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a single race, but a confederacy originally made up of five distinct races: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.
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