Showing posts with label Lash-ti-Nowish. Show all posts
Showing posts with label Lash-ti-Nowish. Show all posts

Monday, July 22, 2013

Lash-ti-Nowish: An Overview

By John Belliston


Lash-ti-Nowish (The Night Wind) Overview

When the Goddess Ssita looked upon the lonely beauty of the Dragon Sands she sighed.  From the ripples in the sand came the Lash-ti-nowish, the Night Wind, the Snakemen. Though legless and not known for their brawn, the Lash are renowned for their indomitable personalities and the powerful pheromones at their disposal. It is often said a Lash could convince a stone to buy sand and sweet talk the ocean to drink a sip of water.

Since their creation by Ssita, they have spread out across the desert and beyond, across much of the world. Though not as numerous as other races the Lash have the most long-reaching and powerful influence.  From the Steps of the Library to the furthest points of the Southern Islands the Lash either have direct power or whispers in the ears of the mighty. With a few words they can tear lives apart or sow the seeds of new nations. 

All their power links back to their most important belief. In their own tongue, “Lash lok Shamshar,” or "the Wind Moves the Sand." Empires and coinage, the life and death of man and nation,  all things are ripples in sand. The Lash-ti-nowish aspire to be the wind which creates them. They seek wealth and power, and don't care if they have the appearance of it. They become advisers to manipulate the powerful. They don't horde coin, they control commodities. They let others drown in coins and claim crowns and thrones, instead moving in small and subtle ways. They always know how to make others into the enemy. They moved from Imperial slaves to glass and southern spices without a drop of blood being shed - at least according to their records. 

The Lash have the most complete historical records in the known world. Stretching from almost the mythic beginnings of their race to the present day. The Kindred, Krishtog and other barbaric races see this as pointless, and the Dwarves, Abira and other civilized folk see this as excessive. However the records serve an important purpose in Lash-ti-nowish culture, keeping them informed once they awaken from the long sleep of 'Harshtar'. Every five to ten years each snake falls into a trance like state during which they will shed their skin. It can last for a few hours or days but grows a little each occurrence. For older Lash, 'Harshtar' can even last for years. This state is such a fact of their life that many plan their lives around it. The Old Ones and wealthy even create elaborate tombs for themselves to serve as comfortable places while they drift into the “skin sleep”. The lower castes do as best as they can. They find trusted friends to watch over them, or at worst bury themselves in the sand and trust to the repulsive pheromones to protect them. This consistent loss of time drives the Lash toward their fastidious records, thereby assuring that no matter how long the sleep, the Awoken can know what happened while they slept. 

Within the Dragon Sands there are ten Shamshars, each one corresponding to one of the colors of dragon and having their own quirks and local customs. The Gold are known for their immaculate diplomacy; the Silver for their impenetrable bank vaults and overly complex laws of politeness; the Iron for their profound secrecy and creation of miraculous works of magical glass. Each Shamshar holds to the deep rooted caste system which controls the lives of them all. At the top is the Congress of the Old Ones, who rule without question and live a life of utter opulence. Below them are the Sacred Bankers and Bureaucrats, a priest caste who live in accordance with their holy book “The Ripples of Worth”.  At the very bottom lie the Ecdy who are given the tasks that none other are willing. They are treated as less than slaves, as slaves at least once had economic value. 

Though there is a great inequality between castes, there is none between the sexes. There are almost no physical differences between the two and it is immensely difficult to tell the difference. It is considered the height of rude behavior to even speculate on which sex a Lash is. The one exception to this is during the mating process when it is considered a necessity to know, and is handled as quickly as possible.  

Each of the ten Shamshars has a different choice for the order of those between the Ecdy and the Sacred Bankers. Warrior, merchant, artisan, hunter, scholar, and laborer all vie for position within the different sands. This arrangement causes much of the conflict between the different Shamshars. If it weren't for the absolute authority of the Old Ones, the Children of Ssita would have long ago torn themselves apart. 

This system creates some of the most blatant inequality across all of Desylinn. However even the lowest of the Lash endure their hard lives because eventually they become Old Ones. At a particular age, which varies by the individual, when they go into Harshtar they shed their skin and turn a vibrant white which grows more translucent with age. Then all they need to do is present themselves to the Congress and accept their new place. Though many of the most desperate and mistreated try, it is almost impossible to fake the transformation, and those that do tend to suffer swift and brutal consequences.

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.

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.