Monday, April 29, 2013

Religions of Desylinn (Part One)



The Church of the Five:

The Church of the Five Glorious Transcendents, or the Church of the Five, is usually found under a single roof. The five separate cults share a common theme, the idea that through glorious acts even mortals can ascend as godly beings. Most of the clergy follow a single cult, though a small group of the clergy follow all Five Transcendents. They are usually in charge of overseeing the church as a whole and act as ambassadors for the church in other lands or to the Great Guilds. They also mediate between individual cults when there is conflict. The majority of followers live in Eartlinn, primarily Hub, where the church was founded and where it has a major influence on the city. The cults are as follows:

  • The Cult of the Beloved (God of Music and Altruism): The followers of Bjord Half-foot (the Beloved) know the path to transcendence comes from aiding others. Adherents strive for the same level of compassion that bard Bjord had during his life. The clergy are usually musicians, even if they are poor ones. This isn’t a strict requirement though, and any are welcome who are willing to give of themselves. Always striving for the easement of others through selfless acts, the only true sin is watching another suffer and doing nothing, particularly if that person is a child. 
  • The Cult of the Slayer (God of Justice and Destiny):  The followers of Omoshiroi Renga (Slayer of Tyrants) follow one of two paths: The followers of the path of Destiny are usually disappointed to discover they are not destined for great things. Only those destined to become divine can truly excel in the Destiny aspect of Renga’s portfolio. Most adherents are followers of Renga’s aspect for Justice and come from the ranks of the Blacksmiths Guild. The Arbiters are the clergy of this branch and are considered the fairest judges in Desylinn. Their verdicts are rarely opposed and their judgments are oft times profound, reaching the level of prophecy.
  • The Cult of the Strategist (Secrets and Revolution): The followers of Talasia (The Strategist) seek out secrets like thirsty men seek water. The cult’s primary goal is the acquisition of forbidden or suppressed knowledge. Using that knowledge to rout corruption makes this path a tricky one to follow. Followers are warned that knowledge can corrupt as easily as it enlightens. The clergy of this cult tend to be secretive, only keeping a token presence in any Church. Set up as small cells, they are treated with mild suspicion by outsiders especially because many members of the Music Guild are adherents. 
  • The Cult of the Self Ascended (Magic): Those that follow Bad-blood (the Self Ascended) all have the spark of magic running through their veins. Of all the Cults of the Five, the worshipers of Bad-blood seek raw power as a means to transcend. Shrines are found in nearly every Mage’s School, as well as in the Churches of the Five itself. Anyone with the ability to cast some magic will find themselves whispering a prayer to Bad-blood to bring about the Bliss or relinquish them from Despair. While widely worshiped her clergy are barely organized compared to the other Cults. 
  • Cult of the Kindred Father (War and Dance): The most popular cult among the Kindred, the followers of Wargog (The Kindred Father and The Wardancer) consider themselves a brotherhood. The clergy of The Kindred Father hope to guide the followers of Wargog through trials teaching that life is a great Dance. Also a god of war, the cult places more emphasis on the idea of sound strategy before the glorious battle. When battle must be engaged the Church teaches the worshipers to embrace it, it’s all part of the Great Dance.


The Churches of the First Born of Chaos:

The First Born of Chaos created the world of Desylinn. This does not make them “good” however.  While some, like Ariga or Ssita could be considered beneficent, they are most often indifferent to the world at large. Being more interested in studying the outcome of their experiment than they are in being worshiped. Even so many of the races praise the names of the First Born  and their cults are an important part of everyday life throughout Desylinn. Their worship is more informal than that of the Church of the Five, or the Chantries of Mar. The churches are as follows: 

  • Church of the Oldest(Fate):  The one requirement of the Church of the Oldest is that all clergy  must be able to cook. The priests learn to cook to gain knowledge of the subtle interplays of flavor. They parallel this with Fate, which is also subtle and easy to miss. The faith’s goal is to seek out knowledge to help understand intricacies of Fate. Unlike the Cult of Strategist, the knowledge the Church of the Oldest gathers is open to anyone. The clergy are eager to learn all things but place a particular emphasis on history and natural events. This church is not widely popular, but does have some followers ranked among spell casters, members of the Ogrekhan and the Shards, the latter worshiping the Old Man despite their inability to taste their own cooking. 
  • The Church of Ssitta(Creation, Sun, Moon): The most commonly worshiped of the Firstborn, Ssitta (The Chaosgate of Creation) is both the goddess of creation, as well as the goddess of the sun and moon. Her adherents follow many paths and her church is much less a church than it is a series of cults. Regarded as a benevolent goddess many crafters follow Ssitta, shrines existing wherever there is creation being done. Travelers also pay homage to the goddess, seeking her guidance as she looks down upon Desylinn. The Lash-ti-Nowish have organized their worship of her, placing shrines at regular intervals in the Dragon Sands. They have solemn ceremonies that have become common to the entire race. 
  • The Church of Ariga (Farming, the Seasons): Worshiped by farmers, lumberjacks and even miners, Ariga is respected by all who work the land. Closely tied to the seasons as well, every town, village, enclave or outpost will have a shrine to the goddess. Her church is simple the clergy hold ceremonies seeking the goddess’ blessing for the growing season, harvest, or even for a safe winter. While honored all over Desylinn, she’s most widely worshiped by humans in the southern islands, where her church has become central to the Kingdom of Arigunta. 
  • The Churches of Nhoj (Magic, Knowledge, Chaos): Nhoj’s (Chaos Gate of the Void) cults, while not forbidden, are regarded with suspicion. The cults are often linear in their worship. While one cult may embrace the pursuit of learning to the point of self-deprecation and asceticism, another may endeavor to meaningless destruction. The most predominate cult of Nhoj, The Cult of the Unmaker, is discussed below.  Most who worship the knowledge aspect of Nhoj do so in private. The exception to this is the Shards who venerate the god as a creator. It was his interference that prevented Daras from collecting their souls making her blind to their deaths and allowing the creation of the Unbroken. 
  • The Cult of Daras (Death): All mortals know Daras, the Gentle End, for all must die. She’s is rarely worshiped directly, but all will see her. One of only four gods able to penetrate the Seal, she’s the only god every living creature will meet. Although those around death will see her as she comes to collect the souls of those who’ve just died. She does not approve of worship, but she does tolerate a small cult that aides her in the gathering of souls, typically by summoning her manifestation. These manifestations are summoned to gather spirits that have not moved on or have become lost, or to punish those who have tried to escape her embrace.  

Thursday, April 25, 2013

Races of Desylinn (Part 2)



This is the second in a two part series on Race. Part One is here.

Humans: 
Created from the tears of the goddess Ariga, Humans are found on the chain of island archipelagos south of mainland Desylinn. Several common cultures exist among the island, but one separates itself, the Kingdom of Arigunta found on the largest island called Go’Arig. Throughout most of the islands the Humans form small coastal villages, where the men are warriors and the primary leaders. They spend their time hunting, fishing and occasionally raiding other villages for goods or women. The women take on the role of childrearing, maintaining small fields, and raising livestock. There is a strong tradition of tattooing done by most cultures throughout the islands, prominently on the men, who see it as a rite of passage. Women have tattoos as well, though not as frequently. The Humans have the most diverse languages of all the races; those on the northern archipelago nearest to Desylinn speaking a form of Lash-ti-Nowish, while those nearer to Go’Arig speaking variations of the Go’Arigi language. On the continent of Desylinn Humans are numerous, filling in whatever roles are needed. Originally sold as slaves to the Elves by the snakemen during the Empire, they have no firmly established kingdoms or countries as they are vastly outnumbered by other races. Many live in Hub or the surrounding Eartlinn where they are treated with less prejudice. There are a significant number in the Citiesof the Lost as well, and while they do not dominate these cities, they have come to hold some political clout there. 

Not a single race, but a confederacy originally made up of five distinct races: orcs, trolls, ogres, goblins and minotaurs. The Kindred have since become one of the predominant forces in Desylinn.  Born from the fallen teeth, brains and blood of the Nameless One, the Kindred are united in their origin and history. Little more than cattle to the Imperial Elves, the Kindred formed the bulk of the armies during the War of the Five, and the Kindred helped create a brand new society to fill the void left by the Empire’s collapse. The Kindred accept anyone who desires to adopt a “True Parent” and the mark of one of the khans. Each khan, corresponding to the five original races, serves distinct roles: the Orckhan, or “The Voice” serve as diplomats, singers, storytellers. The Trollkhan or “The Hands” serve as shamans, healers and scouts.  The Gobkhan or “The Legs” serve as shock troops, general warriors, and doing general labor for the Kindred. The Minokhan or “the Arms” are artisans, smiths, masons, creating great works of beauty. The Minokhan have many members not of the minotaur race among them. Finally the Ogrekhan or “The Back” serve as historians and mystics, keeping the history of the Kindred in scars etched across their backs. The Kindred value individuals based on merit.

Krishtog: 
A solitary race created by Ishari after the creation of the Geato Abira and the races of the Kindred, the Krishtog or "frogpeople" live in isolation in the bogs and forest along the borders of The Great Southern Forest and the Geato Marsh. Living in small family units the Krishtog, of all the races, seek self-sufficiency and isolation over everything else. Males and females may form mated pairs, but do not see monogamy as being important. They do not have specific gender roles until breeding time, as it is through child birth the sexes are distinguished. The couple journeys to great breeding trees surrounded by large spawning pools. The tadpoles are left in the pools, but only a small handful survive. Each individual Krishtog is responsible for their own livelihood as well as their own survival. The conditions in the Krishtogalog aren’t harsh though, and while some dangerous beasts pose a threat the frogmen’s tree climbing and strong legs enabling them to leap great distances keep them relatively safe.  The Krishtog make simple tools and weapons for use in their everyday life, emphasizing utility over decorum. Not completely bereft of art, the Krishtog have long complex songs which they sing often and without warning. Krishtog are rare, even in the territories they call home. Those found outside the Krishtogalog are often bards of note, or strange warriors known for singing in battle, and many have become well known throughout Desylinn. 

Lash-ti-Nowish (Snakemen): 
Created by Ssita in the Dragon Sands far to the southwest of Desylinn, the “snakes”, like the Dwarves, are divided into ten separate clans matching specific dragons. Unlike the Dwarves, there is no strong unity with the Dragons and the Snakemen take little interest in the great beings. The face of the Lash-ti-Nowish is the Gold Clan, who serve as diplomats to the other races. The other well-known clan is the Copper Clan, who sailed to the northernmost human islands to negotiate slave trades for the Elves during the Empire. The Snakemen live in hidden cities during the day, which only come to life at night, lit by starlight. While they have a defined society, they make no distinction between genders and have no tradition of marriage. Most Lash-ti-Nowish are nocturnal, as the harsh desert conditions of the Dragon Sands give even the Snakemen pause. They enjoy a highly efficient metabolism, allowing them to go days at a time without eating. This also forces them to periodically go into hibernation, called hrarstar, in which they shed their skin. This hibernation can occasionally last years.  The eldest of the Lash-ti-Nowish, the Old Ones, lead the society as judges and advisors for the rest of the Snakemen.  Uncommon through the rest of Desylinn, many Gold and Copper Lash-ti-Nowish can be found acting as merchants, particularly in Hub and in the remnants of Mariea.  

The Shards: 
Unique among the races of Desylinn, they are the youngest, not truly mortal, and not directly created by a god. Emperor Aries II created the first golems from the souls of loyal guards, sealing them into lodestones within the golem bodies. Once the last Empress, Arcadia, took control of the Empire the golems served as her personal guard and lost any sense of identity they once had. During the War of the Five the golems were released, becoming conscious agents in the world. Daras, the goddess of all life and death moved to take their lost souls, but her hand was stayed by Nhoj. He wished to see what would happen with the new "race".  Daras then vowed to never take the souls of the golems, so when they die their souls join with the Unbroken, a collective consciousness of souls from deceased Golems. Each Golem’s soul is but a shard of that greater consciousness, so creating more shards requires sharing your spiritual energy and placing it into a new, unanimated golem body. The Shards each serve the Great Library in their youth, a tenure which may last centuries. Part of the learning process involves the scribing of memories into their lodestones, making them permanent. Most Shards are found at or near the library, though some venture out, seeking new experiences to write upon their lodestones.

Monday, April 22, 2013

Races of Desylinn (Part 1)



Races of Desylinn:  
Each group which makes up one of the races of Desylinn has found a unique place in the world. The races struggle to get along, even 600 years after the collapse of the first great tyranny of the world. The vacuum left from the overthrow of Empire of Mariea remains unfilled. The strongest of the races are mired in tradition and taboo, while the weakest are greatly isolated from the rest of the world.  From the dwarves in the mighty Dragon Mountains to the Humans in the island chains to the south, only Eartlinn and Hub have become diverse and they are set to replace the tyranny of the elves with the meritocracy of the Kindred. Below are the races of Desylinn. 

Created by goddess Tiala and the god Bahu to be companions to the Dragons, the dwarves are the oldest of the mortal races of Desylinn. Originally carving the females from stone and forging the males from ore, the dwarves are resolute with strong traditions which have lasted for generations. Due to their unique creation, Dwarves have social taboos surrounding metal and stone: men may only work with metal, women only with stone. This results in two distinct gender roles: Dwarven men are artisans, particularly blacksmiths, and warriors. Dwarven women keep hearth and home but are also merchants, though they keep a male on staff to handle any metal. This separation of material has led to many items in dwarven society being made of fine ceramics or wood, in order to avoid the social stratification. The Dwarves are divided into ten "clans", one for each type of dragon they honor, and are further divided along class lines. The priests are at the top and act as liaisons with the ancient dragons, which advise or rule each clan. Next the clan leaders and bureaucrats who guide the people in day to day affairs, and then artisans, merchants and the noble warrior class all hold different forms of honor in the society at large. Finally come the peasants, who make up a bulk of the dwarven race and who’s labors form the backbone of the society.  Initially unwilling allies to the Elves during the Empire, the dwarves have become a powerful yet troubled people since the Empire’s downfall. 

The children of the god Maries, the long lived elves, were one of the most powerful races in the world of Desylinn. Having conquered a majority of the continent during the Empire of Mariea the tall, haughty Elves were brought low six centuries ago by armies of escaped slaves and their allies. Now the elves are a petty reflection of their cruel grandeur, all bearing the mark of Kadie's "kiss" on their cheek. Many of the Elves who live in Eartlinn, or the other lands of Desylinn mar this brand of their races shame in order to interact with others in the world. This is not always true of those remaining in Mariea. Elves generally consider men and women equal, either sex able to serve in any position. The only strong taboo in Elven culture is mixing their divine blood with lesser races. As such, Half-Elves are generally rejected and reared by the non-Elf parent. The Elves are once again finding their place in this new world. The older generation was alive during the War of the Five and the downfall of their nation. The younger generation feels the divine call of their forbearers and while most attempt to find a place in the Kindred, the Dwarven lands, Hub or even the Cities of the Lost, some desire to recreate what the Elves once had, even at the cost of their relationship with other races. 

Created from the tears of the grieving Ishari and the blood of the Nameless One, the Geato Abira, or lizard folk, are reclusive. Judging each merchant, explorer, or envoy individually the lizard folk extend their trust warily. The exception is those who bear the marks of the Kindred, as they are allowed to pass freely through Abiran lands. The lizard folk have five genders, the most numerous being the Sal, or females, and the Taro, or males. The females are larger and strong than the males and have much higher status, becoming warriors and esteemed citizens. The males are a sub-class in their culture, with few rights and less power. The firm leaders of the Geato Abira are the seers or Sala-ma, females with an extra pupil giving them the power of seership.  Some males are born with this pupil and are also able to become seers known as Taresal, and while granted more respect than normal males, they still have little power. The fifth gender is the Sal-Talon, females which grow to be immense, far beyond normal size. These become honored warriors and have garnered much respect in Geato Abiran society. Many lizard folk are found outside their traditional territory, as the youth of the race are encouraged to venture into the world to understand how the other races live before coming home to take their place in society.

Created by the Wild Ones in mockery of the elves, the gren are a chaotic, nomadic people who value joyous celebration over politics and power. The Seven Great Families of Gren wander across the lands in large wagons pulled by massive hounds called chulla. The men and women of the Gren have clear gender roles, with men hunting, fishing, chulla training, and acting as warriors on the rare occasion a threat emerges. The gren women keep and maintain the large wagons, which have come into use since the fall of the Empire of Mariea. Women also serve as the primary clan leaders, and serve as diplomats and ambassadors. The Gren are naturally magical, as the power of the three gods who created them instilled innate abilities in each sex. The males have Rage, which makes them fearsome and bloody warriors, while the females have the calming power of the Soothing, which keeps the Rage in check and makes Gren males docile and playful. The Gren have a strong sence of vendetta, seeking to right perceived wrongs. Though not typically lethal, these acts of vengeance go beyond their otherwise playful attitude. Gren are eager to explore the world and seek the “new” wherever they go. Most still reside in the Fertile Lands, but it is common to see a clan of Gren traversing rocky Dwarven highways or digging out of the mire in the Geato Marsh, as the Gren see all of Desylinn as their home.

While Elves can breed with several races in Desylinn, the most common half-breed is  between Elves and Humans. During the Empire of Mariea, Humans were common house slaves to the Elves, being less temperamental than Gren and more civilized than the Kindred. It was not uncommon for Humans to be enticed into coupling with their owners. The resulting offspring were typically raised by their Human parent, or the staff of the house if the Human slave was executed as punishment for the child, a common practice. The adult Half-Elf would be granted limited freedom in Elven society, usually working "slave" jobs for little pay. They had the ability to wander, but were treated with serious disdain and hatred. Orc and Elf pairings occasionally resulted in a child as well, but unlike half-human children they were put to death when discovered. Called “Bad-bloods” because of their in ability to breed, during the time of the Empire there was no place for these mixed-blood people.  Human-Elf half breeds are still common today and unlike their Half-Orc/Half-Elf counterparts they either breed true human or true elf offspring. In Hub and the surrounding Eartlinn they have found a firm place in each of the Guilds, and many Half-Elves take Kindred Marks. Since the collapse of the Empire, Half-Elves have gained a certain legitimacy which they never had before.

(Part 2 Here)

Monday, April 15, 2013

Blacksmiths' Guild: An Overview

by D'Artagnon Wells



Anyone can pound a piece of iron, just as anyone can put paint on canvas or apply a chisel to marble. Going through the motions is easy enough, but becoming a Blacksmith is a path which should not be taken lightly. Being a Blacksmith is more than a grunt job, more than gates and door fittings and shoeing beasts of burden. A Blacksmith is an artist in every aspect of their life, their call requires dedication, sacrifice, education. Art is a selfish profession that takes a heavy tithe from the artist, and in a world oozing chaos one needs to be careful when they open the doors to their soul.

Desylinn is shifting constantly on the sands of chaos and Blacksmiths have elected themselves the official steady anchor of order. Their training includes mining, artistry, metallurgy, and of course, Smithing. They go through rigorous self mastery and weapon training and are not allowed to make anything they do not know how to use. Most monasteries have their adepts choose a path which allows employment in various industries like farming, construction or the military.

Five monasteries make up the Blacksmiths Quarter in Hub: the Anvil, Might, Muse, Forge, and Hammer. These monasteries are united under their banner as Smiths, but this unity is a strained peace at best.

The Anvil are children of the earth and pay homage to Ariga, the Goddess of Earth, as the earth is the original anvil. They believe they are stewards of her home and they take responsibility for her balance and care. Mining is only done as needed with as small a footprint possible. The sanctity of environmental habitats always take precedence over ore collection. Blacksmiths of the Anvil are selective in what they make, ensuring their art does no harm. They do make weapons, but as tools of peace and justice. If their art is used in the harm of life or environment, it is their responsibility to correct that imbalance.

The Might are introspective. All creation stems from the Blacksmith, therefore it is the responsibility of the Blacksmith to master Self. The anvil, hammer, and forge are all extensions of the Blacksmith and inspiration is also found within. Smiths of the Might strive to help others master themselves and embark on service missions. Staunch pacifists and philosophers, they act as mediators by the other guilds. If something they create causes imbalance, they take it personally, since the art is an extension of their self. If part of yourself is causing a disruption then you are imbalanced.

The Muse are the inspirational center of the Blacksmiths. If you have metal, heat and a hammer,  you have art. The Muse' believe the mind is a playground to be explored, messed up, taken to the limit and then beyond because it is through shattering conceived rules and laws that new boundaries can be defined and order achieved. The only governing law of the Muse is to create.

The Forge Blacksmiths seek to master life, as Daras, the Goddess of Death is the master of all life. Given this focus their main production and training is in weaponry. They are extremely focused on the end user of their product. They have no inner conflict if something they created has caused pain, since that is what it was created for. The forge is an unforgiving, yet even-handed mistress, destroying all imperfections to bring a beautiful order from chaos. The Forge, as a monastery, maintains detached neutrality from politics, but will usually lean toward the flow of gold.

The monks of the Hammer are academics first and Blacksmiths second. Knowledge is power; where and how hard the hammer is swung determines the success or failure of creation. The Hammer will sacrifice everything to attain knowledge, even their own health. They specialize in unique, hard to create items, seeking the secrets of forging and soulbinding which lead to the downfall of the Elves.

The Might and Anvil keep close ties, and the two can tolerate the Muse. While the Forge cares little of other Blacksmiths, the one thing these four monasteries agree on is their overwhelming distrust of the Hammer. As a Blacksmith loyalties lie first with the monastery, second with other Blacksmiths and third with others, including family, friends or country. The Might and Hammer will take on vows of celibacy, but others take spouses and rear families if the time permits. Those who do so early in their career rarely rise to prominence.

The Blacksmith Quarter is fiercely defensive of it's members. If someone messes with a Blacksmith, they catch heat from the entire Quarter, even if that Blacksmith is from the Hammer. They work well with the Merchant and Music guilds, oft times providing militia or weapons for caravans and events. Blacksmiths hold a strong distaste for the Mage's Guild and currently have pulled all Smiths from their District. Their relationship with the Workman's Guild is as complex as their leadership, so the Blacksmiths tolerate them on a person-by-person basis. However, during the First Shenanigan the Blacksmiths did not actively partake in the riots, but did suspend operations, holding protest in support of the Workman's Guild.

Titles vary between monasteries, but the general hierarchy starts with a Master Blacksmith as head and a Master Artisan as their second. Other titles or positions include Master Forge, usually reserved for dragon members of repute, Weapons Master, and Bosun, who is in charge of handing out work assignments to students and overseeing commercial production.

Despite their inner squabbles Blacksmiths are staunch pragmatists and understand the need for unity, if only the outward appearance of unity. A few endeavors the monasteries maintain cooperatively, namely the Master Council, Artisan Council, Militia, Bosun Council, and the Billows.

The governing body of the Guild is the Master Council, who meet when something affects the Quarter as a whole: political matters, riots, an attack on Hub, etc. They have a volunteer militia comprised of an equal number of Smiths from each monastery and governed by the monastery Weapons Masters who take turns as Watch Commanders. Any Blacksmith derelict in their duty, causing trouble in other districts, or practicing their trade without Guild permission are dealt with swiftly and severely.

Any guild needing the specialized skills of a Blacksmith must send a request, a work order, to the Quarter job bank. These orders are bid on by the Bosun Council who send bid details back to the requesting guild, parchments being void of any monastery identification. The requesting Guild chooses, and a monastery Smith is sent out to accomplish the job. The Guild operates a cooperative shop for mass production jobs, headed by the Artisan Council.

You never see a non-sanctioned shop set up. On the off chance one springs up, the upstart is replaced quietly with a legitimate Blacksmith who works the shop for a week or two while the upstart smith is away for 'personal reasons' then just as quietly closes the shop, redirecting business to the nearest sanctioned Smith.

Blacksmiths are rarely poached as they have decent working relationships with the Merchants and Musicians and are willing to work with them. Lone laborers and foremen from the Workman's will try bullying tactics, but they have little bite for all their barking. The real threat comes from the Mage's Guild since the Blacksmiths have severed ties. If a member goes missing, Mage disappearances increase until their brother or sister is returned. However, there are times when Blacksmiths will leave their order for one reason or another and voluntarily join the Mage Guild ranks, working the forge in secret. When this happens a Billows is created. The Billows is a five member team comprised of the top student from each monastery who hunt down the offending apostate and remove both forearms and punish those harboring them. They will also destroy any projects the apostate was working on.

The Blacksmiths have proven themselves as artists, shrewd capitalists, fierce fighters, and a multi-faceted Guild. Their ability to work together toward the common goal of Order and fierce inter-guild loyalty makes it possible to rebuff any attempts on their Quarter and profession. They are honorable men and women, who believe in being honor bound to their word. Even if they aren't very decent words, you can always rely on them to deliver and follow through.