tall), the lanky Nyun (fast, limber climbers that squeeze through thin crevasses and climb sheer walls), or the lordly Ochraan (with Slender-Kin proportions and too-large hands). They are characterized by their disposition for living underground, possessing extraordinary vision, both physical and mental endurance, and having incredible discipline.

+The Savage Kin+
The Savage

Central Cultures (Earth)

+Mesomia+
The United Peoples
Mesomia is one of the most diverse and accepting nations of Tohmuenaa, with every Kin and culture walking the streets in relatively peaceful terms. Located south of the Barren Frosts, west of Aesalom, and bordered to the south by Kharom, Mesomia acts as a cultural and economic trade hub for most of the world.

Mesomia is ruled by a complex nobility system, with the Crown (essentially a king or queen) ruling from its capital, Mesom. Beneath the Crown are Scepters, who in turn surpass Thrones, who rule districts which may be city sections or vast tracts of farmlands. The Crown itself is very weak, and can only give direct orders to the Scepters, declare treason, and appoint Scepters. Scepters essentially act as liaisons from the Crown to the Thrones, though they may appoint Thrones and act as mediators and legal justices between Thrones, and most of their work is done in managing squabbling nobles and gaining support for the Crown. Thrones are by far the most powerful ruling nobles in Mesom, though their power. is limited to their districts. Thrones set the laws in their particular district, own private armies, and rent out land to their subjects. Districts may vary radically; in Mesom, there is often stark breaks in districts, with a ghetto avenue next to an aristocratic boulevard, or a filthy industrial sector thriving next to a serene temple.

There are five major castes suitable for adventuring in Mesomia: Johns, Praests, Erestes, Luenatics, and Lohkars.

Johns, or "Guards," are localized members of each Throne's private army and focus purely on maintaining order in their district. Though each district is different, most Johns are Knights, Warriors, or Hunters, and most are moderately to well equipped by their Throne.

Praests, or "Priests," are part of a medical/religious caste and may or may not be affiliated with a particular Throne. Their first loyalty is to their temple, and given the tremendous variation in Mesomian religious beliefs this could imply anything, though many choose to ally themselves with one particular political organization. They serve as healers, and usually favor Scholars and Ascetics in their ranks.

Erestes, or "Aristocrats," are part of the social/mercantile caste of Mesomia. Though there are no noble positions beyond Crowns, Scepters, and Thrones, Erestes close to nobility can sometimes be quite powerful. They are usually not fighters, but they tend to favor Assassins, Sorcerers, and Hunters amongst their rank, and are exceptionally skilled at playing political and social games.

Luenatics, or "Lunatics," are part of Mesomia's flourishing magic caste. Usually belonging to private, independent Academies or Universities, they are contracted in a wide variety of ways, from heavy duty construction, military application, or even social entertainment. Any time spent away from work is spent in study, usually of academic nature. They favor Scholars and Sorcerers.

Lohkars, or "Warlocks," are representative of Mesomia's organized crime. They are usually Assassins, Hunters, and Scholars involved in facilitating, managing, or perpetrating smuggling, theft, assassination, slavery, drinking, drug use, prostitution, and other underworldly activities, some in clandestine interaction with Thrones. Despite their unwholesome nature, the Lohkar's can be admired for never "going too far," and keeping all non-Lohkar related crime in a minimum.

+Aesalom+
The Bright Lands
Aesalom is an almost purely human nation situated south of the Black Frosts and east of Mesomia. Aesalom is a devoutly religious state, with the Temple controlling nearly every government office--though unlike Aelkyr, the Aesalom faith is that of philosophy and animistic worship as opposed to a mass-cult. Aesalom's religious institution's beliefs can be summarized as thus: there exist several natural forces in the world, with a marriage between the Earth-aligned force and the Light-aligned force providing the basis of reality, and that it is the burden of mortals to discover what that reality means.

The political structure of Aesalom is very much a socialist meritocracy. The Temple believes that every citizen deserves a healthy and well-informed existence, and thus will freely house, cloth, feed, and educate any member of its society who cannot provide for themselves. However, to live such a parasitic lifestyle is considered a sin, and therefor any who cannot care for themselves or their family are believed to not reach "transcendence" and therefor are damned. Those who are of wealth and power forfeit all possessions upon death, which are used to care for the poor, unless their spouse remains alive or their children prove themselves worthy by bravery in combat, are able to pay off their "sin debts," or contribute to society in a meaningful way. Due to this structure, most people of Aesalom are kind to the poor and value personal achievement.

There are two major castes of Aesalom suited for adventuring: the Paelidom and the Paelieun.

The Paelidom, or "Light Guard" are a military/guardian/peacekeeper Order founded after the Great Purge from the remaining human members of the Omonn Vohklidohm, and are given complete arbitrary judicial power within the borders of Aesalom. They are generally Knights, Warriors, Reavers, and Ascetics, and are specifically trained to kill Dread Kin and uphold the laws of their homeland. Due to their arbiter status, a Paelidom is free to do whatever he or she wishes with a criminal, be it execute on sight a man for stealing a loaf of bread or pardon a murderer--however, the Paelidom that are particularly vicious or lenient with criminals are usually sent on northern "witch hunts" for Uruehn-Akr.

The Palieun, or "Light Oracles" are a religious/educational/social Order that have existed and evolved for thousands of years in Aesalom, and currently act as direct government officials (though lacking the judiciary powers of the Paelidom). They are generally Scholars, Sorcerers, or Ascetics, though they prefer to use their words or minds rather than their magic to solve their problems. As teachers and leaders, they tend to be tolerant of others to a fault, and are well respected among the common people of Aesalom for their status.



[TBC]

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CR22
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