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The Gods

Encyclopedia Ashariela [Includes Map]

a part of “The Gods”, a fictional universe by almostinsane.

Men have always told stories about the Gods, powerful beings deserving of worship, fierce in anger and generous when pleased. Embark upon a journey as the powerful god of your civilization as you lead your people. (NO LONGER ACCEPTING NEW CHARACTERS)

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This conversation is an Out Of Character (OOC) part of the roleplay, “The Gods”.
Discussions pertaining to roleplay on RPG.

[OOC] Encyclopedia Ashariela [Includes Map]

Tips: 0.00 INK Postby Sciamancer on Sun May 29, 2011 7:32 pm

Welcome to the Encyclopedia Ashariela, an encyclopedia dedicated to tracking information pertaining to the continent of Ashariel, its deities, and its cultures.

Each individual is free to make their own post. To keep this thread clean, however, please only post one post per civilization/deity and keep OOC conversations in the other OOC thread HERE!

First, some basic geography. North is Up On the Map!
Image
This is a map of Ashariel. Starting from West to East, these are the various environments:

The off-white plain on the far west is a vast hot desert.
To the east of that is a large mountain range, with volcanoes to the south and ice-capped mounts to the north. There are only a few representative examples shown; there are many mountains.

East of that, things get a little more varied.
The darkest green, almost turquoise, a large swamp where most of the water that doesn't go into the ocean eventually drains.
South of the swamp is a yellow-green area, which is wild jungles.
East of the swamps and jungle are high, hill-filled grasslands.
The green areas wrapping from north of the swamp to east of the grasslands are deciduous forests (regular woodlands).

The farthest eastern lands are a series of islands, of which there are only a few representative examples shown; there are many islands.
In the top-right corner is a large group of clouds that signifies a magical, floating series of islands.

Suggested Layout For Your Civilization's Encyclopedia Post:

Names:
*Include some basic names that someone would be commonly encountering in your posts. Ideas:
*God's Name
*Avatar's Name
*Influential Figures (or names of other characters you play)
*Civilization's Name
*Species Name(s)
*Link to Character Sheet

Fast Facts:
*Just some basic information to give people a basic idea.
*Territory [Environment, Amount of Land]
*Languages [The default language spoken by most or all species is "Common"]
*Demographics [Population numbers, population distribution by class/species/religion/etc.]

More Information:
*Any elaborate information
*Culture
*Elaboration on "Fast Facts"
1. Join ASCO
2. Fight the monster.
3. Protect the people.
4. ???
5. Profit.

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Re: [OOC] Encyclopedia Ashariela [Includes Map]

Tips: 0.00 INK Postby Sciamancer on Sun May 29, 2011 7:56 pm

Mori, God of Death and Mortality
Avatar: Algor Mortis (Lich)
Country: None (Nomads)
Civilization: The Mora, Morians
Species: Human, Lich
Major Figures:
Algor Mortis is Mori's avatar, has been a lich for a few years, and tends to not be trusting except of family and close friends.
Pallor Mortis is a lich many decades older than Algor, and acts as an advisor to him. Pallor has decayed so much that he cannot stand and has trouble moving much at all.

Devoto Frigus is the leader of the small Frigus family, who usually travel the Northern mountains. He has been a lich for seventy years, but is still quite childish.
Vitalia Frigus is the old granddaughter of Devoto. She acts as a voice of reason for him, though obviously the lich can (and often does) ignore her due to his own power in the family.
Parva Frigus is Vitalia's own graddaughter. She is only five years old, adventurous, and dangerously in lack of fear; she seems to take after her great-great-grandfather.

Character Sheet

Fast Facts:
-About 4,000 Members
-About 250 Families/Tribes
-Each family has 8-30 members, averaging 16 members
-90% Human, 5% Lich, 5% Other
-Inhabit almost all lands; no permanent settlements
-Multilingualism is normal; a family usually speaks common and several other languages dependent on their normal migratory range
-All follow Mori

More:
See Character Sheet
Last edited by Sciamancer on Wed Jun 01, 2011 9:13 pm, edited 1 time in total.

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Re: [OOC] Encyclopedia Ashariela [Includes Map]

Tips: 0.00 INK Postby gaiadarkstar on Sun May 29, 2011 9:39 pm

God's Name: Aisha
Avatar's Name: Riana Ateron
Influential Figures (or names of other characters you play)
The Head, Fineus Rutherford
The Great Atta- the head of the healers guild
These are the only two I might play in the near future, I may add more as things come up with my civilization.
Civilization's Name: Taleron
Species Name(s) Human, many different types inspired by the "romance countries" like Italy, Rome, France
roleplay/the-gods/characters/aisha/

Fast Facts:
*Territory The merging of jungle, plains, and forests in the temperate zones on the southern coast of Ashariel.
*Languages [The default language spoken by most or all species is "Common"]
*Demographics Population roughly one million people population distribution by Farming is popular and the people are spread out but the densest populations are in the cities, Azoreth having the most, Galarta the second most, with the other three shifting places as to their placings.

More Information:
*Culture- Taleron as a whole is filled with dreamers and artists of every kind. They are, on a whole mostly friendly and funloving enjoying many festivals. They are pretty laid back and many people take naps in the hottest part of the day. They are highly varied in attitudes but share an appreciation for beauty, elegance, music, and generally welcoming of visitors and can be very helpful. They are almost too trusting, though living so close to the Mask's people they have learned some caution.
Image
Worlds without end visualised, sketched, and written. From my mind and imagination to yours.

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Re: [OOC] Encyclopedia Ashariela [Includes Map]

Tips: 0.00 INK Postby Blazin Beard on Sun May 29, 2011 10:49 pm

Names:
*God's Name: Grungi
*Avatar's Name: The White Dwarf
*Influential Figures:
High King Throgrim
Zhufbar King Barundin Throndinson
Slayer King Ungrim Ironfist
*Civilization's Name: Karak Ungor
*Species Names: Dwarves

Fast Facts:
*Just some basic information to give people a basic idea.
*Territory: Amount of land? Why worry about such things. The dwarves own all the southern mountains for they know their true value. They have a few holds while most of their land is comprised of deep mining tunnels.
*Languages: Common (manling speak) and Dwarfish
*Demographics:
Population: All dwarves live in holds only going into the tunnels to explore or work. There are roughly 1.6 million dwarves spread out across 3 holds under the mountain. The largest hold is the capital Karaz-a-Karak and the second the legendary slayer keep Karak Kadrin.
Karaz-a-Karak: 725,000
Karak Kadrin: 530,000
Zhufbar: 345,000
Dwarves do not bred as fast as humans so their population takes a long time to build, but luckily dwarves can live up to 400 years with some reaching even 1000.
True dwarves believe only in Grungi.

More Information:
Culture: Dwarves are a hardy race. They do not trust most other races simply because they lack the proper determination to get things done that the dwarves have. The dwarves are a very stern and honorable race their word is their soul. Once a dwarf has sworn and oath to do something it must be upheld with their life. To fail such an oath is a shame a dwarf cannot bare to live with which causes oathbreakers to undergo the slayer oath.

Dwarves are very traditional living in clans whom they honor with their very lives if need be. A dwarf is a vengeful foe with crimes committed against them carrying down generations of both families until it is repaid.. in blood.



Names:
*God's Name: Asyrr'ya
*Avatar's Name: Tyrion
*Influential Figures: Tyrion and Teclis
*Civilization's Name: Velsora
*Species Name:
Ents: Large tree men...
Asur (high elves): The Asur or more commonly know as the Elves. They are a race of tall lanky humanoid creatures of ethereal beauty. They live to be around 2,500 years old, they are truly an elder race. They are taller than humans, but strangely enough every elf both man and woman are the same height of 6'6. They are physically weaker than humans but have a stronger connection to magic and are far faster in speed.

Fast Facts:
*Territory: Forest next to the human land of Mordheim.
*Languages: Elven and common
*Demographics: Elven population would be barely 500,000 at most. They are not known for their ability to breed and so their numbers are always extremely low. They are distributed around the forest in small cities.

More Information:
*Culture: Elves art... artistic and love their politics. Most of elven culture is based around those two concepts. Art to elves can be anything from magic to music and carpentry. Most elves are artist of some type as they have more than enough time to be artist, many mastering several branches of art.



*God's Name: Kildarien
*Avatar's Name: None
*Influential Figures:
Prince Valten
Prince Richard
*Civilization's Name: Mordheim
*Species Name: Humans
*Link to Character Sheet

Fast Facts:
*Territory: They have an interesting land. To the north lie the dread orc lands, the east the great mountains, the west the forest of the elves and to the south the great plains. It is an interesting mix. Much lumber trade comes from small towns on the west, precious metal from small mining towns on the east and many farms to the north and south where there is plenty flatland.
*Languages: Common
*Demographics: The people of Mordheim are concentrated in small towns and villages as there is only one large population center and that is Mordheim, the White City of Justice. In Mordheim there are roughly two million people. Given the small country size, it is hard for it to fit more in there and many people die due to continuous war with its neighbors.

The main god worshiped is Kildarien, but the people of Mordheim do pray to other gods, but they are always seen as minor when compared to Kildarien.

More Information:
*Culture: The people of Mordheim are a hardy people. They are on the front lines of the orcs invasion, and so have a very strong military tradition. If a family has 2 children the odds are one will join the Mordheim army as the other stays home to take over the family buisness. To be a soldier in Mordheim is a great honor as they are the protectors of Mordheim and its people.

The people of Mordheim are very fierce in their devotion to justice. They take a hard stand on crime, and most people see criminals as low life scum an affront to the beauty of the white city.
Nail: "guru sir, we have another traveler from earth!"
Super Kami Guru: "oh tell me you didn't letīģŋ him inside..."
Gohan:"Hello mr. guru"
Super Kami Guru: "Oh god damnit!!!"
Gohan: "Mr. Guru, sir, my friend Krillin told me that you could help us by touching me."
Super Kami Guru: "Do I lookīģŋ Catholic to you?"

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Re: [OOC] Encyclopedia Ashariela [Includes Map]

Tips: 0.00 INK Postby leopardspotz17 on Sun May 29, 2011 11:54 pm

Names:
*Gods' Names: KÊndi and Zari
*Avatar's Name: Jaqi
*Influential Figures:
Niko (Magician)
Koro (Hunter)
Sachi (Elder)

More to come on the characters above.

*Civilization's Name: The Nekidi
*Species Name(s): See above. Doubles as the same...
*Link to Character Sheet: http://www.roleplaygateway.com/roleplay/the-gods/characters/kndizari/

Fast Facts:
*Territory [Environment, Amount of Land]: Jungle region near mountains. Amount of land- approx. 12 miles in diameter.
*Languages [The default language spoken by most or all species is "Common"]: Dakirik. This language has a sharp and fast pronunciation- as a result, the short "i" sound is very common. So are the harder consonants such as "k" and "d". All female names end with "i". All male names end in "o". The Nekidi can also speak "Common" thanks to magic.

*Demographics [Population numbers, population distribution by class/species/religion/etc.]: Population stands at about 35,000. Very small in comparison to all the other civilizations. However, keep in mind that there is only one village and this is a hunter-gatherer society. There isn't a set class distribution, but social interactions form usually based on job. There are hunters, herders, and gardeners for the most part. However, there's a smaller sect of magicians and of course there's the council of elders.

More Information:
*Any elaborate information: I'll add more later
*Culture: See above
*Elaboration on "Fast Facts" See above.

For now, if you are looking for more information, go to the character sheet! I'll put more stuff here later.

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Re: [OOC] Encyclopedia Ashariela [Includes Map]

Tips: 0.00 INK Postby Khorudan on Mon May 30, 2011 4:57 am

Names:
*God's Name: Shaddam
*Avatar's Name: Melkiah
*Other Characters: Joss, Mariam
*Civilization's Name: The Shaddath
*Species Name(s) The Shaddath
*Link to Character Sheet: roleplay/the-gods/characters/shaddam/

Fast Facts:
*Territory:The Deep Swamps at the center of Ashariela. In fact, if it's a swamp, Shaddam has probably touched it at some point.
*Languages: The Shaddath speak in pulses of light emitted from their bodies. They lack the organs to communicate orally.

*Demographics: Being small, immobile Fungi has it's advantages. The Shaddath number well into the millions, well fed on the flesh of fish pulled from the large marshes that dominate the interior of the Deep Swamp. Their spider servitors are so numerous as to be practically uncountable, fed by fish and the natural predators of the Shaddath, Death Snails, which feed on all forms of fungi.

More Information:
*Any elaborate information
*Culture: Shaddath culture is unique in that they have no real architecture, as most of the species prefers to remain rooted out of doors. The only examples of building, if it can be called such, are the giant domes of web constructed around the colonies of the Shaddath, the largest of which eventually became Temples to the Swamp God.

Being sedentary sentients, the Shaddath spend much of their lives in contemplation. This has led to a wealth of philosophical knowledge. Unfortunately, without a method of recording their discoveries, much of this knowledge has been lost.

*Elaboration on "Fast Facts":At the edges of the swamps it seems fairly generic, the scattered corpses of trees sticking up at haphazard angles out of sucking mud and muck. Further in though, it seems to transition more to an otherworld, thick with ancient Cyprus trees, their roots providing perfect cover for strange, toothed fish (think flounder with big, jagged teeth) while their trunks and branches provide the perfect skeleton for the domesticated spiders of the Shaddath to weave thick webs to keep out the rays of the sun. Strangely, the expected smell of decay is practically non-existent in the Deep Swamp, though whether this has to do with the blessings of Shaddam or the careful stewardship of the Shaddath is unknown.

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Re: [OOC] Encyclopedia Ashariela [Includes Map]

Tips: 0.00 INK Postby Derotzka on Mon May 30, 2011 11:05 am

Jiraba and the Shadowkin

Names:
God's Name - Jiraba, The Terror and The Darkness
Avatar's Name – Vyrykon, one of the “first ones”
Influential Figures –
Phantomb, one of the “first ones”
Suhpyt, one of the “first ones”
Drazivoyrc, one of the “first ones”
Civilization's Name – The Shadowkin (Abbreviation – [the] ‘Kin)
Species Name - Shadowkin
http://www.roleplaygateway.com/roleplay/the-gods/characters/jiraba/

Fast Facts:
Territory –
Underground, close to the mantle of the world, with periodic outposts in the tunnels that leads up to the surface.

Languages –
Common
Suokav Sniivu [Literally: Shadow Speech] (A telepathic language only used by the Shadow Seers, the first ones and Jiraba. Occaisonally spoken, but rare. All Laws of Jiraba are written in Suokav Sniivu.)

Demographics:
Population – Indefinite, Shadowkin are born from Shadow so there is no way to obtain an accurate number.
Distribution – Most Shadowkin live in the dark and deep caves where the Seers take residence, however remote groups have been reported to have been spotted living in deep jungles and forests, other caves and abandoned villages.


More Information:
Culture – Their only will is to serve Jiraba and all Shadowkin heed his call. They are bound by their laws never to harm one of their own kind and their villages are dark and purely used as a waiting area before receiving orders. Shadowkin do not need to eat, sleep or drink and could easily out siege any fortress or city at night. Daylight hinders Shadowkin greatly, it does not kill them outright, but their power is drained and it makes them easier to see and kill.

They see Nightfall as dawn and Daybreak as dusk, leading to them thinking that the Divinities that govern dawn and dusk are backwards.

+ Moved some info to Char sheet +
Last edited by Derotzka on Tue May 31, 2011 6:03 pm, edited 3 times in total.

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Re: [OOC] Encyclopedia Ashariela [Includes Map]

Tips: 0.00 INK Postby LuckyNumber24 on Mon May 30, 2011 11:15 am

Names:
Gods' Names: Riso, God of Happiness and Dawn. Raven, Goddess of Sorrow and Dusk
Avatar's Name: Queen Yahall Mai Thunderhawk
Influential Figures:
Sparrow and Jackdaw (Messangers)
(Will add more)
Civilization's Name: Kingdom of Cuore
Species Name(s): Corvusians, the Lakota(human), the Ming(human)
roleplay/the-gods/characters/riso-and-raven/

Fast Facts:
Territory: Tropical jungles filled with strange animals and plants
Languages: Common, Tu Mayan (Lakota), Ming, Corvus Code (secret launguage spoken by Corvusians. A mixture of whistles, clucks, and bird imitations. Usually used for communication during spy missions.)
Demographics: The people of Cuore live in three large cities in the same aream surrounded by smaller towns and villages. Roughly 80,000 people.
About 50% Lakota, 45% Ming, 5% Corvusian.

More Information:
*Any elaborate information
Culture: Cuore is made of merchants, entertainers, warriors, and assassins. Due to their exotic location, they possess many strange and fabulous items for trade. The Ming are skilled at making silk and steel, while the Lakota go out into the jungles to collect natural wonders. Cuore is most famous for it's dancers and artists. The dancers are very skilled, and almost everyone in Cuore knows how to dance. It's a wau for them to express their emotions, be it sorrow, joy, or rage. Many would pay a high price to have a Cuore dancer in their ballroom for a special party or meeting. The warriors in Cuore are very different. The Lakota fight along side with animals and adapt to their surroundings very well. They know how to use nature as a weapon. The Lakota are known as the Dancing Warriors because of their fluid and graceful movements. The Ming have two types of warriors. Warriors who fight with honor and assassins. The Ming's "Daytime" warrior wield steel swords and no other weapons. They wear light armor, but no shields for they are not afraid of death. They will never attack a foe without a weapon. Then the assassins, a profession the Ming are famed for, carry many different weapons. Mostly small blades that are concealed inside leaves. Women make up most of the assassins, for no one expects a woman to kill. They use their bodies to get close to a target and then they quickly eliminate the victim.

-Cuore is famed for their festivals. The cities will be adorned with bright colors and bonfires. The streets lit with glowing lanturn. People will be singing and dancing. But most of the festivities are to celebrate religous holidays.

-Religion is very important to Cuore. The cities are built around one giant pyrimid and their are many places of worship. Priests tend to a fire called "Riso's heart" all day, until it goes out at dusk. Then Priestesses come out and walk the temple. Priest and priestesses are required to know how to dance and fight.
Last edited by LuckyNumber24 on Mon May 30, 2011 11:42 am, edited 1 time in total.

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Re: [OOC] Encyclopedia Ashariela [Includes Map]

Tips: 0.00 INK Postby Oran Tarlin on Mon May 30, 2011 11:38 am

Perpetually Under Construction

The Flag of the Dendapim:
Image

Names:
*God's Name: Nemea
http://www.roleplaygateway.com/roleplay/the-gods/characters/nemea/

*Avatar's Name: Rawenya Qtoli
*Influential Figures:
Richest Man in the Dendapimaria: Dwayin Daqendor
Richest Woman in the Dendapimaria: Cirealla Imin
General of the Army: Gairus Najar
*Civilization's Name: The Dendapim
*Species Name: Human
Generally golden to dark tan skin
Brown, Grey, and Green eyes
Black haired
There is a large variation in height between Dendapim due to contrasting water and food quality. Women are quite voluptuous while men tend to be very lean, even effeminate. This generally results is ridicule by foreigners.


Demographics:
Population: 1.4 million pre-Plague, 850,000 pre-Volcano, roughly 600,000 now.
All human.

Fast Facts:

The Dendapim are perhaps most famous for their social mobility. Where as most cultures have a seated aristocracy, the Dendapim value "self-made men" above all others, and tend to climb social ladders faster than most. However, their mobility is not purely upward. A Dendapim man can taste unfathomable wealth in his lifetime, but still die in a gutter. As a people, they value hard work and ingenuity, and are often seen as cutthroat, ambitious, and completely unsentimental. Dendapim abroad are famous for never giving charity, and often being lavish spenders. Dendapim outside the Dendapimaria are usually incredibly wealthy due to their nature as harsh businessmen, and having access to superior technology. Besides the dwarves (who don't get out much) the Dendapim are the finest gem cutters in Ashariel. However, these Dendapim expats are rarely accepted by other societies, and form clustered communities.

The Dendapim are equally famous for their cloth. It's vividly colored, strong, and soft, and the Dendapim are often the most colorfully dressed people in Ashariel. They have bred a type of giant spider specifically for its silk.

Because of their technological advancement, the Dendapim have more muskets than most other cultures, however, due to the plague, many of these have been sold off. The Dendapim musket forms the standard of musket technology in the world. They do not fail as often, but they are still inaccurate, loud, and tend to cover the surrounding area with black smoke. The plague severely reduced the Dendapim's march forward.

*Territory:
The Dendapim inhabit the southernmost peninsula of Ashariel, which is highly volcanic, being very dry inland and very humid along the coasts. It is rocky and chaotic in its geography, and is famously marked by a terraced hill, which climbs to the northeast to a mountain pass and the city of Galatzella.

*Major Cities:
Galatzella: Acting capitol of the Dendapimaria. Stretching between a mountain pass in the near center of the peninsula, it looks off over a terraced hillside down to the coast. It contains the Avatar's Palace, a massive complex which is home to the Oligarchy, the Artisan's Council, the Alchemist's central laboratories, the "Glass Tower," and the Propagandist Guild. The entrance to the palace is a massive series of concentric hexagons in vivid dark blue, green, and red, all trimmed with gold. This culminates at the door, and the surfaces are polished and extravagent. This becomes the termination point of the "Qsamadar" the central artery of the Dendapim, which is lined with aqueducts palms, cyprus, and flowering trees.

Dalin: A port city located on the cape of the Dendapimaria, spans a handful of petite islands around the cape, and famous for its fishing, particularly squid and various bivalves. Took drastic measures during the plague, and retained most of its workforce, however, due to the abusive regime that took control, the vast majority of Dendapim fled the city as soon as the quarantine was lifted. Many fled to Avuvian lands or moved across Ashariel, while the rest moved to the drained city of Galatzella, which, due to massive public works projects after the plague, has a very high standard of living. Daliniq, as they're called, form a sub-culture among the Dendapim, and actually have a culture of gift giving and togetherness that "High Dendapim" don't possess. They migrated to Nonya from Galatzella after the influx of plague-survivors there made their primarily port-city skills useless.

Nonya: The largest port city of the Dendapim, located on the eastern side of the peninsula, and marked by a massive rock, upon which the Dendapim are building an elaborate lighthouse and palace system. It is sheltered and surrounded by high walls, and its large boardwalk and seawalls form their own floating city.

Nonya became very famous after the plague, due to it being the place for the fabulously wealthy Dendapim to build a "city of the future" as the Propagandists have described it. While Galatzella must tear down before it can build up, Nonya is completely new, so it can be very well planned out. The city sits on the western end of a small, wide bay, and straddles a river.

The city wall is high, and wraps around the periphery of the city from the edge of the Rock, in a smooth quarter circle to the canals of the river, which head due east into the bay. The wall arches over the river in an elaborate series of catenary and honeycomb arches. The wall continues south, turning twice at 90 angles to arrive back at the sea, with two large towers each with two lower bastions with cannons. The walls are marked by low lying periphery towers and gates.

The river cutting the city in half is canaled long before it reaches the city, with a port at the base of the terraced hills for shipping to Galatzella, and many tributary canals for irrigation between the terraces and the city. These plains are marked by enormous fortress-like houses of the wealthy, who operate the farms, as well as pubs and docking stations. They often grow to form minute walled microcosms.

Nonya has very wide, flat streets, with even tiles. Every main road is named after one of the wealthiest Dendapim who funded it, with statues, fountains, plazas, and markets, connected by arterial roads, and even they have fountains and are tree lined at least on one side. Nonya is famous for its raised collonaded markets in the middle of its streets, as well as bridges built across the wide avenues to connect buildings. The river has canals extended through the city. Its got a huge sewer system, and supports the first ever Dendapim bath houses. Nonya stands on top of a handful of mineral waters, and the ability of the city engineers to keep the fresh, salt, mineral, and sewer water separate is perhaps its most impressive feet, even grander in scale than...

The Rock. Technically a hill, because of some interesting erosion patterns it is wider at its center than at its base, where there are many caves. It has some natural tunnels throughout, and the Dendapim have carved many more. Famously, they drilled straight through the rock with a beautiful Catenary arch, lined with bright oil lamps and leading to the Great Cistern Bazaar. This covered bazaar is roughly three stories deep, supported by twelve rows of twelve columns. Two story tall ones supporting single story columns. They each have beautiful crowns and bases. The bottom two stories are filled with fresh water, piped in from a variety of sources. The rests on a platform at the end of the Rock tunnel just before the cistern, and is vibrantly full of mirrors, lights, and openings for ventilation and sunlight.

The rock's barren stone surface is broken in places to reveal large honeycombs, where apartments are built. Every apartment on the rock uses the same balcony system, which is a triangular one jutting out from the rock. At the point is placed a hearthbowl, which burns at night. These balconies exist all along the west side of the rock, overlooking the city.

Leading up from the bazaar in a variety of lifts, spiral staircases, storage rooms, and even some apartments to the surface, where Trinity Palace is placed.

Trinity Palace is the enormous complex atop the Rock, which consists of huge open courtyards and buildings with enormous, gardens and much ivy. Trinity comes from the fact that the complex was a joint venture by Dwayin Daqqendor, Cirealla Imin, and Rawenya Qtoli, as well as the Dendapim idea of Trinity, although there are also plenty of areas where the Pentanity is brought up as well. The building was meant to act as a secondary center of government, though it grew rapidly into the logical location of the Dendapim capital. It acts as a fortress for the city of Nonya should there be a siege, with plenty of cellar space, some, with the addition of numerous windtowers above, are able to maintain ice. Trinity Palace is laid north to south, built so as to appear a part of the Rock.

Its lowest foundations are cantenary arches, long expanses of them, in front of a long promenade with evenly spaced palms. Bougainvilleas hang over the sides of the promenade. Above these arches are three or four stories of the triangular balconies, heavy with crawling vines and potted bushes, each triangle alternated for space and dramatic effect. These apartments face the inner hallway, with collonades and cyprus trees, and across from them are the inner rooms, artisans workshops and libraries. There are three main courtyards in the Palace, the northernmost being Imin Square, the central Qtoli Square, and the southernmost Daqqendor Square.

At the Western culmination of the Rock, before Imin Square rises the tall, symmetrical "Grand Palace" a building with a vast dome, and small domes supporting it (mosque style). It has many broad hallways and even more balconies, pointing out in every direction. Its many covered balconies encircling the square form the national Dendapim university, where various Masters have brought some of their guilds together for the purpose of recording and teaching. Many of the buildings have elaborate tent roofs that sweep down to the ground as flags.

Around Qtoli Square at the center is a line of greenhouses, including four low but wide glass domed buildings. The halls and gardens of this area are dedicated to a large library (under the western glass dome, which is lower than the eastern one across the square. The library is a great circular expanse, stories high, with every book kept on an official scroll, stored in a honeycomb shelf. Jokingly called "The wine rack" it contains not originals, but "immaculate reproductions." The buildings around Qtoli square include places for embassies and the military of the Dendapim. The trinity palace was originally planned to be the center of the Dendapims yet-uncreated navy.

Around Daqqendor Square are the Alchemist's Grounds. The area includes all the Alchemist's laboratories and pens, as well as a small glass aquarium, which the Dendapim are quite proud to possess. The roofs of buildings around the square are lower and flat, with plenty of bushes and crawling plants, and spread over it are triangular cloths, row on row, stretched out so as to billow like sails. They are the blues, greens, and reds of the Dendapim flag, trimmed with white. At the southernmost end of the square is the Element Tower, the huge hexagonal tower whose foundations extend to the sea at the base of the Rock, and nearly ten stories above it.

The tower acts as a wind tower, siphoning air down through the cellars for cooling of the palace, a water tower, to hold fresh water for the fortress in case of a siege, and a beacon tower, for a lighthouse as well as to warn Galatzella of an impending attack. The fact that it's hewn of rock brings in the fourth element.

Along the eastern side of the Rock, the side facing the sea with the city of Nonya behind it has walls that are more stark, with less stained glass and more obvious crenellations and towers. The roofs of the tower are tents of the Dendapim flag colors, stretching down along the walls as massive flags, dispersed evenly along the wall. It is equipped with cannons, muskets, and plenty of rocket arrows, although attack from that side would be quite impractical anyway.

Ironically, the Artisan's Council and High Hall, which were what the palace on the Rock were originally intended to house, are built on either side of the canal in the center of Nonya. A main road passes directly through them, north to south, rising in a series of large ramps and sweeping stairs up to large platforms on the roofs of the government halls, between them stretching a wide, high bridge, with metal supports climbing elegantly up from both sides of the river. The two buildings have two quarter domes on either side of the bridge, enclosing waterwheel powered lifts. In the center of the bridge is a small tower, hanging in the middle of the river. The dome is dark red and houses the Starweave when it is not worn by the Avatar.

The walls of the city are quite tall, with small square towers, with simple staircases moving up to the towers on either side, and stair/flying buttresses on the inside of the walls. The stepped look that the staircases give the wall are quite common in Nonya, as the architects enjoyed incorporating open air bridges and visible staircases into the city. Ditches and moats, some fed by fountains pouring from the towers. Most parts of the wall do not have secondary defences however, as Nonya is relatively far from dangerous territories by land.

The biggest marketing point for Nonya is its high standard of living. Apartments are larger, there are bridges from building to building and usually just above the sidewalks acting as cool promenades and shade. There are wide, clean, even tree lined streets, and fountains. There are also street lights, the most garishly expensive aspect of Nonya. An adaptation of hearths, in Nonya, it's expected that the citizens of the communal apartments light the streetlights owned by those apartments.

This general activism (generally odd for Dendapim) decreases crime and improves health.

Ultimately, besides not having the dramatic Gem gate or the Qsamadar of Galatzella, it's truly got much more, and is a more defensible, profitable position for the Dendapim, as well as being arguably amongst the most beautiful cities in the world.

Expanded Information

The Dendapim are famous world wide for their cloth. Many have tried to imitate their silks, but all have failed. The Dendapim have a variety of weaves, ranging from horse hair and wool to silks and the most expensive, which are famously woven out of spider silk. While the Dendapim, as a rule, generally do not use magic, one of Nemea's most magical gifts to them was a breed of spider that likes dark places and large caves. The Dendapim have bread them over the years like cattle, and this has resulted in a recent infestation of giant spiders throughout the Dendapim mountain ranges. Most of the spiders the Dendapim control are incredibly docile, and very much like cows. The Dendapim harvest their venom as well as their silk, but have found the meat to be putrid, and used only as a fertilizer. Spiders, Bees, and Silkworms are the most sacred of Dendapim animals, as they represent industry and advancement, and their various products are considered of the highest value, just under pearls, which are considered the oyster's contribution to industry, and the ultimate expression of "Zi" the making of something incredible from nothing more than a speck of dust.

The Dendapim cloth is incredibly strong and soft, and ranges from the decorative but strong “Moonweave” made of spider silk and inlaid with pearl, to “Earthweave” which is an example of the little magic the Dendapim use, a strong, usually thick black or brown cloak which, upon the pulling of a tassle made of petrified wood, suddenly hardens. This cloth is incredibly thick and heavy, and when activated can rarely be moved. However, men have been known to be galloped over by horses while under the cloth and escape unharmed. It takes tremendous amounts of time and effort to make, and is almost exclusively given as a military reward, theoretically to keep the absolute best of the best alive longer.
The “Starweave” was made by Nemea herself, and is at once thin and cool, with layers and layers of intricate patterns throughout it, which, depending on which side you look at, the angle, and even the lightsource, spell various prayers and enchantments in the weaving. She wove it from pure pearl, fire, and starlight, and it was so powerful it actually acquired particles from all around it, and grew into a goddess itself, named Yorinaphe. She is now considered apocryphal, and for some reason most of the history of her is blotted out. Nemea herself tells everyone that the story is simply a tale of her power as ultimate creator, but denies that it ever actually happened. The Starweave was mysteriously damaged, odd since even that which remains is entirely indestructible, but all that remains is enough cloth for a glove. It reflects even the tiniest, most distant point of light, and considered a potent magical artifact.

The Dendapim call their homeland the “Dendapimaria”

Though Nemea is universally worshiped by the Dendapim, there are 3 state sanctioned religions, as well as 2 smaller, but growing religions.

Nemeaiq: Considered the “purest” form of the religion, Nemeaiq believe working and producing is the highest form of worship. They build shrines in their workplaces that they enhance as they get wealthier, to show they are blessed by Nemea. The primary focus is on the idea that the truly “blessed” (read: wealthy) should contribute to cities and make as much land as possible arable and livable. These rich landowners usually contribute large fountains and extravagant statues to public places, and, along with the military, act as city planners. The result is the usual Dendapim desire for beauty in efficiency. Makes up roughly 80 percent of the Dendapim, and virtually all Artisans. It believes in absolute free will, and tends to view even genuinely distraught people as having chosen weakness and believe in taking absolute responsibility for your actions.

Staniq: Worshipers of the “Trinity” of Nemea. They believe that there is a basic three-ness to human success. Ambition (Nemea), Good Teaching (Grumpsh), and Natural Talent (Yorinaphe). This system believes that the ambitious beat the well taught, the well taught beat the naturally talented, and the naturally talented beat the ambitious. The idea, of course, is to maximize all three, identifying one’s own best talent and seeking to use it to its best end to worship Nemea. This group comes under scrutiny because it believes every person has a unique talent they are meant to act on, which the Nemeaiq believe limits free will. This makes up roughly 13 percent of the Dendapim, mainly Merchants, Soldiers, and Prostitutes.

Ardnyiq: Worshipers of the “Pentanity” of Nemea. They believe that all existence is built on a sacred hierarchy. Life, Comfort, Love, Ambition, and Perfection, and that these form the essential building blocks of all things. Overwhelmingly practiced by Alchemists, and is the most mystical and esoteric of the three state ordained religions, practiced by a scant 3 percent of the population.

The remaining 3 percent is split between two unofficial religions and the nonreligious, who are very rare amongst the Dendapim.

Eisel: This group is despised, believing that life is never enjoyed if one is perpetually ambitious, and preach that one is only happy when one accepts their position in life and revels in the very fact they are alive. Considered ingrates and people attempting to justify their laziness, the Dendapim believe them to be the scum of society, too afraid of sacrifice, and completely submissive to authority, with no respect for their self, which the Dendapim believe to be above all else.

Adu: The worshipers of the “Marriage.” A cult, who believe that Nemea is spiritually bound to Mask, and that one must practice their ambition and be perpetually aware of corruption. They believe that one should always be aware they are living, and be skeptical of all human interaction, as humans are inherently evil. The Dendapim believe humans are inherently self interested, not evil, and in fact consider humans the most perfect thing in nature, and the preservation of self to be merely an attempt and preserving that perfection. The Adu tend to promote selflessness, while the Dendapim only like to encourage “community” and the importance of nationalism, not actual selflessness. Some particularly radical Adu are completely nonviolent and vegetarian, which the Dendapim tend to roll their eyes at, believing that such a lifestyle is weak, as it is the lifestyle of the weakest of animals, not transcendent humans.

The Dendapim classes are as follows:
Landowners: Denoting ownership of farmland, these men and women become a part of the legislator, usually grouping together to select a valuable, intelligent representative to the Lower Council. They do not hire farmers, instead, the Dendapim treat farming like Jury Duty, and every viable man and woman will ultimately be summoned every few months to help with tending and harvest. This system requires Landowners to hire only a few skilled horticulturists to look after problems and manage the farming, while the free labor (technically paid by taxes), is in constant supply. The result is better for everyone, because in order for the unskilled labor to be efficient farmers, tasks are simplified, and ultimately even the citizens become skilled in a certain area of agriculture, and can remain in that area of expertise for the remainder of their life as temporary farm hands.

Artisans: Represented by guilds in the Lower Council, usually called the Artisan's Council, these people are considered the most blessed by Nemea, and are constantly seeking to improve service and quality of goods. Through loose alliances and guilds, various companies attempt to provide the best for the least. The Master Artisans tend to take in various apprentices as soon as they are out of the military or basic education. Artisans are usually constantly working, as the Dendapim government tends to buy large amounts of various products from guilds at bargain prices, and this keeps the Artisans calibrated and busy. The two most powerful artisan guilds are the Chef’s Guild and the Starweavers, who represent cooks and those weavers who work with spider silk. Food is tremendously important to the Dendapim, and makes up one aspect of their hedonistic lifestyle.

The Near Guard: The domestic military of the Dendapim, who are usually soldiers who have spent their time abroad and are nearing the end of their mandatory service, or those men who are particularly interested in the wellbeing of their cities. The Near Guard act as police, town guard, firemen, and general peacekeepers. They are usually young men, pulled from the Dendapim education system, and also control the official games and circuses which are commonly found in Dendapim cities. Because of a societal sense of paranoia, the Dendapim prefer to have their most talented warriors at home, and often the Near Guard who want to return abroad are given high ranks in the military, and are by that time very skilled warriors.

Judges: The intellectuals of the Dendapim, the Judges are former Near Guard who have their own guilds. They essentially are the justice system, acting by a strict code of ethics that is built not off of precedent but almost entirely on intent. Judges are some of the few Dendapim who do not answer to bribes as they are already extravagantly wealthy. The Judges also have a third of the control of the Dendapim education system, interested in preserving the cultural heritage of the Dendapim, focusing on literature, poetry, logic, ethics, and various other humanities. Judges form an informal council for the High Hall, and tend to be beloved social leaders with quite a bit of power over the population.

Alchemists: The highest class of Dendapim, Alchemists make their living working with foreign chemicals and some magic. They are split into two “towers” based on the long destroyed Towers of Alchemy, there is “The Tower of Life” which seeks improvements to gunpowder, industry, and warfare, and “The Tower of Death” which seeks cures for diseases and an ultimate path to immortality. It is unknown if the names are serious or ironic, and there is much debate on the subject. The Alchemists control a third of the education system, focusing on engineering, sciences, and mathematics. Most Dendapim students are taught from age 7 to age 17, alternating between teachers from each of the three wings of the education system, and are thus taught humanities, sciences, and physical education primarily. Boys and girls are educated together until puberty, when they are split, merely to avoid distraction. Alchemists usually began their careers as Artisans.

Prostitutes: Odd though it may seem, the Dendapim treat women and men of the night very differently than most, they hold them in esteem. Having children by a prostitute is considered perfectly normal, even encouraged, as the Dendapim have a famously small population. The children of prostitutes, as well as unadopted orphans are cared for by the prostitute, who may marry as they please, and are usually supported by a tax subsidy. Their jobs not only include the obvious, but they also act as advisors and servants, and are expected to be attractive, intelligent, and exceedingly outgoing, but above all clever. Prostitutes are believed to have very difficult, demanding jobs, requiring knowledge of every subject and at least three languages. Few consider the money worth the effort, schooling, and time. The presence of these citizens tends to insult and disturb most cultures the Dendapim interact with, though ironically the Dendapim are (perhaps as a result of this hedonistic lifestyle) the foremost experts in the treating and preventing venereal diseases, which normally spell death in any other part of the world. This class is also the most well traveled of the Dendapim, as they are often act as ambassadors and gifts to foreign dignitaries.

The Military: Soldiers outside of major Dendapim cities, who are constantly trained in the newest strategems and technologies. The Dendapim believe whole heartedly in quality over quantity, and so every soldier is expected to be talented enough to last his own against multiple opponents. Because of the Dendapim’s small population, soldiers are also considered incredibly valuable, and the military likes to rely on tricks and defensive positions to wear down the enemy, making even small Dendapim battalions an annoyance to even large armies. The Dendapim army is actually more famous for its ability to distract and enrage armies into a frenzy, sending them off in the wrong direction. It’s a favorite move called the “Temptation” and it never ends well for the party attacked. Soldiers are some of the few Dendapim who form families with outsiders, but they are usually required to bring their family back to the Dendapimaria.

Merchants: A group in symbiosis with the artisans, who sell products both domestically and abroad. Together with the Artisans and the Military this forms the bulk of the Dendapim population. They tend to be famously thrifty and money hungry, but also considered slightly lower class because they do not make anything for themselves. However, there are more honored Merchants who work exclusively for certain Artisans and Guilds and are considered upstanding Dendapim.

Citizens: The basic class of the Dendapim, unskilled labor. Usually too poor to do anything but rent, these people are constantly losing and gaining members. Although it would seem they would make up the majority of the population, because of the Dendapim’s penchant for ambition, this group is rarely stagnant. If they are not training to become Artisans or Merchants, they are joining the Army. Because of the lack of priests in Dendapim society, and the belief that work is the highest form of worship, these people form the most distinctly religious part of Dendapim society, actually congregating and talking about religion at specific times instead of incorporating the philosophy into their work ethic. Those who live perpetually in this class, casually enjoying their jobs as civil servants, are usually considered invisible, but those who actively seek to do less, the “lazy” (which is a viable cuss word to the Dendapim) are universally hated.

To make up for the Dendapim’s dog eat dog desire for more, and the resulting lack of unskilled laborers (the plumbers, street cleaners, and what not) the Dendapim have actually extended their Agricultural system to Public works. Particularly rich members of society, usually Nemeaiq, commission large projects to enhance their reputation, and pay the government to call upon various members of the citizenry to come work as unskilled labor throughout the city. This phenomenon changed the Dendapim perception of the street cleaner and other “unseen” to more a chance to prove how “good” a Dendapim one is, and how fully one supports the Dendapim lifestyle.

What naturally follows from the Dendapim system is a certain hypocrisy. The Dendapim laud the squeaky wheels who demand grease and the cutthroat ambitious people who fight for more of the pot, but the Dendapim also consider themselves to be collectively superior, and consider public works a mark of their reputation. This strenuous paradox of selfishness and community has so far worked wonders for the Dendapim, who are kept distracted by the Avatar’s personal Guild the Propagandists.

The Propagandists are the most educated of the Dendapim. Usually having studied abroad and being deeply connected to the “government” which consists mainly of the High Hall, the Artisan’s Council, the Judges, the Military, and various civil servants. The Propagandists use this relatively weak government to their advantage, attracting rich landowners to pay for city renovations in exchange for name recognition and power. These people maintain large reserves of preserved food and resources, and tend to act as the cautionary wing of the usually go-go-go style Dendapim government. Without the propagandists, the Dendapim would inevitably fail. They work to ensure that farms are properly rotated and enriched, never overfarmed. They make sure the people have plenty of public places to gather. They make sure to heavily advertise new advancements like street hearths or canals, to garner public approval, and they organize the festivals of the Dendapim, to make sure the population remains stoked with Ambition and proud of their heritage.

While the group may sound evil, they actually provide a service that is not needed in normal societies, keeping the people from working too hard, and getting angry about it. While Propaganda is usually considered a negative term, it’s really neutral, and the Dendapim’s use of it is not necessarily sinister as much as paranoid. Much like a powerful machine, if Dendapim society broke down, the results would be disastrous.



Alchemy:

The Dendapim, as a civilization, have the greatest trust in Alchemy of any of the nations in the known world. While not potent magic users, the Dendapim study relentlessly the bizarre realm between science and magic. Their devotion to it, as a divine revelation from Nemea, has come to define their culture.

The Dendapim have a single word to describe the goal of alchemy, "Zi" (pronounced: Ndzee) It appears over and over again throughout Dendapim culture, because it is considered the absolute finest quality in the universe. Profound concepts such as "Truth" and "Fate" regardless of capital letters, don't accurately depict how important this word is.

The noun, verb, and quality that is "Zi" describes, in no particular order:

The making of something from nothing, either as the beginning of reality or the creation of an idea, a spark of inspiration, from the human mind.
The making of something valuable from something worthless, as in forging metal from ore, carving a beautiful statue, or turning lead into gold.
The ability to reach perfection, as in discovering an absolute reality in enlightenment, being the change in the world, and creating a masterpiece
The fusion of the two sides of the human spirit "Qsaqsamorep: Selfish Ambition" with "Dashuria: Altruistic Ambition" into a perfect society
The value human inventions have, whether it be an item, a community, or morality. The concept of "instrumental versus inherent value"

On more mundane notes, it also implies beating a standing record, acting for "capital J" Justice, purifying gold through fire, being reborn, and winning a war. For Alchemists, it also implies the ability to perfect the human condition, and therefore remove the concept of death entirely, other Alchemists believe death not to be a thing, and seek an Alchemical solution to human suffering such as disease or pain.

The Military

The Dendapim's Alchemical research has resulted in a plethora of uniquely "Dendapimiq" tools of fighting, for instance:

The Compound Bow: The Dendapim bow hardly resembles the sturdier, simpler bows of other civilizations. Generally, these bows are sturdy and bladed, with the intent of being able to be used as a last resort of necessary. They are smaller, and aim for a good balance of speed and accuracy. They can be fired from a horse.

The Dendapim also have similarly sturdy arrows, and have adapted fireworks (along with a particularly ingenious lighting mechanism on the bow) to create concussive explosions, and even have certain arrows designed to release shrapnel or thick black smoke. These arrows are obviously highly inaccurate, but also don't try to be accurate. Dendapim archers therefore are best suited for thinning out ranks, which gives heavily armored Dendapim a far better chance to best them.

The Far Guard: The Near Guard when it goes abroad, these soldiers are heavily armor, and while their armor began as essentially heavy plates hanging from strong shoulders, their armor is constantly being refined to be more articulated, as well as incorporating as much non-armor as possible in the form of leather and wicker. They always have helmets and throughout the roleplay will acquire masks.

Their weapons, to begin, are long, strong spears with a very heavy tang, so the spearheads are not simply stuck on. There are also soldiers who use axes, and these two groups inevitably meld into a unit who wields a classic axe-spear hybrid the fighting spade, a vertically fanned axe (the Dendapim add one sharp stabbing spike in the middle for good measure) that uses the weight of these heavy spears and the unit's heavy army to break up and slaughter units in nice clean sweeps.

There are also the slightly less armored soldiers who wield muskets. Dendapim muskets are, presently, very unrefined, but throughout the roleplay they gain a variety of advancements from rifling to reloading capabilities to more efficient cleaning. As per usual, muskets are generally used to deaden a large group of clustered soldiers, allowing the bayonets attached to make quick work of the confused enemy. The Dendapim do best against confused, agitated opponents.

Because nothing gets opponents confused and agitated quite like fire, the Dendapim employ a lot of it.

The pinnacle of Dendapim black powder warfare to be acheived is the "Dragon Gun" a seriously dramatic and powerful thing. The Gun looks like a long Chinese Dragon stretched straight. Its tale tapers up into a long sweeping blade, and the dragon's head forms the angular butt of the gun. The dragon has slender wings which extend just above the bayonet and boy of the gun, and they conceal the barrels of the gun. The head of the dragon conceals a mechanism for throwing greek fire, so a soldier can fire, run and pierce the enemy, before throwing himself around and letting the mouth of the dragon breath fire behind him. These soldiers have heat resistance cloaks (and in fact, to have a Dragon Gun would mean they were the highest ranking soldiers, and would probably have won their Earthcloth by then) and are the elite of the elite.

There are also Dendapim cannoneers, who employ moving cannons which are for battering particularly distant armies and sieging, but they are very, very rarely employed outside of walled citadels.

The Dendapim strategy usually involves:
0. Delay and wear down. When sufficient, proceed to step 1.
1. Lay traps to direct the enemy on the desired path. If this step isn't possible, see step 0.
2. Attacking from long range with arrows, muskets, and cannon. If the Enemy attacks, see step 3. If the Enemy retreats, see step 6
3. Break up formations before they arrive, and move soldiers to flank. If Enemy continues attacking, see step 4. If the Enemy retreats, see step 6
4. Divert as much of the force of the army as possible with musketeers and more arrows before receiving blunt of blow with Far Guard.
If the Enemy continues attacking, see step 5. If Enemy retreats, see step 6.
5. Maneuver enemy into easily charged position, send in cavalry behind at least two volleys with everything you've got.
6. Retreat, observe damage, and repeat as necessary.

Tends to work quite well, however, a good General doesn't follow checklists. How many good generals are amongst the Dendapim is questionable, though.


Culture
The Dendapim have a basic, though occasionally inaccurate, solar calendar. There are 357 days in a year, divided into 17 groups of 21, with another eight days leading up to the Spring Equinox, which is considered the new year. Every 21st day is a festival day, and there is no thought of celebration or rest in between them, however, on the eight days leading up to the Spring Equinox, the Dendapim essentially shut down, and hold a festival that far outshines any other in extravagance and expense. So many fireworks and incense is burned that the cities are often filled with smog for days afterwards, and it is a time that is actually considered dangerous for outsiders, as Dendapim tradition can seem very violent. During this festival there are dances, parades, weddings, wedding nights, circuses, sports, competitions, and above all, food.

Food is incredibly important to the Dendapim, and because they live in a volcanic, near sub tropical climate, and practice (thanks to the propagandists and alchemists) incredibly smart farming techniques, food is only rarely in short supply.

The Dendapim diet consists of quite a lot of meat, predominately duck. Generally, the Dendapim use their irrigation pools for farming to raise ducks, and the breed is a particularly lovely type of Pekin, of which absolutely every part is used. Older ducks are often kept as endearing pets and guard animals. The birds are slaughtered; their down is taken for insulation; their skin is prepped and, if removed, chopped and fried and seasoned for sale on the streets (think pork rinds); the livers are usually soaked in milk, cleaned, and mashed for sausage filling (though some ducks are especially fattened for their livers, to produce a finer product); other organs are cleaned and usually prepared before being sold, instead of being sold raw; the blood is made into charcuterie; the legs and wings are usually packed in seasoned salt and allowed to dry before being preserved in a richly flavored concoction made of their own fat and livers; the breast meat is most often sold fresh; the remaining fat is rendered for frying; and the bones, feet, bills, etc get boiled into stock.

The number of ducks the Dendapim keep is very easily caricatured, but they consider the duck as the absolute staple of meats, Chickens are remarkably rare because of this, because Ducks often enough provide eggs as well (though this has recently switched to larger scale operations).

The Dendapim particular enjoy preserved food, charcuterie especially, and consider the bone marrow of large animals a delicacy, while smaller animals have their bones boiled for stock, generally, marrow is considered to have life giving properties.

While the Dendapim have access to many different animals, pork is the second, far behind duck, and it's considered a cheap substitute. Beef is very rare, as Dendapim cows have meat that is generally considered worse than horses, as they have been bread exclusively for dairy, which the Dendapim do enjoy. Very hard cheeses, called "crystalizing cheeses" for their pleasant crunch at the finish, are prefered, with very soft, creamy cheese being enjoyed with fresh fruit. Butter is cooked down into ghee, and the butter solids are preserved, usually dried and given as a seasoning, a particularly decadent example of Dendapim cuisine is piping hot, freshly fried duck skin, seasoned with grains of paradise and butter solids, with crumbled hazelnuts. The Dendapim do not drink milk or cream, though custard tarts made of sour cream or soft cheeses are common festival foods.

The Dendapim's staple vegetables are the sweet potato, taro, and the beet, which grow wild along the sandier regions of the Dendapim's coastline, and which they have harvested for their vibrant colors and nutritional oomph. Other root vegetables are common, such as turnips and carrots, but they are usually considered too small, and saved for garnishing stews. Beet roots and taro are often made into a sweet, vividly red liquor, which the Dendapim are highly fond of, and usually serve with fresh celery seed cordial. The various root vegetables are often served grated thin and macerated in vinegar before being fried with some flour into crisp pancakes, or roasted whole with the other staple of Dendapim cuisine, the onion family.

The Dendapim's love of onions and their kin is obvious as soon as you enter a Dendapim market, inevitably there will be four or five varieties of onion at every food stand, and at last one stand devoted entirely to the family of bulbous, pungent plant. Bulb onions of every shade, from tender young green onions to apple-sweet white onions to lip searingly piquent red onions, along with shallots, leeks of various colors, and garlic both young and old. The Dendapim treat each onion with respect, having certain beliefs for them, and various superstitions on how many should be in certain dishes, and which ought not mingle and which cannot be parted. The result is food that is famously fragrant.

Cabbages are also incredibly common, usually petite ones, like brussel sprouts, and certain young flowering varieties are also popular.
Mushrooms are less common, but woodgrowing varieties are particularly beloved by the Dendapim.

Legumes such as peas and lentils are universally beloved for being cheap, numerous, healthy, and delicious.
Grain is generally in the form of classic wheat, and predominately sold simply as flour. The Dendapim prepare a variety of pastas and noodles, in a plethora of shapes and sizes, but they are very rarely treated as more than a wrapping. Dendapim flour is particularly hard, so the pasta tends to be on the chewier side. Bread, while common, is not an artform as it is in other places, as it is generally always made from a basic starter (Dendapim disagree on which baker has the best starter) and bakers are actually more likely to sell stale bread. Dendapim who do enjoy bread often soak it in egg and dairy (Yes, as in Pain Perdu, French toast) and fry them up either savory or sweet, usually as a base for food. Bread custards and breadcrumbs are quite common. The Dendapim do not eat nearly as much bread or noodles as would seem normal, and the only bread that they value is incredibly rich equal parts butter-flour festival breads, similar to brioche, and flatbreads, served on the streets fresh and stuffed with succulent roast pork or duck in spicy sauce with pickled vegetables, a particular Dendapim delight.

Honey and Vinegar are two very important preservatives that the Dendapim tend to use as their staple ingredients. Along with nuts they form the base of many a Dendapim meal.

Nuts and all nut biproducts could be called the real heart of Dendapim cooking, because while fats, fish, and root vegetables are certainly pronounced, there is rarely a meal that does not have a nut, droop, or legume with it. They are often treated as a spice as well as a crucial filler.

The most valued spice above all else is Vanilla, which is horribly persnickity, blooming maybe one day out of the year, and growing only on far off islands that the Dendapim cannot conveniently control or colonize. Vanilla, its fragrance, and its taste are all associated with royalty, and the word for "pearl" "vanilla" and "palace" are all the same in Nyarladhotepna, the Dendapim's mother tongue.

For port cities, fresh fish is often just as common as any other meat, but changes with the seasons. The Dendapim love shellfish most, as there are a variety of superstitions about them, and their flavor can be extended with stocks made from shrimps, lobsters, crabs, and the like. The most beloved Dendapim seafood is the Skate, however, a type of kite with delicate flesh that, prepared right, is the Dendapim's idea of royal cuisine. Skate on Vanilla Seafoam with Pistachios is the official dish of the Avatar, and many Dendapim never actually get to eat it.

Fruits of all kinds are common, with peaches being a general favorite, along with melons. The most elegant fruit is the Mangosteen, which is actually a symbol that can be given by the Dendapim government to show a person who has done well for the Dendapim cause and represents "Zi." Dried, salted, pineapple is a common sweet treat. Dried fruit is very common due to the Dendapim's love of preserved food, and also the more potent flavor.

Every Dendapim kitchen has a jar of honey, usually from a specific flower, full to bursting with walnuts, pistachios, almonds, macademia, as well as star anise, peppercorns (red, green, white, and black), grains of paradise, vanilla sprigs, bay leaves, thyme, sage, and cinnamon. This mixture is the first thing that is brought into a new house (and is often given as a gift from past owners to new owners, so the kitchen is never without it) and it is served like one might serve jelly. It is renewed occasionally when cheap, quality ingredients become available, and takes part in many Spring Equinox rituals. Many a Dendapim finds themselves abroad wishing for a taste of this sweet, salty, spicy, strange concoction, preferably on a loaf of festival bread, or perhaps cooked down on a pile of skewered, roasted fruit.

Architecture:

The Dendapim are generally quite talented engineers, if not absolutely horrible mathematicians. The Dendapim upgrade and expand their cities through private donations, so often roads have archways overhead, which are adorned with a statue, perhaps a dramatic fountain, or simply a name of the benefactor. The Dendapim enjoy open spaces, and also consider the honeycomb a symbol that is both auspicious and opulent, and six sided columns are quite common, and often hollowed out with honeycombs. These columns are so common that they are often used as mailboxes, and the particularly wealthy will fill the various honeycombs with glass, often spelling out a saying or depicting a person sigil.

The Dendapim have no access to glass. It is considered incredibly valuable because the Dendapim do not control anything close to the appropriate sand or soda ash or other things necessary for glassmaking. Generally, it hasn't mattered much, but glass remains a sign of tremendous esteem, and stained glass, usually geometricly arranged and in rich blues and green, require the sort of money in line with Vanderbilts.

Image

The Dendapim live in individual families, but tend to pool their resources with other families (very rarely relatives) with the intent of forming alliances and relationships, this also allows for particularly beautiful public spaces between the various homes. The honeycomb is a particularly common way of laying out homes, for reasons both of religion and efficiency.

Streets are usually broad and wide, with many cloth awnings stretched over fenced off reaches of the street set with benches and tables. The center of the roads are often decorated with fountains to control traffic. Dendapim roads are marked by large, ornate milestones which usually denote the name of the road, which are almost always named after the person who spent most on the road. The Dendapim rely essentially on one-upmanship to produce beautiful, efficient roads. The Dendapim like Cyprus and Palm trees for lining roads. Also common are medium high lying planters in a honeycomb shape filled with compost which boast explosions of flowers, most popular being the Bird of Paradise.

The most famous Dendapim Road, the Champs-Elysee of the Dendapim, is in the capital city of Galatsella. Named Qsamadar, this street reaches wide up the city which sits between two mountains, one looking down a terraced hillside, and the other looking down over sweeping hills to the sea. This road runs straight up the center of the city, a wide circle with an elaborate honeycomb entrance to a massive palace, the hall of the Avatar, running due Southwest from the entrance is the road, a broad, flat paved tan road, bordered on either side by low lying aqueducts with sweeping, low arches, which run down the road with occasional dramatic steps. Beyond this, on either side, is another slightly higher path, with a high planter beyond that, bursting with flowers, the top a series of aligned birds of paradise, their little floral beaks pointing up at an angle towards the entrance to the Avatar's hall. Beyond these planters are a series of tall, richly spherical Royal Palms, behind that medium bougainvilleas dispersed evenly between tall thin cyprus trees. These elaborate trees are broken by large hexagonal plazas which break off from the road, opening up more and more, encircled by this arrangement of trees and flowers. This road, and the huge hexagonally shaped entrance at its end, is the symbol of the Dendapim, appearing on their currency, and houses and shops along this road are always built with loft terraced roofs with elaborate pillars and vine covered patio covers with elaborate ironwork and tarps, with plenty of space to look down on the street. Many famous markets have actually moved to their flat roofs to get a view of the road.

Because the Dendapim are most famous for their cloth's strength, and the Dendapim weather is usually sunny, rainy, or windy, and often a combination thereof, the Dendapim tend to forgo roofs and stretch brightly colored, watertight canvases out like tents over their homes. Since roofs are usually accessible, this is rarely hard. More elaborate places have metal lattice work domes over which the canvas is stretched, and more elaborate still have large latticework structures (think Eiffel tower), but these are rarely seen outside palaces. The roofs are usually open during the summer, and the Dendapim usually make a point of keeping anything that they wouldn't want wet out of the open places anyway. The windier places tend to be built so as to part most of the wind, leaving only the sound, which the Dendapim consider pleasant.

The Dendapim live in a very hot, sub-tropical tropical area that tends to be very dry inland and very wet by the coasts. The Dendapim often use the winds to their advantage by building tall square windcatchers (the rich top these with vines, draperies, flags, and metalworking). These towers do the cities of the Dendapim, and the Propagandists often pay for their construction in exchange for the equivalent of advertising space. Flags and banners hang from them, and the taller, more dramatic ones become famous landmarks. The towers siphon warm air down into tunnels and over cool running water or into cooled basements (often used as cellars, some getting cold enough to maintain small amounts of ice), which then flow back up throw the homes. This is a relatively recent feature, but it is becoming incredibly widespread to combat the incredibly hot weather of the Dendapimaria.

Because Nemea is goddess of the Hearth, there are often elaborate setups for the Dendapim. Generally, the hearth and its chimney are at the corner of the house, with a long bar extending from them, a trench for coals running down the center of the bar. More modern hearths have fountains around them, both to keep warm water and for washing. Some homes keep their hearths near balconies or open walls, and often groups will have hearths in their open areas, for communal gatherings during pleasant days. The Dendapim's favorite activity is to go to their balconies or out to the streets to listen to singers and actors, who are usually preparing for festivals, and form a rarely spoken of demographic of the Citizenry.
Last edited by Oran Tarlin on Thu Jun 23, 2011 4:04 pm, edited 4 times in total.

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Re: [OOC] Encyclopedia Ashariela [Includes Map]

Tips: 0.00 INK Postby Talisman on Mon May 30, 2011 7:09 pm

Image The Realm of Draig Image


Draig, or also known by his various titles: The Dragon-Lord, the Wyrmgod, the Mantle of Flame, the Ancient hunter, and other similar monikers is the patron God of the Dragons who reside in the Dragon's Maw at the mid-south end of the mountain range. His realm, the Volcanic Sands is, as the name implied, a volcanic desert. A vast expanse of blistering desert surrounds a central volcano, Draig's personal perch. In the crater of the great volcano, where the lava bubbles up from the center of his realm, Draig can conjure images within the molten pool. A device he uses to spy on the mortal world and the state thereof. The properties of the pool allows him to speak to his subjects, open a portal to allow direct sight between the Dragon-Lord and his target, and as a portal to travel between realms. However, he rarely does anything through it besides watch mortals, speak with the other Gods, and speak with his Avatar, a Shimmer named Azyra.


Image The Life of a Scale Image


The Dragon's Maw
Draig's subjects, know as the Scorched Scales of Draig (or just Scales for short), preside in the Dragon's Maw, a cliffside punctuated by a number of spires jutting from the earth. This natural phenomena gives the area it's name, on the account of the number of small teeth inside a dragon's mouth. Sitting on top of these spires is normally a great black dragon called Guardians. Among the great pockmarked cliffs, there are many wide mouthed caves, some natural, some clawed out by great talons. These are where the dragons live. The entrance of each cave is surrounded by gems of the inhabiting dragon's favorite choice. It is not rare to see star sapphires and emeralds emblazon one entrance while another beside it is an ensemble of rubies, blood quartz, and Cat's eyes. However, the biggest cave is housed in the center of the cliff with many of the caverns and tunnels leading into it. This is the center of dragon activity, and it is arranged in the shape of a arena, with massive stone steps surrounding it to allow for a dragon to sit upon. The middle area is reserved for a speaking dragon and the cavern's acoustics allow the naturally rough voice to carry wide and far so that the Scales in the back may hear just as well as those in the front. In other areas there lies the nursery where small drakes are kept, the hatchery, where the eggs are looked after, and the other caves serve as dragon homes.

Classifications
Dragons just do not hatch one color, instead all dragons are born the same. They hatch from their eggs a dull gray color (Except for the Shimmer). As they grow, they begin to color depending on a number of factors, although the Drake's preferential duty (hunter, guardian, etc) is the dominant factor. As such, the breakdown of classifactions is as follows:
Image
An average hunter






Hunters: The hunters are the scouts of the Scorched Scales. They are smaller at an average of 20 feet in length, but they are more agile and lithe than any of the other dragons. The hunters scout out the prime hunting spots for the rest of the scales and also have the duty of bringing back kills to the Nursery to feed the newly hatched drakes and younglings. These dragons usually have a green or brown coloration. Hunting parties are assigned by the head hunter, called the .



Image
A fearsome Guardian




Guardians:Guardians are the soldiers and protectors of the Scales. They are large at an average 30 feet in length and their scales are unnaturally hard, almost like armor. The Guardians usually swap out between posting sentries among the 'teeth' of the Maw and patrols around the surrounding areas. As such, these dragons are highly disciplined, dedicated, and fearless. Their is nothing more fearsome this side of Draig than an angry guardian. Their coloration is that of a dark gray or black. They are lead by the lead Guardian, called the Sentinel.







Roost mother/father: The Roostkeepers are exactly what the name implies. They keep the roost. The teach and care for the drakes and younglings. The Roost mothers' job is to teach the drakes about the social and mental life of a dragon, while the Roost fathers' job is to teach the drakes about the physical aspects of being a dragon. The mothers' usually entail the disciplines of a dragon, teaching the drakes about Draig and life in the scales, the various social structure of their society and teaching them the common tongue. The Father's teach the dragons about hunting, fire-breathing, flight, and how to defend oneself as a dragon. These dragons size usually vary the gamut from 20 to 30 feet in length depending on their previous duties. As such, they do not have a singular coloration, only the color they had before the duty of a Roostkeeper. There is no leader amongst the Roostkeepers.

Image
A female Flamesinger



The Flamesingers: The history keepers. These dragons are the smallest type, smaller than even the Hunters. They do not need to be the biggest because they are the history keepers. The remember and pass down stories through the ages. These dragons are White in color due to their constant state of being inside in the Archive of Gems. It is deep within the cliffs, and in essence one large room with gems plastered among the walls and floor. The gems or gem dust depict pictures of history during important events. These dragons are also the story tellers and often appear in the Roost dens to tell little Scales stories of the past. they also appear in the great Arena to tell stories to the gatherings of Scales. In reality these dragons are akin to Bards. The head Flamesinger is called the Lorekeeper.





Ordinary Dragons: Exactly what the name implies. These scales are not in one particular class, but rather, dabble... However, these dragon's sizes and colors are not set. These dragon's colors are based on their favorite type of color in their gems. A blue dragon prefers blue sapphires, white dragon prefers quarts, and red dragons like red rubies, etc, etc. It's not surprising to see these dragons fly with the hunters, take up a momentary post with the Guardians, help out with the Roosts, and even assist the Elder and Shimmer with chores. The Jack of All trades class.


Image
The Shimmer: The Shimmer plays a unique role in the society of the Scales. This dragon is specifically picked by Draig, causing it's egg to glow and shimmer the color the dragon will be. Once hatched, the Drake already has a special bright coloration and shimmering scales. These colors can range from anything to verdant green, sparkling azure, gleaming red, and even gold and silver. The colors are more pronounced than normal dragon, as is the will of Draig. He wishes his Avatar to be known, and to send the message that the Scale is under the personal protection of Draig himself. As such, the Shimmer occupies the religious and social aspects of the Scales. He or she can be ambassadors to other cities (Rarely. Dragon's isolate themselves from other races), they settle disputes between scales, convey the message of Draig, and other important issues. She is one part of the leadership for the Scales, the other being the elder.

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The Elder: The leader of the Scales. The Elder is an ancient dragon of the Scales. Years of first hand experience and wisdom, plus passed down knowledge from the previous elder swims within this Scale's magnificent skull. The elder's size also the greatest out of all of the scales at 35 feet in length. This gives the dragon an ancient, but strong appearance. The coloration is duller, bit still contains hints of the Scale's previous duty, whether it be black from a Guardian, Green from a Hunter, or any other various coloration. The Elder first begins as an apprentice to the current Elder to tutors the apprentice in the way of the Scales. Unlike the Shimmer who is guided by Draig himself, the Elder is guided by the Elder before him. The Elder holds the jobs of sending out the hunters to find hunting grounds, sending out the Guardians, and calling meetings of the dragons.



Image Scales of Importance Image


Draig: The God of the Scales, Draig is an immense otherworldly dragon at nearly 100 feet. His head alone is bigger than a man. Aside from his size, he is perputually engulfed in red hot flame which he can control. Often times, when speaking to others, he reduces the flames to mere sparks flickering across is golden scales. Aside from that, he looks like a normal dragon, just larger and flames everywhere. His scales is that of a magnificent Gold, and only the Shimmer herself came even dare to approach the gleam his scales have.

Personally, Draig is patient and watching God, truly believing in the ideals of personal strength and the ability to gain thereof. Therefore, Draig is a very hands-off God, instead wishing the mortals to find their own strength and not relying upon him, only themselves. This ideals shows in his attitude. He is a watcher and guide, and does not interfere with other Gods and their creations.

Azyra: The Shimmer or Avatar of the Scales. She is still rather young for a dragon, but she is wise beyond her years due to Draig's constant teachings. Female

Oimr: The Elder. A old and wizened red dragon. This Scale is the largest within their society, and has a strong moral compass. He also is wise enough to listen to the younger Azyra, as with age comes stubbornness and and unwillingness to change. The young dragon perfectly compliments the old dragon. Male

Galazar: The Sentinel, lead of the Guardians, a large black dragon with a scar on the scales on his face. Male

Emeral: The Huntmaster, Emeral is a small dragon, even smaller than Azyra, but she is the quickest and fastest in the air, beating out all other dragons. Combine that with a keen hunter's intuition and a mouthful of teeth, it is no surprise she is Huntmaster. Female.

Volos: The Lorekeeper, Volos is also a older dragon, the oldest within the Flamesingers. He has man stories, tales, myths, and history lessons rolling around in his skull, and it's only the will of Draig himself he's blessed with keeping it all straight. Atleast, that's what he says.. Male
The Canticle of Fate: Silver Lion Stanza
Image
Image
"Though I am flesh, Your Light is ever present,
And those I have called, they remember,
And they shall endure."

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Re: [OOC] Encyclopedia Ashariela [Includes Map]

Tips: 0.00 INK Postby Wake on Thu Jul 07, 2011 12:13 am

Names:
*God's Name: Genocide
*Avatar's Name: Walking Carnage
*Influential Figures: Hildar, Alustila, Stole
*Civilization's Name: Hilarts
*Species: humans

roleplay/the-gods/characters/genocide/

Fast Facts:
*Territory: a large Grasslands/Savannah region,
*Languages: Honoto, a language that commonly uses 'H' 'T' 'R' 'L' 'O' 'K' 'U' sounds in it's usage. It doesn't have a written form.
*Demographics -
-Population is difficult to count due to the migratory nature of the Hilarts, but its assumed somewhere around 400,000.
-Religion is mostly dedicated to The god of war because of the massive amounts of infighting the Hilarts endured before being unified. Their rituals tie in with the Hutoo magic they preform as the mystic body paint they apply to themselves is suppose to allow them to reaching into the 'light' in each warriors soul. The Hilarts also believe themselves to be the descendants of the warrior of legend that struck down Walking Carnage at the end of the third great war.
-Social class
[War chiefs: The head of each individual tribe, commands the militaristic power in the individual tribe.
[Shaman: Spiritual members that manage medical issues and religious services. Can also be counted as members of the Elders.
[Elders: Men and Women that have aged past a certain time. These people act as advisers to the war chiefs, and handle smaller disputes within a tribe.
[High chieftain: The supreme leader of the Hilarts, very rare that one manages to unify them.
-Military Class
[Horse riders: The most basic and common member of the Hilart army. Hilarts boast the largest cavalry force in the world.
[Kuloks: (Hyena keepers) Breed and train Hyenas to become dogs of war. They teach the wild beast to cripple their prey first before attempting to kill, so that any survivors would take up medical supplies or become dead weight.
[Fir-hook Loks: (Ride the giant centipedes, Hard to raise due to low breeding) These people raise giant 10 meter (32 foot) centipedes from stole eggs to act as mounts. Normally these creatures act as pack mules, carrying the bulk of the tribes supplies. But in times of war they can wreak havoc on an enemies fortifications, climbing walls and knocking troops of the walk ways.
[Cur-nak-cul: The elite berserkers of the Hilart armies. Trained extensively and heavily enhanced by hutoo magic, these warriors flying into a mad rage in battle. They ignore pain and feel know fear. With the strongest of Hutoo magic on them they even can ignore the effects of fatigue, making them tireless and relentless. The only way to stop a Cur-nak-cul is to kill them instantly or hope they bleed to death before they reach you.

More Information:
*Any elaborate information
*Culture
*Elaboration on "Fast Facts"

(More later)
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Re: [OOC] Encyclopedia Ashariela [Includes Map]

Tips: 0.00 INK Postby Lord Validrir on Mon Aug 01, 2011 12:21 pm

Basic words or names you might find in my posts: Avians, Cloud Spire, Air ships, Talingue, wind.
*God's Name: Talingue
*Avatar's Name: Nicole Avirthain (name changed by Talingue to Tameron)
*Influential Figures: King Thorlassian Azure, Queen Keldra Azure, General Coldrel Avirthain
*Civilization's Name: The Kingdom of Avirthon
*Species Name(s): Avians
*Link to Character Sheet: http://www.roleplaygateway.com/roleplay/the-gods/characters/talingue/

Fast Facts:
Avians appear in most any sence to be ordinary humans. The difference is that they can use the wind their advantage, have a stronger bodies, faster reflexes, more stanima compared to humans. In fact the only thing that that doesn't seem magnified is their mind as they are only as intelligent as the majority of other races. Opon first glance an avian would seem weak because there muscles don't show quite so much as a human or a dwarf for example. Truth be told they look rather thin and none to intimidating. The kicker is that they can lift objects five times they're body mass. They are usually in the range of 5"7- 6'1 in height and are 65-135 in weight. They are typically called "Skype's". Avians are also known to have extremly long lives some even live up to a thousand years.

Avians are a peaceful race and rarely go into battle, but when they do they crush their enemies with superior tactics and large forces. The avians tend to stay within their domian and perfer that other race's come to them. They have a total of five different walled cities and numorous villages and towns. The king and queen reside in The tower castle of Cloud Spire, the nation's capital. It is tha largest city amoung the Avians also with the best economy. They have a high education program and military both of them are very important since Avians like to be secure and smart about everything. They tend to build airships and do most of the battleing in the sky or just bombard (in other words fire with ballistas) the race they target. The airforce will have about 15000 troops in it would be split into smaller units. The Avian Airforce is belived to be the largest in the "Known World", however their ground forces are only half the size of their sky forces but are mot to be taken lightly. There are about 7500 light-infantry. They also have a great a agricultural system due to there being in a grassy enviorment.

For transportation avians raise horses however there isn't a large calvary in their millitary, there being only about 450 calvary troops. They have no navy, and don't like to be on or close to the sea, also they use small airships for transportation or bison power wagons.



*Territory:

The Avians have five walled cities. Cloud Spire, the capital which is home to Windsong spire the palace of the royal family and the great Temple of Gales. Hill Top is found in the center of the Avian's lands and is home to the great Avian air fields and does much of the agricultural trading of the kingdom. Calgoa is the eastern most border city and holds the Avian's largest standing garrison. North Wind is published to be like a shining gem atop the hills and is the cultural center of the land. Atherim is to the south and holds the greatest population of the Avian cities, though there are more poor and needy to be found there.

*Languages: Avirthassian and Common

*Demographics: There are roughly about 900,000 Avians in the whole of their population. Thus far due to their location, there has been no great out pouring of death amoung them due to volcanoes or plagues.
The Avians have a ranking system that places them in diffrent groups because of their powers and abillities. Avains are normally born with the touch they have but they can change it through special training, combat, or knowledge.
God's touch) This type is able to use the wind to a degree that is close to Talingue's or the forgotton Aleron. This level of power also allows the use of lighting which is extremly rare. This type has never been heard of since it requires for the wind god to kiss the person.
King's touch) This group is able to use a powerful amount of the wind and is able to summon tornados .This type is said to be grant to the king when he has done something good for his people.
Queen's touch) This group is able to use a moderate amount of wind to there advantage.This touch is usually common in high officals, the queen, and the crown princess.
Jack's touch) This class is pretty powerful but not as the Queen's they specialize in shaping the wind and .This is common in soilders and lower class workers such as jewlers, rich merchants and, buliders.
Joker's touch) The weakest class, they can barly use the wind to there advantage .This is most common in the lower classes, farmers, and peasants which is rare that there are peasants.

This class system is not all to pleasing to Talingue as he enjoys equality in his people. This is somthing that has been ingrained in their culture. Somthing Talingue hopes to root out in time.

Avians also specialize in talismens and enchantments. Many of their enchantments are placed on jewlery and weapons. They are usually about strength, love, speed, beauty or knowledge But they make enchanments for most everything. All of the classes are able to buy them but they each have a different augments to them, due this the type of enchantment ablity is low and depends on what class a person is.

Each of the classes have a duty to do and follow it with small complaint.

Joker's: Being the underdog of the Avians, they tend to do there jobs obediently since they cannot do a thing about it. The jokers are the farmers who grow the food in the country and in addtion to they make the bulk of the kingdom. Joker's due to there class get pushed around most of the time by nobles, there have been records of fights between the two classes but it always ended up the same.

Jack's: They make up most of the army that is not to say other personal. Jack's are the one's that make roads and build builings. They tend to be the wild card of classes and tend to enjoy themselves most of the time. They are the one's who choose not to submit to the destiny of becoming a Joker and became a jack's class

More Information:
The Avians worshipped the Wind God Aleron for many centuries before his sudden dissaperance. When this came to passed the people began to loose hope in the future and were at a loss for how to continue in the world. That was when the high priest found an ancient book which spoke of an old god who the avians had worshipped once upon a time. Talingue was this god and when they began to offer prayers up to him he returned to guide his one time people.

Under Aleron the Avians had become a reclusive people who were divided into classes. Talingue has sought to change this way of thinking in his people as he enjoys equallity and relations with the other peoples of the land. Talingue also prompts his people to become less prideful and more giving to others, a change which is not happening quickly.

The Avians have a large agricultural system and this is the base in most of their trade, though they are also very
talented jewelers.

Airships

The Avian air fleet is well respected in all the world for both its grandure and its power. Airships or suspended by Exorium crystals, commonly called "float crystals". Exorium truely was a wonder in all the world. The crystals grew in caverns that were found in the foot hills of the western mountains. They had first been discovered by a group of Avian pilgrims who were forging west to find their fortunes. Well they found fortune all right, just not in the form they thought.

The caverns were relatively few and watery, making them uncomfortable to the Avians, However they were deep and extensiv. Upon searching a little deeper in they found the most curious crystal formations. They were a pale blue in color and emminated a dull light. One of the pilgrims upon breaking a piece off to take it back to the group found that the crystals were lighter than air. In fact the small piece he held in his hand nearly took him to the roof of the cavern. Transportation of the crystals was a puzzling event, but with enough extra weight they managed to get a few larger peices back to Cloud Spire City. From this Airships were born. Every ship, depending on its size held a number of these crystals in its hull, mounted to the frame work of the vessel. It was later discovered that Exorium in and of itself was not lighter than air but that it radiated a type of anti-gravital, propulsion energy that took it off the ground. Soon the Avian alchemists and inventors set to work to create housing chambers that could hold in the Exorium energies. With some hard work, a few accidental explosions and abit of genius, a metal was created that could negate the Exorium radiation. These chambers allowed the Avians to control energy out put and thus better navigate their air ships. They could fly low to the ground or soar high in the clouds and move more quickly in any given direction all through the opening and closing of various valves that conected to the Exorium housing cases. More energy means more altitude and greater velocity. Open all the valves all the way and you're off like shot. The slender, curved back wings and the numerous sails that adorned the ship where all just to help in directing and steering.

Any Avian warship will doubtlessly be mounted with on average 12 balistas and 4 harpoons which are used to attack and down, or draw in enemy craft. The capital ship of the Avian air fleet is call the "Storm" and is about 150 yards long by 60 wide and is equipped with over 30 ballistas and 12 harpoons. However with return of Talingue, a new and larger ship, "Talingue's Wrath" has been commissioned.

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Lord Validrir
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