Aetherial Species

Species derived from the aetherial energies.

Akhs

People of the Beyond, based on Egyptian mythology. Ahks ("spirits") are nations who come from the Beyond (some have settled on Shem, mostly in remote locations) and coexist with the dead. An akh is born without a soul. During the first funerary service after their birth, they are given the soul of the deceased, which takes seven years to develop into a fully fledged person. Because experiences affect souls, the transferrance of the soul and the experiences of the recipient affect the soul and change how and who the person is--they are not replications of the deceased, but they do carry some of their memories and experiences. If more than one akh receives a soul, they all receive it entirely. This contradiction is a source of power among them.

Ahti (destruction) - malevolent hippo goddess
Am-heh (hunt) - dangerous underworld god
Ba-Pef (time) - ramheaded god of eighth hour
Ha-Ash (sun) - desert deities combined into one
Heptet (death) - knife wielding death goddess
Mehen (dragon) - serpent deity who guards the sun barque
Nebt-Nakith (truth) - nakith and the nebt goddesses combined
Rekhit (justice) - goddess of underworld
Tatenen (creation) - god of the first mound after creation
Themath (war) - goddess of the underworld

Akh Template

Animal Folk

Animal Folk

Animals who gained anthropomorphic forms. See Animal Folk Nations for details on subspecies.

Basics

  • Taxonomic Order: Animal Folk

  • Alignment: Aetherial

  • Energy: Nzwara Murazvo

  • Lifespan: Varies by animal, but on average, about 100 years

  • Diet: Similar to the animal they are based on, but with more human food mixed in

  • Habitat: Similar to the animal they are based on

Origins

Animal folk were once mundane animals, but through the use of nzwara murazvo, or bestial aether, they took on anthropomorphic characteristics. Not every single animal species is represented by an animal folk nation, though not all nations are listed (so players may develop their own). The limited number of species that are represented as animal folk all dates back to a metaphorical "ark" known as chikepe that carries the catalyst of transformation for the various species represented.

Description

When an animal person is born, they are almost completely animalistic. They grow into their anthropomorphism as they age, and as they engage in the culture of their people, they take on different aspects of both animal and mortal, as this generates the nzwara murazvo that defines them. This is why some animal folk of the same nation may grow up with differing degrees of animalistic characteristics. The commonest form of animal folk is a bipedal, upright variant of their animal counterpart. The extremes of appearance are nearly completely human with vague animalistic characteristics or nearly completely animal with only the ability of speech to distinguish them.

Procreation

Animal folk reproduce only with other animal folk of the same or very similar species of animal - i.e., tiger folk only reproduce with tiger folk or other great cat folk. They follow the same reproductive rules of their animal counterparts. They can sometimes reproduce with spirit folk with animalistic features, and the offspring will have the same species as the birthing parent. Otherwise, they cannot reproduce outside of their species without supernatural intervention.

Powers

Animal folk will have powers similar to the abilities of the animal they are descended from and on the cultural associations with that animal. For example, cat folk have great agility and perception, but they also have magical powers based on folkloric beliefs about cats.

Weaknesses

All animal folk are harmed by brown aether. Many animal folk have specific weaknesses based on the animals they are descended from. For example, elephant folk cannot jump.

Nations

There are animal folk who are part of many larger, multispecies nations, and there are many small animal folk nations around the world. There are also some larger animal folk nations around the world with major roles in powerful countries or communities. Not every nation could possibly be addressed, but click to Animal Folk Nations to read about some of the most notable.

Esoterica

Animal folk are beings of nzwara murazvo. They can wield any other form of aether. Animal folk are capable of wielding any other esoteric energy, though brown aether is bad for them. Which ones are more common varies by animal and nation.

Outside View

While views of animal folk varies by animal and nation, in general, around the world, animal folk face stereotyping that suggests they are not very intelligent. It is also common that they are judged by the animal they are descended from.

Notables

  • Ado Toldus, hippopotamus folk merchant, pacifist, deceased

  • Aecha Gotog, badger folk shaman, deceased

  • Agnu Padun, elephant folk ship captain and elephant killer, deceased

  • Argyros, weasel folk criminal, deceased

  • Ateg Drazik, hunter, shaman, pterodactyl folk, Aeonian

  • Balkis Windsong, Consort of Ehonon, cat folk warrior, legend, Aeonian, deceased

  • Belkan and Darren Vanhoft, deer folk roustabouts, deceased

  • Denzer Bramble, badger folk monster-hunter, deceased

  • Gaja Gamini, elephant folk, percussionist, deceased

  • Garth “Treeguard” Aroca, orangutan folk, Champion of Nature, Aeonian, deceased

  • Gaffharrzhlin, jellyfish folk dancer, deceased

  • Hrodwulf Grom, caribou folk courier, hoop-nibbler, deceased

  • Iacchus Kouneli, pika folk lookout, deceased

  • Jae Aroca, orangutan folk pirate, deceased

  • Jean Luc D'artagnon, fox folk avenger, Yellow Cloak, deceased

  • Jodha Hrown, wolf folk raider, Yellow Cloak, deceased

  • Kalingo, leopard folk warrior, deceased

  • Kanal, squid folk hunter, deceased

  • Kar’rn Huun, leopard folk chieftain, deceased

  • Kawalke Bronx, rhinoceros folk, Keeper of the Void, Yellow Cloak, deceased

  • Kedra Sajram, tiger folk assassin, wannabe Champion of Terror, deceased

  • Kentosane, jackalope folk, archmage, Aeonian

  • Kez, ant folk, Servant of Order, Aeonian

  • Kierik Hargast, bear folk, Servitor of Chaos, Yellow Cloak, deceased

  • Kyaru Ausula, raja of tiger folk, deceased

  • Maya Redclaw, cousin of Balkis, cat folk, deceased

  • Moki of the Clayfoot, deer folk priest, deceased

  • Nadia Hyatt, weasel folk thief, deceased

  • Nahuel Drazik, pterodactyl folk hunter, shaman, sacrificed

  • Naitaka Citlatli, fox folk, spy, agent of Viridanor, fox hero, Aeonian

  • Nik’laas Myrmex, ant folk, founder of Myrmexia, Servant of Order, Aeonian

  • Otatu! Dezell, falcon folk smuggler, deceased

  • Phalaris Prax, ox folk, Warden of Fuinneamh, oneironaut, Aeonian

  • Rathur Redclaw, cat folk chieftain, deceased

  • Remmhish K’rethaan, squid folk, Champion of the Stillborn God, Aeonian, deceased

  • Riquita Xerxes, squirrel folk, Champion of Vision, Hatmaker, Aeonian

  • Tajaxanis, crab folk bodyguard, deceased

  • Tamar Agurn, lion folk lion-tamer, deceased

  • Tecumseh, cougar folk, Skybreaker, Claw of Tohoniuk, Aeonian

  • Thessendra Zesth, rattlesnake folk, Champion of Truth, Aeonian, slave of Skia, deceased

  • Thoru, eternal godless moth folk, destroyed

  • Ushpishtim Gamini, elephant folk scientist, deceased

  • Wactawa Garkora, iguana folk, shamaness, Warden of Miracles, Aeonian

  • Zaghoth, squid folk mage, deceased

Estimated Populations

In total, there are about 3 billion animal folk in the world, making them more populous even than humans. Half of those are arthropod folk, most of whom live out of sight.

Sample Stats

Stats vary by animal. See nations for more information, but the standard formula is the better the animal is at something, the better the animal folk are.


Anzilaq

Anzilaq

The legendary sandworm-riders of the deep Mahadi deserts.

Basics

  • Taxonomic Order: TheFolk

  • Alignment: Aetherial

  • Energy: Hamasat al-Sahra

  • Lifespan: 1,200 years

  • Diet: Nutrients from the sands

  • Habitat: Deep desert

Origins

Evolved from the Iniseli elves.

Description

At birth and until they are about 100 years old, they appear to be swaddled elven babies (called pods), but their swaddling is made from a strong, fleshy shell. These grow into one of three forms: mon'tessaq, where they have the lower body of a worm and the upper body of a desert elf; zef'tessaq, where they have are anthropomorphic sandworms, standing about 7' tall, with golden skin that blends with the sands, and a massive golden crystal hook for their non-dominant hand; or taq'tessaq, a full worm form with an Iniseli face.

Procreation

Anzilaq procreate sexually with one another. Outside their own species, reproduction is only possible with supernatural intervention.

Powers

Anzilaq are very strong. In the deserts, they are swift and agile. They are empowered by the sand itself, and all anzilaq can control sandworms at will.

Form Powers

Anzilaq have different powers in different forms: The mon'tessaq can shape the sands at will, using their ashar and hamasat al-sahra. The zef'tessaq can extend their hook-hands like grappling hooks, and, if they have been fully charged by the sands, can surround their hooks with a small sandstorm. The taq'tessaq are mildly clairvoyant and can merge (permanently) with full sandworms.

With empowerment from the sands, all of their powers can become stronger. As they age, they gain more capacity, thus making it possible for a very old hul'tessaq to have stronger powers.

Weaknesses

Brown aether can kill them. Pure water is poisonous to them if they drink it or bathe in it.

Nations

The only anzilaq nation is that of the Hul’tessaq, which is the evolution of Iniseli culture.

Because they cannot drink or bathe in pure water, they use salt water. It has become a central part of their lives. They choose their adult forms in the ceremony of bonding instead of a bonded animal. And they have abandoned their cities for underground warrens. The desert tribes mostly remain above ground - though they all build mountain warrens - but the city tribes have taken their whole wealth and civilization into warrens just below the dunes.

Culture

The Hul'tessaq are very proud beings. Their socieites are full of complicated ceremonies that convey the proper respect to the others involved. Because of this, even the smallest slight is reason for a feud, and intrigue dominates the Hul'tessaq courts.

Furthermore, because resources are spare, even amongst Hul'tessaq, in the desert, there is fierce competition amongst Hul'tessaq for dominance and control. This adds another layer to the intrigue in their courts, the constant conflict and backstabbing. Hul'tessaq are often seen as vicious and callous. Their communion with the desert defines their deceptions: they are a nation that honors the mirage.

Sandworms are sacred to them, and they possess the ability to ride them.

When a Hul'tessaq is born, a ceremony is performed. The first thing they experience is a ceremony. The umbilical cord is cut. The afterbirth and other fluids are gathered to be cleaned and the water saved for the child’s first non-milk drink. The child is swaddled in goat wool. The mother, if she is conscious, must nurse the child. If she is not, the father must milk her and feed the child. If the mother has died, her body is taken to be drained of water and the child is given to the closest nursing mother, if she is amenable. If not, it is given to the father, who must decide whether the child is worth raising.

The child is raised by the entire village. Play consists of rough games with other children, various learning games involving animals, plants, and survival. From the moment they are born, the Hul'tessaqs are trained to conserve water. They are taught to revere the animals of the desert (each of which has a function). They are taught which plants are good and which are bad. They are taught how to find oases and how to listen for sandworms. They are taught to trust no one, and they are taught to be proud and honorable.

At the age of 10, just before they begin their proper education, they go through the worm ritual. When the child turns 10, they are put into a room with a floor of desert sand. The child is introduced to the room, and then a worm is called. The child must survive the encounter and show a clear bond with one of the worm, which will dance for them but not kill them unless they react in fear.

At the age of 12, the child is put into a school. There are several types of school: religious, martial, social, political, leadership, mercantile, craftsman, scholarly, medical, assassin, hydrological, prophetic, and very rarely, artistic. The schools are either village-based, house-based, family-based, politcally-based, or guild-based.

The social schools focus on the myriad ceremonies Hul'tessaqs must understand. There are four main social occupations amongst the Hul'tessaqs: the Keeper of the Rolls, who knows the families; the White Dune, who knows the political parties; the Golden Hand, who knows the houses; and the Master of the Tasks, who understands interpersonal ceremonies.

There are 12 political parties in the Hul'tessaq nation. Mi’ialah, the ceremonial conservatives; Pyloi’iah, the unity party; Shahn’nah, the religious conservatives; Vadaqua, the military supporters; Ysmali, the desert-bonding party; Balla’hayak, the xenophilic party; Eshmeen, the religious progressives; Halla’am, the survivalists; Kanaquim, the powerful worm-connected party; Noni’illah, the obscure artists’ party; Quallarah, the water-conservation party; and Thah’allaam, the radical separatists.

The leadership of the Hul'tessaq consists of nine major groups: the Sultan and the nobility; the Guilds; the military; the Washeem, the council of tribes; the Seers; the Water-finders; the leaders of the Houses; the matriarchs of the families; the religious leadership; and the Wormsingers.

The major mercantile groups are the Guilds: the spice merchants, the fruit merchants, the cloth merchants, the goat merchants, the olive merchants, and the menagerie suppliers. The craftsman Guilds are the glass makers, the enchanters, the tapestry weavers, the goldsmiths, the leather-makers, and the paper makers. The artists are mostly blood painters, sculptors, singers, and dancers.

The scholars study all aspects of Hul'tessaq life and the world. Hul'tessaq healers and medical figures are magically focused. The Water-finders and Seers are extremely important and powerful for obvious reasons.

There are several different social structures in Hul'tessaq society: families, tribes, houses, parties, guilds, and faiths. Families are blood-relations. Tribes are groups of families who live together in a village. No one can change their tribe or family. The Houses are large social structures composed of various tribes with malleable associations. Parties are political groups, and individual can belong to different groups. Guilds are groups of merchants, artisans, or artists. Faiths are the religious structures, which are complicated, because a single individual can belong to multiple faiths.

When a Hul'tessaq comes of age at the age of 20, they go through a coming of age ceremony in which they must survive for three days in the desert. They are given two flasks of water and a tool to call a worm. If they do not survive, they were not capable enough to be a part of the family and trackers go out to find their bodies to salvage the water. If they do survive, they are deemed ready to be adults and thus have adult responsibilities. At this time, they gain another name.

At this time, they may also join political parties, voice their opinions on matter of tribe, family, and House, and work for guilds or engage fully in the faith. They are also at this time required to observe the proper greeting rituals.

All greeting rituals revolve around sharing water. There are many different ways to greet someone, all based on familiarity and respect. There are several ways to share water with someone in greeting:

  1. Wipe the sweat from the brow and place it on their open palm: the most informal greeting, meaning, “I acknowledge your right to drink water.”

  2. Spit upon their open palm: used for those you are more important than you as a gesture as an offering of one’s water to a greater person, essentially, “I trust you to protect my water.”

  3. Kiss their open palm: a more humbling offering of trust and humility.

  4. Wipe the sweat from the brow and place it on their lips: a more intimate gesture of respect and trust, used amongst family, tribe, and lovers.

  5. Kiss their lips: a gesture amongst equals, meaning nothing more than, “We share water because neither of us is more important than the other.”

  6. Offer cleansed water (usually blood or urine) in a bowl or cup: a gesture of hospitality when someone is in your home or private space, meaning, “You are here and I am allowing you to live.”

  7. Open-mouthed kiss their lips: a gesture of co-dependence, an acknowledgment of mutual need.

  8. Bleed into their open palms: an open vow of fealty.

  9. Offer salt water in a bowl or cup: a gesture of hospitality that says, “You are here and you are worth something precious to me.”

  10. Bleed into their mouth: a gesture meaning, “My survival is your survival, but yours is not mine. Be merciful and just.” Often used to announce service to another.

  11. Drink salt water and kiss it into their mouth: a gesture meaning, “I choose to share with you that which would give me life.” It is the most intimate of gestures, only exchanged between lovers or parents and children.

These are the basic interpersonal rituals. For inter-family, inter-tribal, inter-House, inter-guild, or inter-faith rituals, there are variants on all of the above. Failure to perform these in the right circumstances is an insult to the honor of the intended recipient. Hul'tessaq bodies are more efficient than normal, but they still must expel waste. All fluid waste is saved to be cleansed and reused.

The variations are as follows:

  1. Inter-family: add a bow.

  2. Inter-tribal: add a salute.

  3. Inter-House: add a clasping of the hands.

  4. Inter-guild: add a handshake.

  5. Inter-faith: add a short prayer.

Inter-political party interactions have no added gestures.

There are many gestures of insult as well:

  1. Spit on the ground: rude, “I have no respect for you.”

  2. Bleed on the ground: mostly a matter-of-fact, “You will not receive my fealty.”

  3. Regurgitate water on the ground: vile insult, “I would rather die than show you respect.”

  4. Piss on the ground: relatively mild, “I deny you the chance for my water.”

  5. Intentionally spill offered cleansed water: “I reject your hospitality and hope you suffer.”

  6. Intentionally spilled offered salt water: “I reject your hospitality and wish your family death.”

  7. Spitting back out water that has been taken in: “I refuse your gesture of respect and would prefer death to your presence.”

  8. Slap one who is depositing water in your open palm: “You are not worthy to serve me.”

  9. Turn away from an offered kiss: “You are not my equal.”

  10. Bite the tongue of one giving an open-mouthed kiss: “You are less than I am and I take from you.”

  11. Throw sweat on the ground: “I will not give this to you.”

Hul'tessaqs in the hard life of the desert do not own slaves (because they are not worth the burden), but those who live in the cities sometimes do.

Once the Hul'tessaq is into their adulthood, they are tested repeatedly to find their place in society and whether they are worthy of survival. After some time, between 20 and 40 years, they are declared “worthy” and asked to perform the Ceremony of the Cups. In the Ceremony, the Hul'tessaq is taken into a desert cave and given a series of cups to drink from. The cups contain the following: cleansed water, scorpion venom, goat’s milk, sand viper venom, hyrax blood, drake blood, succulent plant juice, wormblood, and salt water.

They must drink and retain the cleansed water. They must survive the venoms, and each will make them better able to survive the rest. The milk will soothe them. The hyrax and drake blood will strengthen them, the juice will calm their stomachs. The wormblood will give them visions and potentially kill them. The water will restore them (indeed, only pure water can stop wormblood from killing someone). The visions the Hul'tessaq has will tell them what they will face in their life, though few remember it afterward. They will later gain flashes of their vision as they grow. When the Ceremony is over, they are expected to make their oaths of fealty.

After they have sworn fealty, they are allowed to join another in the Rite of Joining, which is essentially marriage. The two Hul'tessaqs in the ceremony (of any gender) will tie their hands together and dance an intricate dance, officiated by leaders of the faiths, and ending in love making.

If a Hul'tessaq becomes pregnant, they are expected to continue their roles in the family, tribe, and House (the political parties are always malleable in these situations). Survival of the tribe is more important than the survival of the child. If the child cannot survive on the parent’s usual ration of water, it is not worth birthing. As such, the mother usually stops needing to eliminate waste during pregnancy, as their already efficient body makes do for two.

During middle age, Hul'tessaqs must prove every day that they are capable of contributing or they risk being ousted from the tribe or the family. If ousted, they die alone in the desert, and their families come back to find them and take their water. If they prove thems truly worthy, they are held in reverence as elders.

There are twelve Houses of Hul'tessaq society: Golden Sand, High Sun, Great Desert, Sand Eye, Red Corona, Hand, King Scorpion, Wind Crown, Forgotten Rain, Honor’s Blade, Shining Mirage, and Black Night. Golden Sand is the Sultan’s house and the most powerful, but they are considered soft by the most hardcore of the Hul'tessaqs. High Sun is controlled by the wealthy, and membership requires wealth. Great Desert are the survivalists, the hard-bitten tribes who refuse to live the “soft” life of the cities. Sand Eye is composed of families who are more closely knit than most, resisting change. Red Corona is a very territorial and savage House, and Hand are the xenophilic House. King Scorpion are focused on agriculture, and Wind Crown are nomadic and fluid. Forgotten Rain focus on water to the exclusion of all the other parts of the culture, and Honor’s Blade resist the more cunning and dangerous aspects of Hul'tessaq culture. Shining Mirage are nationalistic, and Black Night, the most ancient House, is focused on the prophecies of the seers.

Hul'tessaqs in the cities view those in the deep desert as fanatics who won’t move with the times, and those in the deserts view the city-dwellers as soft and weak. City life, while not as focused on water and survival, is still cutthroat. Questions of honor and pride in the desert are as much about survival as in the city. In the city, though, it is not the threat of abandonment, but assassination that one should be concerned about. The more powerful you are, the more important it is to be seen as powerful, and the only way to ensure that is to kill those who make you appear weak. And that is why the Scorpion-stings exist. They are ruthless, cunning, powerful assassins who know poison backward and forward.

In the deserts, the most important thing is the sandworms. The sandworms make life in the desert easier, being able to make a three week journey in a single day. They can carry hundreds of gallons of water while a tribe of Hul'tessaqs can only carry a few dozen at best. They can intimidate even desert behemoths and render lesser threats like scorpions harmless. Anyone can be a mutasabiq--all you need is a hook. But to be a Wormsinger takes a special talent, a special skill. They can summon the worms, they can tame the worms, and they can predict them. That is life or death in the desert.

There are several kinds of Seers amongst the Hul'tessaq. There are those who invoke the faith, but most of those are minor Seers. There are those that have natural ability, and their skills vary depending on training and power. But the most revered and the most consistently powerful are the ones who can stomach the wormblood. The wormblood gives them incredible visions, and the Scribes copy down what they describe. When they awaken, they remember nothing, but thousands of years are recorded on scrolls in the desert caves.

Similarly, Hul'tessaqs believe that mirages (actual ones, not the etherion race) have mystical properties. There are special mages and some faithful amongst them who specialize in finding mirages and discerning their meanings, portents of the future, tales of the present, or warnings from the past. They also take hallucinogenic substances to augment their experiences, and their words are treated as nigh equal to the wormblood in terms of respect.

The Water-finders in the tribe have obvious importance. Of similar importance are the keepers of the water rights, those who know which tribes access water where and who has a right to it, and where the oases are.

In Hul'tessaq society, honor, pride, and dominance are important concepts as well. One’s honor is how one is perceived by others, whether one is thought to be fair and reasonable or ruthless and dangerous. A slight to one’s honor is something that someone else does to suggest the one you don’t want people to think (either is acceptable in Inisel if it’s the one you prefer). Pride is what one thinks of one’s self, and damage to that is a dire insult. Dominance is how much people fear and/or respect you. In the desert, these things are settled with the ruthless quest for survival. In the city, it’s settled with duels or assassinations.

The families are led by matriarchs, the oldest female with significant dominance. The Houses are led by the most powerful matriarch that is a member of the house. The leaders of the Guilds are the most wealthy members of the Guilds. The leaders of the Seers are the eldest of them, and the leaders of the religious groups are chosen within each religion. The Water-finders are not a unified group. Each tribe has at least one, and they are independently powerful. The Wormsingers work similarly. The military’s leaders are chosen by merit, for the most part, and the Washeem’s leaders are politically created (through debate, assassination, and influence brokering).

Esoterica

Hul’tessaqs are beings of and the greatest users of hamasat al-sahra, the aether of the desert. They also wield ma’dhahabi, lahab al’qalb, kazaddarean, kiiric yihi, the bright, lunar aether, nzwara murazvo, true shadow, arcane shadow, sterisi, d’qiarsea, b’qar, fuinneamh, poioumenon, oalkhaylaoataa, mashoaab, kakaraohy, bijalee, bailaohu jinghua, menab’e, spirit energy, ambrosia, various celestial and infernal powers, blood energy, mijjit, flux, fate, symbolism, and cu’ucuch’ik.

Religion

There are several Divines that the Hul'tessaqs honor. Chief amongst them is the Mother of the Sands, whom they honor as their maker and the source of all life, and of all strife. They honor the Mother of Water (as they call her) as the source of the scarcest of resources, and they also call her the Rain-Bringer. They honor the Winds, which sweep the deserts and change them. They honor the Father of the Quiet, who keeps their secrets and protects the silence of the deserts. They honor the Mother of the Moons, who lights the nights when it is cool. They honor the Seer and the Historian, for both the future and the past are written in the sands. They honor the Singer and the Artisan, for both have central parts of their culture, and they honor the Wormfather, who brought them the beasts of the desert. They honor the Master of Boundaries, who defines the borders of their territories, and they honor the Sunbearer. They recognize the One-Winged God, whom they call the Dry God, as their worst foe. They call their Pantheon “the Hard Gods.”

Gender

Hul’tessaqs have better things to think about than gender. They are worried more about survival. As such, they let anyone be whatever gender they say they are.

Economy

Hul’tessaqs live in a blended feudal-mercantile economy.

Military

The main military groups are the Legion of the Worms (military wormriders called mutasabiq), the Scorpion-stings (assassins), the Dunerunners (special forces), and the Eternal Blades (elite warriors). There is no basic military.

Language

Their language is roughly like Arabic.

Trade

Hul’tessaq trade with other desert peoples, sharing their crafts with others.

Occupations

  • Crystalshapers - those who work the crystals.

  • Mutasabiq - basically super-cavalry and teamsters.

  • Wormsinger - those who can call and control the worms.

  • Seer - those who drink wormblood.

  • Scorpion-sting - poisoners.

  • Prayer leader - a local religious leader.

  • Sultan - the head of the nobility.

  • Mirage-finder - one who seeks mirages and hallucinations.

  • Water-finder - one who finds water.

Outside View

Outsiders assume the Hul’tessaq are brutal, violent savages to be avoided, and they are often accused of cannibalism.

Notables

Estimated Populations

  • Hul’tessaq: 150,000

  • Other: 50,000

Sample Stats

PRO 12
ATH 12
STR 12
AWA 12
WIL 12
PRS 8
STH 10


Asterians

Beings made of starlight, living outside of Shem or her moons.

Asterian (qeernariji)

Old Asterians Page

Centaurs

Centaurs are people with the torso/head/arms of a human and lower body of an equine or similar. Their nations are nomadic.

Besta-fera (fanged horse) (hatred)
Centaur (horse) (plains)
Cheval Effrayant (cheval mallet) (nightmare)
Doamin (karkadann) (dream)
Hogatar (onager) (earth)
Inyedube (zebra) (skill) - used to be quaggram
Onocentaur (donkey) (home)
Siesorn (pegasus) (life)

Chthonians

Chthonians are the ordinal elementals of earth and stone, cave and mountain. They dwell underground, embody different areas of the underground, and bond with different kinds of rock and stone.

Chthonian

Chthonians have spread out and developed 36 different nations:

Chthonian Nations

Chthonian Nations by Region

Old Chthonian Page

Old Dwarf Page

Crystal Folk

Crystal Folk

Elementals of light.

Basics

  • Taxonomic Order: Elementals

  • Alignment: Aetherial

  • Energy: The Bright

  • Lifespan: 500 years

  • Diet: Energy

  • Habitat: Crystal fields and light forests in the sky

Origins

When light first struck a crystal and split into the spectrum, it gained consciousness, infusing the crystal itself and giving it life.

Description

Crystal folk never stop growing unless they trim themselves regularly. As adults, they can reach up to 30’ in height if they are untended, but most keep themselves to 10’ or so for practical reasons. If they dwell in non-giant societies, they shave themselves down to the height of those they dwell with. They are made entirely of jagged crystals filled with different colored lights. Crystals are all translucent, but they also vary in colors. They are anthropomorphic to a vague degree - they have arms, legs, and long, jagged fingers - but their faces are blank unless they sculpt them intentionally - something they do only to appease other mortals. They do have mouths, but only to speak with. Their voices come from the energies within them vibrating the crystals in their throats. They have natural indentations in their heads that are sometimes confused with eyes, but these are simply a consequence of how they grow.

Procreation

Crystal folk create new crystal folk by breaking off a piece of their own heads and planting it somewhere with mineral rich water, high pressure, vapor, or molten rock in order to grow it into a new crystal folk. Once the new crystal folk grows something resembling a mobile body, it is bathed in the bright in order to awaken it fully (usually at the Lesedian Mirror, but sometimes in other sources).

Powers

Crystal folk have excellent vision. They can absorb esoteric energies and convert them into the bright within their bodies (this is how they “eat”). They are made of crystal and therefore do not feel the cold, and heat is often absorbed unless it is extreme.

Refraction

When any form of light touches their bodies, it is refracted. Part of it becomes the bright, part of it becomes mundane light, and the rest remains the kind of esoteric light it was to begin with (if it was esoteric).

Inner Light

The energy within a crystal person can be directed by them from within their core (torso) and out of their hands in beams. These beams are pure aether (the bright) or mundane light, usually, though they can redirect other forms of esoteric light (ma’dhahabi, qeernariji, lunar aether, prasinofos, euphotonia, gossamer light) if they have stored enough of it (this is rare within the Faurillean nation). If they use their inner light, however, they must recharge.

Weaknesses

Brown aether kills them - it is the only energy they cannot convert other than the shadow energies (true shadow, arcane shadow, Elysian essence, and gemtkhereg), which is dissolved by their inner light, and recursion (which cannot be wielded or contained), void (which nullifies their power but does not kill them), and shebv heya (which neutralizes their power but does not harm them).

Nations

The main nation of crystal folk is the Faurilleans who live in Lesedi. Other nations exist in other parts of the world:

  • Apavartak: subterranean crystal folk who live near magma pools and refract both ikehua lyua pele and lahab al’qalb. They are an obscure nation, though still sister to the Faurilleans in shepherding the flow of aether in the world.

  • Didan: crystal folk who dwell near Lesedi and refract euphotonia, sending inspiration and wonder around the world. The Faurilleans consider them lost cousins, but still friendly, and respect their work in regulating the flow of celestial essence in the world.

  • Modriljudje: crystal folk who dwell on the Moons and refract lunar aether, qeernariji, starlight, and moonlight, basking in it and directing it, being stewards of aether in the world and a sister nation to the Faurilleans.

  • Munkasirat: crystal folk who dwell in equatorial regions where they bask in the sun as long as possible, absorbing the ma’dhahabi and emitting the power of the sun. They are considered a sibling nation to that of the Faurilleans who regulate and influence the flow of aether in the world.

  • Omimbipáva: crystal folk in eastern Palhur’s rainforests who refract prasinofos (the green light of plants) as a sister nation to the Faurilleans, regulating and influencing the flow of aether in the world.

  • Uanna: considered a traitor nation by the Faurilleans, these are a small nation who “succumbed” to gossamer light and became slaves to Ettuttu, or were “liberated” from “enslavement” to anything but themselves, depending on whom you ask.

Culture

Faurilleans dwell in Lesedi, the relatively small sky island country where the Lesedian Mirror is. The Mirror is a massive reflective glass that is instrumental in directing the flow of all esoteric energies in the world. It is one of the most powerful wonders of the world, and even the Divine bow before it. The Faurilleans tend and preserve it.

Faurillean culture is an egalitarian, genderless, classless society, but they have intermingled with the various other nations that dwell in Lesedi. They keep themselves separate for practical reasons, but they guide the other nations in keeping the mirror safe and preserved. They are ruled by a council of elders, which is elected from the eldest members of their people. The elders serve also as religious leaders, honoring Sedeia, the embodiment of the light.

Crystal folk have complete control of their reproduction and keep their population limited by custom, for the number 10 is sacred, so they always have a multiple thereof, usually 10,000. They replace themselves when one dies. If someone chooses to reproduce without another Faurillean dying, it is not forbidden, but it is frowned upon and discouraged. When children are created, whether acceptably or not, they are raised by the whole community. They are taught early to respect and honor Sedeia, the Mirror, and the light itself.

When children are deemed ready - usually after about 20 years - they are taken to the Mirror and allowed to bathe in its light for 10 hours. This gives them intense power, which they use to fill mundane crystals to create aetherial lamps. These lamps are then used within their homes for centuries to come. Once the last one goes out, the Faurillean knows they are going to die soon, it is said. If this is biological or cultural is unknown even to them - the few exceptions are those who restore themselves before the Lesedian Mirror to create new lamps. The more times they do this, the less power they can store each time.

Most crystal folk learn every task there is to do in their communities, which are small villages clustered around major crystal outcroppings in the lightwood forests or mountains around the Mirror. They generally have fewer material needs than most - they feed off light, which is abundant, and what little “waste” there is comes either in the form of more light, which takes care of itself, or crystal shavings, which are scattered in the crystal fields. They need no clothing, typically. Their greatest needs are shelter (to protect from scouring winds or violent storms), weapons to defend them from attack (the Mirror attracts dangerous foes sometimes), and various accouterments of disposing of crystal shards. They have a cultural affinity for accentuating the jaggedness of their bodies, and thus, certain kinds of polishing and sharpening tools are kept for cosmetic reasons.

Common roles in their communities are the lebone (lamplighters who keep the non-bonded lights shining), khanya (luminaires, those who wield the bright in its full powers), moletsi (musicians who wield light and sound together), gezelencz (those who preserve the lightwood and crystal fields), palaqq (storytellers, history-keepers, poets, musicians, bards among the crystal folk), ologba (those who keep crystal gardens and tend plants with light), and the tiboloalotha (the elders). The mosesisi oa likepe (light-sailors in the skies or space) and sethunya (refractors, warriors who use laser beams) are less common but still a part of the culture. The Seipone are tenders of the Mirror (among other species, these are all women, but there is no gender among the crystal folk); druids commune with the lightwood and crystal fields; and in modern eras, the setlhomo use the bright to take photographs. The mofuputsi are special crystal folk chosen by the community to “bring things to light” - investigate mysteries, crimes, or other issues - and the latela are religious worshipers overcome by the light.

Two crystal folk from every community are sent to serve in the Lesedian Guard every five years.

When a crystal person dies, their bodies are divided up and spread among the crystal fields. They are mourned for a year and a day, during which time a new crystal person is budded and grown.

National Cultures

  • Apavartak: in the deep caverns, the Apavartak replace the bright with the light off the magma flows and pools, the subterranean phosphorescence and bioluminescence, and the dim drops of sunlight that reach them. They especially focus on ikehua lyua pele and lahab al’qalb, which they draw from the magma. They are more resistant to heat and protect the passages toward the Spirit Gate, though they never enter Shadowdeep. Once a year, they send a pilgrim to Lesedi to meet with the Faurilleans. They keep themselves much shorter than other crystal folk.

  • Didan: in a nearby sky island, the Didan replace the bright with euphotonia, celestial light, the light of inspiration and wonder. They are friendly with their cousins the Faurilleans, but they serve a different purpose, carving vast crystal sculptures, forming works of wonder. They are also great sky sailors and have their special light ships. They, too, send a pilgrim to Lesedi once a year, but to commune directly with the mirror.

  • Modriljudje: on the moons, the Modriljudje are part of the same cultural region as the surori, and they serve a similar role as the Faurilleans do to the Lesedians, being protectors of esoteric power who are seen as guides, friends, and protectors. They absorb the lunar aether, qeernariji, starlight, and moonlight that fills the moons, and they focus on understanding the cosmos. They fly spaceships between the moons, but they do not travel much further. They send a pilgrim to Lesedi once a year as well. They tend to be tall and slender.

  • Munkasirat: in Mahad, the Munkasirat are an obscure nation in the deep deserts who bask in the ma’dhahabi and sunlight, becoming beacons of solar power. They tend to be larger than their cousins, and they consider themselves “purer”, as the sun is the greatest source of light. But they still send a pilgrim to Lesedi and pay homage to the Mirror. They pride themselves at being great warriors.

  • Omimbipáva: in eastern Palhur’s rainforests, the aether known as prasinofos - green light, plant aether - is abundant, and the crystal folk here absorb it and let plants grow around and through themselves, forming symbiotic relationships. They believe that the Faurilleans and other crystal folk are engaged in vital work for the world and for light itself, but they find themselves often unable to engage that work, so deeply entwined they are with the plants. They range in height greatly - some are as tall as trees, others as small as flowers. They do not send pilgrims to Lesedi, but they often speak about how they should.

  • Uanna: in Srisia, the Uanna all dwell within a special temple to Ettuttu where they tend to the spider warrens and bask in the gossamer light. They are servants to the Srisian Hierarchs and in truth, slaves, though they do not believe themselves so. They are extremely skilled at controlling others and are part of many political plots in the complex Srisian religion. They tend to be 8’ tall, slender, and they have extra arms.

Esoterica

Crystal folks are elementals of the bright and are the greatest wielders of it in the world. They invented the art of lamplighting and the luminaires. They wield all forms of esoteric light, especially ma’dhahabi, lunar aether, prasinofos, qeernariji, lahab al’qalb, ikehua lyua pele, ashar, euphotonia, lhair, radiance, tenyocan, gossamer light, flux, complexity, ethereal essence, and infernum. They also often wield kazaddarean, sonic aether, nommos, and mijjit. They cannot use brown aether, true shadow, gemtkhereg, arcane shadow, Elysian essence, or void.

Religion

Faurilleans worship Sedeia, the Mother of Light, the Lightbringer, the Shining Divine. They serve her as a figure of creation, nature, and guidance, and they believe she speaks to them through all forms of light. She is said to have created the Lesedian Mirror (though this is disputed outside their religion) and gave life to all crystal folk. Every community has religious leaders and beatificers who speak with Sedeia’s will and guide the community, but religion does not take the place of secular power. They simply advise.

Gender

Crystal folk are made of literal crystal. They reproduce asexually. Gender is unknown to them. They kinda view it as silly. While they are capable of love, they generally do not experience romantic love in the same way as others. Instead, they have communal love, familial love, and love of the self and of the Divine or the world as the highest forms of love.

Economy

They live in classless, moneyless communities, but they create things to trade with other Lesedians or outsiders in order to get things they need, though this is minimal. They sometimes create things for other Lesedians to trade for things the wider community needs, however.

Military

Two Faurilleans join the Lesedian Guard every five years as part of the local garrison. All Faurilleans learn to defend themselves.

Language

Lesedian is based on Sesotho.

Occupations

  • Druid: communers with the lightwood and crystal fields.

  • Gezelencz: rangers of the lightwood and crystal fields.

  • Khanya: luminaires.

  • Latela: those filled with the light who praise Sedeia.

  • Lebone: lamplighters.

  • Lesedian Guard: mirror-armored warriors who guard Lesedi.

  • Mofuputsi: bring things into the light.

  • Moletsi: musicians who wield light and sound.

  • Mosesisi oa likepe: light-sailors in the skies or space.

  • Ologba: gardeners of crystals.

  • Palaqq: bards of Lesedi.

  • Seipone: tenders of the Lesedian Mirror.

  • Sethunya: refractors, wielders of lightbeams.

  • Setlhomo: photographers.

  • Tiboloalotha: the elders.

Outside View

Crystal folk are said to be secretive, manipulative masters of control and terror by most class societies, but those who know them view them as gentle, kind, wise giants. Both stereotypes are off.

Notables

  • Ntswaki, Crystal Folk Manifest, Shining Brilliance, Eldest Before the Mirror, Aeonian

Estimated Populations

  • Apavartak: 1,000

  • Didan: 2,000

  • Faurilleans: 10,000

  • Modriljudje: 3,000

  • Munkasirat: 5,000

  • Omimbipáva: 1,000

  • Uanna: 800

  • Other: 100

Sample Stats

PRO 8
ATH 8
STR 10 Toughness 12
AWA 11
WIL 9
PRS 9
STH 6


Dryades

Dryades are a subset of nymphs, but they are also green folk and are thus classified under both.

All dryades are beings who create soulbonds with plants. The term "dryad" refers originally to those who bond to oak trees but has become an umbrella term, while those who bond to other trees often have different names and cultural variations, they do not constitute separate species or nation. Indeed, a dryad is born without a tree bond and can choose any tree she likes. All dryades have a dryad form (nymphoid) and hamadryad form (bonded to the plant, almost unified). They are classified as adelfoi because they are all female-assigned at birth, but they are foremost the ordinal elementals of wood.

Species: Dryad

Dryad Nations

Green Dryades:
Acernid (sycamore trees) (prasinofos)
Babnuad (blackwood trees) (prasinofos)
Castaneid (chestnut trees) (prasinofos)
Dalbergiad (rosewood trees) (prasinofos)
Dryad (oak trees) (prasinofos)
Priscad (wattieza trees) (prasinofos)
Silvad (sylvanwood trees) (prasinofos)

Viridian Dryades:
Akakiad (acacia trees) (ginginyuneti)
Anthousai (magnolia trees) (hasken fure)
Apelpisiad (cypress trees) (parfum de marais)
Archiad (sequoia trees) (ashar)
Daphnad (laurel trees) (euskepsia)
Elatad (spruce trees) (tykva vlast)
Epimelide (apple trees) (tmakikan)
Filyrad (linden trees) (dumaqu)
Fteliad (elm trees) (uafas)
Kalysynad (dogwood trees) (holy virtue)
Meliad (ash trees) (fuinneamh)
Munduad (axis mundi) (genesis)
Oxalidad (sourwood tree) (unfugl)
Pefkad (pine trees) (viridian aether)
Vamvakiad (cottonwood trees) (livadi)

Old Dryad Page

Elves

Elves are shapers of life, nature, & creation. Any place ruled by elves will reflect their nature, as all life in the area will bend to their will.

Elf (life)

Fluers

Fluers are flower folk, elementals of spring, green folk of flowers. A fluer is born, like dryads, with no bond to a particular flower, but chooses one as they grow up. Many distinct subcultures exist betwen flower-types, but they are all one nation.

Abeba (nature) (mallow) - amharic
Blath (dream) (morning glory) - irish
Blodyn (envy) (orchid) - welsh
Bulak (swamp) (sedge) - cebuano
Duwa (plains) (aster) - chichewa
Fiore (flower) (chrysanthemum)
Fugala'au (love) (violet) - samoan
Fure (vision) (hyacinth) - hausa
Kkoch (water) (water lily) - korean
Phool (sun) (sunflower) - hindi
Ruva (wood) (rose)

Giants

Giants represent strength and nourishment, the epitome of the ordinal power of the body.

Giant Template

Big (10'-13'):
Ama-ron (story)
Chahnameed (mischief)
Famangomadan (exploitation)
Goliath (might)
Ispolin (balance)
Maero (filth)
Neringa (agony)
Tsul'kalu (wisdom)
Velikan (pestilence)

Large (13'-16'):
Caligorante (misfortune)
Giant (harvest)
Hewiixi (wine)
Hrimthur (ice)
Humbaba (sun)
Kua Fu (value)
Patagon (moons)
Puntan (infinity)

Huge (16'-20'):
Cormoran (wind)
Dasamahayodha (boundaries)
Gawr (labor)
Goegmagot (oppression)
Jentil (metal)
Starkad (home)
Si-Te-Cah (water)
Titan (storm)
Urias (truth)

Massive (20'+):
A-senee-ki-wakw (earth)
Daidarabotchi (love)
Emim (history)
Fomorian (despair)
Inugpasugssuk (knowledge)
Jenu (body)
Jotunn (neutrality)
Surtr (fire)
Toell (war)
Ysbaddaden (contradiction)

Greater Elementals

Greater elementals are beings that embody massive elemental bodies.

Echirim (varies) - embody continents
Epochal (time) - embody time periods
Great Ern (nature) - embody natural forces and changes
Hariqana (fire) - embody great fires, volcanoes, and magma
Ikhaenin (wind) - embody sky and atmosphere
Khardantal'has (earth) - embody the subterranean layers and mountains
Logos (star) - embody stars
Nephesh (creation) - embody planets and moons
Shadow-kin (darkness) - embody all darkness, from the depths of the world to the vastness of space
Terra Anima (varies) - embody landforms (forests, swamps, tundras, plains, etc.)
Yllorien (water) - embody oceans

Iwi Atua

Spirit folk from various island nations. (Maori word for spirit.)

Aitu (misfortune)
'Aumakua (matriarchy)
Baijinji ()
Hakuturi (wood)
Hanau epe (equality)
Jumbee (hell)
Ka'ao (dream) - hawaiian for fairy, in ref to Auparu
Kaupe (deceit)
Kupua (story)
Malingee (cacophony)
Manaia (magic)
Mareikura (wind)
Matuku-tangotango (agony)
Moehau (fauna)
Mo'o (family)
Nawao (hunt)
Nimona (water) - maori for nymph, in ref to Auparu
Nuku-mai-tore (island)
Patupaiarehe (infinity)
Taniwha (hatred)
Taotao Mo'na (aemoa)
Tapairu (knowledge)
Tipua (change)
Waitoreke (wine)

Ka'ar

Ka’ar

Elementals of flame.

Basics

  • Taxonomic Order: Elementals

  • Alignment: Aetherial

  • Energy: Lahab al’Qalb

  • Lifespan: 70-100 years

  • Diet: Over-cooked fare

  • Habitat: Arid mountains and volcanic regions

Origins

Burning flames coalesced into fleshly forms because of aetherial power.

Description

Ka'ar appear to be hairless humans with mottled, scale-like skin, usually reddish or orange in color. When they pass through a shadow or are in the dark, they glow as if surrounded by a faint flame.

Procreation

Ka'ar reproduces sexually. Powerful ka'ar can also reproduce with other beings with lahab al’qalb within them, though this might require esoteric rites, and it always follows the birthing parent. Other beings require supernatural intervention to reproduce with ka'ar.

Powers

Ka'ar require very little to drink and have small amounts of the various humors in their body. They can breathe smoke, and the most powerful among them can take the form of smoke, though they can only do this once a year.

Fire

Ka'ar are beings of lahab al’qalb, which courses through their blood. This allows them to create and control fire. They can bring fire from within themselves at will on any part of their skin, though they tend to use their hands. They can control any fire near them if they can touch it. Ka'ar are born with a natural talent at controlling and creating fire, and there is a genetic component to how powerful they are at birth. However, it is possible for them to learn better control or practice to be more powerful. In moments of intense excitement, their aura may appear even without shadow around them.

Consumption

Ka'ar have the power to consume that which they personally have burnt, no matter what it is, to draw back the aether they used. Culturally, this practice is rare, as in their own communities, there are other sources of lahab al’qalb to restore them, but it is never looked down upon. Among other cultures, this can alarm people, especially if they have burnt something not usually seen as food.

Resistances

Ka'ar are resistant to heat. The most powerful can touch lava without harm. Even the weakest ka'ar can walk on hot coals or put their hands in a bonfire.

Weaknesses

Brown aether can harm them. If they drink pure water, it will impact them as a poison. If they are submerged in water, it can kill them. Conflueverant and hvittdogg affect them as mundane water would.

Nations

The original nation of ka’ar are called the Azari, or fyr-ka’ar, and they dwell in Azar in Mahad, where they wield lahab al’qalb, which they embody. The other nations of ka’ar wield different kinds of flame:

  • Barazari, or xel-ka’ar, in Barazar in Barathrum, who wield ikehua lyua pele.

  • Dra’azari, or loh-ka’ar, in in Dra’azar in Taggarus, who wield viridian aether.

  • Imazari, or zan-ka’ar, in Imazar on the Green Moon, who wield qeernariji.

  • Limazari, or suf-ka’ar, in Limazar in Dabusen, who wield bijalee.

  • Muramjazari, or rel-ka’ar, in Muramjazar in Wymmera, who wield tenyocan.

  • Niazari, or cef-ka’ar in Niazar in Ansulym, who wield infernum.

  • Oazari, or myn-ka’ar in Oazar in Gyrah, who wield the bright.

  • Shiazari, or iel-ka’ar, in Shiazar in Palhur, who wield ma’dhahabi.

  • Vayazari, or ona-ka’ar, in Vayazar in Jesenranu, who wield draconic power.

  • Yashazari, or uln-ka’ar, in Yashazar in Starfall, who wield baleblood.

Culture

Ka'ar society is organized into a caste system based on the strength of their powers over fire at birth. Even if they gain greater power as they grow up, they are stuck in the caste they were born into. The castes:

  • Al'riba (lords): 21+, able to control anything bigger than a large housefire

  • Sabiqa (wise folk): 18-20, able to control a large housefire

  • Muguerrib (warriors): 15-17, able to control a small housefire

  • Comertajir (merchants): 12-14, able to command a large bonfire

  • Arturfi (artisans): 9-11, able to command a bonfire

  • Khadivor (servants): 8 or below, able to command a campfire or less

In order to test each child, a special sabiqa called a kialdidor uses an ancient rite to measure the newborn's inherent power to determine its caste. Children born to parents of a different caste are taken away and sent to be adopted or raised in an orphanage by those of their own caste. Outcasts are called maparibudh.

Ka'ar society evolved into a caste system early on and has rarely changed since. The founder of the country Azar named it after himself. He is the son of Narallah, the Divine Flame, and the first ka’ar, and he grew to hate his mother for her refusal to choose him as her favorite, despite his being the most powerful of them. His jealousy and spite led him to kill any of his siblings whom he could not control through fear and to injure and banish his own mother. He started the ruling family of Azar.

Their ruler is a maliko who is of the al’riba caste. The maliko's family is rigidly al’riba, and any born outside of this caste is disowned immediately. The caste system was imposed by a small group of very powerful ka'ar seeking to maintain control and power against internal rebellions against their cruel power. The caste system is viciously enforced, and the lower castes are in constant defiance. The enforcers are part of the warrior caste and are a special group called the ejmunafidhin (sing. ejmundafidh). In order to enforce breeding and supremacy, the al’riba require a rigid set of gender roles: man, woman, and “eunuchs”. The ejmunafidhin are always castrated.

The al’riba are few in number and all related to one another. They desperately seek to pass on their power to their offspring and often adopt a’lriba born to the lower castes in order to keep their families going. These children are always claimed to be their natural children no matter the truth. The al’riba are ruthless, privileged, and quick to anger. They use their power to dominate others. Their palaces have open-air rooms devoted to massive bowl-torches set in the floor where they bathe in flame and consume that which they have burnt. They use the khadivor to do all the labor they need to thrive, guard themselves with the mugerribim and keep the sabiqa as their advisers, the cometajir as their go-betweens for commerce, and the arturfi to make them fine things. An al’riba's palace will have extended family within it. Children will be raised by the khadivor that serve there. The al'riba live in luxury and pursue their passions.

The sabiqa are the next caste, privileged for their elite knowledge. As children, they are taken to a special school that teaches them a curriculum devised by their elders to indoctrinate them into their complex philosophy of consumption, the caste system, and flame. The sabiqa are often willing participants in enforcing the caste system, as they are indoctrinated from an early age and benefit greatly from it. After they graduate from their special schools, they are given luxurious apartments and many khadivor as servants. They also take on the task of educating (indoctrinating) members of other castes, keeping libraries, practicing and controlling the use of mystic arts, and the spy networks of the country. They wear special brass emblems called jamrascura. These emblems allow them access to secret information and societies where forbidden arts are practiced. Men among the sabiqa are usually scholars, researchers, teachers, priests, and practitioners of celestial or infernal arts. Women among the sabiqa are usually spymasters, librarians, teachers, priestesses, and practitioners of aetherial or nommic arts. Eunuchs among them are usually spies, scientists, indoctrination specialists, shamans, and practitioners of shebvic, poioumenonic, or paradoxical arts.

Special among the sadiqa are the priesthood. Worship of the Narallah is enforced in Azar. Priests are indoctrinators, priestesses are administrators. The priesthood, called the nftimo, practices a religion that requires blood sacrifice (usually animals), rigid adherence to rules, and meditation via smoke-inhalation. The high priest of the nftimo is the only sadiqa whose power is close to that of the al'riba at birth. Laws prohibit the priesthood from gaining too much power, but they are much feared and honored.

The warrior caste of the muguerribim are the military, police, and guards of Azar. They are sent off at a young age to train as warriors. By age 13, they are selected to be part of one of the different warrior jobs: common soldiers, cavalry, qursans, scouts, demolitionists/arsonists, city guards, bodyguards of the al'riba, detectives, border guards, outcast-hunters, or the ejmunafidhin. Those who serve well in these and grow in power and skill can become one of the six kinds of elite warriors: the personal bodyguards of the maliko (haresplandiq), the assassins (fumardukhan), the blessed elite sworn to Narallah (shueletdios), the red elites who ride the great horses (jaladroja), those who dance with burning swords (sayfarra), or the blood-drinking wild ones (kabirerno). They live in comfort and enjoy many privileges, including the right to have sex with anyone of a lower caste at their pleasure. A special code of honor exists among them, but it is twisted and involves a rite of burning themselves. They refuse to betray one another and believe themselves to be heroes deserving of great honors, which they will show to each other while denigrating lower castes. The artufri create grand weapons and armor for them.

Among the cometajir are very wealthy and powerful individuals. This caste sees the most desertion of all the castes, as they have the most resources to do so. Laws prevent them from living in luxury similar to that of the al'riba or sadiqa, but their accommodations often rival the muguerribim. They are traders and merchants, but the laws of trading are set by the al'riba and all resources are owned by the al'riba. They must follow them closely and trade what they are told. They have leeway in making deals, but if they succeed, the al'riba take credit, and if they fail, they are punished. They have many arturfi and khadivor serving them. Those deemed to be cometijar as children are taken in by cometajir families and raised to understand business. They compete for contracts with the al'riba and access to resources, which they then attempt to trade internally or externally. Half of their wealth goes to the al'riba, but they keep the rest (and many hide how much they truly have). The cometajir enjoy their comforts, but they are forced to work very hard. This instills in them a pride and a sense of accomplishment that often blinds them to their exploitation.

The arturfi are fine craftsfolk, artisans, creators, and skilled producers. They are artists, blacksmiths, masons, chefs, composers, sculptors, weavers, potters, tanners, armorers, machinists, sand shipwrights, and more. They are considered elite workers. They must create to serve the upper castes, but have a few more privileges than the khadivor. They often oversee khadivor in factories or other circumstances. As children, they are apprenticed early to the arturfi who will raise and train them. At the age of 16, they are tested. If they fail, they are required to train for seven more years. If they fail again, they are outcast. If they succeed, they become journeymen and later masters. Some have their own shops, but most serve a cometajir, sadiqa, or al'riba, or the military or police. They are often seen wearing special clothing based on their craft, and they have basic guilds that help them struggle for rights. These guilds are identified by the clothing they wear. There are strict laws the guilds must follow to have any influence, but there is often struggle to gain more.

The lowest caste is the khadivor, who are servants. They are paid, so they are technically not slaves, but they are treated about equally. They have little choice of where they work, subject to the whims of anyone of a higher caste, and they must do the work they are given. Most are children raised in orphanages because of offspring born to higher castes. Those born into khadivor families often have relatively happy childhoods, as their families seek to let them enjoy life before they are required to go to school at age 12 or work at age 16. Khadivor have many stories they tell of those who escaped or became a higher caste somehow. They dream of better, and they are disallowed by law from fighting for better. They do all the work the other castes don't do.

Any deviation from the caste system is punished by banishment. Outcasts are called maparibudh, and if they survive long enough, they usually find their way to the riverside settlements where other ka'ar fear to go. Legend says these settlements were founded by the Ka'ar Manifest, Kes-ka'ar Aluar. She protects them from the power of her son and his descendants. Among these settlements are a whole different and more equitable system. Everyone is taught to use their powers. Everyone is encouraged to take whatever role they wish. Everyone is allowed to express their gender as they choose. The settlements are led by elected councils of leaders, property is held communally or personally but never privately, and Narallah is worshiped in the old ways, through rituals of flame and smoke, dancing and song. Laws are only there to protect the settlements.

Every settlement has certain special roles. The council has a force of guards who protect the community called the direprotegim. These forces answer to the community. The priestesses, called lideralnaar, are singers and dancers who commune with Narallah, and there is an elite group called the umllama, Disciples of the Manifest. They have special powers and are called upon to answer the most difficult questions or issues facing the community. Finally there are the mutamaridin, warriors, spies, and infiltrators who seek to liberate ka'ar society from the maliko. These are in both the settlements and among the cities, where they foment rebellion and organize resistance. They are considered the worst criminals in all of Azar.

All ka'ar buildings are made (at least in part) of a brass imbued with lahab al’qalb. Certain flammable materials are forbidden within ka'ar society.

National Cultures

The other nations of ka’ar have distinct cultures:

  • Barazari, or xel-ka’ar, in Barazar in Barathrum: the Barazari live in a very similar culture to the Azari, with a caste system ruled by a singular autocrat and a noble ruling class, with a hierarchy enforced by their power. However, the hierarchy is determined by blood and not their power at birth, and they have a more traditional slave economy. They worship 'Iilah al-Sahara, the Magma God, whom they believe is greater than Narallah, making them heretics in the eyes of the Azaris. They have control over magma and even higher heat resistance, but they are much fewer in number.

  • Dra’azari, or loh-ka’ar, in Dra’azar in Taggarus: the Dra’azari dwell in a small city just south of the Desert of the Winds in northern Taggarus. In their savanna city, they wield viridian aether and honor the hot seasons, and they live a much more communal life, honoring druid-like religious leaders and focusing less on flame than seasonal heat. They worship all aetherial Divines and Mother Shem, making them heretics in the eyes of the Azaris, but they acknowledge Narallah as the great fire god and thus their founding father.

  • Imazari, or zan-ka’ar, in Imazar on the Green Moon: they dwell in a crystal city that redirects starlight into a great hearth where it ignites in cold, radioactive flame. This they wield, raw qeernariji, which they draw strength from. They honor Dakhama as the Immensity, a Divine force that guides them in understanding the universe, and Narallah, who birthed them from flames. The Azaris view them as heretics, but they make no effort when it comes to fighting them, as they are so far away. The Imazaris are radioactive because of their use of qeernariji and therefore dangerous for many other mortals to be around.

  • Limazari, or suf-ka’ar, in Limazar in Dabusen: they dwell in a massive city just north of Unbul (think Hong Kong) with a long history of being colonized. It is technologically advanced, an electropunk nightmare city to many outsiders, and at its heart is a massive power plant that runs on bijalee. The Limazaris see themselves as a technocratic society, but in truth they are a capitalist quasi-fascist state that preaches electrical power over all. They are despised by the Azaris and they have long since abandoned religion.

  • Muramjazari, or rel-ka’ar, in Muramjazar in Wymmera: they dwell in an island country just off the northern coast, where they have suffered colonial rulers before. They hate the baleful and believe themselves to be fated to stand between them and other colonizers from the north. They wield tenyocan, liberation power, and celestial flame, and they are a warrior-nation who honor those who face impossible odds. They worship all celestial and aetherial Divines, and the Azaris have a grudging respect for them.

  • Niazari, or cef-ka’ar in Niazar in Ansulym: they dwell in a powerful city on the border of Srisia and Deseria, and the city has changed hands between the two for millennia, though always semi-autonomous. The ruler of the city is always the most powerful ka’ar there, no matter their birth, but they prove their power by wielding infernal fire, infernum, which they gain from deals with demons. Their culture encourages ruthlessness and cruelty, and only those who embrace these live long. Regardless of which empire they are part of, they retain some of their original culture and send a force of fiery warriors to serve the imperial military. They worship themselves and sometimes demons. Azaris despise them.

  • Oazari, or myn-ka’ar in Oazar in Gyrah: they dwell in a small sky island country where they have long-been colonized by Psyara. They teach themselves psionics and become menstriae in order to use pyrokinetics, but they also sometimes wield the bright, which they also sometimes call “flame without heat.” They worship various deities, depending on how much influence Psyara has over them in any given era, but they usually combine worship of Sedeia and Narallah. They are viewed as pitiable by Azaris.

  • Shiazari, or iel-ka’ar, in Shiazar in Palhur: the children of the sun, dwellers in the deserts of eastern Palhur, they are wielders of ma’dhahabi and worshipers of the first flame, the Sun itself, and the Sun’s bearer, Jalib al-Fajr, and Narallah himself. They are respected by Azaris, but cautiously.

  • Vayazari, or ona-ka’ar, in Vayazar in Jesenranu: they dwell in on an island in the far north, near Colesh (which it is technically part of), living as a small community in service to a powerful dragon dynasty. They wield dragonfire and worship their draconic rulers, and they are seen by the Azaris as heretics. However, they are also feared for their incredible powers.

  • Yashazari, or uln-ka’ar, in Yashazar in Starfall: they dwell in a city within the Burning Wood, where they engage in worship of violence. They are a warrior-nation who infuse themselves with baleblood to supplement their abilities over fire, and they use their ability to control fire to control the baleblood. They are pitied and despised by the Azaris and enslaved by powerful forces.

  • faeriefire?

Esoterica

Ka'ar are beings of lahab al’qalb; they are the elemental embodiment of flame. There are many practitioners of the arts of flame among them. All other forms of esoteric flame (and light) are somewhat under their command, including ikehua lyua pele, ma’dhahabi, draconic power, qeernariji, the bright, infernum, tenyocan, baleblood, curacion, lhair, viridian aether, radiance, euphotonia, gossamer light, flux, dumaqu, feirua, and bijalee (lightning). They also have been known to wield emotional resonance, blood energy, and ayase.

They are unable to wield hvittdogg, conflueverant, or brown aether. Void nullifies their powers.

Economy

The economy of Azar is a modified slave-based autocracy, with the servant caste replacing slaves.

Language

Their language is based on Arabics.

Occupations

Occupations among the Azaris include

  • Aimra'at Muqadasa: a priestess among the sabiqa.

  • Bahith: a male scholar, researcher, or teacher among the sabiqa.

  • Barkih: a man who practices infernal or celestial arts among the sabiqa.

  • Dawria: a border guard among the muguerribim.

  • Ejmundafidh: enforcers of the caste system among the muguerribim.

  • Fumardukhan: the assassins among the muguerribim.

  • Hamia: a bodyguard among the mugeuerribim.

  • Haresplandiq: the personal bodyguards of the maliko.

  • Hariq Hayil: a demolitionist among the muguerribim.

  • Haris al’Kutub: a librarian woman among the sabiqa.

  • Jaladroja: the elite red warriors who ride great horses, muguerribim.

  • Jundiun: a common soldier among the muguerribim.

  • Kabirerno: the blood-drinkers among the muguerribim.

  • Kahina: a priest among the sabiqa, a member of the nftimo.

  • Kashaf: a scout among the muguerribim.

  • Kialdidor: a sabiqa who measures the power of infant ka’ar to place them in a caste.

  • Maliko: the ruler of Azar.

  • Muhaqiq: a detective among the muguerribim.

  • Mujarab: a eunuch scientist among the sabiqa.

  • Muktashif: a hunter of outcasts among the muguerribim.

  • Muqshada: a sand sailor (qursan) among the muguerribim.

  • Murabiy: a woman who teaches among the sabiqa.

  • Muraqib: a eunuch spy among the sabiqa.

  • Niqash Hafaar: a eunuch sadiqa who indoctrinates children into belief in the caste system.

  • Qanaa: a eunuch shaman among the sadiqa.

  • Sahir: a eunuch who practices shebvic, poioimenonic, or paradoxical arts among the sabiqa.

  • Sahira: a woman who practices aetherial or nommic arts among the sabiqa.

  • Sayfarra: those who dance with burning swords among the muguerribim.

  • Sayid al’Jawasis: a woman who is a master of spies among the sabiqa.

  • Shueletdios: the elite warriors among the muguerribim who are sworn to Narallah.

  • Shurti: a city guard among the muguerribim.

  • Silah al’Fursan: a member of the muguerribim cavalry.

  • Tajir: one of the cometajir merchants.

  • Fanaan: artist among the arturfi.

  • Hadaad: blacksmith among the arturfi.

  • Qatae al’Hajar: mason among the arturfi.

  • Tah: chef among the arturfi.

  • Mulahin: composer among the arturfi.

  • Nahaat: sculptor among the arturfi.

  • Wayafar: weaver among the arturfi.

  • Khuzaf: potter among the arturfi.

  • Sanie al’Julud: tanner among the arturfi.

  • Sanie al’Durue: armorer among the arturfi.

  • Latkha: machinists among the arturfi.

  • Kitab al’Sufun: shipwrights among the arturfi.

  • Khadivor: the servant caste.

  • Direprotegim: guards among the outcasts.

  • Lideralnaar: priestesses among the outcasts.

  • Umllama: disciples of the Manifest among the outcasts.

  • Mutamaridin: revolutionaries among the outcasts.

Outside View

Ka'ar are seen as unreasonably harsh by outsiders who are unaware of the resistance to the caste system within their society. They are often demonized, but many countries seek the favor of the maliko for trading and military alliances. Ka'ar outside of Azar are usually seen as odd for their traditions and practices, but rarely are they specifically targeted other than being viewed as outsiders, save in the colder climes where they rarely go.

Notables

Estimated Populations

  • Azari: 20 million.

  • Barazari: 2 million.

  • Dra’azari: 10,000

  • Imazari: 5,000

  • Limazari: 5 million.

  • Muramjazari: 20,000

  • Niazari: 20,000

  • Oazari: 1,000

  • Shiazari: 200,000

  • Vayazari: 800.

  • Yashazari: 500.

  • Other: 50,000

Sample Stats

PRO 8
ATH 8
STR 8
AWA 8
WIL 8
PRS 9
STH 6


Old New Kaar Page

Kokebi

Kokebi are the people of the stars. They have stars in their hair.

Bintang (dream) - star folk among the floating cities in the gaps between planets
Bituon (star) - star folk among the asteroids
Gwiazda (boundaries) - star folk among the outer limits of the solar system
Izarr (health) - star folk among the rings of the gas giants
Juldiz (infinity) - star folk from deep space
Kokeb (sun) - star folk among the edges of the sun (formerly Sollarian)
Najim (nature) - star folk among the nebulae
Qredhe (darkness) - star folk in the darkest parts of space
Trafarean (light) - star folk in the heart of galaxies

Kokebi Template

Living Metals

When Shem was created, the metals lived. Only some remain now:

Living Iron (metal)
Living Hiriwa (life)
Living Gold (sun)
Living Titanium (destruction)
Living Zantastanax (void)
Living Tin (resource)
Living Vysolite (change)
Living Saturnium (time)
Living Viridium (nature)

Mahpiyatuwawa

Maĥpíyatuwáwa

Living storms.

Basics

  • Taxonomic Order: Elementals

  • Alignment: Aetherial

  • Energy: Bijalee

  • Lifespan: 40 years

  • Diet: Water

  • Habitat: Wide plains

Origins

The aetherial majesty of a storm sparked life within it.

Description

Maĥpíyatuwáwa are living storms, massive, towering walls of dark, thunderous clouds that form anthropomorphic or therianomorphic forms within their bodies.

Procreation

Maĥpíyatuwáwa reproduce when they gather enough cloudform to bud off smaller forms, usually with a violent discharge of bijalee.

Powers

Maĥpíyatuwáwa draw in water in the same manner as mundane clouds, but as they do, they convert any aether within it into energy. They are living storms; they can control where their bodies go, though they are susceptible to winds and weather patterns that can push them in certain directions - it takes more energy to go against the air currents. They can control also when they unleash lightning, rain, sleet, hail, tornados, gales, and so on, but all of these take energy that they must recharge.

Patterns

Maĥpíyatuwáwa create and influence weather patterns, usually to cultivate areas and protect and preserve nature, while still respecting weather cycles worldwide. They are able to sense and predict the consequences of any alterations they make to the weather in an area and act accordingly, unless the area is polluted, which disturbs their senses. They create patterns by forming their bodies (with one or more maĥpíyatuwáwa) that draw in bijalee in massive amounts, then unleash it into the atmosphere in order to alter the climate.

Absorbing

Maĥpíyatuwáwa can absorb other forms of weather and mimic it in their form so long as there are clouds involved. Though they expend much energy with the more violent forms of weather, they also find themselves expending energy to diffuse their cloud forms to mimic clement weather as well.

Faces and Forms

Maĥpíyatuwáwa can shape their cloud forms into almost anything, and they often take the form of a face or even a mortal body in order to communicate. Because they do this rarely, when they do, they are often misconstrued as Divinities by those who have never heard of them.

Sometimes, individuals enjoy the reverence they receive and make a habit of it, which leads them astray of their cultural prerogative to protect and preserve nature. Instead, they become influenced by the culture that worships them, often becoming warlike or dominant until their arrogance gets them driven away, sealed or bound, or destroyed. Other times, they choose to bind themselves to an anthropomorphic form in order to pursue relationships with other mortals (platonic or otherwise) or for some other purpose.

Weaknesses

Aridity can sap them of strength, and brown aether (especially smog) can kill them. Mundane pollution disrupts their senses.

Nations

Maĥpíyatuwáwa belong to a single nation in western Palhur, the Oyate nation, which is a nation of many species. While there are other maĥpíyatuwáwa in the world outside this region, they are individuals with no specific cultural identity.

Culture

Among the Oyate, the maĥpíyatuwáwa are respected as protectors, guides, and experts on nature and weather. They warn the people of coming storms and floods, protect the animals and water the plants, and bring their wrath upon the enemies of the nation. The maĥpíyatuwáwa stay separate in their cloud forms for the most part, living in valleys and near river sources or over great lakes.

They raise their young, who grow to maturity within months, collectively, then introduce them to other mortals carefully. By the time a maĥpíyatuwáwa is an adult, they are encouraged to explore the world - as clouds, they can travel rapidly - and many do, spending a few years wandering. Most return home and rejoin their people, coming back with stories they share to the community, trinkets or treasures for the non-maĥpíyatuwáwa in the nation, and usually a gift of water for the other storms.

They play certain common roles in the nation - warrior-protector, water-provider, guide, weather-sage, druid, and - but in their own ways. As protectors, they hover around the borders of their nation’s territory and maintain menacing but not storming forms, unleashing their power only if a major threat approaches. They often flow near patrols and provide them cover if they need to rush back and use their extended senses to communicate with them. Water-providers serve as living irrigation systems. Guides disguise themselves as mundane storm clouds and lead mortals on the ground to good hunting spots or other resources. Weather-sages make weather predictions to the community and dance in the skies to communicate it. Druids - called yuwakape - commune with the weather patterns and bring religious guidance to the people.

National Cultures

Maĥpíyatuwáwa do not have other nations of their own, but they are part of other cultures in some parts of the world where they play a significant role:

  • The jeevittoophaan live in subcontinental Dabusen and serve various temples as weather-predictors and guards. They are the most well known, but also a very small nation.

  • The zhivoyburya live in Colesh and protect the nations there fighting for liberation against the Vesturian empire. They are associated with blizzards.

  • The tanpèt vivan live in the Reever Sea and protect certain island peoples from pirates and conquerors. They are associated with hurricanes.

  • The buhay na bagyo live in northeastern Dabusen and have many different roles in many different nations there, usually as protectors or warriors. They are known for creating rainbows.

  • The levendesky live in the Borean Sea and bring gouts of snow and ice, joining various sea-faring nations there to aid in their raiding of other communities.

  • The tempestas live in Gyrah and dwell within the cloud seas where they help keep the continent afloat.

  • The easifathaya dwell in Mahad and northern Taggarus as living sandstorms and are seen as dangerous opportunistic predators by the other mortals there, but they are truly just protecting the deserts.

Esoterica

Maĥpíyatuwáwa are beings of and the greatest wielders of bijalee, but they are not the typical users of it. They do sometimes use other powers, usually other forms of aether that accentuate certain kinds of weather:

  • Conflueverant: massive rainstorms.

  • Hamasat al-sahra: sandstorms.

  • Hasken fure: spring rains.

  • Hvittdogg: sandstorms.

  • Ikehua lyua pele: tropical storms.

  • Kiiric yihi: windstorms, gales, and tornados.

  • Livadi: derechos.

  • Ma’dhahabi: sunshowers, summer storms, and clement weather.

  • Parfum de marais: fog clouds.

  • Tmakikan: rain and good weather for crops.

  • Tykva vlast: autumnal storms.

  • Viridian aether: seasonal storms.

With other energies, the most common is radiance (for rainbows), spirit energy, celeste water (heavenly rain), corrogatio or slitna (destructive storms), ibbissu, emotional resonance, vonzot, ayase, tutelary energy, and shebv heya.

When it comes to nommos, their bodies are their clouds, their blood and other humors are the liquid water within them, and their bones are solid ice within them, though the latter is often temporary and weaker in Raesian energy.

Religion

The maĥpíyatuwáwa are considered conduits to the god(s) and spirits of weather and storms among the Oyate, and they themselves honor Ošíčeča, the Great Storm, who guides all weather. They honor Ošíčeča by offering him discharges of lightning into the sky, leading the mortals below in dances and festivals, and creating cloud patterns that are aesthetically pleasing.

Gender

Maĥpíyatuwáwa only take on gender in cultures outside the Oyate - they are exclusively agender there - where gender is enforced. Because they are such powerful beings, patriarchal cultures often impose male genders on them, which feeds into their self-perceptions sometimes inaccurately to an extent that they reject it and choose other genders. Other cultures gender them female as part of an overall view of nature as feminine, and similar results sometimes occur. But in their original culture, because the issue of gender is almost never brought up with them, they rarely feel the need to express themselves that way. Those few who do are accepted, but it is never seen as an expression of gender, simply as one of self.

Economy

The Oyate have a communal culture and economy. They use money mostly for trade with other nations or communities.

Military

Maĥpíyatuwáwa are powerful, dangerous warriors who are a major part of the defenses of the many Oyate communities they are part of.

Language

Their language is based on Lakota.

Occupations

They play certain common roles in the nation - warrior-protector, water-provider, guide, weather-sage, druid, and - but in their own ways. As protectors, they hover around the borders of their nation’s territory and maintain menacing but not storming forms, unleashing their power only if a major threat approaches. They often flow near patrols and provide them cover if they need to rush back and use their extended senses to communicate with them. Water-providers serve as living irrigation systems. Guides disguise themselves as mundane storm clouds and lead mortals on the ground to good hunting spots or other resources. Weather-sages make weather predictions to the community and dance in the skies to communicate it. Druids - called yuwakape - commune with the weather patterns and bring religious guidance to the people.

Outside View

Most don’t even know the maĥpíyatuwáwa even exist, but those who do generally mistake them for semi-Divine beings, when in fact they live half as long as most mortals.

Notables

  • Mahpiyawin, Mother Storm, Mother Cloud, Maĥpíyatuwáwa Manifest, Aeonian

  • Chumani, Dew Drops, the gentlest storm, sweet daughter of Mahpiyawin, Aeonian, culture hero

  • The Night Storm, a powerful, Aeonian storm in the Reever Sea that is subject to worship by the Night Fleet, a pirate fleet.

  • Vajr ke Bachche, the twelve maĥpíyatuwáwa who serve in temples in subcontinental Dabusen as guards of the Storm God.

Estimated Populations

  • Among the Oyate: 300

  • Jeevittoophaan: 20

  • Zhivoyburya: 30

  • Tanpèt vivan: 100

  • Buhay na bagyo: 20

  • Levendesky: 20

  • Tempestas: 50

  • Easifathaya: 40

  • Other: 100

Sample Stats

PRO 9
ATH 15
STR 15
AWA 15
WIL 9
PRS 11
STH 9


Merfolk

Merfolk

Part-fish, part-human legends of the seas.

Basics

  • Taxonomic Order: TheFolk

  • Alignment: Poioumenonic

  • Energy: Ausa

  • Lifespan: 200 years

  • Diet: Augmented underwater fare

  • Habitat: Any body of water

Origins

Merfolk were spun from the many different legends of part-fish, part-human beings, told by sailors in many styles. Many stories tell of mortals drowning and becoming merfolk; while they do not currently form this way, it may well be their origin.

Description

Typically, merfolk have the upper body of a human and the lower body of a fish. The type of fish varies by region and nation, but they are almost always oceanic fish or mammals (like dolphins). Freshwater fish are much rarer, but do exist. Some common variations in their form include the following:

  • Those with two tails

  • Finned arms, legs, neck, back, and/or head

  • Fish-like facial features

  • Facial features such as antennae or other bumps or even horns

All merfolk have gills in their necks.

Their human half can have the appearance of any sort of human or metahuman, as well as some variations with blue, green, or violet skin tones and hair colors. Sometimes their noses take a reddish hue when they leave the water. Some have more fish-like skin, resembling local aquafauna.

Some merfolk have sexual features associated with both patriarchal genders.

The fish part of a merperson molts every three years or so.

Procreation

Merfolk reproduce sexually with one another. Some lay eggs, while others have live births. Some rare merfolk will reproduce sexually with landdwelling spirit folk, humans, or metahumans, producing offspring whose species is shared with the birthing parent. Reproducing outside their species always results in live births. Those merfolk who lay eggs cannot reproduce with non-merfolk, but they can reproduce with fish folk, with similar results.

Merfolk eggs are about two feet in diameter, ovoid, and colorful. Baby merfolk are born or hatch with more fishlike forms and grow into their more human-like upper body.

Powers

Merfolk have the power to interact with narrative currents and combine them with currents of water. This can be used in many different ways which vary by culture and individual. Most merfolk will only know how to use these powers in a small number of ways, usually no more than three, at most six.

Merfolk can read narrative currents by singing or speaking a story into the waters around them. This only works while they are submerged in water. This is commonly used to predict upcoming events. Different merfolk have the power to read currents about specific things, including weather, disasters, epidemics, the quality of a harvest or fishing season, whether someone will have a child, whether someone will fall in love, how individuals are connected to one another, whether someone will get something they want, what secrets someone is keeping, and random knowledge or lore.

Merfolk can also direct this power inward, using the blending of narrative and marine currents to alter themselves or others who are attuned to either kind of current. Common uses for this power include changing their own size, taking a water form, taking different fish or marine animal forms, healing diseases, visiting someone’s dreams, altering someone’s luck, sense and communicate with spirits, influencing underwater animals, keeping objects dry underwater, grant protections against specific energies, retain youthful appearance, or even control or influence the bodies of others. If a merperson uses a conch shell to amplify their voice, they will have stronger influence over physical currents.

Those merfolk who attune to moonlight will resonate with a special light that allows them to control and ride waterspouts, sense and follow rainbows, be healed by moonlight, and control currents directly.

Attunement

Attunement is always united between narrative and physical, water-based currents. Merfolk attune to them by combing their hair within these currents; if they do not have hair, they will comb where hair would be. As they comb, they sing or speak stories that are connected to them somehow - these connections are usually because the stories are passed down in their families or through their local cultures, but they are sometimes more abstract.

Weaknesses

Even freshwater merfolk need to submerge in saltwater periodically to survive. They cannot survive on land for very long without returning to water.

Nations

There are many, many nations of merfolk around the world. They are the most common subaquatic mortal species:

  • Adaro: southern Island Bridge nation with shark, swordfish, and sawfish features.

  • Apkallu: Mahadi nation known for their inventions.

  • Aycayia: Reever Sea nation associated with flowers.

  • Balıkhalkı: a nation throughout the central Island Bridge known for dancing in the moonlight.

  • Bhaual: “Deep Ones” that dwell in the lowest reaches of the oceans and worship the Eldritch in a massive city with cyclopean walls called Yhuathnagh.

  • Ceasg: Lyrillan nation with salmon features.

  • Chernava: Vesturian nation who dwells in rivers.

  • Hairen: Unbulese nation with drooping skin.

  • Havfrue: the original nation near Jesenranu.

  • Iara: river nation in eastern Palhur known for their river dolphin and manatee features.

  • Jengu: western Taggaran nation known for their gap teeth.

  • Kataw: Vada’daro nation known for their dark hair and eyes.

  • Kulilu: Seinamese nation known for their destructive behavior.

  • Kymatistís: Stayflian nation closely related to the Havfrue.

  • Mataikan: Gamayaranese nation known for their multi-armed forms.

  • Marmennill: Thaerglundish nation known for their senses of humor.

  • Mintuci: Bearheart nation known for their sea turtle features.

  • Morgen: Jesenranic nation known for their golden treasures.

  • Muldjewangk: southern Island Bridge nation known for taking large sizes.

  • Narandan: Uruoese nation known for protecting fishermen.

  • Ngal-kunburriyaymi: southern Island Bridge nation who serve rainbow serpents.

  • Ngeụ̄xk: Nandjan nation known for controlling bridges.

  • Njuzu: Domkumban nation known for their solitary lives.

  • Nommo: northwestern Taggaran nation said to come from another planet.

  • Owu Mmiri: Delerian nation from western Taggarus who live in rivers.

  • Pezvare: Danuan nation who are said to be those who were lost at sea.

  • Pincoye: eastern Palhuric nation with sea lion features.

  • Sakanahito: Tenzanese nation known for their red cockscombs and sea serpent features.

  • Siyokoy: Vada’daro nation known for associating with octopi, eels, rays, and squids.

  • Suire: Lyrillan nation known for their magical caps that allow them to go on land.

  • Taong Isda: Vada’daro nation known for associating with marine mammals and sea turtles.

  • Triton: Stayflian nation known for their powerful use of conch shells.

  • Vittorian: Talunese nation known for their frog features.

  • Zitiron: Jesenranic warrior nation known for wearing armor.

Culture

The Havfrue are considered the original merfolk nation. They dwell in a kingdom called Gwythion in the Indigo Sea and partially in the Borean Ocean. Their kingdom is ruled by the Søkonge, or Sea-King, and Sødronning, or Sea-Queen. They are always members of one of six noble families, each of which is a powerful faction in the complicated ruling noble classes.

The ruling noble classes control vast stretches of the oceanic plain and coasts, but by tradition, the upper reaches of the seas are open to the whole population. These upper regions are called the Solvej, or Sun Road, because they are defined as the region where the most sunlight reaches and are used primarily for travel. The nobles maintain their ownership of massive fish farms, kelp beds, mines (especially gold), and conch and coral sources through their warrior vassals, whom they pay well in gold and magic. Commoners are either subjects of the nobles or free folk who hire out their labor. The most powerful and wealthy commoners are either esotericists, artisans, or merchants, both of whom require special permission from nobles to practice their craft.

Children are raised either by their extended families or by servants. Noble children are tutored privately unless they take an interest in some special knowledge (such as faith, esoterica, or sciences), at which point they will be sent to elite schools maintained by their families or allied families. If a school is run by a rival family, they will not be allowed to attend it, unless they do so in secret. Thus, there is a tradition that some merfolk noble children are disguised via their powers to attend and learn from rival schools. Commoner children may attend these elite schools if they can afford them, but most cannot. There are less expensive schools or even free ones run by the faith, but they exist primarily in cities and are not available to all commoners. Most commoners are educated by their parents as best they can.

Havfrue are considered adults on their 22nd birthday. The ceremony for their coming of age involves their loved ones gathering to sing them the story of their life so far, which they may wield (if they capture the narrative) to transform themselves in some profound fashion, giving themself a power or new form. Nobles spend a great deal of money hiring singers to weave power into the narrative (quantity over quality).

The Havfrue live mostly near the coasts and therefore deal with landdwellers quite often. They use their powers and knowledge to make alliances with different landdwelling countries, companies, or communities. They often trade with them, and they will help their sailors or ships. They use passwords and codes to know which sailors and ships are their allies. Fishers will often provide them with materials they can’t get under the sea in exchange for good fishing, sailors will ask for predictions about the weather, and explorers will even trade for locations of sunken treasure. It is not uncommon for them to kidnap and drown landdwellers whom they are in conflict with, though their reputation for doing this is outsized. It is true, however, that younger merfolk aren’t always aware that landdwellers cannot breathe underwater, which has led to tragedy in the past.

Because the energy of ausa is rooted in the perspective and style of an individual, mirrors are very important to merfolk in general. In Havfrue, mirrors, which are a source of power for merfolk, are controlled by the nobility. While many commoners are allowed to have them, they are easily confiscated and refused as well. Not owning a mirror may make the work for a commoner more difficult, especially in the kelp beds or in fish-herding; thus this helps keep them in line.

Mirrors are a symbol of status and a symbol of power, but the specific design is a symbol of family. Every family has their own shape, size, and ornamentation they prefer on mirrors. Some use different fish (often reflected in their own bodies) or marine life, others use shapes of waves or currents, and others still use forms only seen outside their watery domains. It is considered a sign of nobility to feature a land animal or plant. Others still have simple patterns. The meaning is always associated with that specific family, passed down from parent to child.

Combs, which are also central to the powers wielded by merfolk, are not controlled. They are ubiquitous, in every shape, form, and size, every design, every color. They are so popular and common that they are often seen scattered in the waters. Metal is more expensive and land-made ones even more expensive still, but coral, stone, fishbone, and shell combs are everywhere. Most merfolk will have at least a dozen, even if they are handmade.

The jobs most commoners have are fish-herder, kelp tender, miner, coral harvester, shell gatherer, servant, quarrier, courier, and various artisans. They work the farms and mines for the nobles. Kelp tenders tend more than kelp - they are undersea gardeners and farmers in general; the name is focused only on their most common crop, which is a staple of undersea diets. Rarer jobs include hunter, ship scavenger, submariner, and elite artisans like glaziers.

Food is, of course, fish-based. Undersea plants are rarer and thus a smaller part of their diet, save for kelp and algae, but fish is ubiquitous. Larger fish are kept and herded like cattle - marlin, swordfish, tuna, grouper, snapper. Smaller fish are kept more like chickens, in great encasements where they can be scooped out at convenience. Fish that are poisonous to humans are usually also poisonous to merfolk, however, and not farmed. Porpoises are kept as pack animals. Some whales are hunted, but not blue whales, which are considered sacred. Sharks and rays are hunted and feared. Urchins, sponges, and various non-fish like sea lilies, sea cucumbers, and so on are farmed or gathered as well. Shellfish are often farmed - crabs are farmed by the thousands. Squids are harvested for ink, but rarely eaten. Bioluminescent animals are kept as sources of light. Jellyfish, bioluminescent or not, are considered a fun pet in spite of their stingers.

Octopi and dolphins are never hunted or killed. It is considered a grievous crime. Like blue whales, they are considered sacred. All three are considered equally intelligent. Octopi are revered by esotericists, especially. Orcas are not eaten, but they are feared enough that sometimes they are killed if and only if they are posing a threat to a community.

Nearer to shores, walruses, seals, sea lions, sea otters, saltwater crocodiles, and sea snakes are more common. Pinnipeds are considered both sources of food and of pets. Walruses take a role in Havfrue homes as a mix of dog, cow, and pig for landdwellers. Otters and seals are more often pets than food, though they can be both. Sea lions are more exotic and dangerous to keep. While crocodiles and snakes are uncommon in the seas where the Havfrue live, among those merfolk who do commonly see them, they are seen as dangers to be avoided or killed, much as they would be to humans. Sea snakes are more feared than any other mundane sea animal.

Among the Havfrue, hippocampi, some water horses, and other magical animals are common. Underwater dragons are known and feared, though some seek them out for wisdom or treasure. Ysians and undines are welcome among the Havfrue, more so sometimes than other merfolk nations. It is not uncommon for the Havfrue to hold prejudices against other underwater folk.

Living underwater, the sun is less important to merfolk than the moons. Almost all underwater folk have adopted the Mesoine calendar, and the Havfrue are no different. They hold festivals on every triple full moon, called Tremåner. These festivals involve swimming to the surface to sing, holding mirrors to “capture” the light, dancing with lanterns, and creating whirlpools to play in. They usually end with the children receiving gifts and being sent home, and consenting adults engaging in sex near the surface. Children conceived on these nights are called lettebabyer, or light babies, and assumed to have greater magical powers than others.

All children are assumed to have some connections to the lunar positions they are born under. Those born (not conceived) on a triple full moon (night or day) are assumed to be better with mirrors and often urged to take up making, designing, or using them. Those born under a triple new moon are considered cursed - at night is worse than during the day - and sometimes abandoned or neglected. Those born under more waxing moons are considered luckier or more able than those born under more waning moons. Crescent moons are considered indicative of speed and insight; gibbous moons are considered signs of physical strength and charisma. There is a complicated calculus the Havfrue and other merfolk consider when it comes to lunar positions and births. All children are called marmæler.

Music is the most important art and entertainment among the Havfrue (and most merfolk). It is part of their magical powers. Songs always tell stories; those that don’t are considered unpleasant and even rude. Storytelling is also common without music. Other forms of performance are welcome - puppetry, theatricals, dance, spoken poetry, and so on are all shared by noble and common alike. Visual and graphic arts, like painting and drawing, are rare and require special materials not common and not practical underwater. Etchings and sculpture are more common, but considered the province of the rich. Writing is always done on hard surfaces, usually stone, with sharp blades rather than pen and ink or pencil and lead. Chalk is sometimes used if it can resist the currents.

Because merfolk can control their forms somewhat, there are common trends amongst them for how they appear. Nobles will give themselves tails of powerful, fast, and large fish, unless they practice a specific esoteric craft or are among the faithful, in which case, they will take double tails or a specific kind of eel. Nobles prefer black, grey, dark blue, or other dark colors. Commoners use smaller fish and often take more colorful tails. Rich commoners will try to emulate the nobility, but sailfish and marlins are only allowed for nobility. No Havfrue will take ray, squid, octopus, or other tentacled or unusually shaped sea life forms, for they consider this embarrassing and strange - something only a udlænding (foreigner) would do. Yellow hair is common.

National Cultures

Other national cultures vary significantly:

  • Adaro: in the southern Island Bridge, the Adaro nation is known for taking a form with high placed gills (usually behind their ears rather than lower on the neck) with a shark’s dorsal fin worn like a horn. They will have a swordfish or sawfish spear in their heads as well sometimes. They are belligerent toward outsiders (because of years of attacks against their territories). They use poisonous fish as darts. If they hear people in boats above their homes, they will attack them, so local sailors avoid paddling in some areas. The Adaro are adept at dream magicks and will visit people in their sleep.

  • Apkallu: in Mahad, the central Island Bridge, and western Dabusen, the Apkallu nation is ancient and powerful. They are mostly fish-herders, but they have special castes of sages (who wield sceptres), weavers (who use spindles), warriors (who go naked), and hunters (who wear land-based foliage) who have significant roles in their culture. Their leaders are seen to wear mural crowns. They also revere inventors, and they are known to have invented underwater appliances to use in their homes. Special underwater fruits and cereals are commonly eaten or land-based ones taken as tribute from landdwellers who ask them for safe passage over the seas. Fertility rituals are common among them.

  • Aycayia: in the Reever Sea, the Aycayia nation is known for their shared wealth, their communal lifestyle where they make sure they all have what they need. Local landdwellers say they take “beautiful” forms because of the colorful fish they emulate, and they often use hibiscus flowers in ornamentation. They are often attacked because of their use of gold and silver.

  • Balıkhalkı: in southern Jesenranu, the northern and central Island Bridge, Mahad, and western Dabusen, the Balıkhalkı is a nation who dwell more in freshwater regions, in rivers and lakes. They wear their hair long and green, keep their skin pale, and go about dancing in the moonlight. Landdwellers often go to them to learn of impending disasters. (Based on the Susulu.)

  • Bhaual: the Bhaual nation dwells in the deepest seas. They are very feared by all who know of them. Called the Deep Ones by landdwellers, they are more fish-like in facial features than other merfolk nations. They raid on land under the dark of new moons for victims. They prefer forms with greyish green skin, white bellies, and ridged backs. Their eyes are large to help them see in the dark. They are usually bigger than most other merfolk, partly because the seas they dwell in are suffused with Eldritch energy. This also grants them longer lives. They eat fish whole and alive. They keep Wyren gold jewelry in strange forms that landdwellers often seek out. Their massive city with cyclopean walls is called Yhuathnagh, and it lies in the depths of the Red Sea where few landdwellers have ever been.

  • Ceasg: near Lyrilla, the Ceasg nation commonly take a body with a grilse (salmon) tail. They move between sea and freshwater often, because they protect landdwellers they have taken a liking to. It is said they will swallow landdwellers whole if they are angered by them. They love the music of harps. They have one of the strongest relationships with landdwellers. They are known for their skill at helping sailors avoid storms, guiding them to good fishing grounds, and taking on feminine forms the landdwellers are attracted to. Women among them are sometimes called maighdean na tuinne ("maid of the wave") or maighdean mhara ("maid of the sea"). They are fond of eggs of any kind. It is a common practice among them to offer three “wishes” (uses of their powers) to landdwellers who please them.

  • Chernava: in Colesh and Vesturia, the Chernava nation dwells in a massive river. They are a feudal nation who are subject mostly to the Vesturian crown and assimilated into their culture. Those in Colesh sometimes have a more nature-based religion and often take watery forms. Their leader is a princess of Vesturia.

  • Hairen: in Unbul, the Hairen nation take forms with webbed hands and drooping skin. They have mastered the art of keeping a coat of saltwater when they leave their undersea homes to protect themselves. This causes them to collect dirt and plant material on land, giving them a gross, slimy appearance, which does not bother them. They are assimilated into Unbulese society otherwise.

  • Iara: in eastern Palhur, the Iara nation is led by women. They bask in the full moon, take river dolphin and manatee forms if not fish, dwell in the vast rivers of the rainforests, and wear their hair long. Their singing attracts everyone, and local landdwelling men fetishize them sometimes. If they are angered, they perform ritual mutilation of their enemies, removing their mouths, noses, fingertips, and genitals, which has led to unfounded accusations of cannibalism.

  • Jengu: in western Taggarus, the Jengu nation (sometimes called Liengu or Bisima in different regions, called Miengu in plural) wear their hair long and have gaps in their front teeth. They dwell in any body of water in the region, and they are known for their complex rituals and relationships with landdwellers. They often take up a religious role in local cultures, being intermediaries for spirits. They farm crawfish, work as healers, and are led by women. They are a major part of the landdwellers’ pirogue races. They also often keep objects the landdwellers give them underwater, using their power to keep these things dry to hide them from those who might steal them.

  • Kataw: in Vada’daro, the Kataw nation wear long, wavy or curly black hair and have black eyes. They have beautiful underwater houses. They are known for their sad story songs.

  • Kulilu: in Seinam in Mahad, the Kulilu nation is mostly known for their destructive nature, their constant attacks on ships, coastal towns, and other underwater settlements. They are terroristic and dominant, a warrior nation bent on conquest.

  • Kymatistís: in Stayflies, the Kymatistis are a patriarchal culture that is assimilated into various local cultures. They use their powers to control the seaways there.

  • Mataikan: a Gamayaranese nation, the Mataikan are assimilated into the local cultures in various ways, usually as either protectors or raiders of ships and coastal towns. They are fish-herders and hunters.

  • Marmennill: a Thaerglundish nation, the Marmennill are known for their sensesof humor, laughing loudly at foolish antics. They are stereotyped as being incautious and get caught in nets often. In these instances, they trade a use of their powers (predicting weather or good fishing) in exchange for release. Also called Marbendill, the Havfrue think of them as stupid.

  • Mintuci: near Bear Island, the Mintuci nation are often confused for yokai. They are often bald, very short, and dwell in rivers. Their faces are purple or red, and they take on sea turtle features. They mimic local yokai like kappa by distorting their bodies such that their arms are connected in a way that means tugging on one will shorten the other. They go on land more often than their cousins, being sometimes found in montane bodies of water. They use their powers to grant luck in hunting and fishing, creating amulets to protect people. They like puppetry and land-based livestock.

  • Morgen: the Lyrillan nation of the Morgens (or Mari-Morgans) are a powerful, woman-led nation who use their vocal powers often. They dwell near the coast in caves or at the mouths of rivers. Their love of gold makes them targets for landdwellers, whom they ably defend against with their magicks. They are known to flood whole towns in revenge for acts of theft. They prefer youthful appearances and are sometimes considered vain.

  • Muldjewangk: in the southern Island Bridge, the Muldjewangk nation dislike industrial development in their area and are known to destroy more modern boats like steamboats. They will take larger forms to terrify landdwellers, but prefer the standard merfolk form. They will sometimes use their powers to cause bloody blistering on enemies. Sometimes they ambush folk by hiding in clumps of seaweed. They are a hostile nation due to the constant invasions of their territory.

  • Narandan: in Uruo, the Narandan nation are assimilated into the local culture and serve as protectors. They warn fishers of bad weather by singing or throwing rocks.

  • Ngal-kunburriyaymi: also called yawkyawks, the Ngal-kunburriyaymi in the southern Island Bridge are known for taking on saltwater crocodile forms, wearing seaweed in their hair, and keeping dragonflies, snakes, and swordfish. They are servants of the rainbow serpents.

  • Ngeụ̄xk: the Ngeụ̄xk nation in Nandja (based on Suvannamaccha) live near bridges, which they see as encroaching into their territory. They are otherwise fond of landdwellers. They hold races and revere underwater speed.

  • Njuzu: in southeastern Taggarus, the Njuzu are very solitary, prefering to keep a single body of water per Njuzu. They are known to like alcohol, which they take as tribute from landdwellers, whom they offer healing. They live in freshwater but go back to the sea often. They are also known for their willingness to use their powers to cause problems for landdwellers who displease them.

  • Nommo: the Nommo nation in northwestern Taggarus lives near desert coasts. They are shamanic and assimilated into local cultures as teachers and protectors. Local legends say they came from the sky “with fire and thunder” and created a water reservoir. It is said they lived on a planet circling a distant star, but this is probably a myth. They practice endocannibalism.

  • Owu Mmiri: the Owu Mmiri river merfolk nation lives in western Taggarus where they are part of the local cultures.

  • Pezvare: a nation off the coast of Danuo, they look very similar to landdwellers and share a lot of ancestry, leading to rumors they are the ghosts of those lost at sea. They have white skin, red hair, and scaly bodies, commonly. Otherwise, they are assimialted into Danuan culture. The Havfrue view them as creepy.

  • Pincoye: eastern Palhur, the Pincoye nation (Pincoy - male, Pincoya - female) are divided by gender. The men take on sea lion features. They have bright golden skin with handsome and manly human faces and long golden hair. They sing to attract women on land and in the sea. Women have long blonde hair and are considered beautiful by local landdwellers. The women perform fertility rituals for the local fish herds and dance to bring abundance (by facing the sea) or scarcity (by facing the mountains). All Pincoye practice the funerary practice of carrying the dead - their own or that of the locals - to a special “ghost” ship kept off the coast. A third gender, the “sirena chilota”, are women who have golden scales and hair. They are fish-herders. They have large flukes and strong tails that help them swim long distances. It is said their tears have special magic.

  • Sakanahito: also called ningyo, in Tenzanai, the Sakanahito nation live in fresh and saltwater. They have either red hair or a red cockscomb, and some of their more mystic members will take a form with no torso - just head and fish tail. They sometimes wear golden horns. Their bellies are red and they have carp tails, and their hands are webbed. Some rare ones have snake tails instead, or even have a third eye. They are sometimes confused for yokai, and they are largely assimilated into yokai culture. The oni believe that eating a Sakanahito will bring them a long life.

  • Siyokoy: in Vada’daro, the Siyokoy nation have webbed hands and large fins. They are green or brown in color and even sometimes have tentacles. They prefer to take squid, ray, eel, or octopus form and often have these animals around them. They are hated by the Havfrue as monsters. They are known to use their powers to possess landdweller bodies.

  • Suire: the merrows of Lyrilla, the Suire are a powerful nation with a relationship with the fey folk. Tradition says their magical caps (cohuleen druith or cochaillín draíochta) that glimmer in moonlight allow them to switch between land and water, and if they lose their cap, they are stuck wherever they are. They are green haired and scaled, have red noses, stubby arms, and green eyes. Also called muirgheilt (women) or macamores (men), they have complicated relationships with landdwellers. They like to change their forms often. Salmon skin is commonly worn, and on land, they use fey glamours to take on landdweller forms like hornless cows and pigs. They use lobster pots to store esoteric powers and even souls. Their music is called sambuga.

  • Taong Isda: the Taong Isda are the third merfolk nation in Vada’dar. They are vicious to landdwellers due to the invasion of their territories. They protect their territories more ferociously than most, using their voices to drown and control landdwellers. They keep dugongs, sea turtles, and small cetaceans like dolphins. Their flowing hair that is often curly or wavy is used to commune with the currents, and they are attuned to the moons and speak to moon spirits.

  • Triton: the Stayflian nation of Tritons (male is triton, female is tritoness) is world famous for their golden palaces. They are the greatest performers of conch shell music. They live in the depths. They keep their shoulders barnacled with seashells. Their skin is cerulean in color, their hair green or gold, their eyes blue, their nails like the shell of a murex, their tails delphine, and their skin sharklike. Wrestling is a common sport, and dolphins and hippocampi are kept as steeds. Powerful Tritons might have wings or claws, and some have double tails.

  • Vittorian: in Talune, the Vittorian nation have duck and frog features. They explore deep into land and sometimes even have feet - duck feet. They collect lost treasures from the sea and trade with landdwellers. Their eyes are always reddened. They are assimilated into the local cultures.

  • Zitiron: a warlike Jesenranic nation known for wearing armor as a knight on their upper bodies, they are a feudal nation constantly at war with the Havfrue.

Esoterica

Merfolk are beings of ausa, the poioumenonic energy of perspective and style, meaning that their understanding and personal character affects reality around them. This takes the form mostly of shaping their bodies and other powers as listed above. They can also wield ausa like landdwellers do - through weaving - and they are very good at it. Other poioumenonic powers are very common among them, as well as wielding conflueverant, lunar aether, bailaohu jinghua, hvittdogg, nzwara murazvo, prasinofos, hasken fure, parfum de marais (if in or near wetland), and bijalee. Celestial and infernal powers are possible but not as common, except in some cultures where, for example, radiance, liberation power, Eldritch energy, or pravum are used. Blood energy and humors are commonly wielded; emotional resonance are also often used. Psionics are rarer, and soul energy rarer still. Shebvic energies are not uncommon, but not a major part of any culture except the Zitirons. Paradoxical energies are rare, save for momentum.

Religion

The Havfrue faith is a worship of several deities: Ansigt (the Face), Hale (the Tail), and Andet (the Other). Ansigt gives them their voice and stories; they wove the merfolk into existence from the many currents of the world. Hale provides the seas and waters of the world. She is the Sea Mother, and she is both feared and honored. And Andet is a monstrous figure who dwells deep underwater; Andet is an Eldritch being that may or may not be associated with an actual Eldritch. No one honors it; they simply avoid it. It cannot be described.

The faith plays a major role in society. Among the Havfrue nobility, religion is considered of the utmost importance, and everyone must conform to the strictures laid down by Ansigt. Among commoners, there is more of a trend toward honoring Hale, because she affects their lives more directly. The church is therefore two-fold: the elaborate, ornate cathedrals of Ansigt where præster (sing. præst) lead services and indoctrinate the people every week, and the shrines and temples to Hale where people only come during full moons to make offerings and where præstinder (sing. præstinde) lead rituals of sacrifice and physical performance.

Gender

Among the Havfrue, the nobility try to enforce a binary, patriarchal view of gender. Men wear beards and are encouraged to appear menacing and fearsome to landdwellers, women are encouraged to stay “beautiful” by local and landdwelling standards. Women wear seaweed in their hair and keep clouds of foam around themselves; men go topless and try to look fierce.

Those who defy gender binaries are frowned upon but not necessarily banned - if and only if they take up esoteric or faith-based occupations. Anyone trying to be of different genders outside these roles is ostracized.

Among other nations, non-binary views of gender may be more common, as the power to take on different forms leads to a great deal of variance in appearance.

Economy

The Havfrue have a feudal economy.

Military

Warriors play a vital role among the Havfrue. They serve the nobility directly and get more wealth and power because of it. They are wielders of tridents, spears, harpoons, and other polearms; they wear special light armor; and they prove themselves by fighting rays and sharks. Leaders amongst warriors come from the younger siblings of nobles, unless a commoner proves themselves to be very skilled and powerful. Commoners are often conscripted to fight as pikemen or basic soldiers in times of need.

Language

Havfrue is based on Danish.

Trade

There are many treasures in the seas and the Havfrue trade them with landdwellers.

Occupations

Some common roles include the following:

  • Baron/esse

  • Danser: dancer

  • Digter: poet

  • Dukkefører: puppeteer

  • Geddemand: common soldier (pikeman)

  • Glarmester: glazier

  • Greve/Grevinde: baron/ess or earl/ess

  • Guiden: blue mage

  • Guldsmed: goldsmith

  • Havmand: kelp farmer

  • Hertug/Hertuginde: duke/duchess

  • Hyrde: fish-herder

  • Jæger: hunter

  • Kurer: courier

  • Lærer: teacher

  • Mejetærsker: coral harvester

  • Minearbejder: miner

  • Præst: priest of Ansigt

  • Præstinder: priestess of Hale

  • Samlud: shell gatherer

  • Sanger: singer

  • Skuespiller: actor

  • Skurvogn: shipwreck scavenger or treasure collector

  • Sødronning: Sea-Queen

  • Søkonge: Sea-King

  • Sølvsmed: silversmith

  • Spejlsmed: mirrorsmith

  • Spydmand: warrior (spearman)

  • Stenbrud: quarrier

  • Tjener: servant

  • Ubådsmand: submariner (sailor of undersea ships)

  • Væver: weaver and professional wielder of ausa

  • Videnskabsmand: scientist of any kind

Outside View

Merfolk are often seen as kidnappers, murderers, cannibals, bringers of misfortune, and wreckers of ships. They are hated by many landdwellers, but also fetishized and worshiped.

Notables

  • Mangeansigter, Mother of Many Faces, Merfolk Manifest, Aeonian

  • Rechnayazhenshchina, Chernava Princess, legend

  • Wâchilt, ancient protector of land-dwelling traitors

Estimated Populations

  • Adaro: 500,000

  • Apkallu: 1 million

  • Aycayia: 50,000

  • Balıkhalkı: 300,000

  • Bhaual: 10,000

  • Ceasg: 50,000

  • Chernava: 100,000

  • Hairen: 1 million

  • Havfrue: 3 million

  • Iara: 500,000

  • Jengu: 1 million

  • Kataw: 1 million

  • Kulilu: 50,000

  • Kymatistís: 50,000

  • Mataikan: 1 million

  • Marmennill: 100,000

  • Mintuci: 50,000

  • Morgen: 100,000

  • Muldjewangk: 100,000

  • Narandan: 1 million

  • Ngal-kunburriyaymi: 50,000

  • Ngeụ̄xk: 500,000

  • Njuzu: 500,000

  • Nommo: 100,000

  • Owu Mmiri: 100,000

  • Pezvare: 10,000

  • Pincoye: 1 million

  • Sakanahito: 1 million

  • Siyokoy: 500,000

  • Suire: 100,000

  • Taong Isda: 500,000

  • Triton: 100,000

  • Vittorian: 10,000

  • Zitiron: 10,000

  • Other: 1 million

Sample Stats

PRO 8
ATH 9
STR 8
AWA 9
WIL 9
PRS 10
STH 9


Myconians

Myconians are fungus folk.

Akafamp (chytrid) (water)
Chamfamp (champignon) (swamp)
Duvamp (stinkhorn) (filth)
Handafamp (gasteroid mushroom) (joy)
Kaufamp (tooth fungus) (moons)
Maump (chanterelle) (music)
Pogfamp (truffle) (greed)
Rithfamp (puffball) (wind)
Svamp (agaric mushroom) (dream)
Tofamp (jelly fungus) (fauna)
Vodfamp (bolete) (earth)
Zywamp (weki mold) (void)

Naiads

Water nymphs:

Species: Naiad

Naiad Nations

Coryciad (true shadow) - deep cavern pools
Crinaead (hegnh) - fountains/cities
Eleionomaed (parfum de marais) - swamps
Hyad (bijalee) - rain and storms
Limnad (dumaqu) - lakes
Naiad (conflueverant) - freshwater
Nereid (conflueverant) - saltwater/seas
Oceanid (hasken fure) - springs
Pegaead (holy virtue) - springs
Pegasid (yahas) - wells
Pleiad (complexity) - rain/stars
Potamid (ethereal essence) - rivers

Nightgaunts

Nightgaunts are the elemental beings of darkness, living in shadow, unseen and silent.

Nightgaunt (darkness) - used to be night gaunt

Radandes

Radandes are spirit-based plant folk, counting as TheFolk and elementals but not adelfoi:

Abada () (virtue)
Archura () ()
Bai Baianai () (hunt)
Brodeliandean () (story)
Chuhaister () ()
Erenu (cedar) () - cedar forest mesopotamian akkadian gilgamesh
Galgvithri (suicide tree) (despair)
Hatori (sycamore) (wind)
Hulder () (wood)
Hydlemoer (elder) ()
Jarnvithri (ironwood) (metal)
Leshy () ()
Metsaema () ()
Metsavana () ()
Myrkvithri (nightwood) (darkness)
Nang Tani () ()
Pitsen () ()
Radande () (petrichor)
Rokita (willow) ()
Salabhanjika () ()
Skogsra () ()
Surale () ()
Yokkaso () ()

Old Radande Page

Runakuna

Runakuna ("folk") are nations of eastern Palhur who thrive off the well-being of one another.

Acalica (storm)
Anhanga (fauna)
Caipora (wood)
Chullachaki (life)
Curupira (equality)
Mohan (community)
Ngen (anumun)
Tapire-iauara (home)

Old Ngen Page

Shemir

Shemir

Shapers of reality. The first mortals on Shem.

Basics

  • Taxonomic Order: Insinsi

  • Alignment: Aetherial

  • Energy: Genesis

  • Lifespan: 2,000 years

  • Diet: Normal mortal fare

  • Habitat: Northern tundra hot springs

Origins

Fashioned from the fabric of reality by Gadzira, the Creator.

Description

Shemir appear to be anthropomorphic beings with high foreheads and a variety of color skin hues (blue, purple, gray, green, or even pale white). They have fingers that are proportionately longer than one might expect from the size of their hands. They have hair on the fringes of their heads but not on top.

Procreation

Shemir reproduce sexually with one another. They sometimes reproduce with other insinsis, where the species of the offspring follows that of the mother. Reproduction with any other species requires supernatural intervention.

Powers

Beyond their ability to fashion matter from genesis, shemir have the power to turn themselves into raw genesis, converting their entire being into it, when faced with beings from the Rending, the great hole in reality from which destroyers come. They can also sense genesis, appraise the skill with which an object was made, and have a natural talent for creative arts and crafts.

Fashioning

Shemir have the ability to fashion genesis into physical matter. If they wish to make an object that is imbued with energies other than genesis, they must have access to that energy at the time of fashioning. Fashioning is done primarily with the hands (though shemir who have lost their hands have found ways to work fashioning with feet, legs, arms, and even their eyes). By focusing their attention on the genesis around them (which they can sense), they are able to take hold of it and weave it together into matter. They generate this genesis either by making something small by hand or by drawing from their own physical form.

Weaknesses

Slitna harms them greatly.

Nations

Within the First Nation of the shemir, there are twelve tribes:

  • Tsoho: considered the oldest tribe, the tribe of the Alpha Shemir

  • Na Farko: the first tribe to split off, they became their own tribe upon a dispute over basic resources

  • Halitta: those who split from the Na Farko to go back to where they came from but found they could not

  • Duniya: those who split from the Tsoho to wander the world but came back

  • Kirkira: those among the Halitta who went their own way over creative differences

  • Tsari: those of the Tsoho who split to focus on the design of their community

  • Na Asali: those who split from all tribes to return once more to their origin, but could not

  • Gini: those of the Tsari who went on to build the community

  • Magini: those of the Gini who did the building but did not like the result

  • Siffar: those among the Tsari who wanted too many changes to the design

  • Uwa: those of the Tsoho who wanted to focus on the hunt

  • Uba: those of the Tsoho who wanted to focus on the gathering

Culture

The first shemir societies were matriarchal communities clustered near to hot springs in the tundras of Cassaru. As their societies grew, they each began to take on new forms, eventually merging into the city of Madziar, which is split into hundreds of sectors, each one a different kind of society, ranging from matriarchal communities to autocratic to feudal to capitalist to socialist to communist communities and everything in between. They get along because of their shared interest in maintaining the power of creation, and those that fail to maintain it or who stray into dangerous powers too irresponsibly or who simply rebel are banished into the cold tundras around the city. For many Ages, there was also a small camp in the tundra run by a being known as the Omega Shemir. This camp has since been left in ruins.

Though every community is different, the main community, the original community, remains. This community is considered the First Nation of the world. The First Nation is an advanced matriarchal community led by a council of 101, the eldest and most revered being the Shemir Subsequent. The Alpha Shemir is not part of the council, but tasked with unifying, policing, and handling the affairs of all of the other communities and their interactions. He answers to the council, however, though he is greatly respected. He is the head of the Ogichidaa, the special force that enforces the laws of Madziar through all of the communities.

Members of the council are elected from the tribes (32 councilors), faiths (12 councilors), workers' councils (36 councilors), or arts (20 councilors) they represent. These four sectors are the main parts of the First Nation. The tribes are made mostly of massive extended families, each one led by a council of elders. The elders make decisions for the tribe, but the tribe elects their member of the national council.

Faiths are the smallest group. Those shemir who join special religious orders outside of the tribe, worker, or artists communities belong to this category. They are a hierarchical group, but the hierarchy is determined through consensus among them. There are 12 of these orders, and each of them is a mixture of worship of Gadzira and of Mother Shem herself, save for one which worships Bahamut.

The workers' councils are the largest group along with the tribal councilors. Every shemir save those in the faith orders or those who join the special artists communities are workers. They work a job, they serve a function in society, even if it is a small one. These jobs are represented by a council of some kind, and as workers, they get to decide who represents them. The workers' councils advocate for their workers, and they elect their representatives on the national council.

Finally, there are the artists, who split from the workers long ago to form different communities where they could be more independent. They elect their own representatives but have no strong leadership themselves.

In the First Nation, children are raised communally amongst the tribe or by the faith group. They begin their education as soon as they are old enough to understand, and by the time they are 12, they are invited to partake in different work, art, or faith groups. They have long lives to choose, to change, to decide who they are, and thus, they rarely decide before they are 100 or so to settle on anything specific. Most do end up settling, eventually. They have schools for those who wish to pursue further knowledge, but it is not compulsory, as the tribes usually take care of fundamental education.

Once a shemir settles into their role in the First Nation, they join a workers' council (essentially a union), a faith group, or an artists community. These groups represent them politically outside of the tribe. Some few shemir take up life as tribal leaders only.

Shemir in the First Nation celebrate birthdays frequently when they are young, but less frequently as they age. Once a decade, then a century is the usual progression. Eventually, most forget. The first day of the year is celebrated as the birth of the world, collectively, and the last day is celebrated as the survival of the world. These two days are the most important among the shemir. Other important days include the start of each season, the various tribal founding celebrations, the workers' days, the artists' days, and the 10 other holy days.

Communities

Madziar is split into hundreds of communities, each representing a different facet of the world and its myriad views. It is considered a city that contains the whole world. Some communities are tiny, others large, but most are about 100 to 200 people. These are outside of the First Nation, who represent the original shemir society. These are shemir who have seen the world, come back, and created new communities, often villages on the outskirts absorbed into the city. After the civil war of the Age of Legends on First Shem, all communities are grouped by similarity rather than randomly determined by space and opportunity.

Major communities include

  • Second Nation, the silver city, where life is honored most.

  • Rhododendron Nation, hope and aspiration, the flower gardens.

  • Viridian Nation, nature and the World Tree, canopied lanes.

  • Cedar Nation, equality and justice, the inner city.

  • Sard Nation, neutrality and the status quo, the wren's nest.

  • Allnation, the infinite, all-encompassing, a complex mirror of First Nation.

  • Spider Nation, manipulation and infernal power, the Webweaver's community.

  • Diamond Nation, merchants and bankers, trade and accumulation.

  • Indigo Nation, dreamers and fey worship, traditions and indigo ink.

Every esoteric energy and many variants on them are contained within Madziar, save for the powers of slitna and its variations. Each community has its own social structure, economic type, and government (if any).

National Cultures

The ancient meanings and roots (see above) of the twelve tribes are well remembered, but generally not definitive anymore. Instead, each tribe differs slightly in customs, stories, clothing, and language. These differences are very noticeable amongst the shemir but not at all among outsiders.

Majalisa and Shawara

Each tribe is similarly structured: a council (majalisa) of elected elders (at least 1,000 years old) leads, supplemented by a group of younger shemir who study under the elders and represent the modern outlook of the world. This supplemental group is called the shawara. The shawara is elected by their peers in their age group. The majalisa is elected by the entire tribe.

Tribal duties are all family-related: raising children, caring for the infirm, planning and executing festivals and celebrations, watching out for disputes or problems among family members, arranging community support for emergencies. The majalisa and shawara are responsible for making sure these duties are handled well.

Members of both councils may be recalled at any time by demand of the tribe. If a member of the tribe has a complaint about a member of either council, they go to the other council to make their demand. A recall period follows during which the community discusses the issues, and the council where the offender is not decides their fate. Their decision can be overturned by overwhelming tribal support.

The tribes elect two elders each to the national council. The other eight national councillors shift between the tribes on a millennial rotation.

Haraji

Every member of the tribe must pay a small portion of their wages, if they have any, to the tribe every year. This haraji goes to funding the needs of the tribe. Those who cannot pay their haraji are forgiven, but those who can pay but do not risk banishment from the tribe if they are consistent and have no legal reason. This is decided by the majalisa, as is the rate of the haraji. The shawara is tasked with the accounting for the treasury of the tribe.

Symbols and Traditions

The tribes each have their own set of symbols and traditions. The main symbol of a tribe is their alama ce:

  • Tsoho: whitebeam tree

  • Na Farko: beaver

  • Halitta: elk

  • Duniya: lapis lazuli

  • Kirkira: yale

  • Tsari: rhododendron

  • Na Asali: amphisbaena

  • Gini: middle steel rod

  • Magini: hammer

  • Siffar: sphere

  • Uwa: simurgh

  • Uba: chamrosh

Their alama ce are extremely important and held sacred, and anyone who defiles or insults the alama ce is an enemy to the tribe. Wars have been started over this. The tribe uses images of their alama ce in ceremonial clothing and formal attire, on banners and signage, and in architecture. Every tribe has a singular example of their alama ce kept by the majalisa that is considered the original (even if this is not possible - the Halitta eat theirs every year). This alama ce is only brought out on special holidays or ceremonies.

Each tribe has a unique relationship with their alama ce beyond these basics. The Tsoho make jelly from whitebeam berries and use their trees for special carvings and sculptures. The use of the tree is considered more sacred than growing or tending it, though the latter are also revered. The Na Farko respect and revere beavers, but they do not keep them as pets; they let them live as intended in nature and honor them from afar. Wearing beaver fur is not allowed among them, nor eating beaver meat. The Halitta, however, honor the elk by eating it, wearing its leather, and herding it. The elk is even ridden by the Halitta. The Kirkira have a similar relationship to the yale. The Duniya fashion their own lapis lazuli, using it in jewelry, pottery, and clothing, but must keep it polished, clean, unchipped. The Tsari have massive rhododendron gardens which they tend fervently; flowers are only picked at special times and worn at special times. The Na Asali keep only one amphisbaena and otherwise only interact with them via images and illustrations. If they find one in the wild or elsewhere in the world, they revere it, help it, but do not try to own it nor bring it to their homes. The Gini use ailsilver in their building and designing, but rarely let it form a rod except in special circumstances, but the Magini use hammers all the time, favoring them for all work if possible. A well worn hammer is more revered than a new one. The Siffar use spheres in all of their designs, buildings, sculptures, imagery, etc. Spheres are omnipresent. Both the Uwa and the Uba, however, treat their respective alama ces as people, as members of the tribe. They allow them in if they wish to be, but never force it.

The traditions of each tribe vary. They have their own holidays, their own customs for courtship, their own teachings to their children, their own histories, their own rituals of initiation. Most are similar, but variations are important and respect for those variations keeps the tribes at peace.

National Council

The National Council of the First Nation of the shemir is the main governing body of Madziar. Non-First Nation communities do not have a say in this council, but they can appeal to it like any common shemir.

The National Council is composed of the Shemir Subsequent, Neshua, who acts as a guide, advisor, and tiebreaker vote. The rest of the council is made up of 32 tribal representatives, 36 workers' council representatives, 12 faith representatives, and 20 arts representatives. They represent the will of their respective groups, which elect them in various ways (usually by direct vote).

Representatives serve terms based on their respective groups, usually about a millennium. Representatives may be recalled through a process determined by their respective group, usually a community vote, and may not run for reelection until another has had their seat for at least 3,000 years. There are different political factions within the council that represent different interests of the people, and representatives can be part of any faction as long as their constituents approve. Switching factions is very common.

The main purpose of the council is to make laws that govern the city of Madziar and surrounds, declare or denounce war and levy troops from the militias and ogichidaa when necessary, coordinate with the Alpha Shemir, and maintain First Nation control of the city. Laws passed always have time limits and must be revisited at least once a millennium. Laws can be revoked, altered, and rewritten when needed, by vote. Everything is done by majority vote.

Any shemir, no matter where they live or who they are, may appeal any law or decision of the council. They simply show up or write a letter to the council with their request, and it will be taken up by vote after the appealer is given a full opportunity to represent their views.

Debates on laws, decisions, and issues are given ample time to be considered, and effort is made for all to be heard, save in circumstances of urgency.

Esoterica

Shemir are beings of genesis and its greatest users. They also use every other form of aether. They are capable of using any esoteric energy except for slitna, and some facet of Madziar will have the other energies as its focus.

Religion

The First Nation of the shemir has 12 religious orders:

The Dinya: an order of ascetics who worship Gadzira as the maker of the world. They commune with the world and with the Maker through meditative practices, honor all things that exist, and believe that the world is unending. The Dinya gain powers through their communion, mostly making them better makers or specializing in making certain sacred things (hiriwa, lapis lazuli, whitebeam). They make a pilgrimage to the World Tree every millennium. To join the Dinya, one must prove oneself by joining them in meditation. They are the simplest group to join, but one of the smallest. When they are not meditating, fasting, or on pilgrimage, they are out in the streets singing and dancing in celebration of the world. They are led by one elder, a woman named Cohova, one of the earliest of the shemir. She has six Disciples elected from the body of the Dinya, and one of these is chosen as her successor (in case of emergency) and representative on the national council. After the six Disciples are the elder councils, which are made up of the oldest of the Dinya, and so on, ranked by which Age a shemir joined the order.

Order of Destpek: a group of proselytizers who worship Gadzira and honor Mother Shem as the beginning of all things. They use prayer, fasting, and conversion to all upon their Divine and the world itself, and this worship brings them out into the streets with their preaching. They were founded by Destpek, but he died during the end of First Shem in battle with the Omega Shemir. Since then, they honor his death as their holiest day, calling it their New Beginning. Members of this order elect a vestry of ten leaders, including one to represent them on the national council. The vestry coordinates when and where each member of the order is sent to proselytize. They go out in groups of twelve, and each group has an appointed leader, usually the eldest or best recruiter. Their goal is to constantly recruit, and they have one of the largest congregations of the orders.

Yekemites: the Yekemites are an order of warrior-monks who worship Gadzira as a protector of Mother Shem, and they believe they have a role in protecting her. They dedicate their lives and their work to her and the Maker. Every Yekemite is recruited from the various militias of Madziar's tribes and communities; the more devout shemir are often given an opportunity to join when they are younger. As a Yekemite, they join the monastery on the outskirts of Madziar and begin specialized training in both the faith and in combat, combining faith, hegnh, and genesis. They use quarterstaves, hand-to-hand, and special ropes called weris as their main weapons. Yekemites are led by their abbott-general, Eheul, one of the earliest of the shemir. He has four Disciples, the masters of each weapon (abbott-colonels) and the head of the faith. The latter is the only elected leader, and they represent the Yekemites on the national council. Each weapon master has an abbott-captain, and then a whole military hierarchy below them. The Yekemites are a moderately sized order.

Xuliqi Emir: Xuliqi Emir is a religious group focused on teaching ancient writings and arts of creation. They are led by nine dests. Each dest is focused on a different art: carpentry, sculpture, weaving, mound-building, metalworking, pottery-making, painting and visual arts, music, and leather-making. The dests are the best teachers of their arts, and they each choose their best students to be part of a council that goes out to promote their arts and their faith. This council is made up of 99 students. These students elect their own leader. The entire order elects one representative to the national council, usually one of the dests but not always. They honor the Maker as the great artist and Mother Shem as the source of all their materials. Their art is made in dedication, which sometimes imbues it with esoteric energies.

Association of Avakirin: Those who call Gadzira “the Builder”, the Association of Avakirin focuses on building massive structures not as art, but as craft. They focus on practicality and dedicate the use of their works to the Builder and his mother, Mother Shem. From this, they derive holy powers. They are named for Avakarin, their founder and an early shemir, who died in Starfall. She was one of the greatest builders in the entire world, and her works are known all over. She gave one last command to her people before her death: to construct a great temple in the Forest of Genesis. They have since been working on this incredible structure. They recruit from builders unions, focusing on those with skills they need. They form small crews, and each crew elects a crew leader. The crew leaders elect a crew-general, who represents the order in the national council.

Sikilists: Sikilism is the belief that form comes before being, that Mother Shem created the Maker from her earth and water, and that eventually all will return to form, leaving being behind. Sikilists are a small order focused on philosophical matters; they recruit from the schools and scholars. They honor Gadzira and Mother Shem through rituals that represent the form, the formation, and the being. They are led by a triumvirate of elders elected by the entire order (or those who are present) at each millennium's convocation. The triumvirate chooses one amongst them to represent them on the national council. Besides the triumvirate, there are groups of three in a hierarchy going down to the main body of the Sikilists. They spend more time in debate and study than in any other works.

Cins: a Cin is a believer that the shape of something determines its essence. All spheres are connected, all angles are related, all lines are the same line. This obscure order uses mantras and chanting to center themselves in their honoring of Gadzira (the drawer of the line) and Mother Shem (the great sphere). They appeal to the common shemir because of their low engagement and focus on daily life, recognizing patterns and shapes, and using those to glean wisdom from situations, not unlike astrology or tarot. They have few gatherings, occurring once every few millennia, but when they meet up, they choose new leadership to represent them on the national council and to read the great signs of the universe. These leaders bring teachings back every hundred years.

The Dinyagog: this offshoot of the Dinya believes that Gadzira shaped Mother Shem and all things, but that these things then shaped him back. This cycle is called the zivirok. We are made, then we make. They are split into two groups: the Makers and the Made. Members of the makers are responsible for supporting the made, the made are responsible for the work of the order, recruiting, preaching, and leading rituals. Members of the groups shift between the two, depending on which they started in, every millennium. They are led by one Made and one Maker, each one elected from their respective bodies. The leader of the Made represents them on the national council. Like the Dinya, they use meditative practices and fasting if they are Makers, but unlike the Dinya, the Made proselytize.

Qunduz: Qunduz is a shamanistic faith in Gadzira and Mother Shem, viewing them as a pair of ancient beavers. They focus on communing with the world and nature through altered states of being. Every believer in Qunduz partakes in these rituals, led by shamans. A shaman is elected every millennium to represent them in the national council. They recruit from the fringes of shemir society, seeking those who need escape and transcendence.

Morism: the Morist Order wear only purple, cover their faces with elaborate masks, and never speak outside of their convent. They are a group who believes that Mother Shem is dying and the Maker is killing her by forming her into existence. They wear purple to mourn her, engage in rituals and meditation that honor her, and only leave the convent to process to special holy altars where they leave sacrifices. They do not speak outside their convent as a sacrifice, and from this, their faith and fashioning become more powerful. They believe greatly in sacrifice as their main form of worship. They quietly recruit by sending messages to the leaders of various tribes, communities, and unions, suggesting support in exchange for small services or sacrifices in their honor. They are led by Sister Falroh, one of the earliest shemir, and her Disciples the Sisters of Mor. They lead the faith, but the acolytes, mask-bearers, sacrificers, and painters of the faith are the main body, and they elect a national council representative every millennium among their own. This representative never speaks in council, but sends notes and essays, using gesture to vote.

Order of De: The Order of De worships Mother Shem first and Gadzira second. They believe that he was formed by Mother Shem, and that all the Divines and all that is began with Mother Shem, who was once in the heart of the universe. She left to become herself. They believe in the act of becoming. They believe that all beings are becoming, transforming, ascending to a higher form all the time. They honor what is and work to make it better because that is the process of becoming. They go out into the community to perform acts of improvement and support for all. They are led by Gahuine, a non-binary shemir elder from the earliest days, who has twelve Disciples, each one charged with coordinating one of the monthly outings each year. From these, the Order elects a representative on the national council. Their works tend to be a great recruitment method, and they are one of the largest faith groups.

The Masi: the Masi worship Bahamut, the great fish upon which the universe rests, whom they consider synonymous with the Foundation and the Book of Names. They believe Mother Shem and Gadzira are Shem's representatives of Bahamut and honor them as its vessels. The Masi are the smallest of the faiths, but very powerful. They have a complex network of cells, which consist of 40 people each. These cells each have a different task and purpose, though they do not always make sense: protect this shrine, build this bridge, move this stone, etc. It is all part of a huge ritual that empowers them and allows them to commune with Bahamut itself every millennium. In this communion, they gain great wisdom and power. Every cell elects a leader, who represents them on the Order's council, which then elects a representative to the national council.

Gender

Shemir respect all genders. Gender is diverse, universally respected, and not controlled. Marriage is unknown in the First Nation. Tribes take the place of families; most people know their parents, but all older relatives are equally important. (Though birthing parents sometimes take special significance.)

Economy

Shemir communities explore and exist within all economies and modes of production in Madziar.

Military

Every tribe has a small force of warriors, called jarumawa (plural) or jarumi (singular), who serve as a militia and police force. They handle crimes and the defense of the tribe. Each tribe's jarumawa use a different weapon:

  • Tsoho: spear

  • Na Farko: quarterstaff

  • Halitta: broadsword

  • Duniya: dagger

  • Kirkira: handgun

  • Tsari: rapier

  • Na Asali: sling

  • Gini: club

  • Magini: hammer

  • Siffar: chakram

  • Uwa: bow and arrow

  • Uba: net and trident

The head of the jarumawa is called the sarki. The sarki is an elder jarumi who is skilled in tactics, administration, and dispute management, and they are elected out of the jarumawa by the jarumawa. The sarki answers to the majalisa.

Language

Their language combines Shona and Hausa with various other languages, including Hebrew.

Trade

The shemir make almost anything and trade it with the rest of the world.

Occupations

  • The Fabricweavers: powerful aedificarians who once served the Champion.

  • Aedificarian: makers

  • Jarumi: warriors

  • Ogichidaa: police

Workers

The unions, the workers' councils, who represent all of the working shemir. There are 36 collectives:

  • Builders, Carpenters, Masons, and Metalworkers (Union of Makers)

  • Weavers and Clothworkers, Rope-Makers, and Thread Processors (Union of Weavers)

  • Miners and Extractors (Union of Miners)

  • Distributors, Transporters, and Movers (Union of Carters)

  • Farm Workers, Fishing, and Foresters (Union of Farmers)

  • Cleaners and Sanitation (Union of Cleaners)

  • Medical and Sciences (Union of Healers and Scholars)

  • Administration and Clerks (Union of Clerks)

  • Legal Services and Government (Union of Lawyers)

  • Firefighters, First Responders, and Emergency Services (Union of Protectors)

  • Teachers, Advisors, and Education Workers (Union of Teachers)

  • Hospitality and Service Workers (Union of Servants)

  • Sex Workers and Reproductive and Emotional Laborers (Union of Sex Workers)

  • Tanners and Leather-Workers (Union of Tanners)

  • Architects, Designers, and Engineers (Union of Design)

  • Mechanics, Repairmen, and Computer Workers (Union of Fixers)

  • Hunters, Trappers, and Butchers (Union of Hunters)

  • Grocers, Retail, and General Stores (Union of Grocers)

  • Promotions, Advertising, and Marketing (Union of Sellers)

  • Print-Making and Printing (Union of Printers)

  • Journalism and Media (Union of Cryers)

  • Social Services (Union of Support)

  • Logistics and Production (Union of Planners)

  • Millers (Union of Millers)

And twelve other unions in constant flux, as they represent odd jobs and other crossover situations. Every collective elects a national council representative.

Every shemir who goes to work joins a collective, which handles the economic planning, trade, and wages of every worker, as well as supporting them in disputes with government, tribes, faiths, etc. Every collective has an esoteric branch, a legal branch, and a political branch.

Artists

In the First Nation of the shemir, the artist broke off from the workers' collectives to form communities, which is less engaged with economic planning and more engaged in creating and finding support for artists and art itself. These are the main communities:

  • Painters and Graphic Designers

  • Photography and Videography

  • Music

  • Poetry

  • Literature and Writing

  • Sculpture and Pottery

  • Fashion and Cloth Arts

  • Jewelry and Metal Arts

  • Architecture and Interior Design

  • Dance and Performance Art

  • Theatre and Oratory

  • Culinary Arts

  • Garden Design and Horticultural Arts

  • Physical and Sexual Arts

  • Sports and Athletics

  • Games and Puzzles

  • Martial Arts

  • Wood Arts

  • Landscape Arts

  • Sundry Artists

Each community has a representative on the national council, plus their own council, promotional boards, contests and showings, and festivals.

Outside View

The shemir are respected throughout the world, but also distrusted. Many view them as mysterious (though they are not; just remote) or manipulative (they are not this either, at least not universally or collectively). These stereotypes lead to persecution and discrimination amongst other nations.

Notables

  • Bohoniv, the Alpha Shemir, Shemir Manifest, first being on Shem

  • Hausteen, the Omega Shemir

  • Neshua, Consort of the Maker, Shemir Subsequent

  • Gaesom (deceased), Champion of Gadzira

  • Lotsep, Second to Champion of Gadzira

  • Pazsul, Custodian to the Champion of Gadzira

Estimated Populations

There are about 10 million shemir.

Sample Stats

PRO 7
ATH 7
STR 7
AWA 16
WIL 15
PRS 9
STH 7


Surori

Sisters of the Moons. Sing. sora. Women with reflective skin who dwell on the moons.

Sora (lunar aether)

Sylphs

Sylphs are the ordinal elementals of wind.

Kuretes (plains)
Shamsun (sun) - solar wind
Sylph (wind)
Tarhunna (storm) - galeforce winds
Tiri (star) - astral winds

Undines

Classified as both elementals and adelfoi (because they are all female-assigned at birth), undines are the ordinal elementals of water.

Aloja (family - lakes)
Asrai (plains)
Bolbe (love)
Chesme Iyesi (home - wells)
Hantu Air (nature)
Iara (ambition)
Kulshedra (storm)
Melusine (flower)
Morgen (island - avalon)
Rusalka (ice)
Selkie (moons)
Siren (music)
Topielec (swamp)
Undine (water)
Zin (boundaries - rivers)

Viridianites

Embodiments of a natural aspect, beings of aether:

Vox

Vox

Living, elemental sound.

Basics

  • Taxonomic Order: Insubstantiates

  • Alignment: Aetherial

  • Energy: Sonic Aether

  • Lifespan: 200 years

  • Diet: Echoes

  • Habitat: Canyons and caverns

Origins

The first sounds ever made on Shem resonating with the vibrations of life.

Description

Living sound, vibrations, only visible when interacting with visible matter; voxes take up about the same volume of space as an average human. They can control their shape, insofar as they have one, to some degree if they wish to, often forming anthropomorphic forms by drawing the vibrating air together. Usually, however, they are amorphous, conscious vibrations in the air.

Procreation

Voxes reproduce asexually. When they generate enough volume as a being, they bud off a new vox or multiple voxes.

Powers

Voxes are living sound. They build size and volume by absorbing other sounds that echo within the areas they dwell - they can only consume echoes, not original sounds. Many sounds echo in ways that others cannot perceive, a bird’s trill echoing off a branch infinitesimally or the click of a bug’s foot against a leaf on the forest floor nearly silently bouncing off the crack in the leaf. Voxes can absorb these if they can perceive them, which they can as living sound. It takes thousands of these to make the vox grow.

Any sound a vox produces will echo as well, and they can consume these echoes. But in order for this to be worth it, the echo must be more substantial than the original sound, which is extremely rare. Therefore, voxes find places that amplify sound to dwell in - usually echo canyons, caves, and special buildings.

Possession

If a vox fills solid matter with their vibrations, they may possess and shape it, sometimes using it as a surrogate body if need be. This lasts as long as they wish or until the material is vibrated to pieces.

Sound Control

Voxes can control the sounds generated by other things, as long as the sounds are either unaligned or aetherial (celestial, infernal, and poioumenonic sounds are much more difficult to influence). Some sounds that may seem mundane - a person singing a beautiful song, a story being told, a command being given - are actually aligned - beautiful song may be euphonic, stories may poioumenonic, commands may be infernal. Context matters, including the purpose and source of the sound.

To a vox, sound is as solid as stone is to a human. Their control of it is “manual” in that they do so by bodily interacting with it, their living sound touching it and moving it by wrapping around it. If they choose to consume it, they surround it entirely and absorb it. If they choose to control it, they handle it and alter it by altering its shape and speed (pitch and rhythm, frequency and volume, amplitude and intensity).

Weaknesses

Brown aether and cacophony can harm them. Euphony will alter them. Arcane shadow will weaken them. They can be trapped within certain materials if those materials.

Nations

There are dozens of nations of voxes around the world in obscure corners, but there are six notable ones:

  • Bekkanke: a nation of voxes in a massive cave in the Grottos underground. The original nation.

  • Eilig: a nation of voxes in a canyon in the Kerupene region of Jesenranu, living near river rapids and rushing waters.

  • Krunuche: a nation of voxes in deep, jagged canyons in the Hollow.

  • Masek'kike: a nation of voxes in deep caves in western Palhur [Mammoth Cave], friends to the Howasi [Shawnee] nation.

  • Rsketeket: a nation of voxes in narrow tunnels in the Hypogaeum.

  • Xyzetet: a nation of voxes in deep corners of the Low Mines.

Culture

The Bekkankes dwell in a massive cavern, one of the titular Grottos of that layer of the Subterranean Realm. They have carved out a massive ring of grooves within the cavern, which has also been shaped by them, to create the world’s most perfect echo chamber. They keep subterranean livestock for the richness of their sounds, encouraging them to growl, screech, low, chirp, hiss, and so on for the voxes to feed off of.

The city-state, called Calund, is about the size of Texas. The outer reaches of it are used for the livestock, with a drainage system that would be the envy of the world, if the world were aware of it. The inner circles are where the voxes dwell. They rest in small cells that are clustered around circular grooves. Each circle is its own community.

The city is run by a council of elected individuals. Among them are always an architect or designer of canyons and caverns, an expert on livestock, and an esotericist who commands sonic aether skillfully. The rest of the council is made up of anyone who may run for it, so long as they are adults.

New voxes are budded off regularly. They are cared for by their immediate parent for the first several weeks of their lives, then the whole community takes to caring for them. They are not given a name until they are first heard by the whole community. They harmonize with the new vox until it gives them the name it will be known as, its core vibration. Once named, the child is given years of freedom and care until they are about ten years old. Then, they are taken under the tutelage of older members of the community who teach them all the skills and lore of their people.

At age fifteen, they are sent to nearby communities for further education and training. This repeats until they are 24 or so. Usually by this age, they have chosen a role in the community. If they choose one early, they must still study and learn until 24. Once they are out of training, they begin working with a veteran in the role they have chosen, if there is one, and serve the community. If they seek a role that is not perceived to serve the community, they must go before the council and make their case. If the council approves, they lead the way in the new role. If the council disapproves, they may return to make the case again in three years; in the meantime, they work where the council sends them. Most are sent to something the council deems similar to their desired role. Anyone the council cannot find a place for are sent to care for livestock.

Every six days, the whole community gathers to create complex sounds together. Some create music, but most create “sculptures” of sound that have palpable form, a tangibility that even other mortals could perceive. The vibrations become so intense, they take on colors. This event, called the tezekane. Every six years, the entire city-state comes together for one that causes earthquakes above and below them.

National Cultures

The other notable vox nations vary in their cultures:

  • Eilig: the most well known nation of voxes in the world, they are aligned closely with various other beings in the Kerupene area, and they play a role in the crowning of the cynings, or the “strong-voiced kings”, of the area.

  • Krunuche: a similar nation to the originals, the Krunuche do not have the structure to create echoes the way the Bekkankes do. The Hollow is too large and open, and so they create canyons within it that capture sound better. They keep different livestock, and have developed a more feudal economic system.

  • Masek'kike: their alignment with the Howasi means they share much of the same culture, but their role within that culture is one of guides and protectors when the Howasi enter the vast caverns there.

  • Rsketeket: the Rsketekets are strange and obscure, known for their interest in specific kinds of sounds, almost to the point of obsession. They are mocked by other voxes for being shrill.

  • Xyzetet: a nation who find ways to make metal sing. They control a part of the Low Mines that other beings fear to enter out of superstition.

Esoterica

Voxes are beings of sonic aether and command it in ways no other mortals can. They can wield other forms of aether, assuming it can be wielded by a body made only of sound. They can also wield poioumenonic and celestial energies in a similar manner, though they cannot wield euphony or arcane shadow. They can only wield infernal energies at a great cost, and they cannot wield cacophony. Unaligned energies are possible, though bodily nommic energies are complicated - Raesian energy is only possible if they possess solid matter to take the place of bones, and humors and blood are impossible.

Religion

Voxes worship Volvebatur, the Divine Vibration, the thrum of the universe. They believe that all that exist are echoes of this original sound, created when all of creation came into being. They consider Volvebatur is as much a concept as a living being, and they engage religion with in a philosophical manner.

Gender

Voxes are all without gender and find the concept baffling.

Economy

The original vox nation is matriarchal and classless.

Military

Every vox community has a handful of voxes who are capable of creating sounds that break flesh, bone, and armor as a means of defense against the dangers of the subterra or nearby nations who threaten their territory. Among vox nations above ground, they sometimes work with other mortal beings to give them vocal abilities that aid in battle.

Language

Their original language is just made up nonsense with sharp or hard consonants.

Trade

The Bekkankes trade quarried stone and other raw materials for livestock.

Occupations

Other roles within the Bekkanke communities include the following:

  • Architect

  • Builder/shaper

  • Caretaker

  • Councillor

  • Echo farmer

  • Etching artist

  • Guard

  • Livestock handler

  • Messenger

  • Quarrier

  • Sanitation

  • Sound sculptor

  • Stone sculptor

Outside View

Those who are aware of voxes believe them to be spirits or elementals (which is not entirely inaccurate). They are often portrayed by oppressors as dangers, the sort to lure miners or quarriers into deep caves and kill them, evil spirits who cause cave-ins, etc. Others know them to be guides and artists and revere them.

Notables

Estimated Populations

  • Bekkanke: 50 million

  • Eilig: 1 million

  • Krunuche: 10 million

  • Masek'kike: 1 million

  • Rsketeket: 10 million

  • Xyzetet: 5 million

  • Other: 3 million

Sample Stats

PRO 8
ATH 10
STR 10
AWA 8 Hearing 14
WIL 8
PRS 9
STH 7


Watchers

Some say watchers predated shemir; others say watchers split off from shemir, then went back in time to be there when shemir were created. Others still say neither is true, or that they exist outside the flow of time. There is but one nation of watchers, the Chronurians, for they do not allow rogues to survive. They are stewards of time itself.

Watcher Template

Yetis

Nearly animalisitc races of climate-based creatures.

Yeti, (ice),
Sasquatch, (harvest), a forest yeti
Karakoncolos, (deceit), a lowland yeti
Basajaun, (wisdom), a forest yeti
Grassman, (fate), a plains yeti
Hibagon, (luck), a forest yeti
Wodewose, (nature), a forest yeti
Skookum, (mischief),
Urayuli, (family),

Ysians

Ysians are underwater metahumans.

Jengu (health) in the Avalisi Sea
Kanaka Wai (island) in the Thousand Thousand - based on Namaka
Seonaidh (sound) in the Borean Ocean
Wihwin (cacophony) in the Palhuric Ocean
Ysian (water) in the Wyren Ocean

Ysian Template
Topic revision: r1 - 05 Nov 2022, SallyJaneBlack
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