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

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


Djinn


Jinn are beings living past the edge of the senses in the fertile lands beyond the Great Golden Desert.

Aicha Kardicha (water)
Çor (fire)
Div (hell)
Hatif (cacophony)
Hinn (doom)
Ifrit (undeath)
Jann (creation)
Jinni (fate)
Marid (chaos)
El Naddaha (balance)
Nasnas (blasphemy)
Qareen (neutrality)
Sila (manipulation)

Geliqurofi


Geliqurofi

Rhinocerian people who are protected from the aligned energies.

Basics

  • Taxonomic Order: TheFolk

  • Alignment: Shebvic

  • Energy: Shebv Heya

  • Lifespan: 200 years

  • Diet: Mortal fare, but hardened

  • Habitat: Arid mountains

Origins

Spirits in the arid mountains of western Dabusen evolved to resist the myriad energies that flowed through their homelands.

Description

The average geliqurofi stands about 7’ tall. They have the heads of rhinoceroses, but they are far more expressive. They have large snouts with three keratin horns. They have broad frames with stocky arms and legs. Their hands have bone spurs on the knuckles. Their skin ranges from ruddy brown to dark grey, and they have pitch black eyes.

Procreation

Geliqurofi reproduce sexually with one another. With other species, it is only possible with supernatural intervention. Many assume that all geliqurofi are compatible with rhinoceros folk, but the appearance is a result of convergent evolution; there is no relation between them.

Powers

Geliqurofi have supernatural size, strength, and endurance. They can curl up into a ball and appear to be craggy rocks.

Horns

The horns of a geliqurofi are infused with shebv heya. Every impact makes them stronger. They can shatter solid rock, rend metal, and break muscle and bone with ease. If they strike each other, the impact will cause both geliqurofi to temporarily have an aura of invincibility (about 15 seconds).

Presence

Non-geliqurofi in the presence of a geliqurofi can be overwhelmed by them, neutralizing them and their powers.

Immunity

Geliqurofi are immune to one each of celestial, infernal, poioumenonic, and aetherial energies. Each geliqurofi has a different set of immunities.

Weaknesses

If they do not empower their horns regularly through impact, the horns will rot and they will die. If they somehow lose their horns, they will sicken and die.

Nations

There are 12 qeliqurofi nations around the world:

  • Boseogyeon: a nation of traders in Uruo. [korean]

  • Chuluunever: a nation of builders in the deserts of Ladrya. [mongolian]

  • Küçükboynuz: a nation known for their small horns and with a reputation for being criminals. [turkish]

  • Muraṭṭukompu: a nation in subcontinental Dabusen known for being miners, lumberjacks, and farmers. [tamil]

  • Pātalōsīṅa: nation in Majon known for their schools and slender horns. [nepali]

  • P’voragryegh: nation in Artere known for their intricate laws. [armenian]

  • Qewmshakh: the original geliqurofi nation in Jenil.

  • Qurunhamra': the warrior nation that dwell in Mahad.

  • Rogyashch: powerful nation in the far southern reaches of Dabusen, near the poles, who live as nomadic warriors. [russian]

  • Shíhàojiǎo: a nation of builders near the wall in Unbul. [chinese]

  • Tandukberat: a nation in northeastern Dabusen known for their heavy horns. [indonesian]

  • Zangzadan: a nation of hunters in western Dabusen. [tajik]

Culture

In the arid mountains, the geliqurofi live in small cities carved into the terraced heights. They fashion great aqueducts, tunnel systems, and massive walls and catwalks that create stone fortresses out of their cities.

The original geliqurofi are the nation known as the Qewmshakh in Jenil. They answer to a ruler called the shahanshah. This king, usually a male though not always, has his authority from a mixture of (a claim of) divine backing, military prowess, and ancestral privilege. Six families have claim to the title, and it passes between them every few centuries as the political and class struggles shift. Each family has their own military which takes over the main force of the nation when they are in charge. The six families have a sigil that is unique to them, and they use this on their shields, banners, uniforms, etc. They give merchants and shop owners the right to use their sigil in exchange for paying taxes to them. The six sigils are animals from all over, many from distant lands: the onager, Dabusense ostrich, grey cod, Dabusenese elephant, red rat snake, and red goshawk

The family of the Grey Cod (the Gurftn) controls five major cities and the waterways of the country. The cod is a metaphor for the rivers, but also taken very literally, as they keep a variety of fish imported to their constructed forests as well as the indigenous grey cod. The family also controls the navy and has the most influence over the merchant-fleets. Art among the Gurftn is focused on the rivers; blue is considered a sacred color. They build amazing waterfalls and carve sculptures designed to evolve as the water reshapes them. Those who are loyal to the Gurftn live along the rivers and waterways, and therefore they have the most interaction with other cultures. Most Gurftn folk are multilingual and a little more cosmopolitan. They celebrate the Gurftn family every year on the ninth day of the ninth month. They also have what they call the River Festival every year during the summer.

The family of the Dabusense Elephant (called the Penj) controls seven major cities and a region of the country called the Narrows, a series of massive canyons that connect the west to the east. The elephant is a metaphor for their famously having their nose in everything. They have some influence over finance, trade, military, the church, the slave trade, and more. They are known to keep menageries in great palace grounds filled with elephants and great watering grounds. Art among the Penj is abstract and complex, usually red and brown dominated. They create intricate architecture that interlaces the Narrows and have mazes of lines and wires that crisscross the canyons. Most Penj folk are educated and skilled at many crafts. They have five special holidays, each a historical event they celebrate or previous Penj king.

The family of the Red Rat Snake (called the Dadn) controls four major cities and the tunnel systems. The snake is a symbol of their control of vast spy networks. They are the information brokers, and their political connections mean they are powerful even if they are not in charge. They also control the rudimentary forms of media in the country. They keep serpents of all kinds as pets. Among the Dadn folk, furriers and weavers are considered artists, and tapestries (usually bright violet in hue) are popular. Head scarves are worn hanging down their backs, and every Dadn keeps a journal full of information they observe during the day. The secret police of the Dadn family, the najawahaa banfash'h is the main power in the Dadn cities. The Dadn folk celebrate four main holidays, each one seasonal.

The family of the Great Onager (called the Nash) controls eight major cities and the Dashat Qurmz (Red Plains), the low-lying mountain sides at the edge of the country. This region is the most dangerous, and they use it to train their soldiers to survive anything. They keep livestock and pack animals, which they use in their military. They also control most of the agriculture. The Nash favor tan and gold art works, usually murals and paintings, and have a love of red clothing which matches the ues of the plains. Most Nash folk have a secondary craft besides military skill, usually something like smithing or masonry. They celebrate a different major holiday in each major city.

The family of the Red Goshawk (called the Sheshakh) controls three major cities and the Zaman'haa Skaharah'aa, the rock lands on the northern edge of the country, where the raptor aeries are kept. They also control the major artillery of the military forces and a great number of mines. They are known for being more removed and independent. The Sheshakh have the most distinct culture, with their own foods, more rudimentary clothing, fewer slaves and more workers, a focus on green and blue leatherwork, and holidays based on the agricultural calendar. They are the most religious among the families.

And the family of the Black Ostrich (called the Peraq) controls six major cities and the highest peaks of the country. They are the most vain, wearing black feather capes and plumed helmets. They keep many birds, including black ostriches, and are known to control a great deal of wealth, trade, and luxury goods--and the airforce. They are feared for their deserved reputation for cruelty. The Peraq love music, fine clothing, fine goods. They tend to see education as a low priority except when it comes to trade or war, and they prefer a certain amount of decadence. They have 16 major holidays, each one the birthday of an historical Peraq patriarch.

The economy of the geliqurofi nation is based on ancient slavery (non-chattel enslavement), but there is also basic feudal and mercantile relationships as well. The mixture of economies is due to the different families' influences. Because they are a patriarchal society, gender is limited to the two most common in any official capacity, though among the Peraq and the Sheshakh, some variance is allowed privately. Most families are extended, multiple generations in one home, and the ruling families are massive extended clans.

All geliqurofi come together once a year for the Great Games, a series of combat games where they fight only with their horns. This festival is the biggest day of the year.

National Cultures

The other nations of the geliqurofi are very similar to the original in terms of culture and customs, with some slight variations brought on by the dominant culture where they live.

  • Boseogyeon: trade is the heart of the Boseogyeon nation, but they are much assimilated into Uruoese culture and honor the Silhyeon system, working within it to facilitate trade fairly, but remaining “neutral” - they do not endorse or oppose the opposition the Uruoese are engaged in against their enemies. They do not participate in the country’s military or education system, but keep to themselves.

  • Chuluunever: a nation of builders in the deserts of Ladrya who were major architects of the country’s few cities. They also built the irrigation systems there. They were once enslaved by other nations there, but they now live as a major part of the ruling class nations.

  • Küçükboynuz: a nation known for their small horns and with a reputation for being criminals. They have long dwelled on the fringes of society in Omaev and throughout several continents. Though not nomadic culturally, they are often forced to move from town to town.

  • Muraṭṭukompu: a nation in subcontinental Dabusen known for being miners, lumberjacks, and farmers. They prefer to keep to their own culture, but they are often exploited by others and forced to assimilate somewhat.

  • Pātalōsīṅa: nation in Majon known for their schools and slender horns. Their schools are favored by the “middle class” for those they want to become craftsmen or artisans, but they teach a wide variety of skills. They are respected and teach anyone, but they keep their own cultural traditions as best they can.

  • P’voragryegh: nation in Artere known for their intricate cultural rules. Among their rules are guides on how to interweave their culture with the local culture.

  • Qurunhamra': the warrior nation that dwells in Mahad, working mercenarily in the various wars there.

  • Rogyashch: powerful nation in the far southern reaches of Dabusen, near the poles, who live as nomadic warriors. They are known for being territorial and for favoring discipline and strength as part of their culture.

  • Shíhàojiǎo: a nation of builders near the wall in Unbul. They are proud of their part in building the walled cities there, and they are an honored part of the history and culture of Unbul, one of the many respected nations there.

  • Tandukberat: a nation in northeastern Dabusen known for their heavy horns and practices of lifting fallen trees for sport. They love contests of strength.

  • Zangzadan: a nation of hunters in western Dabusen who have been much exoticized by the locals for their different customs, but they try to ignore this and keep trading and surviving.

Esoterica

As beings of shebv heya, geliqurofi are the originators of the arts of the lasars, the mages who neutralize and adjust the flow of esoteric energies in order to maintain the status quo and protect themselves or others. They cannot wield the four aligned energies - aetherial, celestial, infernal, or poioumenonic - and they refuse to use objects imbued with it (as a cultural rule), but they can wield all nommic, paradoxical, shebvic, and ambrosial energies, with the shebvic energies being most commonly wielded, as well as mijjit, vonzot, and ambrosi. They can but rarely wield flux, paradox, or the Law. No one uses recursion.

Religion

Each of the six families has their own variation of the geliqurofi religion. While ancestor worship is common among the lower classes, the ruling classes insist on a more formalized faith. Every geliqurofi honors the Kahadah Sarekh (Red God), the impassive father-god who protects them from outside influences. He is considered their common ancestor and the maker of the six families. The shamans among the common folk worship him and the ancestors only, but the priesthood have renounced ancestor worship.

Gender

While geliqurofi recognize differences between one another in terms of gender, their language is gender neutral and most don’t really care about it socially. It’s simply part of how an individual lives. Marriages among the upper classes and six families are usually arranged and political; marriages among the lower classes are usually very formal and focused.

Economy

Their economy is a mix of feudal and early capitalism, with some slavery.

Military

The six families have massive standing armies that only unite when the king of all kings demands it in times of crisis.

Language

The main language of the geliqurofi is based on Persian.

Trade

They do extensive trade with other countries.

Occupations

Outside View

Geliqurofi are generally seen as a “stupid” nation, though they are anything but. This racist view of them is perpetuated by their isolationist tendencies and refusal to accept the aligned energies.

Notables

Shakhawel, Mother of the Horned Ones, Geliqurofi Manifest

Estimated Populations

  • Boseogyeon: 1 million

  • Chuluunever: 1 million

  • Küçükboynuz: 100,000

  • Muraṭṭukompu: 1 million

  • Pātalōsīṅa: 100,000

  • P’voragryegh: 20,000

  • Qewmshakh: 70 million

  • Qurunhamra': 1 million

  • Rogyashch: 100,000

  • Shíhàojiǎo: 1 million

  • Tandukberat: 1 million

  • Zangzadan: 100,000

Sample Stats

PRO 10
ATH 8
STR 12
AWA 8
WIL 9
PRS 8
STH 7


Kashirum


Kashirum

Spirit folk bound with gossamer light.

Basics

  • Taxonomic Order: TheFolk

  • Alignment: Infernal

  • Energy: Gossamer Light

  • Lifespan: Variable - they may senesce to death at age 100 or at age 3,000, depending on how many souls they consume

  • Diet: Blood and souls or common mortal fare with more bugs

  • Habitat: Temperate regions

Origins

The Dwonnic elves sold their souls to the mithran Ettuttu in order to ascend into something more powerful and spare themselves from extinction.

Description

Kashirum appear to be humans with arthropodal features. Their appearances range from humans with half of their bodies and arthropods with the rest to humans with just a few slight arthropodal features. The commonest arthropods they resemble are spiders, ticks, centipedes, beetles, flies, locusts, mantises, mosquitos, moths, scorpions, dragonflies, and wasps. Culturally, these are chosen because they are associated with power. When they are born, they resemble their parents’ physical appearances, but they molt by the age of eight and get to choose a new form if they wish.

Procreation

Kashirum procreate sexually with one another. However, they are not always viable with each other - it varies by their anatomy. Those that are more arthropodal may even lay eggs or have reproductive processes similar to their arthropodal antecedents. They may also reproduce by binding a mortal of another species to their arthropodal emblem and forcing them to become a kashirum; this process is done only to create slaves, culturally.

Powers

Kashirum have the innate ability to spin light into gossamer light, the infernal energy of manipulation. They do this using mouths, their saliva, which transforms any light they “consume”, then spitting it out as a white slurry. They consume light simply by shining it into their mouths, closing them, and filling up with saliva.

Binding

Kashirum use their gossamer salvia to bind other living things. If they apply enough saliva, the person will be bound to them. Each binding allows for more control, each binding gives the kashirum power over another facet of the target’s Name: first mind, then heart, then body, then soul, then the full True Name.

Binding the mind requires only a little saliva. Anything they apply a drop of their saliva to will dissociate mildly, allowing the kashirum to more easily manipulate them.

Binding the heart requires a stronger dose. Anything they apply a mouthful of their saliva to will dissociate significantly, allowing the kashirum to more deeply manipulate them.

Binding the body requires a full wrap of the torso and legs (or equivalent). Anything they tie up in their saliva will be bound as if in spiderwebs, drained physically and slowly, allowing the kashirum to drink their blood for nourishment.

Binding the soul requires a total body wrap. Anything they enshroud in their saliva will be bound as if in spiderwebs, drained metaphysically, allowing the kashirum to steal a tenth their remaining average lifespan (maxing out at 500 years per victim) if they are of an intelligent mortal species. Non-conscious animals, plants, and fungi simply nourish the kashirum as if they ate a significant meal. Inmortal species give a kashirum an extra 500 years. An average kashirum will do this enough to live to the age of 300 or so, but most cannot afford the slaves or victims needed to do this. No kashirum can live beyond 3,000 years of age without some kind of potent supernatural intervention beyond their abilities. If they never consume a single soul, the average lifespan is about 100 years.

Binding the True Name requires performing the four previous bindings. Anything they bind four times will be subject to the fifth binding, which allows them to consume elements of the target. If the target is an arthropod, this allows the kashirum to take on parts of the arthropod in their appearance. If the target is any other living thing, it allows the kashirum to manipulate other beings of that species supernaturally through speech, touch, or gaze for up to a year and a day.

Binding something is exhausting, and most kashirum must rest up to eight days after consuming an intelligent mortal victim at any level. Non-intelligent creatures take less energy, unless they are otherwise supernaturally potent.

While bound in gossamer light, victims may resist. If they successfully resist, they may break free, and during the first 30 seconds or so after the binding is broken, the kashirum will be dazed and vulnerable.

Molting

Kashirum are born resembling their parents, having the same arthropodal features as their birthing parent and the same human-like appearance as their other parent. But at age eight or so, they molt, losing their arthropodal features and remaining vulnerable and raw until they find an arthropod of their own to bind and consume. If their parents are supportive (for any reason), they will be provided with one, but many are forced to find one on their own.

After their first consuming, they have to molt every eight to 64 years, depending on their powers. After they molt, they are very vulnerable until they find another arthropod to consume. For this reason, most keep a stock of their favored arthropod. If they do not consume a new arthropod within eight days, they regrow their arthropodal form but minimally. Their gossamer saliva powers will fade over time, and they will become nearly indistinguishable from humans, having only a few minor arthropodal features inherited from their birthing parent.

Most choose to keep using the same arthropodal form over and over, often preferring their first form consistently, but some choose to change it up.

Venom

All kashirum have some kind of venom, even if their arthropod doesn’t. If they have a stinger, they will have a venomous sting. Otherwise, they will have a venomous bite.

Weaknesses

Just after molting, they are extremely vulnerable (-6 to all stats at least, if not more). If they attempt to consume aetherial or celestial light to create gossamer light, it will burn them from within.

Nations

There are 12 nations of kashirum, each one having their preferred arthropodal forms:

Culture

The original kashirum culture is that of Srisia. The spiderkin were formed by Dwonnic elves, guided by the Prophetess of Ettuttu, who sold themselves to the power of the Spider God in exchange for escape from extinction. They were tricked, manipulated, and became at first demons. At the end of Second Shem, they attempted to free themselves, not knowing once again that they were deceived, and transformed themselves in the Infernal Realm into spirit folk. They were enthralled and worshiped the Divine who had them fooled. Vital to their formation is the fact that in their new form, they are not required to use their powers to consume, manipulate, or transform - they do so for the sake of power.

On Third Shem, they were placed in Srisia and set up as the dominant “race”, the ruling nation, and given dominion over the other nations in the area. Indoctrinated by Ettuttu, they built an empire that spanned much of eastern Ansulym. From there, they colonized much of the world, either directly or through economic domination. They developed rapidly through stolen technologies, slave labor, and brutal exploitation of other nations.

The Srisian Empire is known throughout the world. To many, it is the enemy, a country known for plundering the rest of the world, but to others, due to the Srisian propaganda machine - empowered greatly by their supernatural talents for manipulation - they are an emblem of liberty and individualism. The first and only law of the land is “don’t get caught”, as the Srisians joke amongst themselves.

The Srisian Empire is run by the Emperor- or Empress-Elect. While in theory anyone can run and be elected, consistently, the same two-dozen families retain the office. There is a Senate, which is a hereditary legislature, and a Great Council, which is elected, mostly “middle class” people who all want to become richer and more powerful. There is a massive, complex legal system designed to confuse and manipulate the populace, but heralded as the model for true justice.

The kashirum are positioned as the rightful rulers of this empire. Through ruthless propaganda and subtle but potent control of all media, education, major religions, and cultural institutions, the kashirum promote their own inherent supremacy amongst the Srisian populace. A hierarchy of other nations exists, some more privileged than others, but all are subject to the whims and wants of the kashirum.

In Srisia, the kashirum are always spider-kin. If someone takes on another form, they are denounced, banished, imprisoned, enslaved, or otherwise shunned and scorned. The spider is the national symbol, and even those who are not kashirum embrace spiders as a sacred animal. Kashirum believe that the more they resemble a spider, the greater their privilege and power. There is some evidence that this prejudice exists in Srisia, but it is not formal or systemic. In truth, it is the opposite - the privileged and powerful are the only ones capable of more fully embracing arachnoid forms. The most powerful kashirum replace their lower bodies with bulbous spider bodies, making them like spider-centaurs, but only if they have the luxury to live remotely and not interact much with the public. Public-facing figures tend toward more human-like appearances, keeping only the mandibles, eyes, and an extra set of arms or legs.

What species of spider they choose is not indicative of their status save in three cases: black widows are always restricted to the priestesses of the same name; tarantulas are exclusive to the military; and cellar spiders (daddy long legs) are considered an embarrassment.

Because kashirum are a privileged nation, most of them are part of the Srisian nobility. While ostensibly Srisia is a (bourgeois) democracy, the noble class remains from the olden days and still has quite a lot of wealth and power. They allow others to do the hard work of governing, save for key roles, but they hold the keys to the bank vaults, so to speak. Usually, they hold positions in government that allow for maximum control and influence without being in the spotlight. The only exceptions are the Emperor-Elect and the head of the Senate.

Poor kashirum live as any working class people do, but they have great pride in their “race” (read: species) and aspire to be part of the ruling class. Rich kashirum live in opulence and use their power to influence everything that meets their whims. They are deeply involved in politics, and they make sure their agendas are pushed through. They keep their wealth by employing thousands of slaves, prisoners, and super-exploited workers around the world; they often have their fingers in many terrible pies, ranging from Agikaani breeding programs to Uraymean slave markets to Aeldian plantations to mining interests in the Low Mines and logging operations in eastern Palhur to oil companies in Mahad to shipping consortiums run out of Merukis to colonizing distant planets. If they can siphon profit and power from it, they do.

Srisia’s main industry is finance. It is the largest export and their most influential sphere of business.

As children, kashirum are either raised by their immediate families or by slaves or servants. Their ages are not counted until they have their first molting, at which time they are said to be eight years old (this is usually more or less true). Their birthday is then set by the day of their first molting and their age measured from there. If their parents are supportive (whether out of love or practicality), the child will usually be provided with a spider to consume. Some parents have traditions of requiring the child to find their own spider, but make sure there are spiders nearby to be captured. Others make the child find their own. Others still don’t bother to care about their children enough to support them at all.

Kashirum recognize their birthdays, but they only celebrate after a molting. At molting parties, they share gifts (usually at least one gift will be a slave) with the molter, provide protection during their vulnerable period, and drink blood and eat cake.

Once the child has taken their first spider, they are required to go to school. Srisian schools are indoctrination factories designed to teach kashirum children that they are inherently superior - unless they are poor, and then they must have done something wrong - and deserving of the riches of the world. Other children are taught to respect, obey, and serve kashirum. By the time they are of age at 18, kashirum will graduate either to some kind of speciality school, college or university, or occupation.

As adults, kashirum are expected to participate in Srisian society as “examples” to the “lesser races”. This usually means keeping their more depraved and violent tendencies hidden. As children, they can get away with outright murder, unless it’s murder of a powerful kashirum noble or someone useful to a powerful kashirum noble.

Srisian music is full of drones, buzzes, and clicks that reflect the arthropodal voices of kashirum. Their art is designed to be emotionally manipulative and to spread ideas that favor the Srisian ruling class. Fashion is heavy on silks (especially gossamer) and whites and greys. Men and women wear loose clothing apt for the temperate climate. Kashirum with more arthropodal bodies wear clothing that suits their forms, usually robes or drapings.

Entertainment amongst the kashirum is usually violent blood sports engaged in by slaves for their entertainment, word games of psychological manipulation (written by šaţāru), or, in modern eras, television. Television stars and other celebrities are called mahāru, and they are extremely popular. Puppet shows are also extremely popular, because the esotericists known as puppeteers are a powerful force in Srisia, and they mask their powers by posing as entertainers. In all eras, advertising is a major industry, controlled behind the scenes by the state, and used to indoctrinate people.

Kashirum live in complex houses. As spiderkin, every house has rooms draped densely with spiderwebs, both natural and supernatural, and the house of every kashirum has access to the underground tunnels called the spiderwarrens. These are vast catacombs filled with supernatural spiders.

While kashirum devour souls and blood from their victims after molting, they do not make a common habit of it. These substances nourish them more than almost anything, but they also require a period of rest afterward that makes them vulnerable. It also causes distress amongst the “lesser races” when they eat one of them. Therefore, they mostly eat common mortal fare except when seeking power. Srisian cuisine does have a tendency toward richer foods, expensive foods from other parts of the world, and lots of arthropods. As spiderkin, they enjoy eating bugs, and they make delicacies of it.

National Cultures

The other kashirum nations always tend to find themselves as part of the ruling nations of other countries:

  • Abauzakian: in the Hollow, they are part of the ruling class of Thaurgkall alongside the tyrannical ruling chthonian nation there. They take on beetle-kin forms and prefer massive, armored bodies. They are a warrior nation of brutal, violent brutes.

  • Bazaunian: in Vendale, they are a swamp-dwelling nation of mosquito-kin who have a predilection for drinking blood. They are a nation of mystics, bloodcasters, blood mages, and webweavers who trade in slaves and political power.

  • Falzurian: in Lyfane, they take the form of fly-kin so that they may thrive in the industrial wastes. They are allied to the industrialists and thrive in the polluted bogs and trash heaps. They are vulgar and cruel, but very, very rich.

  • Kthiki: in Ghaestr, they take the form of scorpion-kin and practice powerful necromantic arts. They are among the only living things in the area, allied to vampires and greater undead, and they often become greater undead themselves.

  • Mronim: in Jhuin, they ally themselves to the powerful pleasure class, taking the form of moth-kin. They prefer more human-like features with beautiful wing patterns and colorful eyes.

  • Nzogki: in Gest, they dwell in the chaotic swamps as dragonfly-kin and live as violent warriors who are keen on political alliances that change often.

  • Skreskh: in Skree, they take the form of locust-kin and devour what food they can. They are survivors in a great host of warriors and conquerors, one of the more powerful warrior nations there.

  • Tepetes: in Nakatan, they are wasp-kin who wield powers of mollesse to depress the population and maintain control. They ally closely with other powerful nations and have their own warlords.

  • Tnozga’m: in Endruin, they take the form of tick-kin and practice blood magic. They ally closely with the cythreulig nations there.

  • Usonzigk: in Mysaral, they practice void arts and take the form of mantis-kin. They are a small and strange nation with a penchant for technology.

  • Wvalsen: in Lann Kurat, they ally with the mammonite nations and take the form of centipede-kin. They are also a warrior nation and usually take the centaur-ish form with a lower body of a centipede and upper body of a human.

Esoterica

Kashirum are beings with inherent powers of gossamer light, and they are its greatest users. They wield it directly and naturally, and many common kashirum are de facto webweavers. Some use it as puppeteers, religious figures, or melultu, powerful esotericists seeking to solve the legendary Puzzle of Webs (a complex puzzle that connects all people, places, and things throughout history via prophecy, politics, and class relations).

Kashirum also commonly wield quaestus, razdavit’, msawhat, stravomenos, peccatum, imperium, infernum, corrogatio, bedrog, drenante, feirua, mollesse, hollow energy, and vile energy. D’qiarsea, kakraohy, shavev mashkalran, blood energy, Raesian energy, mashoaab, emotional resonance, psionic energy, vonzot, complexity, nommos, soul energy, gebvel, and gemtkhereg are also commonly used. They eschew using aetherial, poioumenonic, or celestial energies out of cultural imposition.

Webweaving

Webweavers are users of gossamer light who manipulate people from behind the scenes. They are often found in key positions that give them maximum power and minimum attention. Most kashirum practice these arts naturally and culturally, but those who specialize in this are the shadow government in control of Srisia.

Puppetry

Puppeteers are wielders of gossamer light who control people via sympathetic magic by using puppets, marionettes, and other dolls bound by gossamer light. Puppeteers in Srisia are almost always this kind of puppeteer and never mundane, though many find posing as mundane puppeteers to be useful. Among the kashirum, puppetry is a popular hobby, though some take it up as an occupation as it is easier than webweaving. However, it costs more to make the puppets than it does to emotionally and mentally manipulate people.

Puzzle of Webs

Melultu are those who study the Puzzle of Webs, one of the potent esoteric puzzles of Shem. They use gossamer light to manipulate people, places, and things in order to reveal the connections between all and understand the universe, in an attempt to control it.

Religion

The Srisian Church is perhaps the most powerful institution in the entire world. It is a front for the wealth and power of the family Sris, the oldest noble family of spiderkin in the world, and the religion promoted by it spreads the gospel of individuality. It is designed to promote personal empowerment while demonizing communal empowerment, resistance, or love. It is a mixture of prosperity gospel, toxic individualism, and racial purity. It is a cocktail of lies designed to mask the rampant manipulation, exploitation, and oppression of the masses by the Sris family and the Srisian ruling class.

The Srisian Church is run behind the scenes by the Prophetess of Etttuttu, an Aeonian spiderkin who predates the spiderkin species. She controls the church, the empire, and her own network of agents, all in the name of the Spider God’s grand designs. Most people believe she died at the end of Second Shem; this may be true. Regardless, the black widows, priestesses of the Spider God, are said to be the daughters of the Prophetess, and they hold immense sway in the church from behind the scenes. They are in truth the real power behind the chuch, even more so than the Hierarchs, but they operate almost entirely in secret.

The words of the Prophetess are read and shared by the kurgarru, special lesser prophetesses who are chosen by the black widows or the Prophetess herself (depending on if you think she is dead or not). The kurgarru are only eight in number, and they live in a secluded spiderwarren below the ground. They come out every eight years to make proclamations. Usually, they simply announce there are no new proclamations.

The head of the church are eight necrarachs called the Hierarchs of Srisia. Most are undead of other species who contorted themselves into spider-like forms. They are served by agents and attendants called dayyālu and eresìkiin. These may be kashirum or other species, but they do the work of the hierarchs and directly interact with the public. The main job of the dayyālu is to act as spies within the church. The main job of the eresìkiin is to serve the interests of Ettuttu directly or the serve the Hierarchs as servants or sacrifices.

Below the Hierarchs are mortals, almost always kashirum, known as lugals, who are eight high priests. They are the council who runs the church’s political, social, and moral agenda. It is said, correctly, that they have more power and influence over Srisian life than the Emperor-Elect, and historically, they have often overridden the Senate. A lugal is always a man. Lugals are elected by the rank-and-file of the church, but they usually control the elections.

The rank-and-file of the faith, amongst men, are the gukallu. The gukallu are clerics of Ettuttu who do the day-to-day business of the church. They are extremely manipulative and vile people, usually, and they enjoy the luxury and power of their positions. They are petty bullies. Below the gukallu are the gùtadés, who are tasked with the work of preaching and spreading the doctrines of the Spider God. They are sent amongst the people, and therefore, their work is both more vital and more intensive.

The lowest rung of the church are the abdu, most of whom are not kashirum. These are people entirely enthralled by the Webweaver, the Prophetess, the Hierarchs, or the lugals. They are victims of mass manipulation, and they believe that the power of their Divine controls them (which it does, but not kindly).

All kashirum are expected to worship Ettuttu. Most do not attend church after leaving school, but the indoctrination sticks. Technically, Srisia has freedom of religion in that anyone may worship privately as they please, but the only organized religion allowed is the Srisian Church.

Some rare kashirum (or other Srisians) engage in druidry, bonding to spiderwarrens via gossamer light, becoming the protectors of the warrens. They are considered corrupted versions of bright druids, though few speak of them this way. They practice mortal sacrifice and believe spiders are perfect animals.

Web of Srisia

The Prophetess of Ettuttu has her own personal force of spies. They serve her and her black widows and kurgarru. They are all webweavers, puppeteers, and other powerful wielders of gossamer light. They are perhaps the greatest, most secretive, most powerful spy network in the world. They employ agents both willing and unwilling, assets both knowing and unknowing, and they use every trick in the book to gather information for their mistresses.

Gender

Srisia proudly promotes itself as a country where men and women are equal, but this is an illusion. They are a deeply patriarchal country where the only way for a woman to gain power is to sell out her gender by backstabbing other women. The power of women is built on other women. The power of men is built on the backs of people of all genders. Deviance from binary genders is only accepted if the individual has the power to enforce it; otherwise, they are subject to patriarchal violence.

Marriage as an institution is common in Srisia. Among nobles, it is usually arranged for political or economic gain. Among commoners, it is done for the same reasons, but not arranged. Courtship involves a lot of emotional manipulation and abuse. Among the rich and powerful, both husband and wife will have sex slaves or manipulate servants or others they view as “lesser” for sex. Same-sex relationships are accepted only if the individuals have the power to enforce acceptance. Otherwise, they are subject to patriarchal violence.

Economy

Srisia is an imperialist country.

Military

The Srisian military is the most well-funded military in the world. Using the vast wealth extracted from their colonies and dependents, the imperialist ruling class of Srisian funds a massive military that enforces their control of the globe.

The military is split into eight groups:

  1. Airforce: depending on the era, these are either supernatural airships and flying cavalry or jets and drones.

  2. Army: the extensive ground forces of Srisia.

  3. Communications: the communication corps is all media, telecoms, etc. used by the military.

  4. Esoteric Corps: esotericists who support all other parts of the military.

  5. Intelligence: spies and scouts.

  6. Navy: all aquatic and subaquatic forces.

  7. Spaceforce: all forces in outer space.

  8. Subterranean: all forces operating below ground.

The Srisian military is highly regimented. Each part is headed by a supreme officer, and below them are eight subordinates, and below them another eight, and so on. These are structured as follows:

  1. The Marshal of the Srisian Military

  2. 8 Supreme Officers of the Corps (head of the army, navy, etc.), usually a specific rank such as general, admiral, etc.

  3. 64 Division Commanders (eight for each corps), usually a lesser general or admiral

  4. 512 Regiment Commanders (eight for each division), usually colonel or commander

  5. 4,096 Battalion Commanders (eight for each regiment), usually a lesser colonel or commander

  6. 32,768 Company Commanders (eight for each battalion), usually a captain or major

  7. 262,144 Platoon Commanders (eight for each company), usually a lieutenant

  8. 2,097,152 Squad Commanders (eight for each platoon), usually a sergeant

  9. 16,777,216 Soldiers (eight for each squad), common soldiers or sailors or airmen

This massive force is never full (the esoteric corps, for example, has fewer than 8,000 people in it), so empty slots are taken up by undead, constructs, or animals (usually large spiders).

Srisian Guard

The Srisian Guard are the elite forces of Srisia. They are warriors who wield poisoned lances, spears, daggers, or swords using gossamer light. They are capable of manipulation and control, but they are also subtly manipulated to be thoroughly indoctrinated. Some are of a special group called the Srisian archers, and they use poisoned arrows in their bows.

Threndrir

Mounted aerial cavalry who fly on horrible beasts called kappumamu. They wield poisoned weaponry and are recruited from the most elite of the Srisian guards. They are part of the airforce and army, usually.

Lumgud

Srisian guards recruited to be devoured and reborn in the spiderwarrens to be, essentially, werespiders. They are the most elite warriors in Srisia, and they serve the most powerful of Srisians directly - always behind the scenes. They are special forces, assassins, spies, and bodyguards not to the Emperor-Elect, but to the black widows, kurgarru, certain noble families (including the Sris family), and the Web of Srisia.

Daiālu

Rangers of the spiderwarrens who gain special powers of perception and stealth, which they use as scouts in the military. They wield poisoned arrows in their bows and control animals via manipulation. They are usually covered in tiny, highly venomous spiders.

Pa'asu

Elite assassins, sometimes lumgud, but usually just elite Srisian guards recruited for their skills at stealth. They are part of the Web of Srisia as well as the Intelligence service.

Ḫālilum

The skilled webweavers who serve as spies in the Intelligence service and the Web of Srisia.

Sararu

The Srisian secret police who are part of all the military and the Web of Srisia.

Language

Srisian language is a hodgepodge of many languages, but the term “kashirum” and many other terms associated with Srisia come from ancient Akkadian or Sumerian. This is an affectation by the kashirum, whose original species name was “spiderkin”. They have no relation to Lohar, the actual “Sumeria” of Shem; they simply chose it because of its legacy as one of the world’s earliest empires. They claim falsely to be descended of it.

Trade

Srisia exports finance capital and imports profits. They “invest” in every kind of business, both nefarious and not, and exploit the entire world.

Occupations

See Military, Esoterica, and Religion for occupations relevant to those institutions. Other occupations include the following:

  • Aburu: someone who offers transportation through the spiderwarrens.

  • Busur: professional gamblers who use subtle manipulation to rig games of chance.

  • Damgàra: manipulative merchants.

  • Karsi Akalu: aqyns who praise people in verse and song in order to manipulate them.

  • Kas: a messenger for the powerful who specializes in delivering messages in a way to manipulate communications for their masters.

  • Kaššāptu: a witch who wields gossamer light through controlling emotional cycles.

  • Kibzuh: someone who manipulates the stock market or financial institutions.

  • Gossamerweaver: those who weave silk cloth from gossamer light.

  • Gutaka: those who sew clothing out of gossamer light.

  • Igizalsur: puppeteers who practice their art in the guise of being jesters or clowns.

  • Puppetmaker: those who make esoteric puppets for puppeteers.

  • Rahāšu: dancers who control gossamer light through their movements. Webdancers.

  • Saĝšuaka: a slaver who uses gossamer light to control slaves.

  • Sahirru: political scholars who manipulate information.

  • Subar: someone who is enslaved via gossamer light.

  • Ummânu: weavers of gossamer light who create works of art that manipulate people emotionally.

  • Widowweaver: webweavers who use sex magic.

Outside View

Kashirum are viewed either as paragons of individuality and freedom, champions of personal liberty, or as exploitative monsters.

Notables

Estimated Populations

  • Abauzakian: 5 million

  • Bazaunian: 50,000

  • Falzurian: 5,000

  • Kthiki: 800

  • Mronim: 3,000

  • Nzogki: 4,000

  • Skreskh: 1 million

  • Srisian: 40 million

  • Tepetes: 25,000

  • Tnozga’m: 5,000

  • Usonzigk: 1,000

  • Wvalsen: 5,000

  • Other: 10 million

Sample Stats

Stat for spiderkin only. Other nations may vary:

PRO 9
ATH 11
STR 14
AWA 13 Kinesthetics 15
WIL 9
PRS 11
STH 9

This topic: Shem > Reference > Species > TheFolk > Kayinat > AllKayinat
Topic revision: 17 Aug 2023, SallyJaneBlack
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