Showing posts with label Human. Show all posts
Showing posts with label Human. Show all posts

Monday, September 2, 2013

Humans: An Overview

by Frank Shaw


Created by Ariga in memory of her love for Mar, humans have found their way across the world of Desylinn thanks to the Lash-ti-Nowish and the slave trade they created for the Mariean Empire. The bulk of humanity live in two regions: the Southern Islands just off the coast of the main land of Desylinn and the chains of islands called the Tears of Ariga, which are a vast distance south of the continent.

On Desylinn most humans integrate into the dominate societies around them. Humans in the Red Clan city of Shinkyuden adopt the Red Clan’s culture as best they can, while in Hub they play the games of the Great Guilds vying for power and prestige among the ranks. In the Free Cities humans plot amongst and with the nobles of Tarn Modeshi, serve as cult leaders in Chaido, barter and trade in the markets of Q’lazz and exemplify their marshal prowess in Bann Tordech. However a majority of mainland humans belong to the Kindred, having taken Khan marks.

While it’s rare to find a predominantly human village on the mainland, other than on the southern coast, they are a few to be found in Eart’linn and the Fertile Lands. These villages borrow heavily from the nearby cultures as most humans are generations removed from the Southern Islands or the Tears of Ariga. The only practice still commonplace is ritualized tattooing on the arms and torso.

The Southern Islands:

The Southern Islands are heavily influenced by the Lash-ti-Nowish and have a large influx of non-humans living on the larger islands. Islands nearest the coast have small Lash-ti-nowish cities which served as outposts during the height of the Empire. It was common for humans on more distant islands to raid and capture other villages to trade with the Snakes for weapons and tools from the mainland. Prized by the elves for their hardiness, appearance and the ease with which they could break their wills, humans made valuable slaves. The slave trade has since stopped though prisoners are still taken, typically women and children, who are used to tend fields and unsavory jobs. Most are eventually integrated into the village, either when they come of age or when they marry their abductors.

Villages are ruled by chieftains. With a strong emphasis on hunting and fishing the culture is male dominated, leaving women in a second class role. All men are considered warriors, though a distinct hierarchy exists. The chieftain is typically an elder warrior who has gained notoriety through his prowess and cunning. This can be contested by battle, but it is rare for the role of chieftain to go outside a small circle of warriors and their children. Those who have proven themselves often act as the chieftains honor guards. In addition to guarding and advising the chieftain, they also help train thier young sons, allowing them to gain significant martial prowess over the other villagers.

Tattooing is common. Large facial tattoos are worn by the men with the best warriors bearing the largest tattoos. Arm and back tattoos are common as well; keeping record of raids, hunts, foes defeated, or even life debts. It is rare to meet a human from the Southern Islands without some sort of tattoo. Women will often have magical tattoos to aid in their work, grant them fertility, or a symbol of Ariga which bestows a small boon when touched while praying.

Several nearby villages will often form confederacies ruled by a high chieftain. The high chieftain is typically voted on by all the villages’ men. Typically the chieftain with the most intimidating honor guard will win, being better able to garner favor with those outside his village. Villages that are in allegiance to each other are typically united by common enemies or threats and can be relied upon to come to one another’s aid.  There are usually no more than three to seven villages united in this way and typically no village is further than two days by boat.

Only the most “tested” warriors own boats, small catamarans, typically crewed by the owner and two or three others. Primarily used for fishing, there are typically enough boats in the village for every man of age to take to the water for raids. Occasionally the men will travel inland to hunt larger game, typically massive beasts which are dangerous to hunt, but yield great amounts of meat.

Women cultivate fields of taro and yams, tend to small herds of goats and boars and raise children until they come of age. Their only real form of power comes from tending the family shrines to Ariga and Mar often serving as the village shamans. When spiritual matters arise it is to the women that the men typically turn. There are villages that have abandoned the worship of Ariga. These villages worship one of the Brothers -typically Daikado- or one of the darker aspects of Nhoj. The villages practice violent rites of passage, blood sacrifices and whole sale massacres of any nearby neighbors that refuse to join in their debauched practices.

 The Tears of Ariga:

The Tears of Ariga are dominated by humanity, as they are far from the mainland and difficult to find. The first of the archipelagos are many weeks travel from the southern shore of Desylinn while the farthest islands require months of travel. The archipelagos are made up of dense chains of islands broken up by large expanses of ocean. The largest of the islands, Go’Arig, is surrounded by dense clusters of islands, making navigation difficult. Roughly about a tenth of the size of the mainland to the north it is here where the second significant human culture exists.

Go’Arig is not fully homogenous, nomadic humans live in the eastern mountain ranges while tribes of vicious hunters live in the dense rain forests on the north western shore. The southern shore has many small violent villages that worship Tlal.

The predominant culture of Go’Arig is the “Oki’aki Humaruk’arig” or the Princes of Mar and Ariga. A society of 4 distinct castes: The Oki’aki or The Princes, Muamaro or the Priests, Koa Huki’aki or the warriors and Loamo la or the Vassals. Each bears a caste tattoo except the Oki'aki.

Controlling the island as a series of principalities the Oki’aki rule as a council where deft politicking garners considerably more power than simple wealth. Even so, outright aggression and war is not uncommon either. The Oki’Aki have absolute control over the land and demand regular taxes and tributes from the vassals, using the warriors to excise the taxes and quell revolts.

All priests bear their caste mark on their forehead. The more elaborate the tattoo indicating their power and respect with in the caste. It’s the only caste where women may hold power. The religion of Go’Arig focuses on the highly ritualized worship of Mar, only paying lip service to Ariga and the other gods. Acting in a specific role that commands some respect and influence it isn’t uncommon for an Oki’aki to install a “Priest” into a particular position in order to execute an agenda. Priests serve as councilors, historians, and bookkeepers to the various Princes and occasionally as generals in times of war.

Professional soldiers have become common as many of the Oki’aki are willing to wage wars for territory and influence. Unlike the upper castes, where power and influence is gained through bribes and deceit, the Warrior caste is meritocratic. While some politicking does occur among the leaders of the warriors, promotion through the ranks is the reward for valor and service. Given land to farm, the Warriors are taxed little and often raise their sons to follow in their footsteps. Each bear a small tattoo on their cheeks, the Warrior caste mark, which becomes more complex as the warrior rises through the ranks.

At the bottom are the vassals bearing tattoos on their hands and forearms they toil away in the fields of rice and soybeans, raise livestock and fruit and live their dreary lives with little to no change. Their only hope for true social mobilization is by joining monasteries or the ranks of the Warrior caste. Those that join the monasteries find their lives not significantly different from before. Many excess children are given to the monasteries to ease the burden on their families.  Those that learn the art of politics may however find themselves gaining power and favor in the monasteries until gaining a Priest Mark. During wartime vassals act as fodder for the Princes, and survivors of large wars are few and far between as vassals typically do not receive sufficient training. While most survivors opt to go back to their dreary, yet somewhat safer lives, those that receive recognition will often take the warriors mark.

Well over a month’s travel from the mainland Go’Arig only has a single nonhuman city, Gutua’oki or City of the Snake Princes. Independent of the Oki’aki, Gutua’oki is controlled by the Lash-ti-nowish, who are the only race with ships that regularly travel the open ocean. It is here where representatives of the Guilds may be found in small numbers. The Merchant’s Guild has the largest presence, hoping to gain a strong foot hold on the island. Seeking ways to influence the Princes, very few have been successful, some relying on magical means and deceit to sway the Oki’aki.


Monday, July 15, 2013

Secrets of Desylinn: Creation of the Humans

by Frank Shaw


In the eons after the First War was fought and lost by Mar, he secluded himself from the other gods, seeking to hide the shame of his loss of the Throne of the Void and the hand of Ssita. While he laid hidden Ariga, who had longed for the young god for some time, went to him with her own loneliness. She nursed him back to health and as she brought him out of his melancholy, their loneliness blossomed into love. 

They were soon betrothed, sealing it with a kiss. Ariga, in her joy, created the Great Southern Forest around the spot where she and Mar’s love first blossomed. She fashioned guardians out of the very trees and tasked them with keeping this spot holy and sacred to the couple. The forest was as vibrant as she was. Still in her youthful form as a young girl she felt no greater joy than when she was with Mar, and the forest blossomed when they spent time in each other’s company.  

Yet for ages uncounted the couple remained betrothed. The forest Ariga had created remained vital and green even as she went from youth into the form of a maiden. As time went on and Ariga waited she grew in wisdom and understanding and passed from a maiden into that of new mother. Childless however, she continued waiting for Mar to formalize their betrothal into marriage. The Great Forest aged too. The trees went from a vibrate green to deep reds and yellows, giving up their fruits and nuts for harvest.

And yet still she waited. 

She waited through the births of Bahu and Tiala. Watching their love bloom and the short passionate courtship they shared. 

She waited through the birth of the dragons, noble creatures that they were. She watched as they divided themselves into factions and beseeched their parents for peace.

She waited through the creation of the dwarves. She watched the dragons accept stewardship over the dwarves. She then watched with wonder when the mortals divided themselves into factions like the great dragons. 

As she waited in the form of a new mother, though she had no child, Mar grew distant. When Ishari was born, a wild passionate young goddess, it was her that Mar went to, seduced away by the goddess of lakes and rivers. Tempted away by the new goddess, Mar went to Ariga and broke off their betrothal. 

Shattered, Ariga wept. Ariga aged. As she aged, the forest below did as well, losing its foliage and leaving the trees bare. Ariga went to the world below to hide her shame, seeking solitude on islands far tothe south of the mainland that Tiala had told her about. It was on the largest island that the sorrowful goddess hid. Hiding her face in her arms and weeping out her sorrow. 

How long Ariga stayed there none can say, for the gods reckon time differently than mortals do. But small lakes of mud had formed from her bitter tears. In desperation to stave off the loneliness that she felt she sculpted small dolls from the mud, all in the form of Mar. These reminders did nothing to quell the pain, and her weeping began once again. 

Small comforting pats upon her cheek moved her from her grief. The little dolls, three in total, had gathered around their weeping mother’s ancient face and were set to comfort her. Willing away the pain they surely felt emanating from her. It was this that woke her from her grief. These imperfect replicas of Mar peered innocently up at her, seeking only to quell her suffering. 

These beings made her smile, even if for but a moment. She gathered up more of the sticky mud and fashioned dolls in her maiden form giving each to the models of Mar that she had already created. She watched them for a time. And for a while they were amazed at the new world around them. Soon however they began to seek respite. Searching across the island and finding nothing to stave their hunger the little dolls came back to Ariga, and pleaded with her. “We hunger, but there is no food, please show us how to find it?”

Ariga was alarmed by this for she had no need of food herself. She reflected for a short time and realized that if the forest bloomed as it had when she had been young they would find an abundance of food. She changed her form, thinking of the joy she had shared once with Mar, and taking some happiness from the small people that she had created. With these thoughts she grew younger, moving from crone to maiden. The islands began to grow green and the plants that had remained dormant sprung with life. 

Ariga showed the people which plants she had made to eat, which plants to use to build shelters with, and what animals could be hunted safely. Their hunger sated the little dolls danced, sang, and coupled with each other joyfully. She watched them have children, grow old with age and wisdom as she had done. And eventually die, grieving the loss of their dead with bitter tears. She then watched their souls gathered by Daras who returned them to the Realm of the Gods. As Ariga watched with wonder at the beauty she had created through her sorrow, she grew youthful again going from maiden to girl, and far to the north the Great Forest blossomed once more. 

She wept again, this times her tears were joyful. She named the people Tama’arig, or Ariga’s children. Before returning to the realm of the gods Ariga gathered up many of the people that she had created, spreading them over all the islands of the south. She promised them that this was their place and they would be protected from the lands far to the north. And so it was until the slithering children of Ssita came.

Thursday, May 30, 2013

Regions Part Four: Off the Map



Though the main continent of Desylinn is where most of the peoples in the world live, it is not the only land and they are not the only peoples that populate the world. Some lands are well known and even have large populations of humanoid races, like The Northlands or the The Thousands Islands of Go’Arig. Others are just rumors, legendary places where only the most courageous adventurers tread. These places are home to strange creatures, some not unfamiliar to the standard person from the mainland.

The Northlands
North of Desylinn surrounding the North Pole a large sheet of continental sheet of ice, called the Northlands by people on the main continent, is the homeland of the elves. Those elves living on the ice call it the Palace of Mari’es. The father of the elven race, and one of three gods that make up the Seal, sits on a throne at the center of a massive ice palace made of frozen blocks from the bodies of his honored sons and daughters. The god, forever frozen by the power of the Seal, gives off a glow that illuminates the palace through his icy translucent skin. Beneath the palace tunnels crisscross the frozen shelf in a nearly perfect grid and at each junction a lantern adds the brightness of Mari’es. For leagues around the pole an eerie ethereal glow can be seen, becoming ever brighter as one nears the palace and near blinding inside. Mari’es is forever surrounded by the descendants of those elves who never journeyed south, periodically speaking to them and directing them in machinations that only a god would fully understand.
A handful of fortresses sit along the coast, made of ice, manned only by the descendants of elves that never left the frozen land. They hunt the artic sea life and cultivate the ocean for food to send back to those elves living in the palace. They also keep a watchful eye on their neighbors to the south, who they consider little more than beasts. And the deep oceans where strange beings and travelers are said to live.

The Abysmal Depths
The oceans team with life: Fish, marine mammals, great ocean dwelling beasts, and intelligent creatures all exist beneath the sea. Divided into three regions the ocean has developed its own surprising breadth of culture. The northern region, between the mainland and the Northland, is home to strange intelligent fish. The unusual species have developed a magical system in which individual breeds of lesser fish each have a single magical effect that can be used. They can tap into this magic, casting spells through touching, rubbing, biting or fully eating the unintelligent fish.
The center region, the oceans around Desylinn and just to the south, are teaming with more recognizable sea-life that is fished and hunted by those living on the coast of the mainland and the nearby islands. In underwater caverns just off the coast live two dominant races, similar physically with rough humanoid shapes and features but differencing greatly in temperament. The peaceful Bortaryen seek a pastoral life, cultivating and domesticating the sea-life, while the more aggressive Shartaryen have begun to dominate those nearby, acting violently against the more peaceful cousins and others of their own species.
The southern seas surround and including the Thousand Islands are home to races of sea people who are half men, half fish. Of all the ocean races these are the most welcome to contact by surface dwellers. These beings have vast city states and will often parlay with ships coming and going to the islands. With a human torso and a lower portion that takes on the aspect of specific kinds of marine life, these are the least alien of the races to those on the surface. In the region furthest to the south of the islands there is rumored to be an underwater race that can only mate with humans of the surface. These tales are laughed at as rumors, but strange human villages appear whose inhabitants have waxy pale skin, strange buggy eyes and wide grotesque mouths. Travelers to these islands who go alone never come back. 

The City of the Kado
At the center of the world the god Daikado is sealed, one of the Brothers whose anger sundered the heavens. His servants, the Kado, large toad shaped men that carry his will through the world are said to create earthquakes where they go, releasing his toxic breath. When the Kado do not travel the vast underground highways that run beneath the surface they rest in their “city”. The City of the Kado is rumored to be near Daikado, with cyclopean temples of vast archways and columns to the god. There is no trade or enterprise here. Here they sleep, sometimes for decades or centuries, until called into service by their god, or until curiosity takes them away from the place itself. They can be sometimes be found on the surface acting as a proxy in a shrine or temple for Daikado, but most often they are encountered on the massive underground roads by travelers who have un-wittedly discovered the Kado’s highway through the world. 

The Thousand Islands of Go’Arig
Far to the south of the mainland islands spot the seas like pepper. Go’Arig, the largest of the Southern Islands, sits at the center of a vast chain of archipelagos that span the southern ocean. The islands are settled mostly by humans, but a few enterprising Lash-ti-nowish can be found on the more northern islands. Several distinct cultures exist throughout the islands, though many have common traits. Much like their northern cousins the humans of many of the islands form loose confederacies. Unlike their northern cousins many are still warlike and these confederacies are slowly forming island nations.
The largest island of Go’Arig is ruled by a single king and a caste of powerful and wealthy nobles. They trade with their more aggressive and powerful neighbors, encouraging them to attack each other. They have begun forging metal weapons, thanks to a small contingent of the Blacksmiths guild who seek to form monasteries on some of the less populated islands. The Merchant’s Guild has sent emissaries as well, hoping to open up established trade routes for more accessible spices and wood.  On the islands furthest south are rumors of cannibals and much worse things. 

The City of the Lalt
Like Mari’es who sits on his icy throne at the north pole, Tlal is suspended high in the clouds above the south pole. Sealed unmoving except for the twirling of his massive tail he is served by the Lalt. Surrounding Tlal is a magical bank of tangible, solid clouds that serves as a home to his servants. Much like their cousins the Kado, the Lalt spend most of their time performing tasks for their master, usually carrying large magical storms north to the Thousand Islands or even the mainland. They spend the remainder of their time in the cloud banks of their “city” sleeping between tasks. Like the Kado, they can sometimes be found on the mainland acting as emissaries to the cults that worship their master. It is possible to travel on the clouds nearest Tlal where the Lalt reside, if one can manage to get there.




Monday, May 20, 2013

Regions of Desylinn - The West



The Library of Salastria
The original capital of the fallen Mariean Empire, Salastria is now a major city and entity unto itself due to the Grand Library maintained by the Shards, the living golems of Desylinn. The Shards consider Salastria their home, for it was in the capital they were created as body guards, and it is here they earned their freedom from the elves, and from death. Though a small city surrounds the Library it is the Library itself which is the center of Shard culture. Originally built by Sorcerer-King Aries the First to educate all elves, regardless of status, it is a suppository of knowledge for the world. The ability to confiscate all documents that entered Salastria, as well as dedicated scholars submitting research directly to the repositories both made the Library the source of knowledge for the Empire. The Library is built like a giant staircase, one side having three large steps and the opposite a long drop to the ground. The Library is the largest structure made by mortals in Desylinn, visible for miles on the tundra surrounding the ancient capital. The building is still the major repository for knowledge and the Shards living there still collect research and confiscate documents as the elves did before. The massive structure contains vaults, warehouses, libraries, and multiple shrines to Nhoj and The Oldest. The Surface has hothouse gardens and additional structures on of each of the three steps: the first tier holds hothouse gardens and menageries, the second has large amphitheaters and numerous fountains for public performances, and the top tier, the Third Step, contains training grounds and barracks for the Shards. The interior of the library is restricted to the living golems. They will allow non-shards on the surface of the first two tiers (or Steps) where concerts, plays and oratories are regularly performed. Like the interior though, non-shards are never allowed on the Third Step.

Ruins of Old Mariea
Mariea was the first Empire in the lands of Desylinn. Created by the Elves who journeyed south from the Lands of Mari’es, it only took one of their generations before they conquered the chaotic tribes of the Vok-lyn to the south. What became the Empire of Mariea started here, and remnants of the once great cities of ice still line the frozen coasts of this land. In the extreme north is hostile tundra and great glacial inlets. A large taiga forest spans the center of the region, hiding small cities and villages of the once noble elves. To the south of this boreal forest lay the Mariean Wastelands, a salted and uninhabitable area created as a barrier and deterrent by the Kindred races, a reminder to the Elves of their new place in the world. Though small, even by Kindred standards, a few noteworthy cities exist in the region: Tribute in the far northeastern part of Old Mariea, near the foothills of the northern range of the Dragon Mountains is a mining town with unprecedented ore. The residents of Icehome, on the northern coast, see it as their grim duty to send their dead brothers and sisters back to the Northland in bricks of ice. All are also devote members of the Chantries of Mar, and help outfit pilgrimages to the frozen god’s throne as well. Crossroads, the most accessible city in the region, sits at the junction of the Great Imperial Highway and two smaller tracks, one leading north to Icehome, and the other east to Tribute. While not technically an Elven city, it has a significant elven population, many of which are still loyal to the idea of the Mariean Empire. 

The Vok-lyn
The original homeland of the Kindred races, the Vok-lyn spans the center of the western half of the continent. It spans from the west coast to Bai Qiang -the great white wall built by the dwarves- on the plain that divides the ranges of the Dragon Mountains in the east. The region still bears traces of violent volcanic activity, reminders of the Brothers War that was fought in the ages of the gods. The volcanic scars are notable along the coasts and in the bordering mountains to the north and south of the region. Near the center of the Vok-lyn is the giant caldera known as the “God’s Head.” Visible for leagues in all directions, it is all that remains of the broken skull of the Nameless One who crashed to the world in the ages before. From here the Kindred and the Unkhan clans gather the “Tears of the Dead God” a curative that, while painful, is effective at treating injuries and diseases.  The largest of volcanic scars serve as natural walls and barriers from some of the less abundant, but more dangerous fauna that roam the region. The most abundant fauna are the giant aurochs which roam the eastern grasslands, and the dire lions following their herds. The eastern portion of the Vok-lyn is claimed by the Kindred, building small towns around the artificial mounds used to build the “pits” that are central to their culture. Most of the towns are built along the Imperial Highway, others along the Snakes Highway that lead out of the Dragon Sands to the south. The western regions, particularly past the God’s Head, are claimed by the Unkhan, those who do not practice Kindred culture. The Unkhan have a tendency for brutality, especially those tribes encountered furthest from the influence of the Kindred. Many of these tribes still hunt each other for food, practice blood rites and revere the Brothers (particularly Daikado), frequently making sacrifices to appease them

The Dragon Sands:
Surrounded on the north and east by mountains and the west and south by coastline, the Dragonsands are one of the more isolated regions of Desylinn.  Created by the goddess Tiala as a birthing bed, it is separated into ten distinct regions and ruled over by the Lash-ti-Nowish, or Snake-people. Each of the regions is held by a different group of snakes corresponding to a different color of dragons. The regions are mostly desert, rocky and scrub like near the mountains, with massive sand dunes near the center and sandy tropical beaches along the southern coasts. The lowest, central portion of the region is known as The Black Sands, and this is where those that have broken the edicts of the Lash-ti-Nowish are sent as punishment. This is also where the Temple of Water is located. Those sent into the Sands can exonerate themselves by returning to one of the border cities with a cup of water from the temple, A feat almost unheard of. The cities of the Snake-people are built around the oases scattered through the desert. Called Mirages by the snakes the cities are created out of Dragonglass and are only visible at night under the light of the moon and the stars. The exception is the coastal cities of the Coppersands. It was these cities where the copper Snake-people would bring the humans gathered on the southern islands to sell to the elves during the time of the Empire. These cities are where the Snake Highway ultimately lead, the long roadway built and maintained by the Snake-people to transport slaves and goods through the Dragon Sands to the Mariean Empire.

Southern Island
Just south of the Dragonsands, off the coast of the mainland is the first of two archipelagos that make up the Southern Islands. Mostly tropical, the islands are home to the humans of Desylinn. The northern islands, nearest to the coast are called the Sha-lish-otah by the Lash-ti-Nowish, who still have a few small cities on the largest islands. The majority of the population is the human islanders who revere the goddess Ariga and form small coastal villages. The villages form loose confederacies ruled over by a high chief, usually not more than a day or twos journey by boat away from each other. Messages are sent by fast kayak, while entire war parties will amass on multi-hulled boats aided by both sail and oar. Since the fall of the Empire there is a relative peace in the region, as the war parties no longer have a reason to turn over captives to the Copper Snake-people. Trade is still robust though as many of the fruits and animals of the islands are valued by the Snake-people, as well as the wood and bone crafted jewelry and tools (which are often traded to the dwarves as exotic goods). The interiors of the islands are wild and untamed. Villages send hunters inland, though most do not stray more than a mile or so from the coasts. Wild creatures, bizarre forgotten monsters and terrible giant lizards roam the interior of the largest islands. It’s rumored that on the largest island, called Go’Daiki’e by the tribes that live along it’s coast, a long tunnel burrows from the foot of a dormant volcano  to the face of Daikado himself and a great temple to the imprisoned god guards the tunnel. Many of the tribes of the island break tradition and venerate the imprisoned god, and lone visitors to the larger villages will often go missing.