Creation is a subtle art. All gods can create, all gods can mould the world around them to their will and create what they wish within their domain. But to rule over the domain of creation is to create an art of the very act of creating. A god of creation has increased power in all domains but proficiency over none. Thus, while inherently more skilled at moulding earth than a fire type god, a creation god cannot match an earth type god in this regard. More importantly, a creation god has the ability to, at a high enough level, create enormous systems known as 'universes' in empty worlds, like the New World. Where a creation god is not powerful enough to do such a thing, they can channel energies in order to create a universe. However, no more than one universe can exist within one world and the power of Invictus and Fate prevent any god from slipping into another, completely separate dimension. This world will only become a universe when Vowzra wills it, but such a feat cannot be accomplished by one god alone. Indeed, the creation of the universe will require a ritual which sees all the gods put their powers together. One moment of unity before the shattering disunity.
Time is a very ambiguous thing, it begins when a universe is created and is limitless in its scope and possibilities. Even a god of time cannot completely encompass or control time in its entirety. Indeed, Vowzra is convinced that 'Time' is itself a manifest being which transcends all worlds and dimensions. A truly ultimate god - perhaps even the only true god. But these are merely Vowzra's musings, he has no way of proving it. Vowzra can see a limited number of timelines which lead the universe down different routes, and it is Vowzra's duty to choose one route and work to ensuring that the universe sticks with it as much as he can help it. Vowzra also knows all the potential ways the world can be brought to a devastating end, and with it the gods, and it is his ultimate purpose to ensure that such an end does not come about. The only end that is acceptable is a dignified one, and the only dignified end is the one willed by Fate.
His powers include the ability to cause things to age or become younger immediately, open up time portals leading to minor planes where the laws of time differ greatly from the universe's, and he has the ability to bring time to a halt, thus freezing all things in existence. This ability does not affect gods. In combat with other gods, Vowzra has the ability to slow down opponents by warping time around them thus making it so that they operate at slower rate of time. This can be broken should Vowzra lose focus - if, for instance, an external attack draws his attention. Vowzra also has the ability to slip into the very fabric of existence. He does not move to another plane, but rather becomes part of the very universe. Simply put, if we take the fabric of existence to be a 'wall' separating one plane from another, Vowzra does not slip through the wall and into the other plane, but becomes part of the wall.
Alignment: Lawful Neutral - from easydamus.com/lawfulneutral.html 'Those of this alignment view regulation as all-important, taking a middle ground betwixt evil and good. This is because the ultimate harmony of the world--and the whole universe--is considered by lawful neutral creatures to have its sole hope rest upon law and order. Evil or good are immaterial beside the determined purpose of bringing all to predictability and regulation. It is the view of this alignment that law and order give purpose and meaning to everything. Without regimentation and strict definition, there would be no purpose in the cosmos. Therefore, whether a law is good or evil is of no import as long as it brings order and meaning. They are respectful to both their leaders and their peers. Subordinates will be treated as is due their station within society. Written contracts and verbal agreements will be honored by these characters. They will not break their word or a contract unless there is a legal way to do so. Lawful neutral beings are concerned with the letter of the law, but rarely the spirit. These characters also respect the idea of station in life. They will act as they should, given their station. The lawful neutral being normally sees law and order as of prime importance, with the well-being of the group put ahead of the individual on almost every occasion. Such persons see good and evil as immaterial and unimportant in the structuring of the universe into perfect order and harmony, in which lies society's only hope for survival. Whether a law is good or evil is of no import as long as it brings order and meaning. Thus, personal gratification of needs and desires is well and fine, as long as this doesn't interfere with the ultimate ordering of the cosmos; all other considerations are secondary. Life, to the lawful neutral being, has no meaning without order, and is thus expendable when faced with the choice between it and harmony.'
Gender: Referred to as 'he' or 'she' depending on his chosen form. He is neither male nor female. 'He' will be used as default.
Personality:
Vowzra is a disdainful being. He will not meddle with things which are of no consequence in the greater scheme of things. Why should he feed a starving child when the child is fated to die anyway? No, if a child is to be fed then it must be because it has a great purpose to fulfill and therefore must survive. If a creation is to receive help, then it is because they are needed to keep the world on the 'correct' timeline. If a woman is to be aided, she or her descendants must be of importance for the world. That is how Vowzra sees the world, even his fellow deities. If a deity is fated to be destroyed or killed, then they are of no interest to Vowzra. If a deity will knock this world off the correct path, it must be dealt with. If a deity is of importance to this world, it must be befriended and aided when aid is needed. Vowzra likes it when things go as planned, he likes organisation and the setting of rigid rules which must not be broken. After all, time must not be interfered with by foolish ones who seek disorder and chaos. No, he likes order, he likes discipline. Of course, his perception of what is order and chaos are very different from others. He views things from the greater scheme of things. It does not mean he does not like chaos happening, he just does not like it when chaos happens without it being Fated to, or when chaos does not occur when it is meant to. In the same way, he does not like it when there is order when order is not meant to be, or when there is no order when it should be present, when somebody who should be dead is still alive or when somebody who should be alive is dead. Yes, he likes it when time goes as planned. He likes order in his plans, not the meddling of fools who know not what they do - and time is a very fragile thing, any bumbling foolish nitwit with a bit of power could derail it and lead the world into the great, terrible unknown.
Depending on the individual or people in question, the situation at hand, and what the timelines dictate, Vowzra can be kind and compassionate, or he can be utterly cruel and cold. If his plans call for him to be cruel, he will be savage, if he must be kind, he will be benevolent. Vowzra is emotionally very stable, for he is aware of what will happen and is ever ready for it. Nothing ever catches him off guard. Of course, when time is not going as planned and things which should not be happening are happening, he can become very unstable, going into a furious cold rage and heaving chaos in untold ways - summoning creatures from beyond time, creatures that no deity or mortal should ever hope to witness. Of course, such a thing will require a great amount of power and might and, of course, concentration, lest even the god be sucked into the Hells of Time, a world so terrifying that deities who have been there have never come out alive, and those who did were never the same - other than Vowzra, that is.
While Vowzra is all-aware, his level of awareness is generally limited to the timeline he can see and a few variants of that timeline. This differentiates him from gods whose domains are more focused around knowledge of multiple futures and presents. His purpose is to ensure that the world does not slip from its destined timeline, or if it does, that the variations are very slight and lead to a dignified rather than devastating end. This means that he can at times become irrationally bent on preventing the world from slipping into a timeline unknown to him but perhaps known to others, even if he is assured that said timeline is far better for the world.
Vowzra is emotionally very distant, even from his fellow deities, and even more so from mortals and creations, not tying himself to a select few who choose to worship and honour him. In fact, he pays most mortals and most immortals (deities that is) very little attention at best, unless they interfere with his plans. After all, he has greater and more important work to be doing. He, the Governor of Creation, the Lord of Time. He cannot bother himself with a single time slot and a single creature or creatures. The Fate of the world rests in his hands and he must see to it that the world he dwells in goes down the correct path, a path which will not lead to destruction and doom, as was the Fate of the old gods and their world.
To achieve this, he will go to great lengths so as to make sure that the world stays fixated on the correct path, whether he must see to it that a vile and evil power rises and dominates or whether a great and noble one meets its end. This is the way of the world, the feelings and well-being of the few at a certain point and place in history cannot lead to the destruction of creation, he will make sure if it, even if the other deities grow to hate him, even if the mortals shun him and all his followers. He will do what must be done, he will not play around with simple, foolish, naive things like 'justice' and 'honour'. No, he will do what must be done, whether just or unjust, honourable or otherwise, for he knows the result, he knows what will happen, and he knows what will happen otherwise.
Apperance:
He has many forms, some known, but most are unknown, even to other deities. He is most commonly known as the 'Old Sage of Wood' among mortals and among the divine. When appearing to mortals, Vowzra is usually in the form of the 'Old Man of the Woods' or the 'Wise Woman' giving wise counsel or asking for some kind of assistance. Those who do not listen to advice given or refuse to assist receive an eternal curse, while those who listen to or help the deity receive blessings and are looked over by Vowzra even after death. Among the other deities, he is also known as the 'Guardian of the Air' and as the 'Furred Guardian', appearing in this form only to those mortals who shall soon meet an end due to their trespassing, so mortals do no know him by this form, as all who see it die. The other form he is known for is the 'Guardian of the Woods' a form he has yet to show to any mortal eyes. These are the only forms he has shown to any other creature, he has many more and may or may not reveal them in the coming years and centuries.
Vowzra is rather distant and detached, or at least he appears so. He does very little directly and simply watches. While other gods certainly do not underestimate him - how can one underestimate a god with such a domain and portfolio? - but his general disdain and detachment make him easy to forget about or ignore when plotting and scheming. What is rather odd is that despite his general disdain and detachment, Vowzra can become extremely involved in the scheming and plotting of gods when he wishes. Such involvement appears rather random to some, but those who have greater vision and understanding can generally see that his involvement is to ensure the safety of the timeline - although at points it his actions make it very difficult to believe that. For a god of creation, his creation are a poor lot indeed. In creating them he is generally benevolent and generous, raining on them his pleasure and blessings. However, with time he can grow very distant and ignore the pleas and cries for his help. Perhaps he enjoys testing his worshippers to see who of them has the greatest faith, or maybe he is secretly just a consummate sadist. Generally, however, Vowzra's worshippers, when he is directly involved with them, can grow very powerful and prosperous, while the 'Chosen' (Heroes) among his creation enjoy great prestige and power - as a base, they have the unique ability to 'create' living creatures (an ability which becomes more powerful as they grow), as well as various time-based capabilities, which also become more powerful as they grow - but it comes at the cost of having their god give them bizarre tasks; abandon them, sometimes for apparently no reason, for terrific periods of time; or even allow them to be corrupted and used as the playthings of other gods.
The history of the family up until the coming of the darkness and the birth of Zerabil.
Zerabil's mother (human): Yara Zerabi's mother (goddess): Yara Zerabil's father: Gadar Zerabil: A well-built young man, appearing to be around twenty years of age. He is not overly tall, coming at 5'10", or 180 centimetres. His physique is ectomorphic, and his muscles are small and built for speed and power rather than brute strength. He is rather flexible, though not unnaturally so. His hair is eerily white - completely so, without a stain, and is shoulder length. It is braided on the left and right, and the two braids are tied back in a long, ponytail-like braid. A few feathers adorn his hair. His right eye is entirely white bar the pupil while his other is fully black, including the iris and sclera. His skin is a light olive, though it transitions from lighter shades, almost white to darker depending on exposure to the sun. Zerabil's Wife: Seihdhara, Seihdhara of the Red Hair Zerabil's Children: ?
Name: Vowzra's Victors Description: A large Order of 500 individuals (400 humans and 100 Uri) dedicated to the gods, and who go after the god of Time who created the first forms of life - ants and trees. It is made up of hundreds of loyal adherents whose base is the Mountain's Crown, a large, well-fortified mountain monastery located in the Southern Mountains. The monastery has a smithy, a meditation garden, a storehouse, a library, training grounds, and is surrounded by high walls of stone and metal, guarded day and night. The also has two top secret underground escape routes leading a kilometre away from the monastery. Vowzra's Victors are specialised in the use of weaponry and Wi, and they were the very first to domesticate horses. They are rather famous for their metal armour, which covers them from head to toe, much like it does an Alma Igna, and the surrounding mountains provide ample metals for Rejys' smithy. They are also famous for the various weaponry Rejys' inventive mind - no doubt a blessing from the Fiery One - has managed to come up with. This includes swords, maces, axes and spears, with shields being a common sight on some. The Victors are a staunchly loyal and religious bunch, they have faith in all the gods and truly believe that they are protected - whether it is by the Celestial Above, the Chaotic One, Our Mother of the Wi or others. They follow them all and do their bidding as it best deserves to be done. Years of meditation, contemplation and rigorous study have also given them increased mental capacity, focus and skill with Wi, and so too has their enthusiastic following of The Way and Stoicism. On the battlefield or in the temple, these are warriors famed, models of human character and morals, and unmatched worshippers of the gods.
Creation - 2 Might Conceptual
Name: Vowzra's Victors; The Hallowed Hundred Description: The hundred most loyal, veteran and unbreakable members of Vowzra's Victors, known as The Hallowed Hundred. These are individuals who are mighty in their own right, but who are, together, utterly unconquerable. They have honed both their minds and bodies to their limits and beyond. Their loyalty is absolute, their wrath is mighty, and their power unmatched. While normal Victors refer to each other and are referred to with the honorific 'Brother', those of the Hallowed Hundred refer to each other and are referred to with the honorific 'Battle Brother' to distinguish them. Battle Brothers of the Hallowed Hundred usually have decorated and more personalised armour and weapons. They also usually have names for their foremost weapon and share a unique and intimate bond to it, viewing naming and using it as a way of honouring the Fiery One of the Forge. Zerabil, though the leader, is also referred to as Battle Brother and his status as Prophet and Son of the Celestial Above does not make him above questioning or challenging. Obedience to him, however, is favoured, and challenging him on a point or a command is only allowable in reasonable situations or when he gives an absurd order. These individuals are all blessed by Zerabil, making them rather unique from others - for they never age.
Creation Conceptual
Name: Stoicism Description: A way of life aimed at leading one to happiness by achieving the truly ‘good’ things in life, what are called ‘Virtue’. The supreme ideal of Stoicism is a combination of ‘Wisdom’ or moral insight, ‘Courage’, ‘Self-Control’ and ‘Justice’ which includes upright dealing with other people. By following the supreme ideal and achieving it, a man becomes truly self-sufficient; that is, immune to suffering and bad fortune. ‘Virtue’ is a personal characteristic, not one bestowed by class or position: thus, even a slave who has achieved ‘Virtue’ is free, because no man, not even a king, can affect him. Stoics believe in that, as all people live in a singular community under more or less similar conditions and restraints, all have a duty to live in conformity with the community. There are two main principles; 1) resigning oneself to Fate and; 2) living life according to nature’s laws. Although resigning oneself to Fate seems to mean that one should not try to improve the future, this is not correct: stoics put a high value on public service, for instance, or striving to better oneself. In the case of stoicism, resigning oneself to Fate means that one should not set too high a value on cursory, transient thing. By avoiding a fixation on the unimportant, man can find true inner peace and unshakeable contentment that does not rely on possessions or fortune. By accepting that things come and go, this contentment and peace will withstand the obstacles of ambition, luxury, and—most importantly—greed. As for living life according to nature’s laws, this can mean generally conforming to society, but is also deeper as a key tenet of stoicism is ‘questioning convention’. Living according to nature’s law are two-fold:
Training oneself to live with only the bare necessities. A man should know how to live with just basic food, water, clothing, and shelter. “Set aside now and then a number of days during which you will be content with the plainest of food, and very little of it, and with rough, coarse clothing, and you will ask yourself: ‘Is this what one used to dread?’”
Stoics insist on developing the gift of reason. One must perfect their sense of reason to conquer their devastating inner emotions: grief, pain, fear (of death, especially), and superstition. Reason allows one to escape from and discipline their passions, understand that ‘nothing is good or bad, only thinking makes it so,’ and to generally accept the mind as a greater source of truth than the body or emotions. Stoics are famous for their idea that ‘the shortest route to wealth is the contempt of wealth.’
Name: Daichi Saduzow Nickname/Alias: He of the Wings Gender: Male Age: 60 Years Age Appearance: 40 Years; Face looks rather young despite white hair Sexuality: Heterosexual
Organisation: N/A Clan/Kekkei Genkai (or hiden): Saduzow Clan [Status: Mysteriously Destroyed] /Tamashi no Rikugun (The Army of Souls) aka The Fusiongun
Rank: ???? Position: 'Leader' of the Clan; Last of the Saduzows Chakra Nature: Fuuton, Wind Release; Doton, Earth Release
Additional Appearance Details: Irises are a very pale brown, which fade into white closer to the sclera. Measures at 183 centimetres and weighs at 80 kilograms. Has a flexible build, lightly muscled but by no means 'ripped'. His are small, tightly knit muscles which allow for a good level of power and speed, rather than large muscles which give brute strength but little speed and power. He is in peak physical condition despite his age, largely due to his nomadic existence. Has a few scars, most notably one running down from his right collarbone to his left hip. He has a smaller scar running down his left cheek and numerous marks and scars over his body, as any self-respecting veteran who has faced death should reasonably have.
The woman's radiant green eyes looked up upon the beast which towered high above her. It was a strange tiger of sorts, green in colour and with black stripes. And it was huge; glowing and with parts of it phasing in and out of existence. Needless to say, she had never seen such a monstrosity. And it had killed everyone. At the monster's feet was her child, his eyes glowing a complete green as he crawled through the blood and over the bodies of his people. How had this happened? The activation of the clan's kekkai genkai always resulted in a loss of control, but such a monstrosity was unheard of. And it did not harm the child at all. 'Dai...' she croaked, tears welling up in her eyes as she tried to crawl towards him. Her lower body was all gone. The child stopped crawling and sat up, cocking his head at her and cooing slightly. He was nothing but a baby after all. The light of the late afternoon sun was obscured, and an ethereal paw descended upon the dying woman.
Daichi does not know anything about the annihilation of his clan. He only knows that his aunt had come to visit his mother one day to find, much to her shock, the destroyed remnants of the clan's hideout and the bloody remains of the Saduzow Clan. She found Daichi lying, barely alive, beside the crushed corpse of his mother. Shaking, she only just about managed to pick up her nephew and quickly get away from the place. No one knows what happened, and the event came as a great shock to Sunagakure and the Land of Wind in general, for the Saduzow had been a mighty and vital weapon in their armoury. Their annihilation left the hidden village desperately vulnerable, which proved devestating - but not completely debilitating - during the First Great Shinobi War.
Daichi grew up with his aunt and her family in Sunagakure. He became a very lonely child, this most likely being due to the constant bullying by his cousins which broke his faith in people before that had truly developed. It was often the case that he would wonder alone into the desert or find a place far from others where he could sit and think on his own.
One night, Daichi now six years old, lay in his makeshift bed in the attic, and he thought. He thought about his life and about his cousins, and he thought about the academy and of the future when he would surely become a most powerful ninja. He would show them all. His cousins. His now-widowed aunt who cared nothing for him. The senseis who mocked him. The students who looked down on him... And in his heart, the seeds of hatred were planted, and they would be nurtured over time.
One day, perhaps a year after that fateful night, Daichi was to partake in a sparring session. The sensei did what he always did: paired Daichi with the only person he could truly call a friend. Mao was short; she had large beautiful green eyes, light brown hair, and a lovely smile. And she understood Daichi. She was not like the others. Gritting his teeth, Daichi decided that if the sensei kept pairing him with Mao, he would never be able to display his prowess. Not that he was weaker than her, he just could never bring himself to seriously spar with her. She was his only friend, and he hung to that friendship like a fish to water. He had asked the sensei to pair him with someone else more times than he could count, but he never agreed. And so Daichi had decided that if he wanted to become strong he had to leave such petty things as friendship behind him. He would not hesitate this time.
'Okay,' the sensei's voice silenced all the chattering students and they all prepared themselves. 'Keep it clean,” he growled, allowing his gaze to pass over the sparring hall. 'Begin!' he shouted. The room crackled with life as the each student leapt upon their partner. Fire tore across the room, clones ran up and down as opponents hit each other, yelps and angry shouts rose up. But Daichi had his opponent down in seconds. He stood over the unconscious Mao and looked around himself imperiously. The sensei noticed after a while and worry crept into his eyes almost immediately. 'Idiot! Get away from her,' the sensei walked over and pointed Daichi towards the far wall. It was against the sparring rules to knock anybody out, a knock down was enough.
The sensei generated some water and poured it over the unconscioues girl, but she did not move. Frowning, the sensei bent down and checked her pulse. His eyes widened in shock and he glanced with horror at Daichi. She must be really hurt, the boy thought to himself. Then he noticed that the sensei had tears welling up in his eyes. Daichi frowned, he knew that Mao was Onwa-sensei's daughter and all, but he did not have to weep over her being knocked unconscious... Shouting for everyone to stop, the sensei ran out of the hall with Mao in his arms. Frowning, Daichi decided to follow. They reached the infirmary, and the child was quickly pushed out of the way. He sat against a wall and watched quietly as nurses worried over the silent Mao.
Finally, one of the nurses looked up and shook her head. 'I am sorry, but I can’t do anything. She is gone,' Onwa-sensei’s face fell and tears dribbled down his cheeks, and when he looked at Daichi, it was with such hostility and loathing that the child had to hug his knees and make himself as small as possible.
'And what about him, the one who...who murdered her,' the words washed over Daichi and emptiness engulfed him. Realisation hit at last and a cold chill ran down his spine. Terror overwhelmed him and he found that he could not move. He wanted to cry out in fear and weep, but the tears never came, there was only a dull thudding emptiness in his chest, a hole Mao had filled with her beauty and smiles. She was gone. The emptiness took over, like a hungry predator that had been waiting to strike. All he thought of was Mao, and knowing she was dead pained him more than anything, more than the insults, hostility, more than being looked down on, more than being bullied, it pained him so much he could not breathe. He realised then, in a naive and childish sense, that he had loved Mao Onwa. As much as he hated her father, he had loved her - as a friend, as a girl. She had been his family, clan and home. She managed to worm her way into his heart, brighten his dark days, make him feel wanted, needed. Mao had given him purpose: to make her happy. It was so simple, but to Daichi it had been vast.
That night, abandoned by everyone - even his aunt - Daichi left the village and walked out into the desert. He walked for days without water or drink until he could walk no more, and one night he lay down on the sands and watched the star-filled desert skies. Death was coming for him, he could feel it. He welcomed its coming. One like him did not deserve life after all. The darkness sucked him in and he welcomed it with gratitude and happiness, as though it were an old friend that had been gone too long. This was probably the luckiest thing that had ever happened to him.
But it was much too lucky, and he knew that something was going to happen soon, something that would halt death itself, such was the power of his terrible luck. In the darkness of the night and his coming doom, Daichi heard laughter. Malicious, demonic, devilish, satanic laughter; he thought he saw a green glow, a striped creature and vicious claws. And eyes. It reached for him and Daichi cried out in fear.
Except it was not anything malicious or green. It was pure white light. Great winged beings were descending down upon him, their wings glowing white. Perhaps these were the gods of death themselves, it gladdened his heart that so many shinigami thought his soul worthy enough to come take it. Perhaps.
Indeed, they were not shinigami at all, but Anjekus - creatures of legend long forgotten by the world. In their wisdom, they had also chosen to forget the world. For whatever reason, however, they came down upon Daichi in his moment of death and carried him off. He dwelled with them for twenty-three years, and those years were no less than the best of his sixty years of existence. He learned from them, they honoured him as one of their own and he felt that he had finally found a home.
In his final years with them, the Anjekus prepared him for a ritual they called The Ceremony of Flight. It was something of a coming off-age ritual for adolescent Anjekus. Daichi had no fear of these creatures who had taught him and strengthened him, and anything they ordered him to do, he obeyed. And so it was that Daichi received the wings he would become famed for during the First Great Shinobi War, which would begin in five years. Wings which were as black as the Anjekus' wings were white. Daichi left them then, setting out into the world to carve out a life and destiny for himself.
In his thirty years of existence up until that point, Daichi had become a human Anjeki, creatures of might and power. Walking away from the mountain home of the Anjekus proved to be the beginning of thirty years of travel during which Daichi clashed with shinobi from all Five Great Shinobi Countries, mostly during the First Great Shinobi War which broke out when he was thirty five. During the fifteen years of war, he found himself on the receiving end of each of the Hidden Villages' wrath, and his travels took him from one encounter with shinobi to another. The war was a school, and in it he honed his abilities and gained a reputation which has followed him since.
Since the war ended ten years ago, Daichi has continued his travels alone, having left two of his three sons - whom he had with an Anjekus - to their own lives. He is in search of their youngest brother, who was kidnapped during the war and has not been seen since.
For a man of sixty years with so much experience and power, Daichi has very little patience for humans. A fickle and pitiful race, he does not think them worth the earth they walk upon and destroy. From their greatest Kages and Daimyos to their most poverty-stricken peasants, humans are a taint on the face of the earth. While he does not necessarily believe in wiping them out - they are, after all, part of the natural order of things - he does not think much of them and their affairs. Or at least he likes to tell himself that, it makes him feel distant and superior. And mysterious, he likes mysterious.
Old and experienced as he is, Daichi has not truly had any profound experiences with other humans ever since he left the mountain home of the Anjekus, other than killing more than he cares to remember over the years (well, he does not regard himself as a mere human, he is an Anjeki, clearly much greater and superior beings). Despite the meditation he often partook in with the Anjekus, and all the high and lofty ideals they tried to instill in him, Daichi is severely lacking in wisdom and any great degree of compassion for anything human.
He does, however, hold a great respect for nature, and he views the tailed beasts as a part of said nature. Attempts by people to subjugate them and turn them into tools of war and destruction disgust him greatly, and he will often go out of his way to foil any schemes and plots he is aware of with regards to the beasts.
When interacting with people, he comes across as rather cold and disinterested and it takes time for anyone to get through his facade of indifference - for it is a facade so convincing that he has grown to believe it is in fact real.
Base Weapons & Items:
4 explosive tags.
3 smoke bombs.
2 kunai
5 shuriken
0 wire
Specialised Weapons & Items:
Name of Item: Eye of the Saduzow
Description: The most prized possession Daichi has, an amulet with the Saduzow clan emblem on it - an eye with a green emerald for the iris and pupil. It hangs on a chain around Daichi's neck and never leaves his person at any point. Considered a sacred treasure of the Saduzow, it greatly increases the capabilities of the Tamashi no Rikugun when activated. Unfortunately, Daichi has no idea how to activate the Eye.
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Name of Weapon: Sunaarashi
Description: A chakra blade in the form of a katana (see appearance in character image). While it can be infused with wind chakra flow using Wind Release: Vacuum Blade; the true power of this blade lies in its ability to simultaneously be infused with two chakra flows: Wind and Earth. Infusing a weapon with earth chakra flow is unheard of, it is seen as a defensive type used on one's body rather than their weapon, but Daichi has infused it into his blade, along with wind chakra flow. This makes Sunaarashi a particularly potent and powerful sword. It must be noted that infusing it with two chakra's simultaneously is very taxing and leads to instability in the chakra flow. Thus, while it is very powerful, it sucks chakara very quickly and causes damage to the user the longer it is active. For this reason, Daichi usually combines the chakra flows in short bursts against an opponent who does not expect such a strange and dangerous attack.
Special Traits
Extraordinary Stamina & Endurance - Daichi grew up in the mountains of the Anjekus, the high altitudes forced his body to adapt and the harsh terrain required great skill and bodily stamina to negotiate. He can go through long periods of bodily strain without tiring and requires relatively little rest to recuperate. Years of traveling have further improved upon this trait.
Relatively Strong - While Daichi is by no means a monument to physical strength and muscularity, his strength matches, or is just above, that of the average jonin's.
Relatively Fast - As with his strength, Daichi's speed matches that of the average jonin, or just above.
Longevity - Due to the Ceremony of Flight, Daichi partially gained some of the Anjekus' long lifespans. His natural life is perhaps double that of a normal human.
Chakra of the Saduzow - Due to their unique kekkai genkai, the Saduzow Clan developed certain chakra traits, over time and through selective reproduction at a point in their history, which led to most Saduzow clan-members having unusually large chakra pools which was much easier to mould and control than usual. This meant that chakra levels and control did not become a hindering factor when a clan-member was focusing on controlling all the spirits they had called forth. Needless to say, Daichi has inherited this. His sons, while benefiting from much larger chakra pools (thanks to their Anjeki half) do not have chakra as easy to mould and control as Daichi.
Master of Ninjutsu; Taijutsu Expert; Bukijutsu Skill - During his years with the Anjekus, Daichi was mainly taught ninjutsu and taijutsu (he did not remain long enough to delve into senjutsu). He did not achieve true mastery until he found himself forced to push himself to higher and higher levels during First Great Shinobi War. Learning a wide array of jutsu in combat from enemies, he also developed a few of his own. His over-all physical power, training and experience also makes him a rather formidable taijutsu user, though true specialists and masters can best him. He also received, along with taijutsu, a great amount of training in the Kenjutsu branch of Bukijutsu. Over the years his use of his sword, Sunaarashi, has been combined with his ninjutsu skills to create a very powerful combo.
Masterful Imbecile of Genjutsu - If idiocy in the use of genjutsu was an art, Daichi would be a master amongst masters. Genjutsu as a whole baffles him and he does not bother much with it. His ability to detect genjutsu being used against him, however, is above average due to the Chakra of the Saduzow. His abnormal chakra control, and the traits of his chakra, mean that disturbances by foreign chakra are slightly more easy to detect. Of course, those with some skill with genjutsu are capable of trapping him without him noticing for extended periods of time, while those less skilled would be able to trap him for shorter periods before he notices. It must be noted that knowledge of one's entrapment in a genjutsu does not mean they are any the more able to break free, and this is true of Daichi.
Easily Absorbed Chakra - Due to the ease with which Chakra of the Saduzow can be moulded and controlled, it is rather vulnerable to Chakra Absorption Techniques. Such techniques are particularly potent against Daichi and even a small amount of exposure can drain him of huge amounts of chakra despite his large chakra pool. While the chakra does not retain its traits once absorbed into another persons chakra stream, the amount absorbed is huge, giving opponents huge boosts. In rare cases, the speed and amount of chakra absorbed can be damaging to the one absorbing, leading to chakra overflow, chakra being wasted and a varying period of weakness.
Name of Kekkei Genkai/Hiden/Kekkei Tota: Tamashi no Rikugun/ The Fusiongun
Clan: Saduzow Clan
Description: The Fusiongun is a Kekkei Genkai technique special to the now largely reduced Saduzow Clan - the only remaining members being Daichi Saduzow and his three sons, Yoshiaki Saduzow, Toshihiro Saduzow and Kiyoshi Saduzow. The clan was very prominent in the Wind Country and prided itself on the quality and prowess of its shinobi, regarding themselves as the elite shinobi clan of Sunagakure. The clan had a compound in the middle of the desert (see Daichi's birthplace on map) where its members were trained and taught in the clan's own, unique academies separate from those of other Sunagakure ninja.
The clan had a dual hierarchy system. On the one side was the largely symbolic family hierarchy, where families within the clan traditionally viewed as prestigious and descended of great members of the clan were higher up and wielded more influence and respect. On the other was the more egalitarian prowess hierarchy. The clan had regular clan-wide examinations every ten years which tested all members on various abilities, ranging from cognitive skills and knowledge to ninja abilities and power over the Fusiongun. The fifteen who scored highest became the clan's council who would rule for the next ten years, the one who scored highest being considered the clan leader. However, the clan was extremely secretive about its internal workings and much has been forever lost, including their expansive library which was famed far beyond the borders of the Wind Country. The library was burnt to the ground during the destruction of the clan - it is suspected that a clan member did the act to prevent their knowledge from leaking out, as no other building had been burnt to the ground.
The Fusiongun, when activated, causes the user's iris and pupils to become a glow-in-the-dark green. This kekkai genkai causes the body of the user to become a medium between the physical world and the realms of the dead. Spirits of long dead animals, many which do not exist on the user's plane of existence, are capable of being called forth and used in combat. These spirits will attack anyone in the user's vicinity whom the user views as enemies. Activation also makes it possible for the user to detect all spirits within their one hundred metre radius - whether they are those they have summoned or those within living people or creatures in the vicinity.
What makes this ability something of a double-edged sword is that summoning forth a particularly powerful spirit without the ability to control it can lead to a complete loss of control. More often than not, it is the user who becomes the target of the vengeful spirit in such cases - meaning that the spirit, ironically enough, destroys the very medium keeping it on the physical plane.
Needless to say, it takes a phenomenal amount of willpower to use the Fusiongun, which is why the first time it is activated leads to a complete loss of control. All animals summoned will rampage and kill anyone in sight unless the rampage is contained - usually by a few skilled Fusiongun users who can seize control of the rampaging spirits and force the deactivation of the user's Fusiongun. Through long years of training, the wielder can summon more powerful spirits and maintain control over a greater amount simultaneously. This means that Saduzow clan-members required a very specialised and lengthier schooling, which is why the clan had its own academy system in the compound.
Currently, the only known users of the Fusiongun are Daichi Saduzow and Kiyoshi Saduzow. Due to being the children of one with the Fusiongun and one without (regardless of whether the other was human or Anjeki) it was very unlikely that any of Daichi's children would ever have the Fusiongun. Thus, Kiyoshi having the Fusiongun came as a surprise to the entire family. This has also meant that his kidnapping came as a double-tragedy: the loss of Daichi's son and also the loss of the only other person who had the Fusiongun.
Name of Technique: Earth Release: Clawed Clone Jutsu Type of Jutsu: Ninjutsu; Clone Technique Rank: S Range: Short; Mid; Long Nature Type: Earth Handseals: 11 Description: The user alters the very being of his shadow clones, creating a depiction of the most monstrous side of the user. Naturally, these clones take a lot of focus to control one clone, let alone more. This means that while this technique is active, the user's movements are very limited. Ideally he should remain completely still, though some bursts of movement won't break the Jutsu. The blow to movement is more than made up for by the raw destructive power and speed of the Clawed Clones, which can vary greatly depending on the amount of chakra used to create said clones. This technique requires a great amount of chakra and to be extremely advanced in the art of creating shadow clones. Upkeep of the clones does not require any extra chakra, but the negative energies used to create the clone require that the user remain completely focused on keeping control of the clones. If control is lost, the Clawed Clone does not simply crumble to dust, but goes on a rampage until it has been destroyed beyond any ability to regenerate. Unlike normal shadow clones, the Clawed Clone cannot itself use Jutsus, and is only useful in melee or for guarding the user if need be. The clone is immune to genjutsu, has some resistance to ninjutsu and taijutsu. It is also capable of regenerating itself if any part of it is destroyed. This regeneration ability requires chakra, which the clone has a finite, irreplaceable amount of. It is therefore dependent on the user's chakra reserves for continued regeneration. The clones can be dispelled by the user at will, so long as they remain in control of them. The clone can be stopped in one of three ways: destroying it completely, thus making regeneration impossible; sealing it or trapping it in some way so that it is no longer a threat; or forcing the user to deplete their chakra reserves so that the clone can no longer regenerate - alternatively, one can make the user lose control of the clone, which also achieves this effect.
Weakness: Incorporated into description. But to summarise:
Requires a great amount of focus, thus greatly limiting user's mobility.
Requires a great amount of chakra to initiate.
Requires mastery of Shadow Clone creation.
Clone cannot use jutsus.
Clone requires extra chakra to regenerate - usually relying on the user's.
Complete destruction of the clone/s, trapping the clone/s, depleting the user's chakra reserves or causing the user to lose control of the clone/s are all methods one can attempt at neutralising this jutsu.
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Name of Technique: Earth Chakra Flow; Earth Release: Earth Rock Sword Type of Jutsu: Ninjutsu Rank: B Range: Short Nature Type: Earth Handseals: None Description: A combination of Earth Spear and and Rock Armour which, rather than being imbued into the user's body, is imbued into one's weapon. Daichi generally uses it on his sword, Sunaarashi. The sword becomes extraordinarily hard and its offensive power increases tremendously, meaning that normal weapons are shattered upon contact. The blade is easily able to pierce rock and penetrate defensive ninjutsu of Rank C and damage those of Rank B. This technique does not add to the weight of the sword and is usually used in conjunction with Wind Chakra Flow; Wind Release: Vacuum Blade, adding to its lethal cutting power and negating the swords vulnerability to lightening based attacks. Using this combo is Daichi's regular method of combat, tending to take advantage of the fact that he needs no handseals for either Vacuum Blade or Earth Rock Sword to spontaneously change between each technique. Weakness: On its own, this jutsu is clearly vulnerable to lightening release techniques, a skilled practitioner could easily conduct lightening through the blade and give the user quite a shock. However, this is negated when this technique is used in conjuction with Vacuum Blade, in which case the technique becomes rather vulnerable to fire release jutsus, despite the earth release acting as something of a counter-balance to that. It must be noted that while infusing Sunaarashi with two chakras simultaneously is the swords speciality, it is very taxing and leads to instability in the chakra flow through the sword. Thus, while it is very powerful, it sucks chakra very quickly and causes damage to the user the longer it is active. For this reason, Daichi usually combines the chakra flows in short bursts against an opponent who does not expect such a strange and dangerous attack rather than use it continuously.
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Name of Technique: Mummy Bandage Wrapping Jutsu Type of Jutsu: Ninjutsu Rank: B Range: Short; Mid; Long Nature Type: Earth; Wind Handseals: 5 Description: A blast of aged bandage cloth emerges from the user's palm and streaks towards the target at very high speeds. The cloth attempts to wrap around the target, immediately paralysing them. The paralysis works in two stages. The initial stage occurs upon contact with the target, the cloth is coated with a powerful, chakra charged, scorpion poison which passes through cloth and skin right into the targets bloodstream, leading to almost immediate paralysis. This continues as the bandages wrap around the target, and once more bandages hold them in place, the chakra in the bandages begins targeting pressure points, cementing the paralysis and possibly leading to fainting. This also affects the chakra flow in the target's body and can mean that even if the target gets away, they will have less control over their chakra for a while.
The paralysis can range from one minute to ten depending on the target's capabilities, but the paralysis allows for more bandages to wrap around the target, adding to the paralysing effect. The bandages, if allowed, will tighten around the victim completely. The air flow in and out of the target is inhibited, the tightening of the bandages puts great strain on blood vessels in the body and with increased strain on more pressure points, given time the target will die. Due to the large number of bandage cloths released, this technique can be used simultaneously on numerous opponents, more-so if the user decides to use both hands.
Weakness: Though enhanced with chakra to prevent ease of severing, the bandages can be severed with chakra enhanced weapons. This usually requires one other than the target to do it, unless the target overcomes the paralysis. The bandages can also be torn, swatted down or trapped by dropping things like rock, metal or other physically heavy things upon them. Further, fire release techniques can set them alight - and being aged bandages, they are very vulnerable to fire. Due to their earth properties and their chakra enhancement, the bandages are rather good at conducting lightening, meaning that the user can get quite the shock if they are struck, if not be seriously injured, depending on the strength of the lightening attack.
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Name of Technique: Giant Pyramid Turtle Summoning Jutsu: Grazna Type of Jutsu: Ninjutsu; Summoning Technique Rank: B Range: Short; Mid; Long Nature Type: Earth; Wind Handseals: 5 Description: This technique summons one of the Giant Pyramid Turtles which dwell within the mountain home of the Anjekus. Daichi's summon is an enormous, red horned turtle named Grazna. While slow, it has the ability to release powerful gusts of wind from its mouth and has the ability to manipulate the earth in its direct vicinity. Its skin is particularly hard and thus difficult to penetrate.
Weakness: As is the case with all turtles, Grazna is pitifully slow, both in movement and reaction time.
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Name of Technique: Pyramid Lotus Type of Jutsu: Ninjutsu; Summoning Technique Rank: A Range: Short; Mid; Long Nature Type: Earth; Wind Handseals: None Description: This technique requires that Grazna be summoned. Upon command from the summoner, Grazna buries itself into the ground, leaving nothing but the pyramid above ground, which then proceeds to open much like a lotus flower. Within it is a huge pole, upon which is a mummy sarcophagus. As the pyramid opens up, so too does the sarcophagus and a humanoid being emerges, covered from head to toe in bandages. However, its chest area has a clean cut from neck to pelvis, though this is closed. This mummy enjoys much of a Clawed Clone's abilities, with exception that there is no risk of losing control.
This creature is capable of matching up against A Rank shinobi, and the touch of its bandages has the same properties as Daichi's Mummy Bandage Wrapping Jutsu. Extremely fast and well-versed in taijutsu, this is a most powerful creature. Further, due to not being a completely sentient being, genjutsu does not affect the mummy.
Weakness: While powerful in its own right, this mummy is rather vulnerable to fire release techniques as its ancient, dry body can very easily be set alight. While very fast, the main strength of its strikes is in fact their ability to paralyze opponents rather than any physical damage they do, thus if one is strong enough, they can fight through the paralysis and physically attack the mummy, its head being its weakness as all other body parts can be reassembled if severed. However, unlike Clawed Clones, body parts cannot be regenerated if destroyed - if for instance they are burnt or completely pulverised.
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Name of Technique: Mummy Burial Type of Jutsu: Fuinjutsu Rank: S Range: Short; Mid Nature Type: Earth; Wind Handseals: None Description: This technique requires that Pyramid Lotus be active. The mummy opens up its chest and wraps its arms and legs around the target, before proceeding to consume them into itself. Once they have been completely consumed, the mummy leaps back into the sarcophagus which closes shut and falls to the ground of the pyramid among many other sarcophagi which undoubtedly host others who have been sealed inside over the centuries. A new sarcophagus and mummy grow back naturally over a period of one month.
Weakness: The clearest weakness is the huge recharge time required for the re-use of this skill, making it rather ineffective in an immediate battle against many opponents, it also means that Pyramid Lotus cannot be used for the same period of time. Further, the technique can be quashed completely if one is able to resist the paralysis and use fire release jutsus - being particularly potent when one is inside the mummy as the critical hit chance is 100%.
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Name of Technique: Ultimate Defense Orb Type of Jutsu: Defensive Ninjutsu Rank: B Range: Short Nature Type: Earth; Wind Handseals: The amount. Description: Creates an orb of very thick chakra around around the user, which is nigh on indestructible. However it takes a huge amount of chakra to keep up and B rank jutsu's can weaken it slightly. A rank jutsus and above can obliterate it, leaving the user inside injured but alive. However, they are drained of all the chakra they put into creating the technique. This also passively protects against genjutsu, the chakra flow around the user slightly disrupting the delicate chakra signals required for a genjutsu to affect a user's mind. However, those with some genjutsu skill can generally over-ride this and get through to the user within.
Weakness: As mentioned, high level ninjutsu can obliterate the orb. The orb also takes up the user's complete focus and they are neither able to move nor use any other jutsus while it is active. It is truly a last ditch absolute defence jutsu. Further, the orb consumes chakra at a staggering rate, and both initiating and keeping up the jutsu can drain a shinobi. For this reason, it is considered rather ineffective if the user needs to continue fighting after it is dispelled. ====================
Name of Technique: Anjekus Ascension Type of Jutsu: N/A Rank: S Range: N/A Nature Type: N/A Handseals: N/A Description: This is not so much a 'jutsu' as it is an automatically triggered reaction to near death situations. Daichi's appearance changes and he grows the black wings he is famed for. His eyes become completely white and a strange swirling aura, black and white, surrounds him. His chakra peaks, doubling or tripling in size, and his body heals completely. To achieve the full form of this technique, Daichi must truly be on the brink of death, for the Anjekus have a strange affiliation with death.
Weakness: Daichi cannot use this technique at will, and must be beaten and battered to the extent that he is at death's doors, it is designed as a second wind mechanism and allows Daichi to tap into a greater pool of chakra. However, the technique cannot be maintained for an extended period of time, ten minutes at the most, after which it dissipates, leaving the user's health restored and injuries healed, and their chakra back to its usual level. Further, the technique cannot activate until a period of sixth months has passed since the last activation, meaning that Daichi does not enjoy an infinite amount of 'second winds'.
Name: Kiyoshi Saduzow Nickname/Alias: Demon-Blade Kiyoshi Gender: Male Age: 39 Age Appearance: Early twenties Sexuality: Heterosexual
Birthplace: Mountain Home of the Anjekus
Organization: N/A Clan/Kekkei Genkai (or hiden): Saduzow Clan [Status: Mysteriously Destroyed] /Tamashi no Rikugun (The Army of Souls) aka The Fusiongun
Rank: A Position: Youngest Son of Current Leader Chakra Nature: Doton, Earth Release; Katon, Fire Release
Additional Appearance Details:
History: Kiyoshi was born to Daichi Saduzow and an Anjekus and grew up on the Mountain Home of the Anjekus until he was four years old. At four, he left home with his father and two elder brothers and they travelled the world for five years before The First Great Shinobi War started. Being Daichi's son, and with two elder brothers, Kiyoshi was naturally very competitive and grew very quickly. The war saw him develop into a strong young man, becoming famed for his kenjutsu to the extent that he earned the alias 'Demon-Blade Kiyoshi'.
Along with his father and siblings, he continued his travels throughout the war, moving form one ambush to another and from one battlefield to the next. This continued until three years before the war ended when Kiyoshi's mysterious disappearance occurred. Having been seriously injured during an ambush, he had been rushed to a nearby village and put in the care of a medical ninja. Little did Daichi and his other two children know that the medic was in the employ of a strange child who took people for puppets. The unconscious Kiyoshi was to become his victim.
Upon returning, Kiyoshi's family found the medical ninja in complete shock, uttering something about birds and a huge explosion. As it were, Kiyoshi was gone.
Personality: Kiyoshi was a very good-natured young man, his father's pride and joy and the kindest of his siblings to his father. He was very determined and intelligent and had great respect for all life - even humans who his father so despised. Though skilled in kenjutsu, Kiyoshi did not enjoy bloodshed and would often be found praying over the bodies of those slain by him and burying them, even marking their graves with stones if he had the time. For a ninja, he found ninjutsu and other ninja arts rather despicable and refused to delve into such underhand methods. His weapon was the sword, and though he followed the ninja way, the bushido was also his code and way of life.
Description: A katana Kiyoshi received from his mother. It is naturally imbued with a small amount of wind chakra, making it sharper than normal swords, though not by a lot. This also means that it goes very well with Kiyoshi's fire release.
Special Traits High Speed: 7/10 Relatively Strong 6/10 Extraordinary Stamina & Endurance 9/10 Chakra of the Saduzow and of the Anjekus - very large chakra pool, though chakra does not have the easiness of moulding that Saduzow chakra usually has. 8/10 Taijutsi and Kenjutsu Expert 8/10 Terrible Chakra Control 2/10 Limited Ninjutsu Skill 2/10 Terrible Genjutsu Skill 1/10
Name of Kekkei Genkai/Hiden/Kekkei Tota: Tamashi no Rikugun/ The Fusiongun
Clan: Saduzow Clan
Description: The Fusiongun is a Kekkei Genkai technique special to the now largely reduced Saduzow Clan - the only remaining members being Daichi Saduzow and his three sons, Yoshiaki Saduzow, Toshihiro Saduzow and Kiyoshi Saduzow. The clan was very prominent in the Wind Country and prided itself on the quality and prowess of its shinobi, regarding themselves as the elite shinobi clan of Sunagakure. The clan had a compound in the middle of the desert (see Daichi's birthplace on map) where its members were trained and taught in the clan's own, unique academies.
The clan had a dual hierarchy system. On the one side was the largely symbolic family hierarchy, where families within the clan traditionally viewed as prestigious and descended of great members of the clan were higher up and wielded more influence and respect. On the other was the more egalitarian prowess hierarchy. The clan had regular clan-wide examinations every ten years which tested all members on various abilities, ranging from cognitive skills and knowledge to ninja abilities and power over the Fusiongun. The fifteen who scored highest became the clan's council who would rule for the next ten years, the one who scored highest being considered the clan leader. However, the clan was extremely secretive about its internal workings and much has been forever lost, including their expansive library which was famed far beyond the borders of the Wind Country. The library was burnt to the ground during the destruction of the clan - it is suspected that a clan member did the act to prevent their knowledge from leaking out, as no other building had been burnt to the ground.
The Fusiongun, when activated, causes the user's iris and pupils to become a glow-in-the-dark green. This kekkai genkai causes the body of the user to become a medium between the physical world and the realms of the dead. Spirits of long dead animals, many which do not exist on the user's plane of existence, are capable of being called forth and used in combat. These spirits will attack anyone in the user's vicinity whom the user views as enemies. Activation also makes it possible for the user to detect all spirits within their one hundred metre radius - whether they are those they have summoned or those within living people or creatures in the vicinity.
What makes this ability something of a double-edged sword is that summoning forth a particularly powerful spirit without the ability to control it can lead to a complete loss of control. More often than not, it is the user who becomes the target of the vengeful spirit in such cases - meaning that the spirit, ironically enough, destroys the very medium keeping it on the physical plane.
Needless to say, it takes a phenomenal amount of willpower to use the Fusiongun, which is why the first time it is activated leads to a complete loss of control. All animals summoned will rampage and kill anyone in sight unless the rampage is contained - usually by a few skilled Fusiongun users who can seize control of the rampaging spirits and force the deactivation of the user's Fusiongun. Through long years of training, the wielder can summon more powerful spirits and maintain control over a greater amount simultaneously. This means that Saduzow clan-members required a very specialised and lengthier schooling, which is why the clan had its own academy system in the compound.
Currently, the only known users of the Fusiongun are Daichi Saduzow and Kiyoshi Saduzow. Due to being the children of one with the Fusiongun and one without (regardless of whether the other was human or Anjeki) it was very unlikely that any of Daichi's children would ever have the Fusiongun. Thus, Kiyoshi having the Fusiongun came as a surprise to the entire family. This has also meant that his kidnapping came as a double-tragedy: the loss of Daichi's son and also the loss of the only other person who had the Fusiongun.
Uchiha Style: Halo Dance: Kiyoshi coats Kijin in fire. The natural wind affinity of the blade interact with the fire creating a sword of flame. Slashing releases a wave of flame, but the blade stays alight until the chakra flow is halted.
Character's Date of Birth: The Third day of the Eighth Month
Character's Age: Two Decades
Character's Gender: Male
Character's Nationality: Vinngealos
Character's Skin Colour: Golden Beige
Eye Colour: Night Black
Hair Colour: Light Black/ Dark Grey
Hair Length: Medium Length/ Neck Length (As Pictured)
Plenty of minor scars on his chest and hands, a few on his arm. The most prominent one though is one long scar from his right shoulder down to beneath his left arm pit, where he was seriously injured by a band of brigands once while out on patrol with one of his comrades. (More detail in history)
Conscript in the Army, at the Rank of Polemarchos
Art of War, Strategy, Tactics, History, Reading, Swordsmanship, Music- especially the flute, Horseback Riding (may add more later)
Before going on his first mission, Horath preferred to wear flowing robe-like clothes (as pictured) or baggy clothes which allow a lot of space for movement, he rarely wore armour, as he saw it as a hindrance. However, after being seriously injured, and having a near death experience, he came to realise the value of armour, now he never goes anywhere without having chain mail under his robes, he also has a leather breast plate, which he removes only when he is certain that he would not be attacked. His trousers are black and made of cotton, while his boots are mid-calf length dark brown ones, designed to be light and easy to move around in. Beneath his chainmail, Horath has a special gambeson which he bought especially for himself, unlike normal gambesons it has four layers of quilted wool rather than two, and the normal two layers of cotton. Beneath the gambeson, Horath wears a tunic he inherited from his father, which also happens to be the best tunic he has.
Those who are Strong-Willed and have a well developed Sense of Morality. Victory. Strength and Intelligence. Music- Especially the Flute. Sparring with both the Sword and Tongue. Hearing Tales of Past Heroes, and of Valor shown in Battle by those he Leads and those he is Led by. Discipline. A Worthy Rival. Seeing to it that even the poorest is living in Relative Prosperity. Fairness and Justice in all things, from the tiniest matter, to the largest.
The Grip which Corruption has on the Rulers of his Home Land. Cowardice. Lack of Morality. Defeat. Weakness. Treachery by those he Leads and those he is Led by, and even those he Battles against. Seeing that even though he would like for the poorest person among his people to be living in Relative Prosperity, this is not the case. Injustice.
The Destruction of his People. That the Old Empire shall never rise once more. Death before he has lifted his people out of the weakness they are in. That he may not be as good or benevolent a leader as he would like to think he is should true responsibility fall upon his shoulders.
He expects too much, he thinks that everyone should stand up for justice no matter what, he expects everyone to have a strong moral code, he expects those who lead him to be the finest of men, and those he leads to be the bravest of souls. Sometimes his fears and doubts can overcome him, and he can become uncertain of how to act and what to do. As much as he has tried, he has never been good at archery, or any type of ranged form of combat, even though he is better with rocks and javelins, it is not by much.
Horath Evren Al'Montsar is a relic of a lost age - an age which may have only ever existed in legend. He is an extremely idealistic man, and a perfectionist to an extent. He believes that all people - his people in particular - must strive to create, or recreate the Old Empire. However, he also believes they should strive to change the way things worked, that the class systems should not be a cause for anyone - rich or poor - to suffer, and now after meeting a former slave, his strong feelings against slavery have grown greater. He strongly believes that what his nation needs is a good leader, one who knows what must be done, how to do it and why to do it. He also happens to think he's the right man for the job. Horath has some strongly held beliefs on why his nation is collapsing, and one of those is the lack of love people have for their nation. People do not care for the well being of Vinngealos to the extent that its army is too small to even defend it properly, he believes that not forcing people to join the army would be a step forward for Vinngealos, and that once it was a choice rather than a command which could not be refused, more people would be willing to join, for the glory of the Old Empire, and its coming rise. Horath’s idealistic perception of how society should be - and how he should be - adds to his ability to draw people to him, and many of his soldiers are usually in awe of the things he does, even if he is blind to their admiration of him. Every little thing he does, every act of kindness or angry speech of disapproval for not acting correctly only increases respect for him, for to most of these people, such things have become foreign and unheard of, but they are instinctively drawn to them and cannot help but be enamored by such ideologies. Horath’s ambitions do not stop at rising to lead his people and returning the Old Empire, no, he plans to do much more, to unite his people - ALL his people, and bring them under one banner, to unite all the clans and sects and countries of Kanorth, create one nation, create one people.
Note: the word "brief" is deceiving you
Horath did not grow up in a rich family, he didn't grow up in a poor family either, his was a family rich enough not to be poor and poor enough not to be rich, one of those which hung on the brink of poverty, holding on only because of that one person who knew what to do. In Horath’s case it was his father, Evren Trejik Al'Montsar. Evren worked as a weapon-smith in one of the poorer areas of Vinnegeal, one of the great cities of Vinngealos. Had he not had six sons and three daughters to care for, the amount he earned would have been more than enough to feed him, his wife and another four children, but fate had not been kind to the youngest son of one of the lower noble families. After his father died, his three older brothers began fighting over who would inherit which piece of land, and in the struggle between the three, Evren found that he had no power or authority to claim his right. So he left his ruined family and set out to search for his own destiny. After being apprenticed to a weapon-smith (he refused to use any skills he'd learnt as a noble) and becoming quite proficient in the trade, he had his own smithy built in the poorer area of Vinnegeal, where there were no other smiths who could challenge him. And so he prospered, and even when he met the women he would go on to marry, life continued as normal. It was only after they'd had six children and age was beginning to catch up with him that Evren began to suffer financially. When his two older sons requested he teach them, for the betterment of the family and so they can learn a good trade, he refused, telling them that no son of his would be a smith, that they must - each one of them - find a trade greater than his was, and grow in the land, so that each and every one of his sons may help each other, and not fall prey to quarrels between siblings, and never let each other suffer poverty. As for Evren’s three daughters, they were raised by their mother who had more influence over them than their father, but nevertheless, Evren made each of his sons pledge to always help, care for, and protect their sisters from anyone, whether a thug on the street, or their own husbands when things finally got to that.
Horath was the youngest child, and even though both his father and mother loved him greatly, they never allowed their love for him to affect him too much, Evren had sworn that not a single one of his children would ever grow as a spoilt brat, no matter how much he wanted to dote on them and give them all they wanted. Instead, Evren taught Horath to read and write, and was more strict with him than he was with any of Horath’s siblings. He made him read great tomes from a young age on history, politics, philosophy, war, swordsmanship, leadership, anything which could benefit him become high in this world. Even now, all the books and tomes which Evren had - which were the only items he took with him after leaving his family - are with Horath, handed down to him by Evren in his will. Under his father’s strict upbringing, Horath developed a good mind, showing he was more than capable of understanding complex ideas, but his father also made sure that Horath grew up with a strong body, allowing him alone - out of all his children - to help in the smithy. For Horath’s sake, Evren even broke the pledge he had made when he left his family: never to use any skill (other than reading and writing) he had learnt with his as a noble, for he taught Horath how to fight with a sword, and how to ride a horse, going that extra bit more to take him to one of the stables in the city, and renting a horse for training. However, as well as Evren tried to bring his son up, he may have gone a bit too far in instilling in him idealism and perfectionism, for now he always expects from people what they may not be able to do, and can be a bit close-minded when it comes to dealing with people who have done wrong, forgiveness, even though his father tried to show him its importance, never did become one of his strong points. By the age of eighteen, Horath was a fine young man; strong, intelligent, and with skills that called out for the army. Had he not been conscripted; he would probably have joined anyway. Evren showed neither approval nor disapproval for Horath’s choice to stay on in the army and not bribe his way out, even though inside he was proud that his son had chosen this route, for it was indeed a route of power, a route - for those who were brave enough - which could lead to endless possibilities. Horath was a toughened young man who could endure much - he had to be to keep up with his father’s pace in the smithy, but even so, the training of the army always left him completely exhausted, with no thought more prevalent than to rest. He was however, one of the luckier men, for he broke no bones and received no serious wounds, compared to others who lost their lives or became forever crippled, Horath could not help the sense of pride and accomplishment he felt. At two decades less a year, he was sent out on patrol with Gardeel - one of the people he had become quite close friends with. It was on this first patrol that he received the lethal blow, which cut him from right shoulder to just beneath his left arm pit. Gardeel and he were ambushed by a group of ten brigands, out to steal the armour and weapons of any soldiers passing by. Both Horath and Gardeel fought bravely, striking down three of the ten, Horath killing two and Gardeel killing one. But they were far outnumbered, even if there had been another two of them it would have been a lost battle. Horath’s comrade fell dead to a blow from one of the bigger brigands, his throat ripped out by a savagely jagged blade. Horath charged the huge man, only to be struck the deadly blow by the longer sword. As Horath had no armour at the time, and his sword was not worthy of stealing, the brigands left him for dead, not even bothering to check if he was still breathing. They stripped Gardeel of his armour and took off with Horath and Gardeel’s horses. Had he not been used to pain and enduring no matter what, and having a will to survive like none other, Horath would have died that day, but he managed to crawl and limp his way back to the fort he was stationed at. There he received medical attention and survived. It took a few months for them to allow him to go back to his duties, but when he did, he had a new coldness about him, he was a man who had come back from the dead, he had felt death’s icy fingers around his heart, he was not going to let it happen again, there was too much he needed to do, too much his father expected from him. Evren Trejik Al'Montsar had died while Horath was recovering, leaving in his will for Horath all his books and tomes - which had been delivered to Horath’s quarters. It was after this saddening blow to his morale that Horath discovered the flute. The first time he heard it, he had been wallowing in misery, standing on the walls of Fort Romgard, contemplating life, death and the reason behind all this misery. That was when the soft sounds reached his ears, and touched his grieving heart. Outside, sitting beneath a tree, a figure - with nothing distinguishable but its long red hair - sat playing the flute. Without sparing a thought for whether this was a trap or not, Horath ran down, opening the gates a crack and running out, he was afraid that maybe if he didn't run fast enough the apparition might disappear. When he arrived, she was still there - for it was a woman, the most beautiful he had ever seen. He stared at her for a long time, listening to the heartfelt melody, and drinking in the beauty of this creature. When she finally stopped, and opened her eyes, Horath was sat before her, a dreamy look in his eyes. "That was beautiful" was the first thing he told her "just like you" was the second. This caused the woman’s fair skin tone to turn a slight pink. "T-thank you" she stuttered, and her voice sent his heart flying. "What is your name" he asked gingerly, at which she frowned slightly, then shook her head. "I can't tell you" she whispered softly. "Will you not tell a foolish boy the name of this beauty, this angel?" he asked, reaching out to hold her hands, at which she got up and scurried away giggling. "Don't say that! Even if I did tell you my name, I can never be yours, I am promised to another" she walked away slowly, turning around when she reached a tree, to see Horath’s expression of uncertainty, which was quickly replaced by one of determination. "I care not what man you are promised to, you will be mine. THAT is a promise." he said it with fire in his eyes, and a truthfulness she could almost taste. "Hmm" she walked towards him, a slight smile on her face "it is a promise then" she looked at the flute in her hand, then held it out to him. "Your..." he looked at it for a while "what is it?" he asked, realising that he didn't know what it was. "It's a flute silly" she giggled "an instrument which plays the most beautiful music." Horath looked at it. "You're giving it to me?" he questioned, uncertainty back in his eyes. "No silly, I'm letting you borrow it" she smiled sweetly as he took it "you have to give it back to me when you fulfill your promise, okay?" with that she turned around and ran back to the tree, turning to look at him one last time. "Yes! I'll give it back to you when I've fulfilled my promise...and that's a promise!" with that she gave him one last heart stopping smile, and she disappeared. He looked down at the flute, and upon it, carved into the wood in intricate writing, was Relnora Jarod Farosa. "Relnora Jarod Farosa" he murmured to himself. It's been a few months since then, Horath hasn't seen Relnora since then, she stalks his every waking moment and haunts his dreams in every moment of sleep, he sometimes wonders if she was indeed nothing but an apparition, but the flute leaves no doubt that she was as real as the air he breathed. He has been in many more patrols since then, and one major battle where Horath’s Company charged the hideout of the same bandits who had scarred him. The Polemarchos of Horath’s Company was killed by that same huge man who had killed Gardeel. Horath rose up to fill the gap left by the Polemarchos without realising, leading the charge which crippled the bandits, and killing the razor-sword wielding man by himself. With their leader down, the rest of the bandits soon surrendered, and both Horath and the company returned victorious to the fort. After hearing of his heroic victory, word came down from above that Horath would now be the new Polemarchos of the Company. Since then he's had a few more skirmishes with bandits and rebels, and a little battle over a border dispute with a rogue captain from Cavenin.
Edit:
Events Since the RP started;
Horath has had an additional two missions, in the first he was stationed at a rebellious town, where he not only managed to stop all rebellious activity, but also managed to destroy a bandit group and win the love of the people. He was rewarded with a great black stallion called Shade for his efforts. However, Horath’s Company could only rest a day before they were sent on a new assignment; they had to go deal with two Companies which had defected from the Vinngealian army. On their way, the Company came across a ransacked town and many others which were starving to death. Horath could do nothing but offer them protection until they got to a safe town. When they finally found a safe town, Horath made it his base and sent out scouts to look for the defectors. In the meanwhile, many townspeople joined with him and trained with weapons. When the defector camp was finally found, Horath devised a plan which won them the battle. Even though many died, the victory would offer the townspeople a lot of money and resources which they would need to survive and grow. Horath left this town having won the peoples’ love, just as he had in his previous mission. When he returned to Fort Romgard he learnt that Aedan Arianiti had become Strategos, the supreme commander over all of the Vinngealian army. After having a huge argument with Polemarchos Maxima Verad - the man assigned to govern over Fort Romgard - about how he had sent Horath’s Company on a fools errand, and that they would've died had the townspeople not helped him, Horath demanded that Verad increase the size of his Company to five hundred men. Verad could not argue. Horath then went back to the tree he had first met Relnora at and slept beneath it, while he slept he had a dream of a person fighting for their life on the beach. Horath awoke and knew that he had to go to the beach. Upon arriving he saw two people fighting, and as he ran towards them, one tumbled over the edge of the cliff, dragging the other with him. Saddened that he had failed, Horath was about to leave when he spots a movement and sees a hand coming over the cliffs edge. He leaps forward and mistakes the cloaked Clarissa for a man, when he realises it's a woman he is very surprised. After talking with her and learning of why she was here on top of a cliff face, Horath makes a pledge to himself that he would help this lady so long as he lived.
'Come, I know you are tired, but this is the way.'
Horath is of average height, coming at 5'10", or 180 centimetres. He weighs at 75 kilograms. He has some minor scars on his arms and chest, earned honourably in the line of duty. The most prominent is a long scar from his right shoulder down to beneath his left arm pit, where he was seriously injured by a band of raiders from the Sultanate while out patrolling Redsand with a comrade. His physique is ectomorphic, and his muscles are small and built for speed and power rather than brute strength. He is rather flexible, though not unnaturally so. His hair is shoulder-length and light brown in colour, though in the sunlight it develops a red sheen. His beard is large enough to cover his face completely, but not quite long enough to be gripped. His eyes are hazel, leaning more towards brown and which shine almost yellow in sunlight. His skin tone is unusually dark for a man from Broacien, betraying his southern blood, coming at a light olive though transitions to darker or lighter shades depending on exposure to sunlight.
Before going on his first patrol, Horath preferred to wear very light leather armour which allows for greater freedom of movement. He rarely wore heavier armour, as he saw it as a hindrance. However, after being seriously injured, and having a near death experience, he came to realise the value of armour.
He is now rarely found on duty without his full-plate armour, under which can be found a long shirt of chain mail. Beneath his chainmail, Horath has a special gambeson which he bought especially for himself, unlike normal gambesons it has four layers of quilted wool rather than two, and the normal two layers of cotton. While plate armour is surprisingly light, this gambeson does add to his weight slightly. The extra defence, he believes, is worth it. Beneath the gambeson, Horath wears a tunic he inherited from his father, which also happens to be the finest tunic he has.
He also has a leather breast plate, which he dons on less formal occasions, particularly when going about his life off duty. On other occasions, he can be found wearing his tunic, black cotton trousers, and mid-calf length dark brown boots, light and easy to move around in.
【Full Name】
Horath Evren Al'Montsar
【Aliases】
He has been called; 'The Prude', 'That Prick', 'Sawarim Filth', 'Ketter', 'The One Touched by the Monarch', 'The Purger', 'The Inquisitor'
【Age】
27 Years
【Sex】
Male
【Sexuality】
Heterosexual - strongly against any form of pre-marital sexual activity
Lowborn; has blood relations to nobility; son of an infidel, foreign mother
【Former employment】
Knight of the Most Holy Order of the Servants
【Rank and role】
Lieutenant to the Most Honourable Lord-Captain Nikolas Medved
***
【Personality】
Horath Evren Al'Montsar is a relic of a lost age - an age which may have only ever existed in legend. He is an extremely idealistic man, and a perfectionist to an extent. He believes that all people must strive to create worthy nations which serve the people and the faith - nations which do not judge one upon the blood which runs through their veins or their religion and background, but on their merits.
He also believes that all should strive to change the way things work, that the class system should not be a cause for anyone - rich or poor - to suffer. His encounters with slave and former-slave have only caused his strong feelings against slavery and the rigidity of the class to increase. He strongly believes that what his nation needs is a far more proactive king; one who would not fear the seemingly powerful class of nobles and would dare to bring about change - was it not the peasant who created Broacien? Should it not be the case, then, that the peasant be just as honoured as those who do not toil and live in tall and lofty castles just because their blood is blue?
Horath has some strongly held beliefs, and he honestly thinks his nation is on the brink of collapsing, he grew up among the poor, and he saw the great detachment the normal citizen had from the nation - their patriotism is slowly, but surely, being sucked away, kept in place only by fear of those beyond their borders.
Horath’s idealistic perception of how society should be - and how he should be - adds to his ability to draw people to him, and many of his comrades are usually in awe of the things he does, even if he does not notice. The things he does, his unusual acts of kindness, his angry speeches in the odd village he passes through, sometimes in disapproval for not acting as the Monarch would wish, other times promoting fairness and justness in the way they should deal with each other among others, only increases respect for him. For to most of these people, such things have become foreign and unheard of, but they are instinctively drawn to them and cannot help but be enamored by such ideologies. After all, the priests have grown lazy and corrupt, many of his fellow Servants hated him for his suffocating 'purity' (surely he was simply hiding his true darkness beneath all that!) and all in all, the very concept of justice and fairness appears to be one only tossed around by bards in taverns when others are too drunk to be listening.
As a child of a noble who abandoned nobility and a Sawarim woman, it is not surprising that his personality would be far different from that of others, and his worldview is certainly unusual. He was always drawn to his mother's talk of equality and how all believers, no matter their rank, were brothers. The slave and the king were not better or worse than each other, it was faith and piety which truly dictated ones ranks and status with the divine.
Between his mother's attempts to keep him on the faith of her people and his father's attempts at countering her attempts, Horath naturally grew up into a very religious young man, finding in both faiths more similarities than either his parents did - his personal morality, even when compared to that of his siblings, is on a level completely of its own. Strong-willed and moralistic, he likes those who are also strong-willed and with a well developed sense of morality.
However, this can mean that he tends to expect too much, thinking that everyone should stand up for justice no matter what. He expects everyone to have a strong moral code and expects those who lead him to be the finest of men, and those he leads to be the bravest of souls. While many people who have come across him have taken him for a prim and proper prude, he is not as inflexible as he may appear at first, and his years with the Servants have certainly revealed to him just how depraved people can become.
Horath loves victory well-earned and respects those who display both strength and intelligence, and it is not unusual for him to challenge one he deems worthy to a sparring session with both sword and tongue ('My old man did always tell me I would have been off a librarian...') Strangely, Horath also likes listening to bawdy tales of heroes past and present, and of valor shown in battle, especially by those he leads and those he is led by, though he has been given strange looks on the few occasions he has let slip an utterance of something almost respectful about a tale of valor shown by enemies in far off lands and battlefields.
A strong believer in discipline, Horath expects it from himself and from his comrades - nothing irks him more than seeing a disorganised force of peasants being marched off to certain doom. More so than that, nothing irks him quite like a trained soldier, knight or captain of the kingdom acting in such a manner. The peasant cannot be blamed, but what of those who have received training and years of experience?
【History】
Horath did not grow up in a rich family, he did not grow up in a poor family either. His was a family rich enough not to be poor and poor enough not to be rich, one of those hanging on the brink of poverty, managing to hold on only due to parents who knew their duties and a father who knew what to do. In Horath’s case, his father, Evren Trejik Al'Montsar, was an intelligent and quick-witted man. Evren worked as a weapon-smith in one of the poorer neighbourhoods of Coedwin - one of the larger settlements in Broacien and worthy of being called a city. Had Evren not had six sons and three daughters to care for, the amount he earned would have been more than enough to feed him, his wife and another four children. But fate had not been kind to the youngest son of the Lord Trejik Sjordin Montsar, lord of the medium sized fortress of Romgard and the nearby town of Romnir, located in southern Grosswick.
After his father died, having not declared a heir, his three older brothers began fighting over who would inherit the land, and in the struggle between the three, Evren found that he had no power, authority or support to attempt a claim. So the nineteen year old Evren gathered up what books and tomes he could (raiding his father's sizeable library) and left his family to their infighting, setting out in search of his own destiny. He did not need to live on the blood of his father, he would carve out his life and live as he wished, on his own sweat and toil.
After being apprenticed to a weapon-smith (he refused to use any skills he had gained as a noble) and becoming quite proficient in the trade, he had his own smithy built in one of the poorer neibourhoods of Coedwin, where there were no other smiths who could compete with him. And so he prospered providing the poor of the settlement with cheaper metal-working services than those further off. Even when he met the woman he would go on to marry, life continued as normal. It was only after they had six children and age was beginning to catch up with him that Evren began to suffer financially.
When his two eldest sons requested he apprentice them, for the betterment of the family and so they could learn a worthy trade, he refused. No son of his would be a smith, they must - each one of them - find a trade greater than his. They had to grow in the land, so that each and every one of his sons may help the other and not fall prey to quarrels between siblings, and never let family members to suffer poverty. The family was above all, loyalty to it and the advancement of ones own was a duty and goal in life. Evren’s three daughters were raised largely by their mother who had more influence over them than their father, resulting in all three turning to the Sawarim faith once they were old enough to decide. Nevertheless, Evren made each of his sons pledge to always help, care for, and protect their sisters always (They are our this family's pride and dignity. If they are brought low and mistreated, then the family has most certainly been slighted and dishonoured greatly.)
Horath was the youngest child, and even though both his mother and father loved him most of all, they went to great lengths to ensure their love for him did not affect him negatively. Evren had sworn that not a single one of his children would grow a a spoilt brat, no matter how much he wanted to dote on them and give them all they wanted. Instead, Evren taught Horath to read and write, and was more strict with him than he was with any of Horath’s siblings. His mother doubled her efforts to bring him into the fold of Sawarim, and his father taught him all he could of Monarchism. Further, he made him read the many books and tomes he had taken with him long ago. From a young age, Horath read on history, philosophy and war. His father was adamant to pass on all he could to at least one of his sons, he would do anything which could benefit him become high in this world and thus lift the family up as a whole. All the books and tomes which Evren had are now Horath's property, handed down to Horath in Evren's will.
Under his mother and father’s strict upbringing, Horath developed a good mind, showing he was more than capable of understanding complex ideas and capable of taking in and adapting the sometimes contradictory beliefs of his parents. However his father also ensured that Horath grew up strong of body as well as mind. He allowed Horath alone - out of all his children - to help in the smithy. For Horath’s sake, Evren even broke the pledge he had made when he left his family and taught Horath how to use a sword, and how to ride a horse, going that extra bit more to take him to one of the stables in the city and renting a horse for training. While his father's skills with horse and sword had become rusty, Horath was a quick learner and benefited greatly.
As well as Evren tried to bring his son up, he may have gone a bit too far in instilling in him idealism and perfectionism, creating in Horath expectation from people which are simply beyond a normal person's capabilities. Further, his strong sense of morality has made it so that when he believes one has done wrong he would go to no end to punish them somehow - the Monarch does not like those who are wrongdoers! Forgiveness, even though both his mother and father tried to show him its importance, never did quite sink in. Those who do wrong, who cause suffering and chaos in the land and delight in such, who commit crimes against the divine, must be punished severely and without mercy (Let there be no mercy for the merciless.)
By the age of eighteen, Horath was a fine young man; strong, intelligent, and with skills that called out for a military life in the service of the divine. He could not have been in a better place, his birthplace was host to the barracks of the Servants. Evren showed neither approval nor disapproval for Horath’s choice to join the Servants, even though inside he was proud that his son had chosen this route, for it was indeed a route of power, a route - for those who were brave enough - which could lead to endless possibilities. Taking the oath of Diligence, the oath of Virtue and the oath of Honour, Horath joined the ranks of the Monarch's faithful
Horath was a toughened young man who could endure much - he had to be to keep up with his father’s pace in the smithy, but even so, the two years of training he underwent with the Servants (due to having no previous military experience) always left him exhausted, with no thought more prevalent than to rest. He was however, one of the luckier men, for he broke no bones and received no serious wounds, compared to others who lost their lives or became forever crippled, Horath could not help the sense of pride and accomplishment he felt.
At twenty-one, he was sent out on patrol with Gardeel - an older man who had earned Horath's respect and was considered the closest of friends. It was on this first patrol that he received the lethal blow which cut him from right shoulder to just beneath his left arm pit. Gardeel and he were ambushed by a group of ten Sawarim raiders, out to steal the armour and weapons of any soldiers passing by, and perhaps taking some able-bodied slaves back home. Both Horath and Gardeel fought bravely, striking down three of the ten, Horath killing two and Gardeel killing one and possibly crippling another. But they were far outnumbered, even if there had been another two of them it would have been a lost battle. Gardeel fell dead to a blow from one of the bigger raiders, his throat ripped out by a savagely jagged scimitar. Horath charged the huge man, only to be struck the deadly blow by the longer sword, which easily ripped through his light leather armour.
As Horath's armour was destroyed, and his sword was not worthy of stealing, and he appeared dead, the raiders left him for dead, not even bothering to check if he was still breathing. They stripped Gardeel of his armour and took off with Horath and Gardeel’s horses. Had he not been used to pain and enduring no matter what, and having a will to survive like none other, Horath would have died that day, but he managed to crawl and limp his way back to Coedwin. There he received medical attention, and despite the terrible medical advancement in Broacien, a combination of medicinal knowledge from the Sultanat and Horath's own will, he managed to survive.
It took a few months for them to allow him to go back to his duties, but when he did, he had a new coldness about him. He was a man who had come back from the dead, he had felt death’s icy fingers around his heart, he was not going to let it happen again, there was too much he needed to do, too much his father expected from him and too much he expected from himself. He loved the Monarch much, but it was not yet time for Horath to be reunited with the divine.
Evren Trejik Al'Montsar had died while Horath was recovering, leaving in his will for Horath all his books and tomes - which had been delivered to Horath’s quarters in the barracks. It was after this saddening blow to his morale that Horath discovered the flute. The first time he heard it, he had been wallowing in misery, standing on the walls of Coedwin, contemplating life, death and the reason behind all this misery. That was when the soft sounds reached his ears, touching his grieving heart. Outside, sitting by a boulder, a figure - with nothing distinguishable but its long red hair - sat playing the flute.
Without sparing a thought for whether this was a trap or not, Horath ran down. He was afraid that maybe if he did not run fast enough the apparition might disappear. When he arrived, she was still there - for it was a woman, the most beautiful he had ever seen. He stared at her for a long time, listening to the heartfelt melody, and drinking in the beauty of this creature.
When she finally stopped, and opened her eyes, Horath was sat before her, a dreamy look in his eyes. 'That was beautiful,' was the first thing he told her, 'just like you' was the second. This caused the woman’s fair skin tone to turn a slight pink. "T-thank you" she stuttered, and her voice sent his heart flying. "What is your name" he asked gingerly, at which she frowned slightly, then shook her head. 'I cannot say,' she whispered softly, lowering her gaze, 'it is inappropriate.'
'Will you not tell a foolish boy the name of this most honoured and beautiful lady?' he asked, wishing he could reach out and caress her face. Seeing the intent in his eyes, she shook her head and stood up. Horath understood. Walking away slowly, she turned around when she reached a leaning palm tree, seeing Horath’s expression of determination. 'I care not what man you are promised to, you will be mine. That is a promise.' he said it with fire in his eyes, and a truthfulness she could almost taste. 'Hmm,' she murmured, a slight smile on her face, this was certainly a intriguing young man, 'it is a promise then,' she looked at the flute in her hand, then held it out to him. 'Your...' he looked at it for a while, 'what is it?' he asked, realising that he didn't know what it was.
'It's a flute,' she laughed (that was certainly different from the annoying giggles other young women seemed to let off,) and walked towards him, 'an instrument which plays the most beautiful music,' Horath looked at it. 'You're giving it to me?' he questioned, uncertainty back in his eyes. 'No,' she said conspiratorially, 'I'm letting you borrow it,' she smiled, and to Horath there could not have been a more beautiful sight. He took it from her and she continued. 'I expect it back when you fulfill your promise,' with that she walked past him and up the the path towards the city. He looked down at the flute, and upon it, carved into the wood in intricate writing, were the words Relnora Jarod Farosa. 'Relnora Jarod Farosa,' he murmured to himself.
A few weeks passed, and Horath did not see Relnora. She stalked his every waking moment and haunted his dreams in every moment of sleep. He sometimes wondered if she was indeed nothing but an apparition, but the flute left no doubt that she was as real as the air he breathed. However, he did not have much time to pursue the strange woman who had stolen his heart and given him the flute.
He was sent out on many more patrols. It was soon discovered that the same raiders who had killed Gardeel had a base within Broacien territory and a force of Servants was sent to destroy the infidel threat. A major battle ensued, where Horath's company of Servants charged the hideout of the raiders. The Head Brother, the Servant leading the company, was killed by that same huge man who had killed Gardeel. Horath rose up to fill the gap left by the Head Brother without realising, leading the charge which crippled the bandits, and killing the razor-sword wielding man by himself. With their leader down, the rest of the raiders soon surrendered, and both Horath and the company returned victorious to the Coedwin, returning with the imprisoned survivors and much loot which the raiders had been hoarding. After hearing of his heroic victory, word came down from above to promote the still twenty-one year old Horath to a Head Brother.
Not a week after that, the Sultanate-Broacien War of 121 P.B. began, and Horath found himself on the march once more, this time along with a mighty army of Broacien to stop the sultan's horde. While Horath had no doubts about his own faith (as much as others liked to cast doubts), he did not enjoy killing those whose blood ran through his veins, those who were on the religion of his mother and some of his siblings. He found the joy with which some of the Servants marched to kill their 'foes' rather disturbing. He only marched to protect the land he called home, he felt no joy at killing those who lived across the border, in a place he could quite possibly call home too.
Victory was swift and brutal. A few skirmishes took place between Broacienen and Sultanate forces before the main army of the Sultanate was led into the Gulley of Caprin where the infantry took on the invaders. Horath, on the command of higher-ups, led his company into the unprotected behind of the enemy, while two other companies attacked the left and right flanks. Disgusted by the slaughter the battle quickly degenerated into, Horath ordered his company to withdraw, thus allowing the defeated enemy a route for retreat. When questioned by his fellow Head Brothers on why he did as he did, Horath managed to explain himself by quoting the divine book. It did not endear him to those higher up, however, and he is certain it stalled any promotions coming his way.
'And who is better than he who watches his foe fall/ And with greatest honour he extends forth a hand of help/ Such are the believers, with dignity great as the mountain tall.'
After that, Horath was given some time off duty and decided to find Relnora. He soon discovered that there were among his fellow servants some who were very...adept...at finding those of the fairer sex. Relnora's father could not be any more shocked when Horath showed up at his door, flanked by his mother and two older brothers, asking for his daughter's hand in marriage. It turned out that Relnora was in fact promised to a son of one of Coedwin's lower noble families. It took much convincing, but eventually it was agreed that Horath, a Head Brother of the Servants, was a worthy addition to the Farosa family. A duel took place between Horath and his rival for Relnora's hand, and Horath emerged victorious. While both the Al'Montsars and the Farosas incurred the wrath of the Sjarfins, there was little a family of the lower nobility could do against the the Farosas and Al'Montsars (which had become quite the force, just as Evren always wished.)
The marriage took place, and for five years Horath lived a blissful life, his wife was intelligent and delightful, he doted on her on the occasions he returned from duties abroad, and loved her more than could be imagined. As a Knight of the Servants, he became very well traveled. Though he was mainly sent to the Sultanate, he did venture to Cherwin on one occasion.
However, in 126 P.B. a huge plot was set into motion to bring down the now rather influential Horath, who had risen high in a relatively short time within the ranks of the Servants, and his strange ideas were beginning to raise some eyes.
A group of assassins infiltrated Coedwin and targeted a few figures in the city, some little-known nobles, a few merchants, and Horath who was off-duty. Sleeping with his wife, their two year old daughter between them (she had been named Arwa after Horath's mother), the sleeping family had no reason to suspect anything. It was simply another night. When their door was kicked down and the glass windows of their small home were shattered, Horath immediately awoke. It was not until the bedroom door was kicked down that Relnora and Arwa awoke, Horath having jumped out of bed and reached for the huge Monarchist Cross hanging on their wall. It was unwieldy, but his weapons were not in the room.
When the door crashed down, the first assassin found himself bashed in the stomach with the rounded end of the cross, its spikes tearing into him slightly. Horath could see there were three figures outside. Managing to kick his first victim between the thighs, sending him to his knees, Horath threw the cross at the second, which hit him straight in the face. 'By the Monarch! I will have you all!' Horath roared before leaping upon the third and they wrestled each other to the floor. As Horath and the assassin punched, bit and scratched at each other, a piercing scream rose up.
'Not my daughter, no!' it was Relnora's voice. Seeing red, Horath roared and headbutted his opponent before getting up and stamping on the assassin's face twice. Even barefooted, the result was horrific. Turning back to the bedroom, he found that the other two had recovered and were upon his family. One was bleeding profusely from his face and grinned madly Horath as he held Relnora before him, one of his hands groping her while the other held a wicked blade to her throat. The other was holding a sobbing Arwa by her hair. Feeling helpless, Horath took a step forward.
'You might want to stay where you are, unless you want your precious family to be dead,' even in his state of rage and fear, Horath could not help but note that despite the man's style of dress suggesting he was from the Sultanate, he spoke the language of Broacien oddly proficiently, and without the accent his mother always had.
'Who are you, who sent you, you fiends?' Horath spat angrily. 'You have made some powerful enemies, my friend,' the one holding Arwa said. With that, he slashed the little girls throat and charged Horath. 'Such a shame, would've been nice to spend some time with you...' the other said as he delivered a savage slash to Relnora's throat and joining his comrade's throat. Roaring with anguish and rage, Horath rushed forward to meet the charge. His opponents were ready, however. While one was sent flying by Horath's right fist, leaving a trail of blood and teeth in the air before landing on the bed, completely unconscious, the other managed to deliver a shallow cut to Horath's side. Before Horath could turn on him, he was past him and out the door. Horath did not watch him run off and ran to his wife and child instead.
'Oh my Lord, no no no,' he wept as he brought his wife into his arms, placing his hand on her neck to stop the flow blood as though that would prevent death from taking her. She looked at him, pain and tears in her eyes. 'I love you,' he sobbed, though it felt hollow and worthless. She smiled slightly and nodded, and he placed a gentle kiss on her forehead, his tears landing on her fair skin. Her arms wrapped around him and his arms tightened around her and their living lips met for the final time. And her's slowly lost life and her chest was still.
Placing her down gently on the bed, he looked down upon Arwa, she was taking quick, shallow breaths, tears in her eyes. She looked at him and reached out. 'Papa,' she managed, 'ma-mama,' he brought her to him, picking her up and hugging her to his chest, his lips caressing her forehead and cheeks, her blood gushing over his tunic. 'I'm here my little sweetheart. You are going home, don't cry. Come, lets see a smile, you will be sitting before the Monarch soon,' he looked down at his daughter and she looked back, a sad, tearful smile spreading across her face.
'Daddy,' she gasped, a last wave of tears leaving her eyes, and then she was still. Laying down beside the still form of Relnora, his child on his chest, Horath wept for a very long time, and he was found like that by his neighbours when they came to investigate a few minutes later. A dead assassin outside his bedroom, an unconscious one crumpled at the foot of the bed, and Horath lying beside his dead wife with Arwa on his chest.
Leaving the corpses of his family there, in the care of his neighbours, Horath had dragged the unconscious assassin through the streets of Coedwin and to the smithy his father had once worked day and night. Chaining his victim, he lit up the fire and prepared himself for a lengthy session of vengeance and questioning. By the end of the night, this man would wish he had died along with his other comrade, and his misery began with a searing pain in his stomach which woke him up.
It took some time, but Horath soon had the assassin speaking. His suspicions proved correct, these men were not from the Sultanate. They had in fact been hired by some noblemen and a few high-ranking members of the Servants. The Sjarfins were among the schemers. After Relnora and Arwa were buried, Horath set out on a vendetta to purge Coedwin of all those corrupt schemers and plotters. It took time, but using the influence of the Al'Montsars and Farosas, as well as his own clout within the Servants, he set into motion a purge of the Servants which brought low some very senior figures, as well as a few medium ranked Knights of the Order. His wrath was great, and with the support of the Lord of Coedwin, upon the confession of the assassin directly to him, Horath was able to set upon the scheming nobility. The Lord of Coedwin did not appreciate scheming underlings, this was an opportunity for him to remove those he did not trust completely while also creating of them an example. Many 'Ketters', 'heathens' and traitors were brought low during what came to be known as the Horathian Purges.
With his vengeance done, Horath requested to be released from his vows, and after due consideration, it was decided that given his actions and influence, it was for the good of the Order that he be released. Upon departure from the Servants, he spent a month or so with his family. However, he found that Coedwin was full of painful memories and decided to go elsewhere. At twenty-seven years of age, he journeyed to the capital and joined the Black Shields, where he was immediately appointed as a Lieutenant given his previous service.
【Dreams, short term goals, and fears.】
Horath dreams of a day when he can look upon a nation complete, one where the old hatreds are gone, a time when the false understanding of Sawarim and Monarchism which leads to more hatred, is gone. He dreams of a day when the King will take a stand against the prolific corruption among the nobility and religious classes, and the damning poverty of those further down the ladder. He truly believes that the people of the Sultanate are not truly as evil as some portray them to be, there were many similarities between them and those of Broacien. But far away is that day, and Horath knows this. He is a relic of a long-gone time, and he is a man born centuries too early.
In the short-term, Horath wishes to serve the Monarch, the nation and the King as well as he can. Wherever he goes, he plans to plant the seeds of his ideas, he will inspire the people to see the world differently and to become a force powerful enough that the king can rely on them should there come a day when he wishes to rip away the yoke of the nobility.
Horath does not fear death as such (why would one fear returning to the divine?) but he does fear death before he has lifted his people out of the miserable state they are in or at least planting the seeds. He also lives in constant paranoia that he may not be as good or benevolent a man and leader as he would like to think he is, or that he would not be should true responsibility fall upon his shoulders - and thinking back of the vengeance he wreaked in Coedwin does not help reassure him. This can keep him up at night and eat at his thoughts during the day, affecting his focus.
***
【Skills】
Naturally, given his upbringing and years with the Servants, Horath is an extremely skilled swordsman and a good rider. His strength and two years of martial training also means he is a decent brawler, though he is far more comfortable with sword in hand. Horath, unlike many lowborns, can read and write proficiently. Horath is also a decent flute player. As a leader, Horath can be extremely charismatic and his moral and upright character, as well as his strange ideas and worldview, makes him a rather effective leader capable of gaining the loyalty of other lowborns fairly quickly. Just as quickly he can gain the jealousy and hatred of highborns, in fact - no highborn likes to see a lowborn out-stepping his mark after all. Though be no means a smith, Horath knows his way around a smithy and is able to aid a more experienced smith if the need arises. Horath has no skill with ranged weaponry, and though his strength may aid him with things like javelins, his aim is not ideal.
【Martial prowess】
Strong, young, rather well-trained and with a good six years of experience with the Servants, Horath is a match for most men. However, those with more experience will doubtlessly be able to fool and bring down the young man.
【Combat style】
With sword and shield, Horath employs a somewhat aggressive combat style, relying on his armour and shield to protect him from anything his foe can throw at him. He bashes forward with his shield, destabilising the enemy, before slashing in with his sword. When on the defensive, he raises his shield and takes advantage of his opponent's strikes to quickly rush forward just as their weapon makes contact and deliver a quick blow, whether fatal or shallow. One must control the flow the duel, and anything to disrupt the enemy's focus is good. Generally, Horath is very honourable in combat and sticks to his morals without swaying. He does not finish off foes who are fallen, permitting them to stand up and take up their position once more, preferring to finish them off while standing. If his foe proves to be a coward and turns away in an attempt to escape, Horath does not see it as befitting his honour and dignity to spill the blood of one so pitifully degenerate and craven. His blade only spills the blood of the worthy...when he cane help it.
【Weaponry】
With his shield in left and his sword in his right (see appearance in full battle regalia), Horath is a Knight of the Servants through and through, even if he is now no longer.
【Armor】
See appearance and appearance in full battle regalia and description.
Al'Homam bin Nimr Al Wah'Shey (Meaning: Al'Homam Son of Nimr the Savage/Wild/Brutal/Cruel/Feral/Vicious//Fierce/Bloodthirsty/Diabolic/Diabolical) (Note that "Al'Wahshey" is his fathers title and DOES mean all those things...)
Character's Date of Birth:
The First Day of the Sixth Month
Character's Age:
Three and a Half Decades
Character's Gender:
Male
Character's Nationality:
Saeron
Character's Skin Colour:
Golden Bronze
Eye Colour:
Hazel
Hair Colour:
Light Brown/Dark Red/Auburn
Hair Length:
Shoulder Length. Tucked Away in Head Dress
Body Markings:
Scars...Everywhere
Occupation:
Head Vizier to the Sultan
Interests:
Style of Dress:
Prefers to wear long flowing clothes. He wears the traditional sirwal, preferring one which is black in colour, and a light black shirt made of the same material. Over it he wears the traditional thawb, tied at the waist with a few thick pieces of cloth which also act as the holster to tuck away the scimitar and sheath. Over the thawb and "belt" he wears the heavy reddish brown cloak, it's colour is a sign of his high rank in the Sultans court, and the white head dress also speaks of his importance, as only high ranked officers and elite soldiers in the army ever wear it. This speaks of his military background.
Likes:
Dislikes:
Fears:
Prominent weaknesses:
Personality:
Brief History:
'He who has a thousand friends has not a friend to spare/ And he who has one enemy will find him everywhere.'
On casual occasions, Al'Homam tends to wear the traditional light clothes of a desert dweller, a turban with a tail, protecting from the desert sands, as well as a sirwal, over which is long, light tunic-like robe. On his feet, he wears a good pair of riding boots. (see picture above for turban, tunic-like robe and boots.
In battle, or more appropriately, when on campaign, he wears a eteel helm with a nose-guard and aventail. A turban with a tail is wrapped around the helmet. The tail is generally wrapped around face and neck which, along with the aventail, acts as protection from winds carrying sand. Over his casual attire, he wears a chain mail hauberk (pictured), over which is a simple cuirass consisting of a single, square metal piece over his torso area, attached by leather straps to another, similar one at the back (see picture). He also wields a round shield made of a tight weave of wicker covered in animal hide with leather strips woven into the wickerwork so that, when dried, it makes for a tough shield overall - soldiers of the ibn Wahad Sultanate generally do not have metal shields at all, preferring these lighter wickerwork ones. Into battle, he wields his prized wootz steel shamshir and dagger which hang from a baldric around his torso. These wootz shamshirs, otherwise known as Fairozan steel blades (after the small city of Fairozan , are famous all over the known world for their strange pattern and extraordinary toughness and sharpness.
【Full Name】
Al'Homam bin Nimr Al Wah'Shey of the Banu Harith
【Aliases】
'The Vizier', 'The Emir', 'Abul'Harb' (Father of War)
【Age】
35 Years
【Sex】
Male
【Sexuality】
Heterosexual
【Religion】
Sawarim
【Family】
Nimr Al Wah'Shey bin Abd'Manaf of the Banu Harith [Father - deceased] Zainab bint Zubair of the Banu Zufair [Mother - deceased] Abd'Manaf bin Zaid of the Banu Harith [Grandfather - alive]
Many uncles, aunts and cousins, and all members of the Banu Harith Tribe. Has relations to the Banu Zufair Tribe too, through his mother.
【Birthplace】
The Ibn-Wahad Sultanate, Banu Harith castle of Al'Jabal, near the town of Qardara
【Societal standing】
Highborn
【Former employment】
N/A
【Rank and role】
Sayyid (Chief) of the Banu Harith, Vizier to the Sultan, Emir of Al'Jabal Castle and the town of Qardara His position as Sayyid makes him the highest figure within his tribe as well as respected and influential among the nomadic desert tribes. As one of many Viziers to the Sultan, he advises the Sultan and is a close ally to him. As an Emir he is expected to run his estate on behalf of the sultan, raise up zealous recruit to go wage religious warfare, and personally lead armies on campaign should the need arise (which also goes hand-in-hand with his duties as a Vizier and leading authority on all matters related to war.)
【Personality】
An intelligent and ambitious man, Al'Homam knows his way about the Sultan's court and understands its politics, his shrewd mind unravelling all the affairs happening behind the scenes (though the many courtiers whose loyalty he has help in that regard too). His strategic and tactical mind approaches the court in much the same way he approaches the battlefield - with readiness and a calculation of how to react to the actions of rivals or potential rivals. In his years, he saw very well the fate of those who were not ready - even the most senior and influential courtiers - and thus he is a man always on the ready. His tendrils spread far and wide within the royal court and the people in his pockets are everywhere. He has, it would seem, sizable pockets.
His ambition has carried him to the top, and his wit and intelligence plans on ensuring he stay there. However, Al'Homam is not merely a very skilled courtier and tactician, he is a man very concerned with the condition of the nation. Certainly, recent years have seen some well-earned victories against the southerners, but the nation is still weak and the sultan does not seem to care too much for the condition of the normal tribesman or peasant. Al'Homam saw the condition of his tribe when he returned to Al'Jabal, and he saw the condition of the villagers and slaves of Qardara. Something must be done about the horrendous conditions which are far worse in the capital and just as bade elsewhere Al'Homam has been. Al'Homam, as one of the most influential Viziers and senior courtiers, thinks he is just the man to do something about all this.
However, nothing he can do within the existing system will create a permanent change. That will require far more radical action...
As a man, Al'Homam is a man fond of poetry and reading, usually spending his free moments reading an interesting tome or translated piece, or writing up a poem which had come to him. While there are many women who would jump at the opportunity to win his affections, he has refrained from all sexual relations and remains a virgin to this day. Some wonder if he has taken a pledge of celibacy, while still others wonder if there is not a darker side to the Vizier's seemingly modest private life.
A skilled rider and lover of horses, Al'Homam jumps at the opportunity to journey somewhere, just for the thrill and joy of the ride. Indeed, many find the journey somewhere the dullest part (what is there to see but sand?) but for Al'Homam, it is by far the most thrilling.
【History】
Born in the castle of Al'Jabal, Al'Homam's birth killed his sickly mother. Even the advanced (relative to Broacien) medicines of the Sultanate could not save her, and his father despised him for it. She had been a woman he loved and who eased his burdens, and this impudent child had taken her away from him. Indeed, Nimr of the Banu Harith, known as 'Al Wah'Shey' (meaning the 'Wild' or 'Savage'), had many burdens which required easing. He was a warrior renown all over the Sultanate, and his feats probably reached beyond its borders, but it was his unnerving, diabolic nature which won him his title. As the Sultan's right hand man and destroyer of his foes, it did well for him to have such a fearsome reputation. He had earned this reputation mainly due to his many victories against the Sultanate's southern foes and the cruelty with which he treated them.
Al'Homam was born into the world the son of this man, heir to the Banu Harith tribe. He had very little contact with his father and spent most of his youth with his elderly grandfather, cousins and a group of tribals, herding sheep across the Sultanate's deserts. His grandfather, heavily religious and a skilled poet, taught Al'Homam the faith and poetry, while his older cousins instilled within him the love for horses and riding which any desert dweller ought to have. He would often duel with them too, but it was horse riding that he gave his efforts to, and his swordsmanship suffered as a result.
At the age of eleven, his father summoned him back to the family estate where he set about civilising the little brute. He was his only son after all, and whether he liked him or not, he would inherit his positions and titles one day. He had to be capable and he had to be worthy. His father focused his Al'Homam's education around tactics and strategy. He initially had tutors teach him how to read and write, and once he was capable enough, he personally took up the boy's education. Nimr was a tough teacher and his methods were unorthodox at best. Once Al'Homam would finish studying a particular battle or strategic concept, he would have him apply it to various hypothetical situations before having the villagers ready themselves in the fields and carry out mock battles.
Of course, Nimr was also cruel and any lack of cooperation from Al'Homam saw him fly into furious fits. He was often found bruised and beaten. In later years, when his body had grown more accustomed to his father's beatings, he was often found whipped, and his back is marred with whip marks even to this day.
At the age of nineteen, Nimr had his son join one of the latest campaigns against the enemy in the south and he spent a good three years as a soldier. He was a rather average soldier and received no great acknowledgement - his skill with a sword was nothing noteworthy and he was not particularly charismatic. His only skill, as far as his superiors could see, was horse-riding, and he did a good job following commands and charging into the enemy's flanks when ordered - he certainly did not seem to fear death too much.
When he returned, his father could see that his son had become a man on the battlefield. It was where children grew, after all. It was why the desert dwellers had survived. They honed their skill in battle and they ensured that one generation after the other did not grow soft and weak. When they grew weak, then they would be conquered, but so long as they passed on the lust and desire for battle, they would remain eternally free.
For the next five years, Al'Homam served at the royal court where his intelligence and wit and knack for strategic thinking and tactics drew him to the Sultan's eye very quickly. He rose in the ranks and did his fair bit of traveling all over the country carrying out the Sultan's wishes. In 121 P.B., with the Sultanate reeling from a defeat in the north against the Broacienian enemy, a few senior Viziers were executed for the humiliating defeat and the twenty seven year old Al'Homam rose to the rank of Vizier. His advice came in vital with war stirring in the south once more.
The Sultan sent Al'Homam to personally lead the war effort, commanding him to make the southern rats pay dearly for breaching the peace. And Al'Homam did just that, inflicting devastating defeat after devastating defeat upon the southerners. It was a shame to be killing those who were also desert dwellers and brothers of the Sawarim faith, but they were a cowardly and oath-breaking nation and deserved the divine punishment they now earned.
Peace was reached within the year and the Sultanate gained a good amount of disputed territory from the southerners. Al'Homam returned victorious and with his reputation sealed, and continued to serve the Sultan as a Vizier for another four years, which was when Al'Homam's father passed away. Now an Emir and a Sayyid, as well as an influential Vizier, Al'Homam found himself approached by many for alliances, favours and requests. Still unmarried, many jumped at the opportunity of giving their daughters to this powerful man. But Al'Homam was not interested and went about dealing with the last of his father's debts and the affairs of the estate.
The town of Qardar was built upon, the church there expanded and the market invested in - it was, after all, in a rather strategic position in the southern Sultanate, very close to the recently conquered lands and thus a definite way station for any travelers and merchants. The town grew larger and revenues from it increased. The castle of Al'Jabal, with approval from the Sultan, was also heavily modified and fortified. As the main fortress standing against the southerners, it was important that it was kept in good order. The last thing the Sultanate needed was to lose more land to their foes, as they had lost Jawai al-Qasar to the Broacienians not five years before. He oversaw the estate for three years before his services as Vizier were required once more.
Now thirty-five and one of the most important figures in the Sultanate, Al'Homam cannot help but find that the way the Sultanate is run is terribly inefficient. The Sultan has grown complacent and spend most his days in the harem while the royal family are among the most decadent and ignorant people in existence. Surely if the likes of the heir were to become Sultan the nation would go to the dogs! Something must be done...
【Dreams, short term goals, and fears.】
Al'Homam hopes to wake up one day to find that the Sultanate has taken its rightful place at the top of the civilised world having subjugated the southerners completely and taken vengeance upon the Broacienian foe. He wishes to see the Sultanate grow more powerful, its people prosper and the religion of Sawarim supreme over all other false and deviant beliefs. For this, the Sultanate's ailing military must be rejuvenated and soldiers must be much better trained - something which should have been easy with the already militant nature of the desert dwellers. But incompetent leadership, it would seem, creates difficulty in even the most simple of tasks.
In the short term, Al'Homam wishes to gather around him an ardently loyal group of comrades who are skilled and capable people with influence. As a man of great influence, it will be very difficult to find those who truly wish to follow him towards a greater Sultanate, or simply want to hang on to him for their own gain.
Al'Homam fears being out-witted in court and on the battlefield. He takes great pride in his capabilities and defeat would injure his self-esteem and confidence greatly. Moreover, Al'Homam fears leading an unfulfilled life, leaving the world just as miserable a place as it was when he entered it. He is a man with purpose and a man of destiny. For better or worse, he must leave his print.
【Skills】
As would be expected of man of his standing, Al'Homam is a masterful horse-rider and knows his way around a shamshir and bow, though his skill with sword and bow are rather lacking. Al'Homam's forte is in strategy and tactics. He may not be the most inspiring or charismatic of leaders, but he certainly has a knack for leading men to victory with his understanding of these things. In the tradition of any proud tribesman, Al'Homam is a capable poet, able to regale guests with poems he has memorised and with those of his own creation. Al'Homam is a capable reader, his training in strategy and tactics saw him read many books by desert dweller scholars of the past, as well as translated works. His writing was initially rather adequate and he preferred to employ a scribe for any official documents or letters. However, years as a Vizier have ensured that he has had a great amount of time to write many documents and letters better left unknown to any scribe, and along with his habit of writing poetry, his writing has naturally improved.
【Martial prowess】
Al'Homam has very limited martial prowess. Certainly, he knows how to lift a shield and swing a sword and has pretty good strength and speed, but he has very little training and cannot take on anyone with an ounce of training and skill in a one-to-one duel for any extended period of time. Luckily, battles are generally a mess of stabbing anyone in your way, and more recently, he has not needed to get into battle at all - he leads from the back, for he is an Emir!
【Combat style】
Stay behind your shield, swing your sword and keep swinging it, and eventually it will hit somewhere critical. Probably.
Name: Ghoul Lord Akhenaten; Ghoul Lord Sapthah Deathspan: Eternal Description: The two first ghouls, created personally by Thulemiz. These are two sentient and rather intelligent creatures, able to control and command their less intelligent ghoul brethren. Though physically as powerful as any other ghoul, they are more human in appearance, standing up straight and wielding weapons as well as wearing armour. As would be expected of beings that can control ghouls, they are rather capable necromancers and can cast various necromantic spells should the need arise. As with any ghoul, however, their forte is in the melee. They are technically Battle Brothers of the Hallowed Hundred.
The Azeman takes the form of a human female during the day but at night transforms into a large, blood-sucking bat. The Azeman, in her bat form, then feeds by draining the blood of her victims. Azeman are obsessed with counting, and if seeds are scattered on the floor she will stop to count them all. During the day, the Azeman is indistinguishable from normal humans. She can walk around normally in sunlight and the fact that she is in fact dead is very difficult to detect. The blood from victims ensures that their body is not deathly cold, but actually has some heat to it through the day. Moreover, during the day her obsession with counting fades, only to return during the night.
If an Azeman is preoccupied with enough things to count during the night, she can then be captured when the sun rises while she is still counting. Crushing her human head is usually enough to put her down permanently.
Banshees are restless spirits of females, either called up by necromancers or naturally occurring.In their natural state, these spirits live on in the material world because they fear to cross into the Astral Home where they will face the cleansing of their souls and the extraction of their memories, a process which souls can find rather torturous. The Banshee's appearance is varied. They are usually seen as a skull with hair and a flowing dress floating above the surface of the ground, though they can also appear as rather dark, shadowy creatures with wispy black hair and glowing red eyes. As banshees are ethereal creatures, like ghosts, they have the power to move through walls and other physical barriers. Banshees are well known for their howls of despair. This howl of the banshee brings death to those who hear it, or can alternatively greatly hurt those with magical protection. More powerful beings may be disoriented by the howl.
The Bogeymen are malevolent ethereal creatures, though they can be either truly evil or simply trouble makers that in truth are harmless. Bogeymen are a type of shape changer, capable of moving objects and causing disruptions. Bogeymen tend to haunt a family much like a ghost, in some cases they can even befriend the family they haunt and become rather handy guardians. The Bogeymen tend to harm those that are liars or who commits 'evil' acts. Bogeymen are vague in appearance due to their ethereal state and the fact that they are shape changers. In their truest form, they resemble a large, glowing puff of dust.
A Bogie is a mischievous but harmless spirit that lives in darkness. It can be found living inside anything as long as there are shadows and darkness. Bogies favour places where people store goods which they no longer use, so a dusty attic can harbour a number of bogies, so too can Ialu's collection of 'treasures'. Bogies try to be stealthy, but by nature they are rather clumsy. They amuse themselves by hovering behind someone's back, creating a feeling of uneasiness, and removing the blankets on the bed during a cold night, and other such silly and entertaining things.
Ghosts are naturlly-occuring spirits of the dead who are trapped in the physical world because they cannot rest, or have 'unfinished business'. Normally these creatures are free and cannot be controlled, but powerful liches and necromancers are able to bind these spirits to their will. Ghosts are ethereal creatures, meaning that they can move through solid objects, and are generally completely undetectable. Ghosts can not be harmed with physical weapons and magic can do very little against them (but then again, they can do very little against physical creatures). Only by laying the spirit to rest through exorcism or using blessed weapons can a ghost be 'defeated'.
Created by Thulemiz by twisting and experimenting on two Dyun younglings, these undead creatures, bar the two originals, have only the slightest sentience and utterly subservient to the will of Thulemiz. When he is not close enough to command them, it is the two originals, the Ghoul Lords Akhenaten and Sapthah, who command them. These creatures are physically extremely powerful. Their bite is catastrophic and turns the victim into a ghoul within minutes. Though they are able to wield weapons, ghouls are in their element when they are let loose on enemies en masse and allowed to simply tear their foes apart with pure physical power. Being slightly sentient dead, they are rather sensitive to fire and sunlight. Lightening can char them or tear limbs from them, but they are rather bad conductors of electricity. It is impossible to drown them, as they are already dead, though blasts of water can knock them down or cause them to lose limbs. Crushing them is generally the best way to incapacitate them, though crushing their heads can put them down permanently.
Knockers are naturally-occuring spirits that live deep in mines. They are good-natured spirits, which point out to miners where the rich veins are by making knocking sound, which is from where they get the name. Although they are friendly spirits, they like to play strange tricks on people. They change their faces to cause fear, or alternatively perform strange dances. The miners must leave part of their food for the Knockers or they become angry, bringing bad luck.
Liches are terrifically powerful, sentient undead creatures. Once powerful necromancers, they have become powerful enough to live on after death as a Lich. They have the power to command the dead to do their biddings and are masterful necromancers, usually also able to use different forms of magic. Very powerful Liches are known as Lich Lords, and the greatest amongst those is undoubtedly a Great Lich Lord, creatures which are pretty much death incarnate. Very powerful liches are able to turn living or dead necromancers into lichee, and can even bind these powerful creatures to their will, though doing such requires a vast difference in power between the two liches.
Mummies are long dead and entombed creatures, bound up in a process called mummification in preparation for the afterlife. Their tombs are often cursed, and it is said that if the tomb is disturbed the vengeful mummy will come back to life to seek out the person who disturbed the tomb. These are rather powerful undead creatures, their one desire for revenge making them almost unstoppable. Necromancers can use these much like assassins by making a foe the target of their vengeance. They do not attack any other than their target and are largely impervious to Wi and physical attacks, the only way to stop them being to completely incinerate them.
A Necromancer is a powerful individual who is capable in the arts of necromancy. Their powers enable them to raise corpses from the ground to create armies of Skeletons and Zombies. Necromancers must harvest souls by going through a sacrificial ritual, although Astarte blessed Thulemiz and the Silent Six with the ability to harvest souls directly on the battlefield, giving them an immediate advantage over any necromancers who should ever arise. Necromancers can store these souls within physical objects or, if they are powerful, within themselves. Though it has not been tested, it is likely that powerful necromancers can devour souls to strengthen themselves and extend their lifespans.
Nightmares or Skeletal steeds are undead horses, camels, bulls and just about any rideable animal, and are among of the greatest aids to the undead. These are the bodies of steeds that are brought back to by necromantic powers. Nightmares, unlike mortal horses, have the ability to simply move through terrain that might be blocking their path. They can move through walls and dense vegetation with ease and difficult terrains do very little to hinder them.
Skeletons are fallen creatures that have been summoned from beyond the grave. They are usually skeletons of fallen warriors in battles long past. Depending on how much of a soul is used to reanimate the Skeletons, it may be able to remember its past life very clearly, or it may simply remember snippets. Skeletons follow their master's orders without question - those being Necromancers or Liches, or those with delegates authority. Should a necromancer lose control of a skeleton, it can wonder mindlessly off and do its own thing, or if it is intelligent it can even gather other skeletons and undead around it. Groups of skeletons without a necromantic overlords are usually led by a Wight or other greater undead beings.
Terrors are undead abominations put together by a particularly powerful necromancer. These creatures can vary in shape and size depending on the power of the necromancer. Generally, they are made up of many different dead creatures and can look anything from rather grotesque to eerily beautiful depending on the skill of the creator. More powerful Terrors can have multiple souls within them, making them extraordinarily powerful. This does mean, however, that they are very difficult to control and lesser necromancers can easily be overpowered by the will of the creature, particularly if the souls manage to unite into one. Depending on the will of the creator, these creatures may be capable of some rather advanced magics, usually necromancy in addition to others.
Vampire bats are giant bats that suck the blood of other creatures to survive. They are associated with the Undead due to being the minions Vampires and Ghouls. Vampire bats can often be ridden into battle and can shapeshift into more humanoid forms to tear their enemies limb from limb.
Vampires are very powerful undead creatures whose power is on par with that of liches, if they are in the later stage of their development. They retain their human appearance, though their skin hardens and becomes grey in colour. Their incisors can elongate at will and they can drain the blood from any creature to sustain themselves. Vampires tend to lean towards finery and the aristocratic existence, using their ability to crush the will of lower beings to create many servants to go about serving them. Vampire abilities include the ability to completely drain the blood of any creature, thus turning them into a vampire. Merely sucking the blood of a creature and leaving it alive will not cause said creature to turn into a vampire. A vampire can also lick the wounds left by its fangs to immediately heal them, thus leaving no mark. Those who are turned into vampires become the slaves of the one who turned them until the master sets them free or is destroyed. The more powerful a vampire is, the more vampires they can have as servants. Vampires who are enslaved can also turn and enslave others. If this grows, it can result in a vampire brood forming, with the 'Progenitor' as the overlord, and that can easily grow into something far greater. Vampires also have the ability to control rats, wolves and bats. They can vampirise bats, thus turning them into Vampire bats. A vampire can also crush the will of a lesser creature by gazing into its eyes, thus forcing it into servitude. This is a purely mental power, but can work on necromancers, liches, and other undead creatures with sentience. Those with minimal sentience can also be dominated, though this is nothing like necromancy. Vampires have the ability to transform into bats at will, thus gaining the ability to fly. In this form, however, they lose most of their natural vampire abilities. A vampire is also naturally resistant to cold and ice related magic, and to lightening too. Very agile, vampires can easily climb steep surfaces with spider-like skill, and are physically extremely fast and strong - easily able to outmatch a ghoul. They can slip into darkness and can move without making a sound, while simultaneously being very alert and able to detect the slightest movements and sounds. If in life the vampire had unlocked its magical capabilities, it will be able to use magic as a vampire, but will not be able to had it not been a magic user in life. Those vampires who are magic users can develop into fearsome beings indeed, able to match a lich in power.
Vampires are, upon turning, extremely weak and vulnerable and have very little control over their lust for blood. They are easily dominated by other vampires, necromancers or liches. As they grow, their power naturally increases and their ability to control their lust for blood rises, and their power naturally increases over time, even if they do not train themselves, albeit rather slowly.
Wights are not unlike skeleton warriors, but they are fallen warriors and knights who were buried with their gear. Alternatively, they can be raised and armed at a later point. Wights are more powerful than skeletons, usually having a whole soul within them, and are normally put in charge of skeleton or zombie contingents. Contingents of Wights are led by Great Wights and are far more powerful than the masses of skeleton and zombie soldiery.
Winged nightmares are monsters with wings brought back to life. These include Griffons, Hippogrifs, Dragons, Manticores and other such beings. These creatures are more difficult to raise from beyond the grave compared with the normal nightmares, though taking control of those already in existence is a rather simple matter for a skilled necromancer.
Wraiths are souls harvested by a necromancer which are then forced into the physical plane. This unnatural act causes the souls to blacken completely and fills them with a furious anger towards all physical beings. Wraiths remain ethereal creatures, so they can move through solid objects. The presence of a wraith brings terror and they are noted for the area of extreme coldness around them. Those attacked by a Wraith are generally frozen in place by their terror before the Wraith's icy fingers fall upon the victim's soul and pulls it out. Wraith can also do physical damage by greatly increasing their cold, deathly auras to a level which causes bodies to freeze upon contact. While normal weapons cannot harm wraiths, fore-based magics can drive them off and various forms of exorcism can force them back into the spiritual plane. Those who are capable necromancers can attempt to overwhelm the wraith or alternatively tear the very soul to shreds.
Zombies are freshly dead corpses which are brought back to life. Unlike their skeleton counterparts, these creatures actually have flesh on them. If an entire soul was used to raise them, they will still have their own sentience and personality, which can be rather horrific for both the zombie and its friends and family when it kills them with its own hands or weapons.
Agriculture: (crops, farming methods, harvest) Architecture: (aesthetic styles, buildings, materials, streets, waste disposal, walls or defensive structures) Arst, visual: (common art forms practices, styles, how are artists supported, how important is art/what is its societal role?, religious art) Art, performing/non-musical: (dance, theatre, street performers) Art, music: (instruments, styles) Calender/Holidays: (harvest, solstice/equinox, other) side note: we may want to make universal months for this RP, probably best to stick with a traditional 365 day year, and we could get creative with months. Climate: (average rainfall, temperature, noteworthy weather conditions) Crafts: (local materials, level of technology, relative worth of materials, styles, kilns, forges, furnaces) Crime: (criminal underground, common crimes, contraband, illegal magic) Cuisine: (beverages, dietary restrictions, methods of preparation, range of foods, spices used, typical meals) Dangers: (native beasts, likely pitfalls for visitors, diseases) Economy: (coinage, economy) Entertainment: (gambling, festivals, sports, games, what do they do for fun?) Environment: (flora, fauna, geology, water, biome) Etiquette: (dining, grooming, group functions, formal vs casual, taboos, bodily functions, behaviour around offspring etc.) Humour: (satire) Industry: Family Structure: (extended family, living situation, marriage, child rearing) Fashion: (clothing styles, materals, different social groups, body modifications, cosmetics) Foreign Relations: (xenophobic, xenophillic, etc.) Government: (selection, church & state, important ruling figures/officials) History: Languages: (writing, accents, dialects) Law Enforcement: (watch/guard details, honest or corrupt, punishment) Laws: (how formed, how codified, how consistently applied, criminal laws, civil laws, religious laws) Literature: (poetry, fiction, etc.) Livestock: (mounts, pets, hunting animals, food production) Magical Traditions: Medicine/Health: (who is it available to?, magic or science?) Military: (special units, army, navy, air force, siege weapons) Naming Conventions: (surnames, nicknames) Religious Traditions: (rites of passage, death rites, daily/weekly practices, mythology, marriage) Romance: (casual sex, courtship/dating, what is considered attractive?) Secret Societies/Mystery Cults: Social Classes: Subcultures: Superstitions: (lucky charms, bad omens) Technology: Transportation: (road network, sea routes) Trade:
Garagogarag Ogorogo (Referred to simply as 'Gar' after enslavement)
Gender:
Male
Age:
'60 Summers have we seen'
Appearance:
Garagogarag with 'Seihdhara' in both hands - unlike other Treeminds, his weapon was a two part, one part a sword-like club, the other a grand horn which let out a most staggering sound
An 11 feet tall bearlike beastman, weighing at 265 kilograms. Like others of his tribe, Gar's fur colour changes shades according to the environment he inhabits, his psycho-emotional state and physical health. His body is tattooed with a unique Treemind shaman concoction, allowing it to change colour in much the same way his fur changes shades. What's more, the tattoos can also shift and move, creating an effect which can range from the terrifying to the rather confusing for outsiders - among Treeminds, it has far deeper meaning, used for mating, indirect forms of communication and others. Like other Treeminds, he is very well-muscled and his fur is thick and rough. Due to Treemind affinity towards nature and shamanistic practices, their very bodies, over time and with great exposure to the magic of their forest and cavern homes, become imbued with a passive magic. This magic affects their fur most of all, making it extremely rough and difficult to cut. Though by no means an armour of fur, the thickness and roughness certainly provides protection against attacks, particularly attempts at cutting them. The magic also affects their perception and intellect, and one might sometimes notice a glow to Gar's eyes, which has nothing to do with an animal's natural ability to see in the dark.
Personality:
Garagogarag is a Treemind, bearlike beastmen who dwell in the forests and the caves. Unlike other beastmen, Treeminds are a rather more refined, dignified and intellectual subspecies. They hold dearly to their ancient traditions and ways, they revere nature and trees in particular. Though they do not worship a deity as such, they consider all life to be connected, and that life is most powerfully imbued in trees. The older the tree, the more powerful is the life within it. Garagogarag grew and flourished in this kind of society, and this as invariably affected his personality.
He reveres nature and trees in particular, all he does in life, he does to become ever closer to the great source of life. He is a very quiet creature, preferring to listen and watch. However, when he does speak, his words are short and very thoughtful, making them slightly riddle-like to outsiders. While he has spent most of his life in his homeland, among the tree and the caves and in the mountains, he has had contact with other beastmen. His curiousity means he does not give fearing outsiders much consideration, unless they give him reason to be afraid - or more likely, to be hostile. Further, his tendency to watch and listen means that he has an ability to understand other creatures even if he has no knowledge of their language or if they do not speak their mind.
Overall, a curious, rather wise and thoughtfully kind creature when he chooses to be.
However, Treeminds are not simply adorable teddy bears. Their's is a society which emphasises martial skills and strength. From a young age each Treemind must go through a ritual and is 'bonded' with a weapon which, unless a rare situation arises, stays with them for life.
Where Treeminds feel threatened, or where their tribe and their cherished homeland is in danger, they become furious monstrosities, lethal in combat and capable of rampaging until their enemies have been utterly destroyed - to their last man, woman and child. They would raise villages and towns, bring down garrisons and leave behind them a trail of blood and ruin. What makes Treeminds particularly terrifying in this regard is their unmatched discipline and organisation in war. Their ability to communicate indirectly, almost telepathically though not quite, means that even in their rage they work cohesively and look-out for one another.
Garagogarag is, in this regard, a typical Treemind. His strength and power gained him tremendous respect and allowed him to rise to the position of Tree-Claw, the most prestigious position a warrior Treemind could possess. His sense of duty to the tribe means he would go to any lengths to avenge it and bring about the downfall of its enemies and all who plot and scheme against it. Further, his sense of 'justice' with regards to destroying aggressors can at points depart from the realms of purely 'defensive' combat to an all out battle to the death or the annihilation of said 'aggressor'.
The greatest weakness of Treeminds is undoubtedly their pitifully small numbers. There is no more than one tribe of Treeminds, made up of fifty to sixty individuals in total. This has meant that they tend to be very isolationist and avoid conflict as a whole. With their small numbers and low birthrate, they cannot afford to battle endlessly, and thus they have developed a more or less pacifist way of living - any aggressive expansion is, in their view, unjustifiable. The only war which is justifiable is one against an aggressor who refuses peace. Garagogarag holds dearly to this belief, though he may find himself doing that which he is most disinclined towards...
Previous Profession:
Garagogarag was a very high-ranking member of the tribe, having risen to the position of Tree-Claw not four summers before his enslavement. Treemind tribal hierarchy:
Tree-Cub (Unproven Youngling) Tree-Arm/Tree-Mouth (Warrior/Hunter) Tree-Mother/Tree-Father (Treeminds Dedicated to Raising Families) Tree-Nourisher (Treeminds Dedicated to Supplying the Tribe with its Needs - i.e. Workers) Tree-Claw (Chief Warrior) Tree-Walker (Tribal Shaman) Old-Tree (Tribal Elder) Tree-Mind (Chief)
History:
The outer red line shows the hunting grounds of the Treeminds. They cherish this land and love it much, but it is not part of their core and sacred 'homeland'. This land is where they hunt, from the coast and rivers, they hunt fish, and in the mountains and firsts and on the hills, they hunt down larger prey to feed the tribe. These hunting grounds are generally out of bounds for anyone not a warrior. The middle, darker red line, shows the sacred 'homeland' of the Treeminds. This land is imbued with the ancient Treemind magic and every inch of it is holy and must be protected against all odds. The Treeminds do not hunt here, shedding of blood is forbidden, and all Treeminds bar Tree-Cubs can roam freely here. The huge Lake Grasidar, and north of it The Solitary Mount, are two of the three most revered places by the Treeminds (the third being Old Bark-Skin, a magnificent and archaic tree located in the inner-most circle.) The smallest, inner-most circle, is where the tribe is settled. Their homes are located here and that is where the young are kept. At its centre is Old Bark-Skin. Many Treeminds inhabit the impressive girth of Old-Bark-Skin, particularly the Tree-Mind, the Old-Trees, the Tree-Walker and the Tree-Claw. Others also inhabit it, and the rest have their homes around it.
The slave wagon rocked back and forth as it made its way along the road. The horses whinnied and grunted as they clip-clopped along and the horse-master clicked his tongue at them and whipped the reins so they could go faster. The wagon was surrounded, armoured guard rode alongside it, before it and behind it. It had been a good hunt, they caught what they needed. A bearman! Yes, one of those incredibly rare monstrosities from the north! They were going to have fun with this one in the capital for sure! The horse-master smiled to himself and whipped the reins again, egging the horses on.
It had been a surprise encounter in the hills just north of Pae-Zun, quite a distance from where the creatures were usually spotted. They had managed to surround him, cutting off his path to the river and to the rest his kind. He had been curious at first, not showing any signs of fear or aggression, and this had allowed them to get quite close to him before he noticed that something was off. Dressed in all his leaves and strange crown of branches and and horns, he looked a rather fearsome sight, especially with those strange markings slithering all over his body, shifting from a threatening black to a menacing, angry dark red. The horses had not liked that at all, but the men managed to keep them under control. The creatures were usually spotted with clubs or other such weapons, but this one was empty-handed. All the better!
There was silence and stillness for a while as the men stood watching the creature, and it stood watching them. They had studied these creatures for a while before coming, asking a few scholars back in the capital, working out a strategy to capture one. The horse-master had called the mage, and the child, forward and told him to do what he was being paid for. It took a little while, but then the child walked forward and began circling the creature, the mage muttering all the while. The creature circled too, wary but curious of this tiny creature they had sent forth. The child muttered something, a little, high pitched sound, and the creature gave a grunt in response. They both sat, the creature doing so in a rather mesmirised, unnatural way.
'He's caught!' the mage hissed. With that, the horse-master gestured to his men and they charged. The creature looked up, groggy and slow. It tried to get up, but it was too slow. A great mace landed on its head, sending the creature crashing down. But it was not out yet, rolling over, it grabbed the child and got groggily to its feet, attempting to adopt a fighting stance. Strike after strike, the men did not cease. The creature seemed to be purposefully keeping the child away from their weapons - but there was no way it was doing it purposefully. Definitely the magic getting to it, the horse-master convinced himself as he watched the affray. A few men were sent flying due to the wild swipes of the monster, but soon enough it was on its knees. The chains were thrown, bringing it down even further, a muzzle was placed on its mouth - after two failed attempts lost a few men their fingers and hands. It was amusing for the horse-master to watch, this beast would surely be a spectacle in Lairea.
It was dragged into the slave wagon, a run of the mill jail wagon they'd had resized and strengthened for this particular hunt. They didn't want the creature running away if it managed to break the chains. The mage wiped some sweat from his brow. 'As we agreed, I'll be getting half of what you sell it for,' the mage said, looking towards the horse-master, 'as we agreed, Tivullus.' The horse-master gave him a cold look. Glancing towards a few of his men, he gave a quick nod. Before the mage knew what was upon him, the tip of a sword erupted from his chest. There was a moment of calm before the mage started shaking uncontrollably. His killer let out a hair-raising shriek and tried to let go of the hilt, but to no avail. Before long, both fell dead. The hired guard had been fried to death by some kind of protective spell the mage had cast upon himself. It must have been that strange red amulet. Tivullus looked carefully and found that, to his satisfaction, the strange stone in the amulet was now a dull black. It was as he thought.
'Come on, let's get out of here. Throw the kid in with the thing and let us be on our way!' the child was thrown in, the creature had its muzzle removed and they set-off. A few of the men complaining about broken bones or missing hands had to be cared for. If it was up to Tivullus he would have had them dealt with more permanently, but there was no need to antagonise those he depended on for protection.
The journey back took a few days ride, but the weather was good and no one stopped them - any bandits who may have considered it clearly decided otherwise upon seeing the heavily armed guard and the monstrosity they were carrying.
***
'Rare 'un this! Will bring 'uge crowds no doubt! C'mon, 'oo wants it?!' There were shouts and screams as the crowd fought over the exotic creature. 'Does 'at kid come with i'?' one of the bidders managed to out-shout the rest. 'Yes, yes, the kid comes with i'! Can't tcha see i' won't le' i' go? C'mon, c'mon, 'oo wan's i'?!' once more the roar of the crowd rose. Bit by bit bidders departed as they gave up. It was three who ended up remaining in the bid. A rather plumb, pink, bald man who was dressed in clothes far too extravagant even for a wealthy Laireanian. The other was a man leaning on a cane and banging a wooden leg to the stone floor every time he shouted a sum of money. His nose was hooked and his body, though by no means as large as the former, was not exactly a model of human muscularity. The third wore a huge black cloak and all that was visible of him was a long white beard which extended as far down as his waist. The one leaning on the cane came out on top.
***
Garagogarag did not struggle much. He knew he was far from home, he could no longer sense his people. The child was still seated on his shoulder, even as these strange little creatures stripped him of all he wore. He was glad he had buried Seihdhar before he ventured beyond the hunting grounds. He had been curious. Meeting other beastmen in the hunting grounds, trading with them and interacting was interesting, but he could never help but feel rather limited.
From his youngest days he had dwelled in the tribal lands, his parents reared him there and the tribe cared for him, but he thirsted for more. What lay beyond the tribal lands? What creatures? What life? Perhaps the source of all life had led him here, had led this strange youngling to him, which sat on his shoulder even now, quiet and unperturbed. Was it not a strange little creature? It spoke sometimes, but other than that did little else. Garagogarag could feel strange energies from it, but he did not understand them - they were very similar to the man they had killed, the one who had been muttering. Perhaps this child was related to him in some way, or perhaps he had been apprenticed to him, in much the same way a Tree-Cub is apprenticed to a Tree-Walker.
The journey here had been long, they had given him very little to eat and he had spent most of his time communicating with the little thing. It muttered in a strange tongue, but Garagogarag understood and responded, and the child seemed to understand him too. It had mostly asked him about his life, and he had obliged.
We are Garagogarag Ogorogo. We are the mighty Tree-Claw. Emerged We from Our Tree-Mother's life-womb many summers ago. We played with other Tree-Cubs. We wrestled. We bested them all. We grew.
When We grew into our tenth summer, We were bonded with Our beautiful Seihdhara. She was waiting for Us by The Solitary Mount. She called to Us during the bonding. We answered. She inspired Us. We fashioned Her. Our precious Seihdhara.
We hunted together, Our Seihdhara and We. We bested all other Tree-Arms, Our Seihdhara and We. We bested Our Master Tree-Claw Horaroh Oharaho, Our Seihdhara and We. We were the Tree-Claw, Our Seihdhara and We.
Many times did We travel. Man places did We see. The Thunderhoofs We befriended. The Skytalons We honoured. We traded much. We offered them wood from the Sleeping-Trees. They offered Us tales and knowledge. They taught Us much. We were good students. Other beastmen We did not approach. Too far.
We grew. Restless We grew. We left Our beautiful Seihdhara. We buried Her beneath the Sacred Earth. The Life led Us away from Her. She is far away now. The Life parted Us from Her. We will to Her one day return. We must as the Life commands obey. We must Grow.
With his crown of branches and horns taken, and his kilt of leaves and bark removed, nothing covering him but his fur, Gar now moves to welcome a brave new world. He will Grow.
Preferred Arms:
Unlike other beastmen, Treeminds have a preference to blunt weapons. While their bodies are undeniably lethal, they fashion great clubs and other such weapons out of ancient trees in their sacred homelands, which have succumbed to the final sleep. These weapons are precious to them and it is not unusual for a Treemind to form a bond with their weapon which lasts a life time. These bonds are extremely intimate and difficult to understand for outsiders, even other beastmen. Gar, not wishing to have his precious Seihdhara endangered along with him, buried her in a place only he knows before setting off beyond the bounds of Treemind territory, where he was subsequently captured. He will return to her one day.
Agriculture: Not much grows in these bitterly cold lands. Though the Treeminds tend to the earth and water it, and though they are omnivorous creatures, they can ill afford to spend time farming and tending to crops, only to then eat what can barely sustain their huge bodies and muscles. Further, growing crops would require the mindless destruction of the tribal forestlands, an act that no Treemind would ever think about, let alone consider.
Architecture: Treeminds do not ‘build’ as such. They prefer to adapt naturally occurring shelters to their advantage. They carve out caves and reshape holes in trees to better suit them. Most Treeminds dwell within adapted holes in Old Bark-Skin, while those who have no space there find space in and around any roots from the ancient tree which happen to break the surface.
A Human Artist’s Depiction of Old Bark-Tree
As far as streets and roads go, Treeminds do not have stone roads or streets, but they have well-known dirt roads in the woods, which are known to them. It helps greatly in manoeuvring through the thick forest – which is very important for creatures as large as Treeminds, a wrong turn into a particularly thick undergrowth can see them trapped and unable to find a way out without needless destruction of the forest life. This thick forest acts as a hindrance against any unwanted visitors and makes the Treemind tribe’s pacifism and isolationism far easier to maintain.
Climate: Located in the northernmost Orcish territories, the Treemind tribal lands are bitterly cold and snow covers the earth throughout the seasons. This is far more apparent on the hunting grounds and beyond the heavily forested tribal heartlands. Whereas the hunting grounds have less trees, and trees there are rather young and small in size, those in the tribal heartlands are much older, larger, and close to each other, meaning that much of the snow covers the trees but does not reach the ground below them. This is very true for the area of land beneath Old Bark-Skin. While rain, being far smaller and more fluid than snow, does get through, it does so in far smaller quantities. The Treeminds take it upon themselves to ensure the earth remains well watered and favourable to life. Lake Grasidar, despite the intense conditions, remains unfrozen throughout the seasons. The Treeminds see this as a miracle evidencing the sacred qualities of the lake, a blessing from the source of all life so that the Treeminds in its care do not die of thirst – indeed, the rivers in the region are frozen over all year round, though this is only a thin layer of ice, below which the fast flowing waters and plentiful fish dwell. The Solitary Mount, the tallest mountain for miles around, is the most bitterly cold part of the Treemind tribal lands. From bottom to top, it steadily gets colder and colder. Only those crazy or on pilgrimage (or both) dare approach it – for not even a Treeminds thick fur can keep the harrowing cold at bay.
Geography: The tribal territories vary from snow-covered plains and hills on the outskirts to forest and thick jungle closer to the village. There are also plenty of rivers running through the tribal lands and mountains are numerous. The largest of these is undoubtedly The Solitary Mount north of Lake Grasidar.
The Solitary Mount
Lake Grasidar also lies just east of the tribal village, a massive lake which never freezes, despite the intensely bitter cold. Only one kind of tree grows in the cold climate of the tribal lands, what is known to humans as the Northern Icetree but known as the Holy Garatha tree to the Treeminds. It is a tree which, unlike any other tree, can only grow in subzero temperatures. While trees normally die under conditions as cold as those in the tribal lands, these trees flourish and prosper here – in fact, they quickly wilt and die in warmer climates. These trees can grow to become extremely large – Old Bark-Skin is an extraordinarily old and thus extremely large Holy Garatha. Various kinds of berries grow in the jungle, and these are usually picked by Tree-Cubs. While Treeminds enjoy its taste, it cannot sustain them in the quantities available in their homeland.
Crafts: The only materials directly available to Treeminds are dead or fallen trees – what they refer to as sleeping trees, or trees that have fallen into the final sleep. Tree-Arms drag these dead trees from the hunting grounds (for they only use fallen trees from the hunting grounds and not from the homeland) back to the village where the Tree-Nurturers either carve them out or prepare them to be delivered to their trading partners – the Thunderhoofs and Skytalons to the east. Holy Garatha wood is rather valuable and extremely useful, but the Treeminds do not realise this and exchange it rather cheaply. As far as carving wood goes, Treeminds are extremely skilled. They initially used their claws, and carved very impressive carvings indeed, but ever since they began trading with their beastman friends they have had access to metal carving materials which have been of great use and allowed Treeminds to carve what they previously could not, skilled as they were. All Treeminds must go through a ritual of bonding when they have reached their tenth year. This involves seeking out a fallen tree in the tribal territory, one which ‘calls out’ to them, and carving their chosen weapon – what they call their ‘Ik’Grarg’Ki’, ‘Partner on the Road’. This process does not require any carving skill as such as a Treemind is in a state of ‘inspiration’ throughout the bonding rite, but where a Treemind is finding it particularly difficult to carve their Ik’Grarg’Ki, a more skilled member of the tribe may help them, carrying out the commands of the inspired individual. Treeminds do not engage in ironworking and their carvings do not stray beyond the scope of totem-like structures, coastal fishing boats, and Ik’Grarg’kis.
Crime: As a community, Treeminds are far too small in numbers for criminals to arise undetected. As a result, it is a generally crime-less society. This is further enforced by the fact that all members of the tribe are connected and aware of each other’s presence if they are nearby. Due to their small numbers, Treeminds are extremely protective of each other’s lives, particularly the young as they are the future of the tribe. For this reason, killing another Treemind is considered the most heinous crime possible. Any who do so owe a debt to the tribe and must make it their life long duty to produce as many children as possible in order to undo the evil they have done. This may seem a light punishment – or in fact, a reward! – but it becomes far more difficult when no respectable Tree-Mother would allow you anywhere near her, let alone to lay with her. Those who fail to produce any children within two summers are banished from the tribal lands and are not permitted to return ever again. As one may expect, murder is a crime so rare that no living Treemind has witnessed it. Petty crimes such as thievery do not exist, mostly due to the fact that there really is nothing worth stealing in the tribal village, and if there was, Treeminds morals would not allow for such a thing.
Cuisine: While capable of eating fruits, berries and crops, Treeminds do not produce this in adequate quantities to sustain themselves, so their cuisine is mostly made up of meat. They are not fussy and will eat whatever meat is available, though the more refined among them tend to cook their meat before eating it – they are not savage animals after all! When it comes to beverages, Treeminds savour nothing more than their very own water from Lake Grasidar! But where that is not available, they don’t mind normal water too ^^’
Dangers: The Treemind tribal lands are thriving with all kinds of life and therefore, without a doubt, dangers. Beasts one can expect to come across include the vicious Snow Wolf (known to humans as the Northern Wolf) whose white coat provides brilliant cover in the snow. What makes this wolf particularly dangerous, other than its size (being at least twice the size of a typical wolf, which are also to be found in the tribal lands) is the fact that it has the ability to blast prey with debilitating, focused breath of icy air which can freeze limbs – causing severe frostbite in the best of cases, and a quick death between the wolf’s jaws in the worst. Unlike the common wolf, Snow Wolves tend to hunt alone and form families, much like humans, rather than hunt in packs. The Snow Bear, a large white bear, is also a real danger. It can be found close to rivers, the coast and in the mountains, generally avoiding forestland. These mammoth creatures can reach 12 feet when standing on their hind legs – which is tall even for a Treemind. This makes them a danger even to the Treeminds. However, they tend to avoid any creature close to it in size, meaning adult Treeminds are generally safe from the wrath of the Snow Bear. Smaller creatures must beware, however, as the speed and power of the Snow Bear is not to be trifled with. Indeed, a Snow Bear can reach speeds of up to 35 miles per hour, making it absolutely lethal when it decides on a prey. Smaller and slower bears do dwell in the tribal lands, such as the Tree Bear, a very small bear which only eats plants and prefers to dwell up in trees, the Earthen Bear is a large but slow brown bear whose size standing can range from 5 to 7 feet. They mostly eat plants and small creatures, though they can be dangerous to passers-by if driven into a corner or feel threatened. The climate is also a real danger. One foolish enough not to dress well or to allow the cold through may well find themselves with frostbite or suffering from hypothermia. It is rather uncommon to come across those who have died of frostbite in the tribal lands, mostly due to the fact that such falls would have died long before getting so deep into claimed Orcish lands.
Education: Treeminds have no schooling system. Children learn in two main ways: play-fighting and through the strange link all Treeminds have with one another. As a Tree-Cub grows, it is bound to play-fight with others of its age, and the strongest tends to be the most dominant and respected. With time, this hierarchy loosens as each Treemind grows and takes their position in the life of the tribe. Young Treeminds, depending on their position, are put in the care of an older and more experienced Treemind who goes about teaching them the ways of their chosen path in life. There is, of course, the Tree-Walker who has immense magical knowledge and is very in tune with nature. The Tree-Walker tends to take on one apprentice and teaches them all s/he knows so that they can carry the mantle of Tree-Walker, with all the knowledge and power of past Tree-Walkers, to the future. The pinnacle of Treemind education is the pilgrimage to the top of the Solitary Mount. It is not known what occurs during the pilgrimage, but those who return tend to have knowledge and magical capabilities beyond the comprehension of any normal Treemind.
Family structure (extended family, living situation, marriage, child rearing)
Government (selection, church & state, important ruling figures/offices)
History
Languages (writing accents, dialects)
Laws (how formed, how codified, how consistently applied, criminal law, civil law, religious law)
Law Enforcement (watch/guard details, honest or corrupt, punishment)
Medicine/Health (who is it available to, magic or science)
Military (special units, army, navy, air force, siege weapons)
Naming Conventions (surnames, nicknames)
Population (total pop, pop of peasants/merchants etc)
Religious Traditions (rites of passage, death rites, daily/weekly practices, mythology, marriage) Treeminds keen to prove their mettle can go on pilgrimage to the top of the lonely mountain. Those who return are honoured and given a position higher than even that of the Tree-Mind, they become The Solitary-Tree, sage-like, holy figures who are greatly revered.
Romance (casual sex, courtship/dating, what is considered attractive)
Based on ActRaiser's OldGuild 'Divinus' RP Terrific Banner by the Fabled Frettzo
Mk.II
The Old Universe is Dead.
It has been rent asunder. How? Why? By who? 'Tis a mystery.
The world is empty, and Amul'Sharar has summoned new gods to reign supreme. The 'new' world can hardly be called a 'world' at all. Nothing exists. It awaits the coming of the new gods. They will create – or perhaps, recreate – life. They will mould this virgin world, creating a universe in their image, moulding it to their will and desire. Planets, creations, religions, ideals, nations, magic and more; they do as they wish, for they are gods.
However, they must remember that the gods of the Old Universe were also gods, and they are now gone. To where is unknown, but two remain. One is a terrifying being, a watcher of an untold million worlds, far above the might of any newly risen god. He is known simply as Amul'Sharar. The other is Fate, whose exact function is a mystery. These two act as guardians of the world, and though they are not occupied with the happenings in the new universe and its new gods, they are part of the mystery of this universe and the old. What they guard the new universe against is unknown, but guardians they are.
But of what concern is the Old Universe and its gods? This is a new world, a new universe!
This is your world.
***
Welcome, those of you who are new and those who have been here before. Thank you for giving this RP your time and passion. I know that dedicated RPers can create truly majestic and beautiful RPs. I don't aim for that, because that can be achieved if we all aspire to enjoy ourselves to the full. So, welcome, and let's get this show on the road.
Game Mechanics
Domains and Portfolios
Domains are 'elements' of the universe over which a god rules. These 'elements' are very broad and can range from the obvious (the classic four elements of air, fire, earth an water) to the far more obscure (such as 'fear' or 'fantasy'). A god can share a domain with many others - for instance, there can be many gods who have dominion over 'fire' or 'fear'. What makes gods more unique is their 'portfolio'. While many gods can share a domain, no two gods can ever share a domain and a portfolio, or just a portfolio. Portfolios are specific elements of a domain over which the god's powers are dramatically enhanced. A god whose domain is water will have power over all water, but if their portfolio is 'rivers' then their power over rivers is particularly potent and over-rides the power of any other god - whose domain is water or otherwise - over rivers. Of course, this is very simple, for other factors will also be at play, such as the level of said competing gods and so on. But adopt this as a general rule, and exceptions can be explored in-game. As a god increases in power and their level rises, they are capable of adding new portfolios within their domains to their personal portfolios. A god of water (oceans) may, once they reach the required level, carry out the requirements, and have the Might to spare, add another portfolio, like (rivers) to their portfolios. Likewise, a god can also add another domain, though the requirements for this are for more stringent than for portfolios. This will be explained in more detail further down.
It must also be emphasised that gods are not limited to their domains per se. These are powerful beings and all share a basic threshold of power. This moves us on to levels.
Levels
All gods of level 1 have a basic threshold of power:
They can control weather, landscape and other physical phenomena within their direct vicinity, which amounts to 100 miles (while gods whose domains are specifically geared towards weather, or earth etc. have a much increased vicinity and power over these.)
They have the ability to appear in whatever shape or form they wish (though it is the norm for any individual god to switch between a set number of preferred forms, while those more geared towards deception and shape-shifting make full use of this power.)
A god cannot be harmed by normal weapons or magic. A god's weakness is usually particular to that individual god and a secret hidden with the utmost care and vigilance. However, gods can muster power great enough to hurt another god, and if united, a group of gods can even cause the 'death' of another god. Death of gods may well occur as this RP drags on, and it will be discussed in more detail below.
A deity has the capability of, at any time, knowing all things within their vicinity, including thoughts, feelings, holy sites and other gods. However, a god has the ability to cover their presence or block the senses of another god to their presence, abilities whose success rate depends on level and domain (portfolio). A deception god, for instance, would be far more skillful at hiding their presence than one who is not.
Any deity can create their own, private plane of existence. This can act as a private retreat or a manner to escape from other gods. These generally cannot be located by other gods unless the god in question allows them to find it. Those gods whose domain involves dimensions or space/time warps may be able to find said planes. These planes are very small - don't think you can go creating a separate universe in your own plane!
A god can travel wherever they wish, however they wish at speeds incomprehensible to other creatures. Being present at one end of the universe or the other is simply a step away.
A god's essence leaves a mark, or a trail, wherever they go. This trail, unless concealed, can be detected by other gods. Might can be used to strengthen a god's concealment, and detecting these trails requires the expenditure of Might by a god on their detection capabilities. Detection and concealment naturally rise by 1 per level.
As a god's level increases, so too will their powers with regards to the above list. For instance, each level causes a god's vicinity to increase by approximately 10%:
100 mile radius at level 1
110 at level 2
120 at level 3
130 at level 4
145 at level 5
etc.
Do not take this literally, but keep in mind that with each level up their level of awareness will reasonably increase so that, for instance, by level 10 a god's vicinity would cover a whole planet. Further, gods have a basic idea of what is happening outside their vicinity. They do not know details, but general things. For instance, of tensions rising, of wars in the making, of scheming going on (no details of said tensions or schemes, but a general gist. Very much like smelling food that you cannot see). Further, with each level a god's ability to manipulate landscapes and weather and other such things will increase. So whereas a level 1 god of Fire could not get away with creating a Himalayan mountain range without usage of Might, they could quite possibly do so at level 10 (while a god of Earth can do as they wish in this regard from the offset.) I think this is pretty self-explanatory at this stage. If you do have further queries, do ask in OOC and I will reply and add to this post as necessary.
Higher levels open up new abilities. Of particular importance are the following:
At Level 1, a god can create tiny creatures that have no magical properties, like ants, beatles, mice etc. without using any Might. These can reproduce, survive and thrive.
Once a god reaches Level 2, they can create unintelligent species of animals or other beings that can reproduce and thrive. This includes magical and non-magical creatures.
Once a god reaches Level 3, they can create intelligent species of animals or other beings that can reproduce and thrive (at this level, humans, elves, dwarves and whatever else you can come up with can be created.)
A god's level also dictates how much Might Points (MP) they have to spare. Might will be discussed in more detail later, but here is a simple table (subject to change) which breaks down the amount of MP required for each level up:
A turn is simply a game mechanism which functions to order the game and put some limits on what any one god can do at a given time. A turn, in-game, has no set time-limit. Indeed, one turn can have billions of years pass while another only a few days or weeks. In real-time, we play a turn out until it reaches its natural end and it is necessary to move on to the next turn in order to allow for the story to develop. Why? This is because MP is used up during a turn and recuperated once a new turn begins. The first turn will see all gods at level 1, meaning they have 4 MP to spend. Further, each god gets 1 Freepoint (FP) per turn. This is similar to an MP, but has reduced power, as will be explained below.
Might
Everything up until now has been hair and bones. Might is the meat of the matter! (Note, alliteration.) Might Points, MP or simply Might, are the units of power in the game. Particularly powerful miracles or actions will require Might. However, one must first differentiate run-of-the-mill god actions which require no Might at all. A god can, using their inherent abilities alone, raise a small island or mould and form land more to their liking and so on. However, using Might to, for instance, raise an island will very quickly find you raising continents instead - raising such large landmasses without a higher level or dominion over Earth requires Might as it is.
Before going into more detail on Might, just a quick explanation of Freepoints. A god's actions can be split into three; those which require no power other than the god's inherent one (this becomes more powerful as the god's level increases, but in the beginning includes moulding small pieces of land, raising small islands, making a relatively normal item, like a sword or amulet etc.), second are those which are not great enough to require Might but too great for a god's inherent power and thus requires FP, and third is actions using Might. The Freepoint can be used for relatively low-key things like teaching people a simple idea (e.g. agriculture, reading, writing, loyalty, honour, bronze-working etc.) or creating an item imbued with magical properties - but NOT something blessed or divine. And other relatively low-power things. Going from Ug the Caveman to Ug the Tractor-Riding-21st-Century-Farmer is NOT how it works. If ever in doubt about whether an action falls under FP or Might, just drop me or Rtron a PM or ask in the OOC (it'll benefit everyone that way.)
Now, MIGHT. So you're happy enough with agriculture and loyalty, but you suddenly have an itch to teach your creations something else. Something big. Like Magic. Or The Force. Or maybe you've already taught them Magic and the Force and want to teach them Jedi or create some other Order to go out and do your divine bidding. Or perhaps you want to teach them agriculture but make them particularly talented and skilled farmers (you shall conquer the world's food-source first, and then the world!). You need Might for such things. But Might is not only limited to this.
What kinds of actions require Might? Here is a (far from exhaustive) list:
1 Might: Teaching your minions/worshippers/humanity powerful and unique skills/abilities
1 Might: Creating huge landmasses or oceans; or stars and planets if a god is of the correct domain or above Level 5
1 Might: Create a Hero. These are exceptionally powerful individuals among your creations whose powers and skills are renown and well-beyond the capabilities of normal members of their species or race. Those who gain such an honour also gain immortality, though a god may set conditions to this. Further, immortality does not mean they cannot be killed.
1 Might: Bless or Curse. This is the will of the gods made manifest. A blessing can range from a Golden Age for the blessed, or an increase in population. The population blessed by a god will find its crops grow well and their ways smoothed, as the subtle will of the god is worked in their favor. A blessing is not limited to these and can range depending the will of the god in question. The population cursed by a god will find their earth is barren and blighted, as the will of the god works against them. It depends, as always, on the will of the god (a population under a curse can find itself suffering from a frog infestation to far more sinister things, liking being devoured by Gremlins). Blessings and curses can be countered by other gods.
1 Might: Censure or praise. This is very similar to the above miracle, but it is applied to individuals or small groups of people and are far more severe. For instance, one who is censured may turn into a stone or find themselves with green skin and snakes for hair, while one who is praised may be summoned back from the dead or in other ways blessed.
1 Might: Form a society. A god may decide that his creations should move on in life beyond their nomadic or hunter-gatherer ways, and thus form them into a more organized society. Societies allow for created beings to make better use of the teachings of a god. There is only so much Ug the Caveman can do with knowing about armies and bronze-working, but King Ug, who has a whole village at his command, can begin organizing individuals into armies and allowing others to specialize in metal working and so on. This can also be used to form a highly specialised and well-trained Order - if you want to create the Jedi, the Knights Templar or the Valkyries, this is your port of call.
1 Might: Create a portal. A portal is a permanent connection between two places. Deities and magic can create temporary portals, but you can use this action to create a permanent one for your worshippers/minions/everyone to use. Alternatively, this action can create a hotspot for mana from a different world. For instance, you could create a permanent strong magical connection between the dungeons of a castle and your world of death, leaving deposits of negative energy there and wreaking unknown mutations on whoever is unfortunate - or fortunate - enough to be there.
1 Might: Create an Avatar. Being within the presence of a god in their full, divine glory, even a minor one, is enough to drive lesser mortals mad. To remedy this problem, a god has two avenues. They can simply take on a form which will not destroy the physical world by its mere presence. Or it may create an Avatar. These are small fragments of a god, which operate completely independently. Given the tremendous willpower of a god, they may give their full attention to all of their Avatars simultaneously, without suffering from any distraction or deterioration of abilities. In this way, gods may be in two or more places at once. Avatars are beings of extreme power. They can be devastating in war and boons during peace. Magically, physically and in many other ways, they are very difficult to match. Depending on the god in question, an Avatar's abilities and qualities will differ. These beings exist so long as their creator wills it or a more powerful Avatar or god destroys them. Magic from mortal beings, if powerful, can harm and weaken them, so far as to force them to dissipate until they regain strength, but they cannot destroy them. If an Avatar is created, the next Avatar will cost double (i.e 2 Might), and the one after that will cost double again (i.e 4 Might) and so on. There is no limit on the number of Avatars a god can create, and Avatars are taken to be at the same level as the god in question. While a Hero can potentially defeat an Avatar, the level between the Avatar and said Hero must be extraordinary for an Avatar to be completely bested (unless the Avatar actually allowed itself to be bested for whatever reason).
1 Might: Create a moon.
1 Might: Level a Hero up. The number of levels is dependent on the current level of Hero. Higher level Heroes require more Might for each level up. a Level 1 Hero can be raised to level 7 or 8 quite easily with 1 Might. A Level 20 Hero may only be able to rise by 1 or 2 levels. A Level 30 may require 2 Might for a single level up.
If, when a turn comes to an end, you find that you have not used all your Might, then the unused Might will move on to the next turn and be added to however much you recuperate per turn. So, if you have 4 Might per turn and only use up 3 Might in the current turn, then you will recuperate 4 Might in the next turn, and the 1 remaining will be added, giving you 5 Might in total. You may well find yourself having to save Might if you want to level up.
As you know by now, leveling up is one of the ways in which you can increase the amount of Might your god recuperates per turn, each level up increases your total Might recuperation by 1. However, there is another way to increase Might recuperation.
'Holy Sites', which generate Might, can be created by a god. Half the amount of Might which goes into creating a Holy Site is produced by it per turn. So, for instance, if you spend 4 Might on creating a Holy Site in a given turn, it will generate 2 Might for you every turn thereafter. These Holy Sites can be destroyed by other gods however, and non-godly beings can destroy them if they use powerful magic or apply enough force (for instance, a concentrated barrage by a good few catapults can bring Holy Site in the form of a temple down). Holy sites can range from something like a temple, a lake, a totem, and anything else you can come up with. Different Holy Sites will be more or less difficult to destroy, but none can be made invulnerable. Holy Sites are also places where one can expect creatures who revere the god to travel to in pilgrimage or live near to or within.
A player must wait four turns after creating a Holy Site in order to create a second, and another four to create a third. After the third one must wait eight turns, and after the fourth one must wait twelve. One cannot create more than five holy sites, unless one of the five is destroyed in which case it can be repaired or a new created. If a holy site is destroyed then repaired, the Might used on its creation will be lost, and the Might used to repair it will replace the original creation figure. For instance, if you create a Holy Site for 10 Might (meaning you get 5 Might per turn from it) and then it is destroyed and you repair it for 12 Might, you will now get 6 Might from it per turn. The rule applies if you build it for 10 Might and repair it for 6 Might.
I am open to exploring in-game methods in which a god can produce extra Might (for instance, a particularly bloody god may have his worshippers sacrifice animals or other creatures etc. in a ritual). Before you go ahead and spend Might on such things, please PM me and ensure that you have my approval.
And, as final note on that, a god's power and Might are in no way related to how many worshippers they have. A god is an independent, mighty being, it does not draw its power from 'worshippers', but depending on the kind of deity, worshippers may well add to its power. If you believe your character is one such god, PM me and we can see to it.
To clarify the above: It clearly says that there are 'in-game methods in which a god can produce extra Might' - we are talking about Might production here not temporary or one-time additions to Might. The example of a bloody god does not refer to a one time sacrifice, it refers to an ongoing ritual which would happen per turn and thus add to said god's Might per turn (for instance, a yearly celebration where enemies are slaughtered in the name o- BLOOD for the BLOOD GOD!). The key is that the ritual is dedicated to the god in the example - a huge battle would not add in any way to to a bloody god's Might as it is not dedicated to them, is not a ritual and so on - even if its worshippers were involved in said battle. The fact that spending Might on creating such in-game methods is specified brings the mechanism closer to how Holy Sites work - you spend X Might and you get X Might per turn out of it.
With regards to worshippers, it quite clearly says that a god is 'an independent, mighty being' that does not 'draw its power from worshippers'. This is to separate from gods int this RP and other gods in fantasy settings - like the Chaos gods in Warhammer and so on - whose power is purely generated by worshippers. The gods in Divinus, when stripped down of everything - Holy Sites, special weapons, worshippers etc. - are still very powerful, independent beings. BUT, under certain conditions 'worshippers may well add to its power'. A god is not dependent on worshippers, but that does not mean they cannot gain power from them per turn, just as a demigod does. Again, there will have to be special circumstances surrounding the god ('depending on the kind of deity', 'If you believe your character is one such god') in order for this section to apply.
So, to summarise. Per turn, a god gets Might depending on their level (i.e. at Level 1 a god gets 4 Might per Turn; at Level 2 they get 5 Might per Turn; at Level 3 they get 6 Might per Turn etc.) If a god is Level 0, for instance, they would get 0 Might per turn. Whatever your Level provides + any spare/unused Might from the previous turn + half the total Might spent on Holy Sites.
One of the uses of Might is, as has been mentioned, to adopt more (Portfolios) for oneself and even Domains. Once a god reaches the required level, carries out the required actions and have the Might to spare, they can add a portfolio. The following are the requirements in order to add a (Portfolio):
A god must have used at least 3 Might points in the specific (Portfolio) before they are eligible to adopt it as theirs. For instance, a Water (Oceans) god who wishes to incorporate (Rain) into their (Portfolio) must spend 3 Might points on (Rain) related actions before they 'unlock' (Rain) as a portfolio which they can add.
A god must spend another 3 Might points in order to incorporate the (Portfolio). So, the above god spent 3 Might points on (Rain) related actions, now they need to spend another 3 Might points to incorporate it, just as they spend Might to level up.
A god cannot incorporate a (Portfolio) which is not within their Domain. So, a Fire type god cannot incorporate (Rain) as a (Portfolio).
Each (Portfolio) requires 1 Level to sustain it. For instance, a Level 1 god cannot sustain any more (Portfolios) than they have. At level 2 they can add a new (Portfolio). So, before being able to add a new portfolio, a god must reach level 2 and fulfill the above requirements, then they must reach level 3 to add another and have fulfilled the requirements and so on.
These are the rules regarding portfolios. Domains are as follows:
A god must have used at least 6 Might Points in the specific Domain before they are eligible to adopt it.
A god must spend another 6 Might in order to incorporate the Domain.
A god cannot incorporate a Domain which is a natural opposite to one of their existing Domains. For instance, a god with a Water Domain cannot then incorporate Fire. Earth cannot incorporate Wind, Light cannot incorporate Darkness and so on. If you are unsure whether a Domain is a natural opposite to one of yours, PM a GM or ask in the OOC.
Each Domain requires 7 Levels to sustain it. So once a god reaches level 7, they can only sustain 1 Domain, the one they already have. Once they reach Level 14, they can add another, and so on.
Lo~ve, Demigods and Marriage
It is entirely possible that, as the RP trots along, unexpected developments will find you in the loving arms of a significant other (or in some cases, in the unrelenting grip of the bane of your existence.) Whatever the case, marriage is not a concept foreign to the gods, though individual gods have different approaches. Some feel incomplete and yearn to find their other half, others are not fussed either way and are content marrying should they find someone or living alone, and others still may avoid marriage like the plague – what do they want with such things! Moreover, individual couples may have very different approaches towards married life and its implications. Some may treat it as a bond as divine as godliness itself and not to be betrayed in any manner, a completely exclusive bond in every way. Others may go about as their lives before and rut where they like and with whomever, whether their partner approves or not. Naturally, where the partners are not in agreement the latter approach can cause significant scheming, plotting and divine drama (and no, divine does not mean ‘blissful’ here xD) for examples, see: Hera x Zeus; Aphrodite x Hephaestus.
It is entirely possible, too, for whatever reason, that a god may take a liking to one of his/her creations, or the creation of another god and seeks in some way to seduce them. While this is clearly a most natural godly urge (cough), do try to keep it PG13 and descriptions to the bare minimum necessary. However, know that this RP does lean more towards adult themes - there will be extreme violence, horrific immorality & lack of conscience and, yes, nudity.
Now, on to the meat of the matter! As can be expected, such relations would naturally bear fruit, and for gods, these are not your run-of-the-mill fruits. Relations between gods produce upper tier demigods while relations between gods and created beings produce lower tier demigods. It does not cost any Might to create these demigods, but there is also a catch. Demigods are independent beings who are played by independent players – NOT by the player who controls their father/mother. Either a GM or a new player will take control of these beings and play them as the others play their god characters. If good reason is given, however, there may be exceptions to this rule.
Demigods are similar to Heroes, but much more powerful. They have the ability, with time, to become full-fledged gods. They too have Domains and (Portfolio), although their power over these are much reduced and grow as they level up. Leveling up occurs for demigods as it does for gods, they must consume Might. Demigods, however, do not have Freepoints. Demigods, it must be emphasised are as different from gods as Heroes are to demigods. Gods and demigods are entirely different beings and wield nowhere close to the amount of power a god has. Unlike gods, demigods are purely physical beings, although as their level and power increases, it may result in a change to their form - they may become something more like this.
As mentioned, demigods have a Domain (Portfolio), and they have great power within those. Unlike gods, however, demigods do not have any power over other Domains and (Portfolio). Thus, while a Fire god could still create, fashion and control water and do water-based things with skill, a fire demigod has no such capabilities. If anything, their opposites are usually their weaknesses and they can be expected to be extraordinarily vulnerable to being near, or being attacked with, what is considered an opposite of their Domain.
The extent of their power over their Domain increases as they grow in power, in the beginning, however, said power over their Domain is very restricted. A demigod of Fire could, for instance, create huge fireballs and withstand great heat, but they could not create volcanoes and open up the very earth to let lava spew out (note: lava-spewing dependent on whether a magma core exists or not.) However, demigods are not simply over-powerful Heroes, they have a unique baseline of abilities:
Demigods exercise increasing control over their Domain (Portfolio) as they level up.
Demigods can add (Portfolio) and Domains to their already existing ones in the same way as gods do.
Demigods have greater initial strength and stamina than the average Hero, though not by much unless the demigod in question is somehow tied to martial ways or physical power.
Demigods can fly.
Demigods are capable of using magic, and are usually naturally proficient at it.
Demigods have a phenomenal amount of magical energy reserves, in comparison to mortals.
Demigods are annihilated if they venture beyond the atmosphere, though higher level ones may be able to generate an 'atmosphere' of sorts around themselves should they wish to explore the empty spaces beyond.
While the presence of a demigod does not cause living things to be annihilated, the presence of lower level demigods can put a strain, or a weight, on people. The presence of higher level ones can cause terrific headaches - the effects of this vary depending on the power of the mortal in question.
Demigods have a limited ability to know things within their one thousand metre vicinity, including the presence of living beings, strands of thoughts and feelings, holy sites and other demigods. However, a demigod, unlike gods, does not have the ability to cover their presence or block the senses of another demigod to their presence. Those geared towards deception or stealth, for instance, would be capable of hiding their presence, though success is limited. Demigods cannot sense gods unless the god in question wills it.
Normal weapons are generally ineffective against demigods, and so too are all low-level magics.
Demigods, as a rule, cannot bend space-time and create personal planes or travel between dimensions of their own power. A god may, however, move them between dimensions or planes of existence. Thus, should a god wish to banish a demigod to another plane the demigod would be utterly helpless.
Demigods can create life, though this is generally not sentient and very basic - for instance, a carnivorous plant. Or an unintelligent hobgoblin who must be injected with purpose (i.e. defend demigod's lair, collect wood)
God and demigod Levels and Might requirements are the same:
Demigods, like Heroes, can be aided by gods to grow stronger, and a god can use their own Might to increase the Level of a demigod. The higher the demigod's level, the less effective 1 Might is in leveling them up. Unlike Heroes, demigods do not level up naturally with time, Might MUST be spent. Demigods whose level is 15-20 can ascend to Level 1 gods, those whose level is 25-30 can ascend to Level 3 gods and those whose level is higher will ascend to a higher level, as will be decided by the GM. Demigods can use their Might in the same way gods use Might and Heroes use Khookies to teach, create and other such things.
Demigods, like gods, can also build Holy Sites, though these are nowhere near as impressive as those created by gods. They are, however, an extra source of Might, functioning in the same way as those constructed by gods. Unlike gods, demigods can be affected greatly by worshippers. For each thousand worshippers, a demigod gains an extra Might Point per turn - when populations increase, the number of worshippers required for 1 Might will also increase. 3 or 4 Might Points will be the max a demigod can get from worshippers. This will happen by having the ratio of worshipper population to amount of Might earned constantly change. For instance, those with anything from 0-3500 worshipers have a ratio of 1 Might:1000 pops. Those with higher, will have 1:1500. It will keep altering to ensure that the max a demigod gets is 3 or 4 Might out of worshipers.
Amul'Sharar and Fate
Other than hanging about and being in every way more terrifying and powerful than you, Amul'Sharar and Fate also have a pretty decent purpose which relates to you directly (other than destroying you if they feel the time has come). They can be approached if you have questions about the game-world and the mysteries of the Old Universe and what they guard against. They will also intervene should they feel the need to, either blessing or cursing, praising or censuring. It is a mystery why they do this and what their reasons are. Further, and of further interest to you, they can be directly approached for favours and powers. How a god does so must be explored during game play (you certainly cannot just waltz up to them ;P). If you RP well and show creativity in approaching them, they may take note of you and listen to what you have to say. These two may even be challenged – but as things are, any challenge to them, even should the new gods unite, will certainly be crushed. It will take a long time before such a thing can be considered, if you wish to consider it (if things get so far.)
Death
Before discussing the death or destruction of a god, a quick comment on combat is in order.
Generally speaking, gods will usually engage in wars and combat indirectly, through their minions/slaves/worshippers and so on. Such wars and battles will take place like in any other RP: players can either have a good back and fro posting battle until strategy and best writing wins out, or they can discuss it and decide a plot line, or they can collaborate on a post and write up something terrific to read. If battles should become direct, and one god takes up the sword against another, then procedure will be much as above. However, in both cases the level of the gods involved must be taken into account, and so too must the amount of Might in play. For instance, if we have a battle between the armies of a Level 5 god and the armies of a Level 10 god, but the L5 army has ten heroes and is blessed and has various technologies, bringing the total Might spent on bringing about such an army to, say, 15-18 Might, but the army of the L10 is made up of hundreds of Ug the Caveman with absolutely no idea which is the sharp end of the stick and which is not, then clearly, the Level 10 god, despite being a higher level, will be really hard-pressed. So such things must be taken into account. With direct god battles, level plays a very major part, obviously, but so too does quality roleplaying. If the lower level god puts up a heroic fight and uses all the wit and power available, while the higher level merely plays on the fact that they are a higher level, the 'Forces that Be' may well step in. For me, quality roleplaying and gripping writing trumps statistics any day. Keep that in mind.
Now, for god death. As mentioned earlier, a single god may be able to hurt, even badly damage, another god. However, unless the difference in level is huge (perhaps, 10 levels higher) then they will not be able to 'kill' the other god alone. Should a few gods, three at the least, gang up on one god, and they are all of similar levels, then they could potentially muster enough power between them to kill their victim.
There is a difference between a god dying and god being destroyed. A god who dies merely slips from the current planes of existence available to any other god. In other words, they exit the 'World' guarded by Amul'Sharar and Fate completely. They are formless and without will and power, but they are still technically living. Their existence as whatever god they were before is permanently gone, but their essence lives on and can return as a new god with a different domain and portfolios. This is is how old gods 'die' and new ones are 'born'.
If, however, a god is destroyed, which is impossible for player characters in this RP to accomplish, then their very essence is destroyed and their existences all cease to be. While PC's may not be able to achieve this, be warned that certain actions may bring upon you the wrath of those who can and will (you will be warned if you are in danger).
Heroes
Once sentient, intelligent beings have been created, a god may wish to create Heroes. Heroes are creations who have been 'chosen' by the god and granted great power in order to go out into the world and do as their god has commanded them. The one playing the god who created the Hero also plays the Hero. Should the Hero be converted by another god, the original player will continue to control them. Heroes wield tremendous power and can be devastating forces on a battlefield and great, charismatic leaders. They may also be peaceable creatures, depending on their god, with very little combat knowledge or ability. Heroes are immortal and are largely impervious to things which would otherwise kill normal members of their species - such as poison, serious stab wounds and magical attacks. However, this does not mean they are invincible. Potent poisons can kill them in large quantities while powerful magic or numerous serious wounds (or both) can bring about their death. Depending on the god in question, their Heroes can be more or less impervious to such things. While all Heroes have unique powers, all have a basic threshold of power, as listed below:
All Heroes are, given potential conditions particular to individual gods, immortal
All Heroes are impervious, to varying degrees, to attacks, poisons and magic
All Heroes have extraordinary strength, speed and stamina, the extent of this depending on their god and level
All Heroes can cast magic, the type and their proficiency with it depending on their god and the Hero's level
All Heroes can Bless or Curse individuals, though the power of this grows with level and is not as powerful as a god's ability
All Heroes can to a very limited extent, mould their direct surroundings to their will - an inherent kind of magic rather than a divine capability
All Heroes can sense people, objects, creatures and gods, unless any of these are concealed, within their 100 metre radius
As Heroes grow in strength, their own, unique abilities will grow, and so too will their basic traits listed above. Heroes level up using Khookies (or XP points). Beginning at Level 1, Heroes have 0 Khookies, and as they go about their daily life, they will earn Khookies. Each post will be granted a number of Khookies after certain factors are taken into consideration. But before we get on to that, let's give two examples posts.
Example 1:
Horath, the myty man hoo kils all hoo stand in hiz way puntshed the grayt boldjer in hiz way and distroyd it, bikoz he iz levil 340 and can do stuf lyk dat. he den run's a fyoo step's and fynd's himself akros the owshin, in de midle of tat batle goin on in hat plase. widout weighting, he smash't the first soldier he see'd, and befor he new it he waz saroundid by the ded or dying body's of the soldier's, he lookt to the sky's and gayve a miytee ror before jomping bak over the sea, getting into bed, and having a good nights sleep aftr a veri lonng day.
Example 2:
Horath took another step forward, forcing himself to continue onward, against the pain in his arms and the pressing heat of the merciless sun, he forced himself to push the boulder, one more step, even half a step further. His breath was shallow, coming in quick gasps, sweat ran freely down his face and all over his body, and his cracked lips and dry throat called out for even a droplet of water. If only he'd been more prepared before leaving on this mad quest! If only he'd not been so angry and frustrated with her... He shook his head, this was no time for regrets, and so he continued onward, pushing the great red rock across the dry plains. It was a large thing, nearly twice his size and ten times his wait, and the fact that it was not perfectly round did not help, in fact, the side he was trying to roll over now was completely flat. He put his shoulder to the rock and tried pushing it, but to no avail. This was hopeless! He was never going to get this stupid thing to the city, and he was never going to be able to board the ship and get to Mardithia in time. But then, he could always walk, yes, it would take a few weeks, he may miss a few battles, but he'll get there eventually. He shook his head, no, he was needed at the front, and he was needed now, even if it took him all day and night, and all tomorrow too, he would push this impudent rock to the city, whether the rock wished to be pushed or not! "You look in pain young one. Why do you push such an ugly thing, when you can walk, free of its burden, free of its weight" a strange old voice, crackly in a way, sounded to Horaths right. He immediately jumped back, reaching for his sword and drawing it. "Who the..." before him stood not a man, but a strange ethereal being, human-like, but not human at all. "Fear me not for I wish you no harm young one, your plight merely intrigued me. Why do you push such a great rock, and where do you take it?" Horath was speechless, what in the world was this? "Uh, it's...well" the creature raised an ethereal hand, and Horath stopped, it closed its eyes and did something, before long it began to nod. "Ah, I see, you wish to travel the large blue yes yes? You wish...to go to war" its voice faded slightly at the last bit, as if disappointed. "You wish to fight...to kill your brothers and maul your sisters and SPREAD EVIL IN THE LAND!" its voice rose dangerously high and its colour changed, becoming very dark, its ethereal body becoming more like smoke. Horath backed away. "NO! No I don't" he tripped on a dried root and fell back, landing on the hard ground and smashing his head badly... (Little Time Skip, WOULD BE FILLED WITH WHAT ACTUALLY HAPPENED!) The great spirit Xeanthiel nodded as it picked up Horath. "Very well, for your love and your people, to Mardithia I shall take you" and before Horath could say a thing, or even ask for a second to prepare, the being was off, flying through the sky at speeds Horath did not know possible. "AAAHHAAAHHAHAHA. NO! NO! Stop! You're going to FAAAAAAASSSSTTT!!" but the creature ignored him, going even faster. Horaths ears suddenly popped and his hearing became weird. Then it was over, he was back on solid ground. Once more, he fell to his back, this time out of dizziness and inability to stay on his feet. "Ar-...-ou...-ay?" someone was speaking, someone was saying something, he just couldn't make out the words. "Ho..ath, ar- -ou -kay?" he looked around himself, not entirely seeing what was around, it was all just a blur. "What?" he asked half-consciously. "Are you okay?" his ears had popped again, and he could hear again....
Factors considered when giving Khookies:
Spelling and Grammar (graded out of 10): Example 1 is the king of kings when it comes to terrible spelling and grammar. If your post is anywhere like that...let's not think about that. Just basic spelling and punctuation will get you a 10/10, and there is allowance for general typos or mstakes everyone tends to makes.
Writing Quality: There is difference between getting spelling and grammar right and having good writing quality. If your post grips me and your use of language and vocabulary is better than average, you've got yourself a 10/10.
Story Line Advancement: If your post actually adds something to the RP and develops the story in an interesting direction, then you're ticking this box. Even if you're basically RPing on your own but are creating an interesting storyline for yourself then that's brilliant.
Character Development: I want to see real characters, real people, not a character who makes Barney seem like the most complex creature in existence by comparison. A post which really delves into the workings of the character's mind and makes me think, 'yes, this is real, this isn't just some game someone's playing somewhere' then you're good.
Independence: Quite simple, this is about your ability to create a story line with other characters rather than depend on the GM to do so for you (basically, help me be lazy.)
After taking those factors into account, I'll hand out however many Khookies you have earned. An average post should receive 4-6 Khookies. Good posts should receive 7-9 and stunning posts could receive up to 14. The following are the Khookie requirements for each level up, subject to change, considering all Heroes begin at Level 1:
Level 1-2: 2 Khookies
Level 2-3: 3 Khookies
Level 3-4: 6 Khookies
Level 4-5: 7 Khookies
Level 5-6: 10 Khookies
Level 6-7: 11 Khookies
Level 7-8: 14 Khookies
Level 8-9: 15 Khookies
Level 9-10: 18 Khookies
Level 10-11: 19 Khookies
Level 11-12: 22 Khookies
Level 12-13: 23 Khookies
Level 13-14: 26 Khookies
Level 14-15: 27 Khookies
Level 15-16: 30 Khookies
Level 16-17: 31 Khookies
Level 17-18: 34 Khookies
Level 18-19: 35 Khookies
Level 19-20: 38 Khookies
Level 20-21: 39 Khookies
Level 21-22: 42 Khookies
Level 22-23: 43 Khookies
Level 23-24: 46 Khookies
Level 24-25: 47 Khookies
Level 25-26: 50 Khookies
Level 26-27: 51 Khookies
Level 27-28: 54 Khookies
Level 28-29: 55 Khookies
Level 29-30: 58 Khookies
Level 30-31: 59 Khookies
Level 31-32: 62 Khookies
Level 32-33: 63 Khookies
Level 33-34: 66 Khookies
Level 34-35: 67 Khookies
The higher your level, the harsher the grading of your posts. Thus, not only is it more difficult to level up for high level Heroes due to higher Khookie requirements, but they will also get less Khookies per post than lower level Heroes. Moreover, as there will undoubtedly be time-skips, it is important to know that Heroes naturally grow in power over time - which manifests as leveling up. Thus, after a time-skip, it can be expected that a Hero would have gained some levels. However, time-skips will have less of an effect on Hero leveling the higher the level of a Hero. A high level Hero (e.g Level 40) may only gain one level in a hundred year time skip, or none at all in less. A mid-level Hero (e.g. Level 20) may get 3-4 levels in a hundred year time-skip. A low mid-level Hero (e.g. Level 15-19) may get up to 10 levels in a hundred year time-skip. Lower level Heroes (Level 1-14) may get up to 20 levels in a hundred year time-skip.
Khookies can also be used in much the same way a god would use Might. Using Khookies, a Hero can found a full-fledged Order without a god having to use Might, form societies and teach their people new technologies and ideas. A people who could previously not build stone houses may be shown by a Hero to do such things, one who could not use magic in a particular way can be taught, and a Hero could set himself up as a King, thus teaching them monarchy. Further, a Hero can teach ideologies - by building a temple to a certain god, he can teach them a religion and teach them laws and so on. The only difference is that unlike things a god does, they do not magically affect an entire species or people, merely those whom the Hero interacts with, and they must be shown to taken a substantial amount of time ICly, depending on the thing in question. Teaching people how to make Fire may take a few months, teaching people about Monarchy and getting them to accept a monarch's authority may take decades.
Khookie usage:
2 Khookie - Teach people a basic technology or idea (stone houses, Monarchy, empiricism)
5 Khookie - Form a village, tribe or other small settlement
8 Khookies - Teach people an ideology (such as a religion or way of life, Code of the Samurai etc.)
10 Khookies - Teach people a powerful magic or technology (Magic, The Force, Damascus steel, sword specialisation etc. very unique boons to a people)
10 Khookies - Form a full-fledged Order, complete with any unique skill or magical specialisation
It must be noted, last of all, that there is potential for Heroes, given extraordinary circumstances, to become demigods. There is no set route for a Hero to go about becoming a demigod and it is a matter of developing ICly, though one ingredient that is of utmost importance is to gain access to divine essence in some way.
If an extremely powerful Hero were to harm an Avatar, for instance, and drink its blood, they would take in some of said god's essence present in their blood and become somewhat divine themselves (or at least close to it). It must be noted, also, that normal mortals or Heroes who are not powerful enough, would be immediately destroyed upon exposure to divine essence. So any unworthy creature lucky enough to obtain divine essence, which then goes on to consume it, will quickly find itself the most wretched of beings before being completely annihilated.
In cases where a god willingly gifts a worthy Hero with their essence, this will cause said Hero to immediately ascend to godhood. However, whether a Hero is worthy or unworthy is a matter for the GM to decide once the divine essence has been consumed...
Some Rather Important Rules
The Golden Rule: Thou Shalt Not Godmod It's funny 'cause you're a god and all xD some people think that this means normal RPing rules don't apply, but they do. There is a twist, however. You cannot take control of another player's god, that's basic. However, there is more space for battling for control when it comes to creations, and it can make for some very interesting play - imagine creating a hero who is then influenced by another god and doing some of their bidding before returning to your true path after you guide them once more etc.
The Fair-Warning Rule: Thou Shalt Give Fair Warning Before Influencing Another's Creation It's all good being able to influence another god's creation, but before doing any such thing, you must tell the other player that you will be influencing said character, either in OOC or PM. They MUST agree before you post in the IC influencing their creation. If you believe another player is being unreasonable and you should be able to influence a certain character, then bring the matter to either myself or Rtron and we will mediate.
The Good Summaritan Rule: Thou Shalt Summarise Your Posts Sometimes you read a post the writer finds fascinating, and which many others may also find fascinating too. However, others may well find it dull as dishwater. As a Good Summaritan, you should give a comprehensive and short summary of any posts exceeding 5,000 characters at the head of your post, in a hider labelled 'Summary'. You can also give these summaries for shorter posts if you are a Summaritan unparalleled.
We're all here to have fun, these are the three most important rules in my view and I don't need to spell out every rule imaginable, because RPGuild rules are generally the same. Use your logic, come to the GMs if there are any issues.
On the Universe and the World:
Just remember, what we currently have is an empty 'World'. Before we can begin creating things (or, indeed, destroying what has been created or bringing about chaos, untold misery and destruction), we must create a 'Universe' within this word. The universe is basically the skeleton which we can then begin building meat upon, the husk which we slowly fill up, the empty cell membrane which we must fill with all those fascinating things which complete it.in the beginning all there would exist is a 'World'. A completely empty world where nothing exists - space, time, the universe as self-contained 'thing', 'plane of existence', or 'dimension', the laws of nature, physics etc. All that doesn't exist, it's not even a 'void' or 'vacuum' in the sense that outer space is a 'vacuum'. What must be created, first and foremost, is the 'Universe' as a new dimension or plane of existence within 'The World', Time must begin, Space as a thing must exist, the Laws of Nature and Physics must be brought about (default as they exist in our world). If you are confused, then think of 'The World' as outer space in god-terms, and 'The Universe' as planet Earth in god-terms, and a god's personal plane of existence as a separate dimension within 'The World' i.e. something like a satellite.
On Creating the Universe:
Now, for a universe to come about, all the gods must pool their power and create a 'Big Bang' effect. Through this Big Bang each god can then will things into being, such as galaxies, stars, planets etc. The power of the pooling together of energy, this moment of divine unity, as well as the Big Bang, carries their will forth and a universe is birthed which can then be built upon. For instance, once the universe is complete, we may find that something like water does not exist, or seasons, or fire. We can then go our separate ways and do as we like. While not necessary as the game develops, we might want to all focus on developing one planet first, and bring life to others later by replicating the first. So, some of us may be thinking, if the gods can barely create ants at Level 1, how the the hell are they going to create an entire universe? Even if they combine their power. The simple answer is, they can't. Not on their own at least. The raw power is not available. But there is more than simple gods at play here, there is Fate at play, and a new universe must come about. It is Amal'Sharar and Fate who will supply the power for the creation, and the gods must all add their own power to it. Each god, upon adding their power, gives the eventual 'Big Bang' something unique; Vestec may add something of an inherent chaotic element to the universe yet to be born, Vowzra may ensure that the chaos operates within a greater, ordered and hormonal (O.O) harmonious whole and so on.
The process of adding one's power consumes 1 Might if a god is level 2, but consumes 4 Might if the god is at level 1. Unless the level 1 god levels up before they give their energy, the strain of either giving their energy or the 'Big Bang' itself will force them to level up automatically. So every god will be at Level 2 and without Might after the creation is complete.
The 'big bang' experience may well be different for each god, but one defining feature of it is that it will be BIG (hence, BIG bang). And it will be a bang (hence big BANG). Huge and noisy is the way gods like it xP. To qualify this, the very experience of the 'Big Bang' will be different. This is as much a physical 'creation' as it is a spiritual, ethereal, intangible one. This isn't just the beginning of the universe as a physical 'thing', this is the coming into existence of infinite timelines and futures, lives, orders, seasons, chaoses and so on. A god like Vowzra, for instance, may find it to be an awe-inspiring, overpowering thing, he may be carried off, mentally, into a thousand futures and see a thousand flashes of lives that could be. One like Escre (god of Life (Spirits)) may suddenly sense all the lives that will ever be within him, Vestec may be engulfed by all the powers chaos can muster and so on. It may create an epiphanical experience. On the other hand, it may be purely physical, perhaps the raw power and ear-piercing sound may drive a god to near madness, it may fill them with joy to know that this is of their doing, they may be filled with inexplicable terror and so on.
On the Scope of 'Creation' in Rules 1 and 2:
When we speak of 'Creations' in these rules, we mean important creations. Heroes, specific monsters, entire races, major temples, etc. If you create a race that naturally reproduces, another God could play around with a faction of that population (until another God chases them off that is) without seeking permission. If Astarte creates an entire race of Ug the Cavemen, Vestec can go convert a portion of them to his religion. Or turn them into forging cyclopes. Or just smite a portion of them. Maybe drive his own race to war with them. Whatever suits his fancy. Naturally, this might irritate the creating god and they can retaliate if they so wish. Vestec cannot, however, exterminate the entire race without prior permission. Nor can a god meddle with specific characters deemed important by a player without permission.
In summary, you have to get permission to screw with major creations of a Player, but not for minor things. (If you feel something is minor, and the creator says it's major, talk to a GM. They'll mediate.)
Now, for the sake of maintaining OOC peace and order, when you agree on something via PMs or OOC, use clear language which leaves no space for doubts. Things like 'Yes you can do that,' and 'No you can't' are examples of clear language. Things like 'Maybe,' 'You can try,' 'That sounds like it could happen,' 'Hmm,' are not clear.
Moreover, if a player does godmod or goes beyond their remit or does something that requires permission, try not to post a revenge post of godly godmodding to get them back. Godmodding is an issue dealt with OOCly, attempting to take vengeance won't sort it, and the RP could easily devolve into godmodding bonanza if enough like-minded people are about.
A Comment on the Roleplay's pace:
Due to the fact that we're in the middle of the academic year, this RP's pace will be reasonably slow until the exams come to an end. Expect periods of absence and slow responses, particularly during examination periods. It is expected, however, that players will keep us all informed of how busy they will be and what we can reasonably expect. Disappearing for long periods (like, two weeks) without warning is unacceptable.
On Considerations for Combat:
Levels - mean that a god is inherently stronger, has more Might anyway and is just in every way more powerful than the other and therefore should, if they use their strength correctly, come out on top. At worst, they can force the other to spend all their Might and then take them out with their own remaining Might.
Might - The more of it you have, the more powerful the strikes you can deliver. An attack which uses 5 Might as could obliterate Solar systems. If an attack using higher Might, or an army with higher Might, goes against one of less Might, it will generally win out, unless tactics and strategy are also at play.
Tactics and Strategy - This is really about the individual and how smart they can be about their battle. If they are very intelligent about it and deliver one act of genius after another, whether they are high or lower level, things should swing in their favour whether due to their brilliance alone, or due to some kind of divine intervention in their favour.
Writing quality - This is just a matter of pure writing quality. Is it gripping? Does it make sense? Is it well thought out? This will be a factor a GM considers when deciding who should win in cases where players cannot decide between themselves.
Plot line/Player agreement - If the players have agreed what the result will be, then that will generally over-ride all the above (unless the result is absurd. Like a frail old mortal lizard which can't think and has no magical powers going up against a Hero and winning.)
A Comment on Creating Species:
No completely new species, upon being created, will have a fully functional social order or knowledge. Species must either be created and developed ICly, or the first post (detailing their creation) must also detail their development/evolution/growth to the present day. For instance, when humans are first created, they will have no knowledge of 'society' or 'magic' or even something like 'self', 'identity' etc. unless they are taught it or naturally develop it over time. These things can either be given them in the creation post (meaning the player would have to detail their growth, giving a reasonable time-frame) or they can be allowed to develop naturally ICly, with contribution from the original creator and other players. If a new species has evolved from a previously existing species, then it can be assumed that they have all the knowledge of the original species, as well as anything new that has been given them either directly by a god or by virtue of their evolution, and said evolution must be detailed in their creation post. Try, as much as possible, to ensure that we do not have cases of creation ex nihilo when it comes to species, intelligent or otherwise. Try to maintain a logical development of and building upon what has already been created. For instance: Big Bang -> Universe -> Planetary tilt, atmosphere, seasons etc. -> Development of fungal plants and germs -> Development of larger sea animals -> Sea animals develop ability to live on land -> etc.
Of course, it is not expected that every planet will follow such a route, but the point is to develop and build upon what others have done. This is not a rule, merely an expression of preference by myself, for whatever it is worth.
On Balancing Game-Play, Plot & Character Development, and Technological Advancement:
Natural technological advancement should be slow and there should be a focus on the development and growth of the various civilisations in existence (growth of nations, conflicts, godly politics etc.) When granting technologies, players should be aware of the seismic consequences this will have on the game-world as a whole. Sometimes it is far more interesting to explore a certain technological period in depth before allowing for advancement in technology. Keep that in mind.
On Using More Might than you have:
This is technically possible (stat-wise that is, you will simply go negative) but is highly discouraged. Gods who over-exert themselves to this extent can suffer from some VERY serious side effects...(e.g. transformed into a very vulnerable mortal creature for a given period of time). What happens if, for instance, you create a very powerful Holy Site and go negative? Technically speaking, the Might you spent creating it didn't exist at the time you created it. It would be unfair if anyone could go negative in order to build an amazing Holy Site with what, 100 Might, and then get back into positive in 2 turns thanks to the return on it. It would break the system. Therefore, there will be an assumption that any positive effects on Might-gained-per-turn due to going negative will be taken into consideration until said god's Might naturally returns to positive figures.
(A Far From Exhaustible) Technology/Ideas List, Just So We're All Aware of the Current Technological State of Things
Self/Soul Emotions – disgust, love, hate, fear, anger, joy, trust, anticipation, surprise, shame, pity, jealousy, pride, patience, confusion Equality Beauty Boredom Entertainment Learning Creativity Chakra/Spiritual Energy Nodes Magic Knowledge Epistemic Virtues – attentiveness, benevolence (Principle of Charity), coachability, circumspection, conscientiousness, creativity, curiosity, discernment, discretion, foresight, intellectual honesty, intellectual humility, imaginativeness, interpretive sensitivity, objectivity, parsimony (Occam's razor), perceptiveness, prudence/practical wisdom, studiousness, tenacity, truthfulness, understanding, warrant, wisdom Empiricism – All knowledge stems from experience and evidence Rationalism – Where criterion of the truth/knowledge is not sensory, but intellectual and deductive Scepticism – It is not enough to have a belief, one must have good reason or justification for that belief. It is impossible to have good reason or justification. Materialism – Matter is the fundamental substance in nature, and all phenomena, including mental phenomena and consciousness, are the result of material interactions. Choice – Mentally making a decision: judging the merits of multiple options and selecting one or more of them. Free Will – The ability of conscious agents to be free to make their own decisions , free of any social, moral or political constraints. Society Civic Virtue – A series of habits individuals have which are important to the welfare of society and put the welfare of society above the individual. Friendliness – A pro-social set of behaviours seen in people who are pleasant, agreeable, interested in others, genial, empathetic, considerate, and helpful. Duelling in response to an intolerable insult has been considered a civil behaviour in many cultures, but it is not a friendly action. Etiquette Class and Class Consciousness The Common Good – A specific "good" that is shared and beneficial for all or most members of a given community. Universal Good – g Utilitarianism – It is the greatest happiness of the greatest number that is the measure of right and wrong Common Sense – Basic ability to perceive, understand, and judge things, which is shared by ("common to") nearly all people, and can be reasonably expected of nearly all people without any need for debate Morals – Conscience – An aptitude, faculty, intuition or judgment that assists in distinguishing right from wrong. Moral judgment may derive from values or norms (principles and rules). Conscience is often described as leading to feelings of remorse when a human commits actions that go against his/her moral values and to feelings of rectitude or integrity when actions conform to such norms. Spirituality Meditation Enlightenment – Full comprehension, awakening to the truth Debate and Discourse Distrust/Xenophobia – Xeno = foreigner/enemy or insect Duty – A term that conveys a sense of moral commitment or obligation to someone or something. Arises as result of being human; or one's particular place in life (one's family, one's country, one's job); or as a result of one's character; or as a result of one's own moral expectations for oneself Home/Dwelling Place – Tents, caves, huts. Humans no longer sleep under tree, but have their own dwelling places. A place to call home. As human advance into societies, their dwelling places will become huts and villages. Later, these will become towns and cities, and huts will become houses, manors and even castles. Fidelity and Loyalty Identity Justice & Injustice Just War Pacifism Oppression
Claimed by Vowzra
A way of life aimed at leading one to happiness by achieving the truly ‘good’ things in life, what are called ‘Virtue’. The supreme ideal of Stoicism is a combination of ‘Wisdom’ or moral insight, ‘Courage’, ‘Self-Control’ and ‘Justice’ which includes upright dealing with other people. By following the supreme ideal and achieving it, a man becomes truly self-sufficient; that is, immune to suffering and bad fortune. ‘Virtue’ is a personal characteristic, not one bestowed by class or position: thus, even a slave who has achieved ‘Virtue’ is free, because no man, not even a king, can affect him. Stoics believe in that, as all people live in a singular community under more or less similar conditions and restraints, all have a duty to live in conformity with the community. There are two main principles; 1) resigning oneself to Fate and; 2) living life according to nature’s laws. Although resigning oneself to Fate seems to mean that one should not try to improve the future, this is not correct: stoics put a high value on public service, for instance, or striving to better oneself. In the case of stoicism, resigning oneself to Fate means that one should not set too high a value on cursory, transient thing. By avoiding a fixation on the unimportant, man can find true inner peace and unshakeable contentment that does not rely on possessions or fortune. By accepting that things come and go, this contentment and peace will withstand the obstacles of ambition, luxury, and—most importantly—greed. As for living life according to nature’s laws, this can mean generally conforming to society, but is also deeper as a key tenet of stoicism is ‘questioning convention’. Living according to nature’s law are two-fold:
Training oneself to live with only the bare necessities. A man should know how to live with just basic food, water, clothing, and shelter. “Set aside now and then a number of days during which you will be content with the plainest of food, and very little of it, and with rough, coarse clothing, and you will ask yourself: ‘Is this what one used to dread?’”
Stoics insist on developing the gift of reason. One must perfect their sense of reason to conquer their devastating inner emotions: grief, pain, fear (of death, especially), and superstition. Reason allows one to escape from and discipline their passions, understand that ‘nothing is good or bad, only thinking makes it so,’ and to generally accept the mind as a greater source of truth than the body or emotions. Stoics are famous for their idea that ‘the shortest route to wealth is the contempt of wealth.’
Mercy – A broad term that refers to benevolence, forgiveness and kindness in a variety of contexts. Names Nation Nature War & Peace Philosophy Property Ethics Golden and Silver Rule – One should treat others as one would like others to treat oneself; One should not treat others in ways that one would not like to be treated. Good & Evil Fire Stone tools Fur Clothing Mining Logboat String Painting Ceramics Bone Flute Animal Domestication Sewing Rope Plant Domestication Brick Spindle Metalworking Salt Cultivation Leather Irrigation Equestrianism Weaving Loom The Wheel Spear and Javelin Spear-throwing/Javelin-throwing Boomerang Club Bow Small Settlements Wooden Walls Sundial Language Alphabet/Writing Reading Mummification Papyrus Ard plough Glass Making Galley Pottery Bronze Forging Plumbing Abacus Iron Smelting Arch Calendar Mapmaking Steel Saddle Aqueduct Archimedes Screw Crane Watermill Paper Horseshoe Sword Chariot Ram Bow (for galleys) Incendiary Arrows Crossbow Catapult Sarissa/Pike Stirrup Scorpio
27. I wanna join.
Introduce yourself in the OOC, and once a place opens up, you can play a demigod. Feel free to join in all our very serious conversations, heated philosophical debates and other very, very serious stuff we tend to very seriously do in this very serious thread about very serious things. And on that very serious note, don't forget to read the OP and second post! If you have any ideas concerning your potential future character, wrath you would like to one day unleash upon the universe, comments on anything, or any questions at all, don't be shy.
1. Do we have to use Might to level up?
Yes.
2. How much Might is required to level up per level?
Second hider down, beneath 'Game Mechanics', under 'Levels'.
3. How much extra Might do we get per level up?
Each god begins at Level 1 with 4 Might and gains 1 Might per level up.
4. Can I just level and save Might?
You can do as you like.
5. I want to make a few creatures another character made loyal to me.
You can convert a small number of another character's creations without asking. Bigger actions against important creations require that you seek permission from the player in question.
6. I want to create a species which is mega-loyal to me and is immune to the approaches of other gods.
You can create races which are blind loyal to your character, whose loyalty is basically gene-encoded. You cannot make them immune to being messed with, converted or in any other way affected by another god.
7. So, is there any posting order or can I just get working o my post?
There is no posting order or limit, you can post in any order and as many times per turn as you can. Do try to allow two players to post after your last post before you post again though.
8. I want to create a species that goes 'Harungamunga' upon emerging into the world.
That is scientifically impossible. The Inherent Laws, the Fundamentals of Existence, the Alpha and Omega dictate that the first thing any creature can say, upon emerging into the world, is 'Wow'. Your creatures can say 'Harungamunga' all they want, but their first sound must be 'Wow'.
9. How do I know a new turn has started?
An IC post will come up which will say 'Turn [insert turn number here]' in big, red writing with a summary of how much Might each character has available.
10. Why doesn't the spoiler work anymore?!
...click on 'Toggle' below the writing box and the formatting cheat sheet will appear to help you out with that.
11. What are Khookies?
They're mine!! All mine! *Crazed laughter* (See the 'Heroes' hider above)
12. What is this 'fire whip' everyone seems to fear?
Fear it.
13. I want to create another planet!
You can if you so wish. However, there are billions of barren planets about, creating a new one from scratch may just be a waste of Might...
17. Does the planet Galbar rotate? Does it have gravity?
No it doesn- OF COURSE IT DOES YOU MINION!
18. If we get to level 3, can we create unintelligent creatures without spending might?
It depends on the creation. Creatures like ants don't require Might at all, from the very beginning. When it comes to creatures like the T-Rex (or other terrific real life top predators), that do not have any magical properties; then 1 Freepoint is capable of creating one, and 1 Might considerably more. When one reaches level 10, these creatures no longer require any Might at all. If it is a powerful creature with magical capabilities, you can create 1 such species using 2 Freepoints. At level 10, you can create 4 using 1 Freepoint. At level 15 you no longer need Freepoints to create them. Intelligent species require 1 Might regardless of level.
19. I want to do more than one thing with 1 Might Point.
It is entirely possible to do more than one thing with 1 Might. You can teach an intelligent species more than one idea, concept or technology using 1 Might alone, and create a few species with 1 Might. Feel free to experiment in-game in this regard. Remember, the more Might you use on creating something, the more powerful it is and the more difficult it is to tamper with by other gods.
20. I'm confused about the Freepoint.
Read its function above, under the 'Might' hider. If you are still confused, ask.
21. Is it possible to destroy, steal, take, appropriate, eat, put out, bury, dodge, parry or in any other way reduce the catastrophic damage of the fire whip?
*Gets fire whip out*
22. I just created something! Awesome!
Great, now go fill out one of the sheets in the second post you miserable minion.
23. How long are the days and years on Galbar?
Assume Earth-like statistics unless otherwise specified in-game. So days are 24 Earth hours, a year is 365 Earth days.
24. What is this Undatec/UNDATEC/undatec/Undawhatsisface some people keep mentioning?
Just some slave who will soon be consumed by the mighty Thulemiz.
25. What is this Thulemiz?
You shall find out very, very soon... *Ominous, rather disturbing laughter*
26. Kho has mentioned this 'Astartian philosophy' a few times. What is it?
That is a mystery before which all mysteries wane. A paradox amongst paradoxes, the enigma of enigmas. Only those who come humbly before their Mother Astarte and ask can ever come close to finding out. As of yet, this is all we have:
"You're all mad. The only Reality that exists is everything you experience in the present, the rest either ceased to exist or doesn't exist yet. Concepts like Chaos and Order are useless, created by mortals and gods to explain things as simple as patterns of actions and strings of moments. Nothing but what you're perceiving truly exists to you in that moment."
-Astarte
Character Sheet Skeleton
Name:
Alias: If any
Gender: Male/Female/Both/Neither
Domain (Portfolio): e.g. Water (Oceans)
Domain (Portfolio) Description: Tell me a bit about your Domain, what specific powers it entails. Likewise for your chosen (Portfolio).
Alignment: (Good, Evil, Indifferent or some kind of variant of Good or Evil. For example, if you are a god who is extremely into law but who is also benevolent and uses law for the 'good', Lawful Good is your alignment. If you are a Jackboot fascist, you are Lawful Evil).
Personality: Their personality etc. the way they see themselves
Appearance: Pictures, descriptions or both are fine. You can specify preferred forms and what forms they adopt in particular circumstances
Musical Theme: Lets add some spice
Description: What is the essence of the character? For example, if they are a god of war, are they a savage killer, a shrewd tactician or warrior king type of war god? If they are a god of magic, are they a wise type of mage, or evil and wicked? This is more about how they are viewed by others, what kind of aura do they give?
Concealment Level: did you read the OP? Detection Level: did you read it properly?
Response to 'What is Wi?':
It is, at this point in their [early humans'] growth, basically just Telekinesis. They can move physical things without touching them. Very powerful Wi users can even lift themselves, thus making it seem like they're flying. They can push away enemies, bring boulders crashing down, uproot trees. Just basic movement of things. The older human is, the more powerful they generally are, with 10-11 year olds generally being powerful enough to uproot medium sized trees. Wi = Magic. They just haven't really discovered all there is to it, so it wouldn't be uncommon for each human to have unique abilities with regards to their Wi other than the usual Telekinesis. It would also not be unusual for Wi to manifest itself differently when the user desperately needs something. For instance, if you have a Cimex bearing down on you and you just wish you had something to fight it off with, if your Wi is good enough you might find Wi blade forming in your hand or something. This is on an individual basis though as no god has really taught them magic properly, this is all just their studiousness. The question arises: Is Wi spiritual, where it involves the soul and believing? Or is it magical, like is their an organ that allows them to utilize this, could it be the brain, were Wi is manipulated like a bodily function? Different kinds of Wi would use different things, whether spiritual or mental. Something like lifting things would probably require mental and spiritual focus. But Wi, or Magic, was Astarte's [the goddess of Magic] gift to humanity. I'm not entirely sure how it is generated, that is for the relevant player to decide, and to quote the relevant player, Frettzo: 'Wi is as broad as magic can be, ranging from healing to blood magic. Of course, humanity has only investigated the Telekinesis and a smaller amount have developed specific combat uses, like redirecting your spiritual energy to certain parts of the body to reinforce them. Still no fireballs or death rays that I know of, it's all very down to earth so far.'
On Hero Levels and Pace of Levelling:
I completely understand the point you make, but I think you may be over-analysing levels. The fact that they're easy to gain is mostly due to the fact that the Khookie requirements for each level up to level 10 can be gained with a single post. At the moment, all these level twenty-something Heroes will require at least three Khookies worth of posts for even one level, so leveling up for them will stall considerably.
Level 1-2: 5 Khookies
Level 2-3: 6 Khookies
Level 3-4: 9 Khookies
Level 4-5: 10 Khookies
Level 5-6: 15 Khookies
Level 6-7: 16 Khookies
Level 7-8: 19 Khookies
Level 8-9: 20 Khookies
Level 9-10: 25 Khookies
Level 10-11: 26 Khookies
Level 11-12: 29 Khookies
Level 12-13: 30 Khookies
Level 13-14: 35 Khookies
Level 14-15: 36 Khookies
Level 15-16: 39 Khookies
Level 16-17: 40 Khookies
Level 17-18: 45 Khookies
Level 18-19: 46 Khookies
Level 19-20: 49 Khookies
Level 20-21: 50 Khookies
Level 21-22: 55 Khookies
Level 22-23: 56 Khookies
Level 23-24: 59 Khookies
Level 24-25: 60 Khookies
It's just important that the difference between a normal mortal (Level 0) and a regular Hero (level 10) is given some weight. In the end, as I have said many times, quality RPing trumps statistics for me any day. If Kuro comes up against Zerabil and proves himself to be a mighty mortal indeed, then there is nothing to say he can't defeat a Hero - how can we say that a Hero may be able to defeat a demigod with time if we cannot also say that a normal mortal cannot defeat a Hero with time?
Further, beating five soldiers in a fist-fight is fair enough, but you need to take other factors into account. Kuro will have weapons at hand, and even if he does not, he has Wi as well as his own martial art. When these are combined, the average soldier stands no chance against such dedication. The average five soldiers don't stand a chance. While these are normal humans, this is also a fantasy setting and humans can be expected to reach absurd levels of power if they have, as Kuro has, put the training and the years in. If you add the fact that EVERY NIGHT humans are facing terrors from their wildest nightmares, I'd say that the likes of Kuro and Zerabil and Ialu, who can face these creatures of the night, would grow even faster than one who simply trains all day everyday.
Also, remember that all current Heroes were born Heroes, thus they could only start at level 1. We have not yet had a case like Kuro's where one was mortal and had a life before. I will have to judge whatever post you put up and his level will have to be worked out taking his 46-year development as a mortal into account.
To make a long story short, don't worry over-much about levels. They're important and fun, but nothing game-breaking.
Advice on the New Iteration:
1. Make the history of Galbar/whatever new world/the universe be thousands of years old, if not millions or more. Having the various races just appear on a gigantic world and slowly spread out irked me because it left a gigantic world sparsely populated with just a few tens of thousands of people. It also prevented much meaningful history from being created.
2. Allow more gods to join ar first/allow new players to join as gods later into the RP/make demigods more powerful/make demigods achieve god status much quicker. The issue here is just as the number of original people dwindled, it was hard to replace them. This led to us having less people and to the story being worse off as well since a lot of us couldn't really impact it all that much.
The inner laws of the current game-world also allow for new gods to appear, it's just a matter of Fate and Invictus allowing them in, which was the only thing preventing new gods entering the world and various dimensions within. Perhaps we'll have a more lenient immigration policy on all those gods seeking to cross the border into the game-world xD
Bhaenrhig-class light-dreadnought battleship Blueprint Ordered: 13 Magardos 1905 Laid down: 29 Magardos 1905 Launched: 23 Raithin 1905 Commissioned: 15 Dharon 1905 Displacement: 18,120 long tons (normal load) 20,730 long tons (full load) Length: 527 ft (160.6 m) Beam: 82 ft 1 in (25.0 m) Draught: 29 ft 7.5 in (9.0 m) Speed: 21 knots Range: 6,620 nmi at 10 knots Complement: 740 Armament: 5 × twin 12-inch guns 27 × single 3-inch guns 5 × 18-inch torpedo tubes
Duthchas-class light-dreadnought battleship Blueprint Ordered: 27 Samonos 1906 Laid down: 3 Seihdhos 1906 Launched: 27 Lembiuod 1906 Commissioned: 13 Raithin 1906 Displacement: 18,596 long tons (normal load) Length: 526 ft (160.3 m) Beam: 82 ft 6 in (25.1 m) Draught: 27 ft (8.2 m) Speed: 21 knots Range: 6,720 nmi at 10 knots Complement: 720 Armament: 6 × twin 12 in (305 mm) guns 15 × single 4 in (102 mm) guns 5 × 18-inch (450 mm) torpedo tubes
Cliodhna-class light-dreadnought battleship Blueprint Ordered: 21 Bultaeg 1907 Laid down: 28 Bultaeg 1907 Launched: 21 Samonos 1908 Commissioned: 13 Seihdhos 1908 Displacement: 19,700 long tons (normal) Length: 536 ft (163.4 m) Beam: 84 ft 2 in (25.7 m) Draught: 28 ft (8.5 m) Speed: 21 knots Range: 6,900 nmi at 10 knots Complement: 758 Armament: 8 × twin 12-inch guns 24 × single 4-inch guns 6 × 18-inch torpedo tubes
Griffri-class medium-dreadnought battleship Ordered: 1 Mragin 1908 Laid down: 15 Mragin 1908 Launched: 28 Tymhoris 1909 Commissioned: 21 Lembiuod 1909 Displacement: 20,380 long tons (normal load) 22,400 long tons (full load) Length: 581 ft (177.1 m) Beam: 88 ft 6 in (27.0 m) Draught: 31 ft 3 in (9.5 m) Installed power: 27,000 hp; 18 x water-tibe boilers {Clan-Company Gweilaerth Water-Tube Boilers} Propulsion: 4 x shafts; 2 x steam turbine sets Speed: 21 knots Range: 10,000 nmi at 10 knots Complement: 950 officers and sailors Armament: 12 x 13.5-inch (343 mm) guns 22 x 5-inch (127 mm)/50 cal guns 8 x 3-pounder 47 mm (1.85 in)/40 cal guns 4 x 1-pounder 37 mm (1.46 in) guns 3 x 21-inch (533 mm) torpedo tubes Armour: Belt - 12 in (305 mm); Turrets - 12 in (305 mm); Barbettes - 11 in (279 mm); Decks - 4 in (51 mm)
Aimhirghin -class heavy-dreadnought battleship Ordered: 16 Jan 1910 Laid down: 8 August 1910 Launched: 9 September 1911 Commissioned: 8 November 1911 Displacement: 27,000 long tons Length: 594 ft 6 in (181.2 m) Beam: 95 ft 2 in (29.0 m) Draught: 28 ft 8 in (8.7 m) Installed power: 27,000 ihp (20,000 kW) 18 x Water-tube boilers {Clan-Company Gweilaerth Boilers} Propulsion: 4 x steam turbine sets; 2 x shafts Speed: 24.1 knots (44.6 km/h; 27.7 mph) Range: 10,000 nmi (12,000 mi; 19,000 km) at 12 knots (14 mph; 22 km/h) Complement: 1080 officers and sailors Armament: 12 x triple 13.5-inch (343 mm) guns 16 x 5.9-inch (150 mm) guns 16 x single 4-inch (102 mm) guns 4 x 1-pounder 37 mm (1.46 in) guns 5 x 21-inch (533 mm) torpedo tubes Armour: Belt - 14 in (350 mm); Turrets - 12 in (305 mm); Barbettes - 10 in (254 mm); Decks - 4 in (51 mm)
Seihdhara-class heavy-dreadnought battleship Ordered: 19 Feb 1912 Laid down: 12 May 1912 Launched: 8 December 1912 Commissioned: 23 March 1913 Displacement: 32,590 long tons (standard) 35,900 (full load) Length: 708 ft 0 in (215.8 m) Beam: 95 ft 3 in (29.02 m) Draught: 28 ft 8 in (8.7 m) Installed power: 80,000 ihp (60,000 kW) 21 x Water-tube boilers {Clan-Company Gweilaerth Boilers} Propulsion: 4 x steam turbine sets; 4 x shafts Speed: 26.5 knots (49.1 km/h; 30.5 mph) Range: 8,000 nmi (9,200 mi; 15,000 km) at 16 knots (18 mph; 30 km/h) Complement: 1150 officers and sailors Armament: 14 x twin 14-inch (356 mm) guns 16 x single 6-inch (152 mm) guns 20 x single 3-inch (76 mm) guns 8 x submerged 21-inch (533 mm) torpedo tubes Armour: Belt - 14 in (350 mm); Turrets - 14 in (356 mm); Barbettes - 13 in (330 mm); Decks - 4 in (51 mm)
Daegeyda-class battlecruiser Blueprint Profile Built: 1911–15 In commission: 1913–45 Displacement: 27,384 tonnes (26,952 long tons) Length: 214.58 m (704 ft 0 in) Beam: 28.04 m (92 ft 0 in) Draft: 8.22 m (27 ft 0 in) Speed: 27.5 knots (50.9 km/h; 31.6 mph) Range: 8,000 nmi (15,000 km; 9,200 mi) at 14 knots (26 km/h; 16 mph) Complement: 1,193 Armament: 4 × twin 360 mm guns (Vickers 14 inch/45 naval gun) 16 × single 152 mm guns 4 × single 76 mm AA guns 8 × 533 mm (21.0 in) torpedo tubes
Ducyffel-class Armoured Cruiser Laid down: 21 February 1907 Launched: 11 April 1908 Commissioned: 1 October 1909 Displacement: 15,842 t (15,592 long tons) (designed) 17,500 t (17,200 long tons) (full load) Length: 161.8 m (530 ft 10 in) Beam: 24.5 m (80 ft 5 in) Installed power: 40 Steam boilers, 36,000 ihp (26,845 kW) Propulsion: 4 × 4-cylinder vertical triple expansion engines 18 × marine-type boilers 4 × screws Speed: 25.4 knots (47.0 km/h; 29.2 mph) Range: 10,000 nmi (19,000 km; 12,000 mi) at 10 knots (19 km/h; 12 mph) Complement: 915 officers and sailors Armament: 12 × 10 in (254 mm)/40 guns in twin turrets 16 × 7.5 in twin (190 mm)/45 guns 22 × 3 in (76 mm)/50 guns in single mountings 5 × submerged 18-inch (450 mm) torpedo tubes Armor: Belt: 200 mm (7.9 in) Deck: 102 mm (4 in) Conning tower: 356 mm (14.0 in) Gun turrets: 229 mm (9 in) Barbettes: 178 mm (7 in) Bulkhead: 127 mm (5.0 in)
Buidoglaeth-class protected cruiser Laid down: 14 January 1908 Launched: 19 December 1909 Displacement: 9,700 long tons (normal) 10,839 long tons (full load) Length: 443 ft (135.3 m) Beam: 66 ft (20 metres) Draft: 24.10 ft (7.35 m) Propulsion: 2 x steam turbines; 2 x shafts; 30,000 ihp (22,400kW) Speed: 29 kn (52 km/h; 32 mph) Range: 10,000 nmi (19,000 km) at 12 knots Complement: 650 officers and sailors Armament: 2 x 8.3-inch guns 9 x 6-inch guns 9 x 3-inch guns 3 x 20-inch torpedo tubes 200 x mines 4 x .30 cal (7.62 mm) machine guns Armour: 3.1 in/80 mm (deck) 6 in/152 mm (conning tower) 6 in (gun shields) 4 in (belt)
Hysgut-class scout cruiser Laid down: 24 December 1908 Launched: 29 December 1909 Displacement: 3,750 long tons (normal) 4,687 long tons (full load) Length: 423.1 ft (129 m) Draft: 16.8 ft (5.1 m) Beam: 47.1 ft (14.4 m) Propulsion: 5 x water-tube boilers; 2 x shafts; 48,000 ihp Speed: 38 knots (70 km/h) Complement: 360 officers and sailors Armament: 10 x 5-inch guns 6 x 4-inch guns 3 x 3-inch guns 2 x .30 cal (7.62 mm) machine guns 2 x 21-inch torpedo tubes 38 x mines Armour: 1 inch/25 mm (Deck) 2 inches (51 mm) (Belt) 4 inches/ 102 mm (Conning tower)
Melynstreic-class Light Cruiser Laid down: 5 June 1908 Launched: 24 November 1909 Displacement: 4,800 long tons (normal) 6,093 long tons (full load) Length: 466 ft 6 in (142.2 m) Beam: 50 ft (15.2 m) Draft: 17 ft 8 in (5.38 m) Propulsion: 3 x steam turbines; 8 x water-tube boilers; 3 x shafts 57,740 ihp (43,060 kW) Speed: 35.5 kn (65.7 km/h; 40.9 mph) Range: 5,830 nmi (10,800 km; 6,710 mi) at 14 kn (26 km/h;16 mph) Complement: 480 officers and sailors Armament: 9 x 6-inch guns 6 x 3-inch guns 2 x 1-inch guns 4 x 21-inch torpedo tubes 120 x mines Armour: 2.36 inches (Deck) 3 inches (Belt) 4 inches (Conning tower) 4 inches (Gun shields)
Gyflym-class Torpedo Boat Destroyer Laid down: 13 August 1907 Launched: 15 January 1908 Displacement: 870 long tons (normal) 1,050 long tons (full load) Length: 293 ft (89.31 m) Beam: 26 ft 3 in (8 m) Draft: 13 ft 1 in Propulsion: 4 x water-tube boilers; 4 x shafts; 4 x steam turbines Speed: 32.5 kn (60.2 km/h; 37.4 mph) Complement: 110 officers and sailors Armament: 1 x 4-inch gun 6 x 3-inch guns 4 x 18-inch torpedo tubes
Esgyd-class Torpedo Boat Destroyer Laid down: 18 March 1908 Launched: 12 November 1908 Displacement: 1,825 tons (normal) 2,207 tons (full load) Length: 353.75 ft (107.8 m) Beam: 26 ft 3 in (8 m) Draft: 34.5 ft (10.5 m) Propulsion: 12 x water-tube boilers; 4 x shafts; 4 x steam turbines; 30,000 ihp Speed: 36 kn (66.7 km/h; 41.4 mph) Complement: 160 officers and sailors Armament: 6 x 4-inch gun 4 x 3-inch guns 1 x 1-inch gun 4 x 75 mm machine guns 2 x 21-inch torpedo twin-tubes
Torrach-class Torpedo Boat Destroyer III Laid down: 21 January 1909 Launched: 29 December 1909 Displacement: 1,670 long tons (normal) Length: 331 ft (101 m) Beam: 32 ft 6 in (9.91 m) Draft: 12 ft 6 in (3.8 m) Propulsion: 6 x water-tube boilers; 3 x shafts; 3 x steam turbines; 36,000 ihp Speed: 36 kn (66.7 km/h; 41.4 mph) Complement: 205 officers and sailors Armament: 5 x 4-inch gun 6 x 3-inch guns 2 x 1-inch gun 4 x 75 mm machine guns 8 x 21-inch torpedo triple-tubes 80 x mines
Ffleimywf-class torpedo boat Displacement: 975 t (960 long tons) Length: 78.5 m (257 ft 7 in) Beam: 8.33 m (27 ft 4 in) Draft: 3.63 m (11 ft 11 in) Installed power: 23,500 PS (23,200 shp; 17,300 kW) Propulsion: 3 × water tube boilers 2 × AEG Vulcan Steam Turbines Speed: 33.5 kn (62.0 km/h; 38.6 mph) Range: 1,950 nmi (3,610 km; 2,240 mi) at 17 kn (31 km/h; 20 mph) Complement: 83 officers and sailors Armament: 3 × 8.8 cm (3.5 in) L/45 guns 6 × 500 mm torpedo tubes 24 mines
Taibhse-class Submarine Displacement: 391 long tons (surfaced) 542 long tons (submerged) Length: 171 ft 1 in (52.15 m) Beam: 17 ft 9 in (5.42 m) Draft: 12 ft (3.7 m) Installed power: 830 hp (diesels); 650 hp (electric motors) Propulsion: Diesel-electric; 2 × shafts; 2 × diesel engines; 2 × electric motors Speed: 14 knots (26 km/h; 16 mph) surfaced 10 knots (18.5 km/h; 11.5 mph) submerged Range: 2,500 nmi (4,600 km) at 10 kn (19 km/h; 12 mph) surfaced Group 1+2+3: 130 nmi (240 km) at 2 kn (3.7 km/h; 2.3 mph) submerged Test depth: 200 ft (61 m) Complement: 29 officers and sailors Armament: 6 × 18 in bow torpedo tube 2 × twin 450 mm drop collars 2 × single external 450 mm torpedo launchers
Seallaidh-class submarine II Displacement: 423 long tons (surfaced) 510 long tons (submerged) Length: 171 ft 0 in (52.12 m) Beam: 15 ft (4.6 m) Draft: 11.3 ft (3.43 m) Propulsion: 1 × 480 hp (358 kW) diesel engine 2 × 620 hp (462 kW) electric motors Speed: 13 knots (24 km/h; 15 mph) surfaced 10 knots (19 km/h; 12 mph) submerged Range: 2,985 nmi at 7.5 kn (surfaced) 130 nmi at 4 kn (submerged) Complement: 26 officers and sailors Test depth: 200 ft (61 m) Armament: 4 × 18 in bow torpedo tubes 8 × 18 inch torpedoes 1 × 6 pounder gun
Tosaigh-class submarine III Displacement: 848 long tons (surfaced) 1,081 long tons (submerged) Length: 242 ft 9 in (74 m) Beam: 20 ft 4 in (6.21 m) Draft: 14 ft 1 in (4.30 m) Propulsion: 1,980 hp (2 x electric motors) 3,040 hp (2 x diesel engines) 2 x shafts Speed: 18.6 knots (34.4 km/h; 21.4 mph) (surfaced) 11 knots (20 km/h; 13 mph) (submerged) Range: 7,900 nmi (14,600 km; 9,100 mi) at 10 knots (surfaced) 135 nmi (250 km; 155 mi) at 5.2 knots (submerged) Test depth: 660 ft 3 in (200 m) Complement: 47 officers and sailors Armament: 6 × 18 in torpedo tubes (2 bow, 2 beam, 2 stern) 4 × twin 450 mm drop collars 1 × 12-pounder gun 22 x torpedoes
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Territory: 7 - Your nation is small, with room for some cities, some decent farmland, but it is still small. Tech: 6 - Your nation is rather antiquated, but it is on the cusp of beginning a modernization effort. Army Size: 10 - Your army is decently sized, and is maintained year-round. Economy: 6 - Your economy is weak, and is teetering on a recession. Production: 9 - Your nation is a mix of agrarian and industrial. Navy Size: 1 - You have no navy. Airforce Size: 6 - You have no air force. Magic: 3 - There is a great dearth of magic in your land, it is scarce and likely weak. Most likely what little you do have is imported or utterly foreign entirely. The mysteries of the arcane are just that - mysteries. Mobilization: 5 - It takes a few months to mobilize.
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Territory: 11 - Your nation is somewhat average, with perhaps a little extra. It has plenty of space to go around. Tech: 8 - Your nation is still antiquated, but modernization is about to begin or in its beginning stages. Army Size: 9 - Your army is decently sized, and is maintained year-round. Economy: 1 - Your economy is weak and ineffectual. It is in the middle of a massive crash or is undeveloped entirely. Production: 2 - Your nation is largely agrarian, with some natural resource exploitation to a small degree. Navy Size: 1 - You have no navy. Airforce Size: 1 - You have no air force. Magic: 8 - Like a nation that is aware of modern technology, and seeks to acquire it, yet falls far behind, your nation lags in the field, struggling to keep up, and at best keeping pace in a select field. Perhaps, were your nation to pool its resources and brainpower, you could produce one of the contraptions of more magical nations - but it would be a true national effort. Mobilization: 15 - It takes a month to mobilize.
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Territory: 4 - Your nation can be best described as a city-state. It is composed of a single city, and likely imports its food from outside its borders. Tech: 10 - Your nation is still antiquated, but modernization is about to begin or in its beginning stages. Army Size: 4 - Your army is restricted to personal guards and retainers, but the nation maintains a system that allows for small armies to be conscripted during wartime. Economy: 5 - Your economy is weak, and is teetering on a recession. Production: 6 - Your nation is somewhat agrarian, with okay natural resource exploitation. Navy Size: 1 - You have no navy. Airforce Size: 6 - You have no air force. Magic: 8 - Like a nation that is aware of modern technology, and seeks to acquire it, yet falls far behind, your nation lags in the field, struggling to keep up, and at best keeping pace in a select field. Perhaps, were your nation to pool its resources and brainpower, you could produce one of the contraptions of more magical nations - but it would be a true national effort. Mobilization: 10 - It takes two months to mobilize.
Name: Laxion Hosarusson Age: 93 Known For (plus biography): Laxion is perhaps one of the most renown Wise-men and scholars of Emperiat. Hearsay has it that that he had learnt to read and was writing by the age of three, and had already read some of the great works of his day by the age of ten. He was discovered by one of the scholars of the Grand IHEL at that time, a man known as Farenus Hosarus, who took him under his wing and taught him all he knew. By fifteen Laxion had the experience of Farenus and his knowledge under his belt and was already famed for his well-constructed arguments as well as his many novel ideas in the fields of natural science, mathematics, and what he dubbed 'the humanities'. People became so used to seeing him and Farenus together that many came to call him, "son of Hosarus" and from there it developed into, "Hossarusson" or Hosarus' son. At twenty five, he left the Grand IHEL and traveled around the Grand Kingdom for a while before venturing beyond the western border to the lands beyond, where he spent much time. At some point in his travels, he fell sick due to the unusual climate and had to return. The return journey was rough (indeed, he was briefly captured by brigands), but he eventually arrived safely in the Andalujan city of Irenor where he took up residence.
Now thirty four years old, he started working on publishing the many discoveries he had made about the nations he visited as well as the new knowledge about science, art, mathematics, architecture, society, government and more which he had discovered or developed. After these amazing contributions to academia, the Grand IHEL fished him up and had him teach there, and he has remained there ever since; teaching, writing, debating, travelling and more. Here he met Ambus Bare, another extremely gifted scholar who had a particular passion for the southern Badlands and what lies there. Recently Ambus, who went journeying in the Badlands, has stopped sending back letters with his pigeon. This worried Laxion enough to go and tell the Little Basileus, but his arrival brought with it even worse news: the king had been murdered.
An advisor for the boy-king was needed, and the Little Basileus saw no better personage to guide and educate and advise the lord of Emperiat than Laxion himself. Promising him that the matter of Ambus Bare would be investigated, Oppius II sent Laxion to the capital.
Dirty Little Secret: In his youth, this horny little guy used to collect all the perverted historical stories he could find. Over the years it has developed into quite a momentous study, and he has two tomes: one full of the most perverted tales from history (all authentic!) and another full of unauthenticated tales and legends. He keeps their existence a complete secret and adds to them from time to time.
Skills: Laxion has near unparalleled knowledge and wisdom, and his oratory powers have to be seen to be believed. His understanding of history, in particular, gives him a sharp knowledge of the ways of kings and politics, but he has never been subject to the intrigues of court. How will he manage? Laxion is a brilliant calligrapher and has also collected a lot of random knowledge from all over the Grand Kingdom and beyond (herbalistic knowledge, some understanding of architecture, he has had a few brushes with magic though he is no magician etc.)
Motto: To knowledge there is a beginning, but no end
Andaluja
Name of the Province: Andaluja
Name of your Liege: Oppius II Eskandar, Oppius Aulus Eskandar, Oppius II son of Aulus II son of Oppius I son of Aulus I of Eskanadra
Position: In the east. To the south, it borders Meda-Cheba. To the east there is a long coastal border. To the north it has a partial border with Belintash as well as other minor provinces which occupy the north-east of Emperiat (Andaluja has long vied for control over these north-eastern provinces, but the crown has rejected calls from the Eskandars to have them join Andaluja, and the Belintashian competitors have prevented Andaluja from taking effective control just as Andaluja prevents Beltinash from doing so). To the west it borders other provinces, among them the capital province.
Specialty: Andaluja has two main specialities. The first is that it is the bread-basket of Emperiat. Its lands are by far the most fertile and its population by far the largest. All kinds of agricultural goods are produced here, and the huge coastal border (the largest of any duchy) effectively gives Andaluja a monopoly over the fishing economy, and means Andalujan seamanship is far and beyond the best in the kingdom. The Andalujan capital, Crimsamara, is also a centre for knowledge. The huge population allows for the Eskandars to dedicate a small percentage of the citizenry to purely educational matters, which has over time created a powerful intellectual atmosphere and the setting up the Grand Institution of Higher Education and Learning of Crimsamara. Scholars, mystics, philosophers and strategists travel from all over the realm to have their works published and to engage in debate with other great minds here, and students of knowledge compete with one another for admittance to the prestigious institution. Unfortunately, demand is very high and many are let-down, which has caused many to call out for an expansion of the IHEL, or the construction of a new one. So far, their calls have gone unanswered.
History: This is as penned by the former Don of the Grand IHEL of Crimsamara, and later adviser to the Boy-King Elendin, Laxion Hosarusson:
The history of Andaluja stretches back to the days of Darethia, more commonly known as the 'Old Kingdom' in modern Andaluja and common usage. Back then, Andaluja was nothing more than a group of eight fiefdoms ruled over by their respective lords. The Kingdom of Darethia, in those days, stretched from the utmost north of modern Emperiat (encompassing the minor north-eastern provinces and some of modern Belintash) all the way down to modern Yenin.
Towards the end of the Old Kingdom's life (and all things, as The One (Glorified Be His Name) dictates, must come to an end), the king of that kingdom was no longer able to control his lords, or placate them with money, or use any authority his ancestors had to instil in them loyalty. And many rebelled.
Aulus I, of what became Eskanadra, was no such lord. He was, from what reaches us of his news and his days before kingship, an aristocrat who had spent most of his life amongst the peasants, escaping from his tutors and spending his days chasing after the village girls. When Darethia was consumed by war, its king having been dethroned and its many lords having rushed to take his place, he found himself conscripted by his local liege and sent to war. And he was at that time, in what reaches us of his news, a young man of twenty years.
Being young, and an aristocrat well-trained in the ways of battle despite his youthful indifference towards learning, he did well in the war. He was, however, ever after afflicted by 'the horrors', as many veterans of that long, gruelling, and terrible war came to call it. Indeed, of what can be seen from the news that reaches us of him, he never truly recovered from the trauma of 'the War of Dissension'. By the time he was three-and-twenty years, he had risen to become a commander in the army of his liege lord, leading a force of five hundred men. His charisma and talent for strategy and tactics earned him the title of 'Harbinger of Victory', or defeat in the case of his enemies.
When Aulus I was four-and-twenty years, his liege lord was slain in battle, leaving behind him no heir or family. After a period of chaos, Aulus I and another prominent commander, whose name history remembers as being Iagos, surfaced as the two potential heirs - for none could challenge their military might, and where blood and relation does not gain one the seat of power, then might of force does.
The meeting between the two ended with Aulus I submitting to Iagos and accepting the position of his right hand commander. With that, the two returned to the issue of defending the fief of the deceased lord - now owned by Iagos. The two proved to be a mighty pair, and their partnership was clearly blessed by The One (Glorified Be His Name). For not only managed they to push back the forces of multiple foes, but also increased the size of their holdings. Within a few years, when Aulus I was six-and-twenty, he and Iagos proved themselves amongst the mightiest of the warring factions in that terrible civil war, having conquered a total of five fiefs, in addition to that which they had held before.
After another year, they had under their command a total of eight fiefs. The remaining factions saw the threat and quickly formed an alliance against Iagos and Aulus I. These were what would later become the independent state of Yesini in the south (today the Grand Province of Yenin, part of Emperiat), and the north-eastern provinces (which in those days encompassed the current North-Eastern Provinces as well as some of the lands today held by the Belintashians). Even though these united factions managed to push back the forces of the two commanders, it was not long before Aulus I and Iagos recovered the upper hand and reestablished their control over the lands they had lost. It was then that their foes realised that war was futile, unification was no longer possible, and a peace treaty was negotiated.
The independent State of Yesini would last some two centuries before being incorporated into the Emperiat, and the northern provinces were conquered and reconquered by invaders until they eventually came to be held by the Grand Kingdom of Emperiat.
After that terrible eight year war, Iagos and Aulus I turned back to securing their lands and beginning the process of healing and reconstruction. After all, the eight fiefs which they had conquered were in utter chaos, having exchanged hands many times throughout the eight years. It was not long, however, before the two men, who had formed a deep friendship over the course of the war, began to see the differences in their ideas. It became increasingly clear to them that there could not be two kings in one kingdom. Iagos requested that his friend retire to some far off place where he would be away from the day-to-day running of the nation, which soon came to be known as Iagoland. This request was rejected by the now nine-and-twenty year old Aulus I, and over a period of three months tensions between the two rose until they arrived at an unavoidable crescendo. It was concluded that their problem could only be solved through a duel to the death, a thing which Aulus I accepted without hesitation.
The day of the duel came, and with it came many people who had heard of the great happening. Aulus I brought with him his wife, Lucia, but he had not yet had with her any children at the time. Iagos too had brought his family that they may witness the fateful event. The duel, from what has reached us of it, was long and intense, neither warrior accepting defeat nor gaining victory. And, though it pains me to say so (an historian must put aside his own prejudices when recording the accounts of those who came before), it was not honourable. Both, it has reached us, used every trick the war had taught them, every technique they had mastered, even playing mind games and tormenting one another with memories of 'the horrors' and all that they brought with them. Yet in the end, it was Aulus I who was the victor. It was not because he was more skilled, but because he was the more intelligent and the more resistant. At nine-and-twenty years, Aulus I Eskandar was declared monarch over all the land, he dubbed himself the Basileus (a name derived from the ancients, said to mean 'king'), and he called his land Eskanadra.
No time was wasted. Aulus I gave Iagos a great burial and honoured his family, but beyond that (and some financial aid) he put the past behind him and set his eyes upon the future, concentrating on the land and sea. On land, he enforced the more efficient system of enclosure farming in great estates, owned by farmers. And on the sea, he encouraged innovative ship designs, which in turn made it far safer for fishermen to venture further out to sea and thus bring in greater amounts, and more diverse species, of fish. Over his long years as Basileus, he improved life greatly for the people, and the riches which accrued due to his reforms enabled him to eventually construct the great capital city of Eskanadra from scratch, the city of Crimsamara, and within it, he built the Great Palace of Eskanadra. Today, Crimsamara remains the capital, but the Great Palace of Eskanadra no longer stands - for its deconstruction was a condition of Eskanadra's eventual annexation into the Grand Kingdom of Emperiat.
By the time he of Aulus I's passing into the grace of The One (Glorified Be His Name), at the fine old age of seventy nine, Eskanadra had changed completely. Never again would it be torn apart by war, and never again would their dwell in it a starving and hungry people. Among his many works was the construction of the 'Four Courts' as they were known back then, which would later be transformed into the modern Twin Criminal and Civil courts of Crimsamara. These Four Courts were situated in one building in those days, nowhere near as grand as the current two, but it did a very similar job. Aulus also laid down the laws of the kingdom in the Three Books. The first book was 'The Book Crime, Criminals, and Criminality' and was the skeleton for future laws regarding crime, within it were the ways in which crime should be dealt with in court as well as what kind of evidence should be accepted and which not, and of course, the punishments for certain crimes, such as execution for murder and prostitute trafficking, whipping or six months in jail for the thief, longer depending on the items stolen and so on. The second book was 'The Book of the Divine Law' which clarified the fact that religion encompassed both the civil and criminal spheres of the law and much more on the religious stance on certain things. This too was a skeleton for future study in the relation between the law and religion. The third and final book was 'The Book of Civil Justice and the Predicaments of the People' which dealt with the day to day issues and problems likely to arise due to human transactions, as well as the way in which civil law should be carried out to ensure that the course of justice is not perverted. This, like the second book, also contains parts which speak about the personal attributes and traits required in a judge as well as the academic and intellectual background which would give their judgments weight and wisdom. Aulus I also commissioned the construction of The School of Tactics and Strategy, the first true teaching institute in Eskanadran history which was initially meant as a place for the military leaders of the future to be trained, but was soon set upon by the richer people in society who sent their children there for the improved level of education. This, rather than creating great military leaders, caused there to be a great number of philosophers in the theories of tactics and philosophy and the art of war who were willing to discuss ideas but less willing to try them in practice. This was the fore-runner to the Grand IHEL of Crimsamara.
Aulus I expended much time and effort in securing the general security and safety of Eskanadrans, setting up many groups in different cities and towns all over Eskanadra to act as a policing force in their respective areas. While separate and largely inefficient, reforms over succeeding monarchs have meant that Police Chiefs report directly back to the Grand Police Chief in Eskanadra, who in turn reports directly to the Basileus.
Oppius I ascended to the throne after his father, in a time of relative prosperity in which employment was rising and the nation was undergoing many positive changes. He expanded on education, the military and more, building the Grand IHEL of Crimsamara in the last decade of his life. Oppius I also addressed the growing issue of crime by adding to the Three Books and solidifying certain laws which had been left vague by Aulus I. He also established the Police Chief hierarchy which is still in place in modern Andaluja. Oppius I also expanded on many of the things his father had constructed, organising the construction of many new wings for the Great Palace of Eskanadra. During his reign, the palace almost doubled in size and its beauty increased tremendously. This was to create the long-lasting tradition of monarchs expanding and adding to the Great Palace during their reign, though this all came to nothing once the palace was deconstructed during his successors reign. Tale of the palace's beauty has passed into legend among the populace, but records and detailed diagrams of it remain in the archives the Magnificent Library. He also expended a phenomenal amount of money and resources into the structuring a small standing army and introducing ranks and divisions. However, his successor was forced to disband the force upon ascension into the Grand Kingdom of Emperiat. This has meant that while the population of modern Andaluja remains the highest in all the land, the quality of its military is rather low.
The Four Courts were also torn down and reconstructed as two separate Twin Courts, The Twin Civil Courts and The Twin Criminal Courts. Even though these were later refurbished and improved by Aulus II, the modern building was in fact constructed in Oppius I's time. Throughout the reign of Oppius I, who passed into the grace of The One (Glorified Be His Name) at three-and-eighty years, Eskanadra improved bit by bit. However, the reign of Aulus II, who passed into the grace of The One (Glorified Be His Name) at nine-and-eighty years, saw a seismic change in the little kingdom's fortunes.
Aulus II, keeping with the spirit of progress and enlightenment of the past monarchs, began his reign by pumping an astounding amount of money into the Grand IHEL and effectively conscripting selected youths from all over Eskanadra, who had to be eight years of age, into the IHEL. This huge amount of spending dropped dramatically in Aulus II's later years as the desired effect of creating a well-educated, elite class of Eskanadrans was achieved. But the tradition of conscripting those who were eight years of age continued for some years. Only in recent years, with increasing demand for admittance to the Grand IHEL, has this practice stopped.
After consulting his advisers, it was found that the due to the enormous academic output all over the nation, there was a realistic fear that a lot of the literary publications may be lost if copies of them were not kept safe. Thus it was decreed that a great library should be built, to which copies of books, poems, plays and any kind of document from all over Eskanadra must be sent upon publication, and this came to be known as The Magnificent Library of the Fertile Earth. Today, it is the largest library in the Grand Kingdom, and many manuscripts from all over Emperiat are sent here for copies to be made and preserved for future generations.
Following the conquest of Yesini an hundred years ago, in 199 PA (this, as most people outside Andaluja are ignorant about, is the dating system used in the Grand Province of Andaluja. It is one of the many things which remain from the Kingdom of Eskanadra. It stands for Post Auli, or After Aulus. The dating system begins with the alleged date of Aulus I's birth) the Kingdom of Eskanadra came under intense pressure to submit before the growing power of the Grand Kingdom of Emperiat.
During the reign of King Andèris of Emperiat and Basileus Aulus II of Eskanadra, the two realsm entered negotiations regarding the potential for a peaceful annexation of Eskanadra into the Grand Kingdom. From the moment of his ascendance to the throne until 236 PA, Aulus II negotiated with the powerful Grand Kingdom. King Andèris' father, may The One (Glorified Be His Name) bless his soul, was a rather difficult negotiator. Upon ascending to the throne, King Andèris proved to be a far more diplomatic man, and a deal was reached within the year. Not less than a year later, Eskanadra had officially become a Grand Province of Emperiat. The Great Palace of Eskanadra was deconstructed, its army disbanded and its name changed from the Kingdomg of Eskanadra to the Grand Province of Andaluja. The Basileus Aulus II Eskanadar's title was also changed, now becoming the Little Basileus.
Needless to say, Aulus II and King Andèris developed a rather good friendship, although it was ever marred by each one's suspicion and lasting distrust of the other, and it is said, though 'tis not confirmed, that he warned his heir to be ever wary of the King and ready for betrayal. For betrayal was the way of kings.
Now, in the year 299 PA, Little Basileus Oppius II Eskandar yet reigns over Andaluja, and he has done so for a good many years. And in this year, also, King Andèris has met with a most severe fate - one can only hope that The One (Glorified Be His Name) will have mercy upon his soul. The Boy-King Elendin now sits upon the throne.
For Intrigue and some Flavour:
[Vec] Over the years, Little Basileus Oppius II has often attempted to persuade his liege to give him rulership over the North-Eastern provinces, but time and time again King Andèris refused him. And it is well known that intrigues have taken place over the years between the Andaluja and the Grand Province Belintash as each attempted to seize de facto control over the contested provinces. No success has either met, and, as far as we know, the bitter feud continues.
[The Narrator] To the south, the Grand Province of Meda-Chaba has begun challenging Andaluja's dominance over the coast, and several skirmishes have taken place - but nothing big. The Meda-Chabian savages also provide protection to unsettled tribes and nomads who have, in recent years, been raiding the Andalujan border more and more. Whether this is orchestrated by Lord Hakim and his underlings or not is not yet known, but the Little Basileus has steadily been losing his patience with the savage upstart...
Dwellings, farming, animal domestication, fishing, waterfaring vessels, ritual burial, polytheistic religion, tribalism, stone circles all present.
~2,000 BCE-1000 BCE
The bronze age arrives in Sidara around 2000 BCE, and hillforts begin appearing from around 1,500 BCE. Clan hillfort settlements become an established part of Sidarid culture and society by 1,000 BCE.
~900-400 BCE
The onset of the Iron Age. Age of forts and defended farmsteads, as well as quarrelsome clan confederations, petty tribal kingdoms, and the quick rise and fall of clan warlords.
403 BCE
Morghul Dominion aka the ap Morig invade Sidara alongside their lumbering, Alluidh-riding green minions - the ap Gynurk (ancient orcs).
393-7 BCE
The period of Sidarid subjugation to the ap Morig. By 10 BCE the power of the ap Morig had largely waned, and their last strongholds fell to Sidarid clans in 7 BCE. Now the ap Morig occupy a position directly opposed to the gods in the Sidarid weltanschauung, and are the manifestations of all things evil.
4-20 CE
Sidara would not be free from foreign presence for long, the first incursions by proto-Anvegadians begin around this time, and various Anvegadian coastal settlements begin cropping up.
17 CE
The first landing of Kratorian settler-explorers in Sidara, resulting from a growing rivalry on the mainland between Kratoria and the Anvegadian realms. A small Kratorian presence is established.
40 CE
Anvegad is united for the first time and the Anvegad Empire is established.
46 CE
First full-scale invasion of Sidara by Anvegad. The Sidarids resist, but the Anvegad ultimately gain a larger foothold.
50-310 CE
Kratorian and Anvegadian conquests expand rapidly. Independent elements continued to exist. Clan risings common in conquered areas.
109 CE
The Rape at Byc. Massacre of group of Wyndyn on Isle a’Cheimbyc during a period of general persecution of Wyndyn by the invaders.
136-138 CE
The Treiwynd Rising against invaders. Practised human sacrifice. Crushed brutally.
314-29 CE
Griffri the Bear of Clan ap-Filigin campaigns against the invaders.
330-456 CE
Anvegad and Kratoria effectively abandon their Sidarid holdings. Isles back in clan hands by 456 CE.
457-1066 CE
Free period sees rise of various realms. Mosy influential are the Confederacy of Esher, the Haiho Kingdom, and the Clans of Aujvint.
954 CE
The bardic order, the Cumannfil, is formed.
1066 CE
Emperor Roland of Anvegad invades Sidarid Isles.
1066-70 CE
Clan Esher and the Esheran Confederation resist Anvegad but are defeated.
1071-80 CE
Emperor Roland continues and completes conquest of the Isles.
1127-34 CE
Mad Galam's Rebellion.
1134 CE
Mad Galam slain at Galam's Stand.
1243 CE
The Blood-head rising, headed by Flame-blessed Aimhirghin of Clan Esher.
1451 CE
Across the seas, Etresna (which would become a thorn in the Anvegadian side) unites.
1453-62 CE
Great Southern War between Etresna and Kratorian Imperium.
1494-1559 CE
Period of instability culminating in rebellion in 1559 spear-headed by the Blood-heads. Blood-head leader, Roinseach of Clan Esher (a descendant of Flame-blessed Aimhirghin) becomes a rallying figure.
1592 CE
After three decades of war, Sidara is declared free and a Duthchas (great council of all the clans of Sidara) declares Roinseach rightful Bhaenrhig (Queen). The United and God-given Righachd of Sidara is established. Anvegad switches to a naval blockade to contain the threat.
1593-5 CE
Episode of the Malcontents. Bhaenrhig Roinseach is forced to deal with malcontents who had not cast their votes for her at the Duthchas. Duthchas becomes official advisory body representing the clans. In time, the Duthchas becomes a directly elected parliament. An ancient ritual, called the Hyscadal (‘the Bull’s Vision’), is reinstated after to solidify the Bhaenrhig's position and bolster her legitimacy.
1613-18 CE
First Anvego-Sidarid War. Ends in effective stalemate. Both sides claim victory.
1626 CE
Crisis of 1626 -- sinking of the Teginaed Sidara's first attempt to construct a purpose-built ship-of-the-line.
1651 CE
The Great Decree of 1651 issued fixing every clan's clan-lands into permanent, untransferrable property of the clan. All land not delineated as clan-land become crown land.
1667-71 CE
Second Anvego-Sidarid War. Rhig Cadfael slain and Aenfys, his infant son installed as new Rhig and made to agree to a treaty of vassalage.
1684-1725 CE
Tensions as Sidara attempts to secretly militarise in order to break off Anvegadian overlordship.
1726-30 CE
Third Anvego-Sidarid War. Sidara regains complete independence.
1801-4 CE
The Etramaden invasion of Kratoria is initiated and eventually repelled by the Kratorians with heavy losses on both sides. The ensuing peace treaty saw Etresna agree to discontinue imperial ambitions in the north. And so the mountain-nation turns its eyes towards the crumbling Anvegad and its southern neighbours.
1817 CE
The Great Game between Sidara, Anvegad, and Etresna begins.
1833 CE
The Glenmagar Conference to discuss Great Game tensions and negotiate a spheres of influence agreement fails.
1834-59 CE
Etresna initiates a more aggressive policy of expansion to dominate and gain power over the various nations in the region. Anvegad and Sidara pursue their own policies to counter-act the power that had risen in the east.
1860-66 CE
By 1859, Great Game tensions come to a head and a three-way war breaks out between Etresna, Anvegad, and Sidara. The war swiftly devolves into an anti-Sidarid coalition that sees the Righachd soundly defeated.
1910 CE
Present
Economy - 16+1 (17) - Your economy is well-off, and a majority of what needs to be funded is. Production - 11+4 (15) - Your nation is doing well for itself, with excellent production in both farming and manufacturing and good resource exploitation.
The Righachd's economy has been going strong and stable for many years now. Its economy experienced a meteoric rise over the later half of the eighteenth-century, essentially dragging the Righachd from the heavily agrarian economy it was to the industrialised economy of the present. The long-established clan structure of Sidarid society meant that companies owned and run by clans were quick to crop up in the late eighteenth-century. Communal in nature, these clan companies form the firm foundation of the Sidarid economy. Confident and optimistic, these pioneering companies have been very effective in producing trailblazers whose innovations have ensured that industry has continued to expand all over the realm - indeed, established clan companies grow from strength to strength as they expand their expertise into new areas, carrying themselves up on the back of innovative thinking, pioneering technology, and daring business-plans. With government incentives and designations of the best crown lands for farming purposes, the Righachd has managed to maintain food autarky - limited land space has resulted in creativity and efficiency in the use of land with the goal of maximising production. The successes of the Righachd in this department are all too clear - it is an exporter of both grown foodstuff and meat. Iron ore is plentiful, and Sidarid metalsmiths - and the product of its metalworks factories in general - are renown the world over. Being an island nation with one of the most powerful navies in the world, it has been able to secure its trade routes despite the ever-present threat of the Anvegadian Navy.
Tech - 14+4 (18) - Your nation is effectively fully modern, and innovative to boot. It is likely the trendsetter in multiple categories.
The Righachd stands proudly as one of the world's premier technological engines, its innovative and progressively-minded people a boon in and of themselves. This is greatly due to the traditional Sidarid education system instilling within the populace from an early age the importance of innovation and independence - innovation strengthens the nation, and it brings wealth and glory to the innovator, which inspires far greater progressiveness and willingness amongst people to be daring in their endeavours. But these are no mere adventuring experimenters, for those do not create a stable and regimented progression that can keep the Righachd as a whole at the forefront of technological advancement. Much of the time these are clan-members working with others in an organised and strategic manner to produce and refine innovations which would be immediately field-tested by a clan company, judged promising or not on the basis of its success, and either refined and expanded or dropped depending on the results. The government, for its part, funds research facilities at various universities across the country, as well as being patron to numerous Societies that seek to expand knowledge in various areas (whether it is the National Society of Antiquitarian and Archeological Exploration, the Royal Society of Linguistics, or Her Grace's Aeroflight Society). This has meant that even as the population produces natural innovators who can become very successful in their own right, innovation and scientific advancement has effectively been institutionalised and honed into a communal effort across the board. The various Arwyndyn holy orders, which have long-established independent universities, form a separate stream. Traditionally more interested in magickal, religious, and esoteric learning, the Arwyndyn have nevertheless engaged in some very interesting research and development projects over the past century. Joint research with mainstream universities have led to breakthroughs in areas ranging from military technology to whether usage of pesticide is morally justifiable according to Sidarid religion. Arwynd scholarly journals are amongst the oldest in Sidara and have led to scholarly journals becoming a staple of the modern Sidarid academic scene. However, despite their greater interaction with society through these publications and joint research projects, the Arwyndyn remain very secretive and reclusive, and there is doubtlessly much that they know and have not deigned to share.
Ideals
Freedom. Independence. Valour. The Clan. Honour. Loyalty.
Personal, individual achievement - e.g. displays of valour on the battlefield, honourable conduct, new discovery, pioneering invention etc.
To sacrifice one’s freedom and independence. While knowing one's limits and surrendering or fleeing when the odds are stacked against one is no dishonour, allowing oneself to accept occupation or slavery, for it to enter one’s heart, to defend one's enslaver or cooperate with them sincerely and in that way betray one's self, nation, and clan; that is the highest dishonour. One such as this deserves contempt and death.
Sidara boasts many mountainous highland regions, lowland vales, ancient forests full of darkness and mystery, green hills rolling on green hills, numerous rivers and lakes (known as lochs); standing freshwater volumes are simply enormous. '
The Sidarid religion is ancient, with the first recorded worship of a female goddess with a head of saffron dating back over four-thousand years. Worship waned somewhat during the earlier periods of foreign occupation (~400 BCE to ~450 CE), and various foreign religions took root, but there was a resurgence during the period ~500 CE to 1000 CE, followed by a far greater one during the Anvegadian occupation.
Sidarid religion is primarily polytheistic, though it also harbours elements of animism. The major gods are as follows:
Seihdhara - Head of the Sidarid pantheon. The goddess of war and love (in all its forms from motherly love to pure lust). Believed to be the personification of the Sidarid Isles (the name 'Sidara' is derived from 'Seihdhara', and it is not uncommon for the island realm to be referred to as 'Seihdhara'). She is also known as the Iomaethair (the Bear Mother), the Corcaerdhig (the Crimson Goddess), and the Lasaeroi (the Flame Eternal). The bear is considered her chief sacred animal and symbol. Those born with red hair, or who develop it, are believed to have been blessed by her with general martial and sexual prowess. Indeed, the Blood-heads - a group formed to resist Anvegadian occupation and today making up Sidara's elite and most senior division - are famed for only accepting into their ranks those with red hair. Over the centuries, through the process of natural selection, red hair has become a common - almost universal – Sidarid trait. She is often associated with Elder, Hawthorn, and Birch trees, and the Mistletoe.
M'Gruda - God of life, nature, animals, wealth, and the underworld. The Elm and Cedar tree are associated with him.
Daegeyda - The father god and de facto ruler of the gods. After Seihdhara, he is by far the most important of all the Sidarid deities - and for some, he is even more important than the fiery-haired chief-goddess. Also referred to as 'The Daegeyda', he is the god of magick, wisdom, and fertility. His talents and skills, from fighting to craftsmanship to magick, are famed to be endless. He has a magical stave that kills with a single strike from one side and restores life with a blow from the other. It is so big that it can injure more than one person at a time. His cauldron provides an endless supply of food for the gods and his fruit trees are always ready to harvest. Of his two swine, one is always roasting upon a spit while the other is always alive. He has mated with Seihdhara and other goddesses and has numerous children. He is famed for having slaughtered innumerable ap Morig, but in the middle of the war against them, a short truce was called. The ap Morig decided to get rid of the Daegeyda using his weakness for porridge, his favourite food. They concocted a porridge of superhuman proportions, placing it in a massive crater. It is said that they poured in enough milk to satisfy an entire clan for one year, then added enough fat to supply all of Sidara for two years, and then put enough meal to feed Sidara for three years. For good measure, they threw in a flock of sheep, a herd of goats, and a passel of pigs. The Fomorians challenged and taunted Daegeyda to eat the porridge or die. The great god leaned over the crater in the ground, sniffed at the mixture of ingredients, put one giant finger into the mess and tasted it then, to the amazement of the ap Morig, ate the entire thing. Feeling tired this, he lay down to nap. Frustrated that their plan had failed, they called for a woman to tempt the Daegeyda. If he mated with her, he would die. They hid behind trees to see what would happen. Daegeyda woke briefly to see a young maiden lying beside him and, although he noticed that she was beautiful, he was still sleepy and satisfied from his meal, so he rolled over and went back to sleep. It is believed, however, that the Daegeyda has been largely dormant ever since, still sleeping off the massive meal.
Mac Cugail - God of the sky, thunder, wisdom, and Seihdhara's chief consort. He is associated with the Alder tree.
Ducyffel - Goddess of horses, the sea, death, and fertility. Associated with the Pine tree.
H’Mrorrig - Goddess of poetry, music, spring, dance, fire, inspiration, metalworking, knowledge, and childbirth – the last of which she shares with Seihdhara. Considered the patron goddess of druids (known collectively as Wyndyn, sing. Wynd), and she is sometimes called the Wyndynobhanrhig (the Queen of Druids). Often associated with Fir, Silver Fir, Hazel, Willow, and Oak trees. She tends the cauldron of knowledge and intelligence known as Naethinyb.
Tymhorau and Raithean – The gods of the seasons, a couple who are born in spring and are children, then becoming young lovers in summer, before becoming each a mother and a father in autumn, and finally wise elderly folk who die with the coming of winter to be reborn at the midwinter solstice, alongside the sun, and greet spring as children again. They are associated with the Yew and Holly trees.
Some minor gods include:
Diabcuraim – Guardian god of the well of knowledge and intelligence, the Naethinyb. H’Mrorrig’s husband.
Theia – Goddess of marriage, marital faithfulness, and family.
Eh’Myr – A minor god of catastrophe and defeat. God of Eigen’s Fort, where the Sidarids suffered a terrible defeat at the hands of the Anvegadians.
Feiyin - A minor goddess and believed to be High Queen of the faeries. She is a goddess of love and fertility, is associated with the moon, crops, farms, and cattle. She is considered particularly important for healers and herbalists, and is believed to be responsible for the body's life force. She is rather vengeful and displays a sadistic pleasure in punishing those who cross her - for instance, anyone who sits on her throne (which appears to normal people as a normal stone, usually located in glens or groves) is in danger of losing their wits, those who sit three times lose their wits forever. It is believed that she was raped by Aeleyl Ulom, an ancient warlord of Clan ap-Entosh. She ripped off his ear trying to protect herself from him and later had her fae soldiers trap him and bring him to her - she tortures him to this day. It is believed that she fell deeply in love with the ancient hero, Dionin, but that her love was unrequited.
Aggrona - The goddess of battle and slaughter. Was defeated by Seihdhara and now serves in the chief-goddess' retinue, carrying out various duties for her.
Aerameid - A herbalist goddess, she is the daughter of the physician god Diyaneht and the sister of Michlin. Like her father and brother, Aerameid was a gifted healer - causing Diyaneht to become extremely jealous of her and Michlin's talent. When Seihdhara lost her arm in battle, Diyaneht created a new one for her out of gold and iron. But Aerameid and Michlin create another arm out of living flesh. It was so lifelike that Seihdhara was able to regain her throne and position as the chief goddess, even though the injury technically made her unqualified for rulership. Jealousy eating at him, Diyaneht killed Michlin, and Aerameid grieved over her brother's grave. While doing so, she noticed hundreds of plants growing among the flowers on his grave and, realising that they had healing properties, began classifying them. It was monumental mission, for each type of herb had to be picked and sorted in accordance with its medicinal benefits. Just as she was about to finish, the jealous Diyaneht crept up behind her and scattered the herbs to the winds. Aerameid was never able to recover the herbs and so never completed her work. For this reason, the proper uses for the hundreds of healing herbs are unknown to this day, and Wyndyn have has to experiment and exercise their reasoning over the ages in attempts to recreate her lost work.
Drechwr - A god of victory. Was defeated by Seihdhara and is now part of her retinue.
Aengillian - The stunning god of youth, young love, and beauty, known for having coyishly rejected Seihdhara's advances, angering her, before seducing her anyway. He carries a magickal sword and dons a cloak of invisibility, and his kisses take wing and fly away. Four in particular, Ceyin, Piyr, Bleyna, and Aethrar, follow him about in the form of birds wherever he goes. He is known to protect young lovers and cultivate their love.
Eirwyn - God of language and eloquence. He is the brother of Daegeyda, the father god. Credited with creating the Eirwyncanan and teaching it to the Arwyndyn, who glorify him tremdnously even to this day.
Babaedna - A goddess of mayhem, slaughter, and battlefield confusion who visits battlefields in the form of a crow and sows utter chaos. She is known to whip warriors into a battle-frenzy - sometimes their frenzy is so great that they do not know friend from foe. She forms part of Seihdhara's retinue.
Bellanes - A god of light and the sun. The festival of Beltane derives its name from and honoures him.
Sruthyfinn - The river goddess after whom the river Sradfynn is named. Her sacred animal is the cow. She drowned when she tried to drink from the the Naethinyb so as to gain supernatural wisdom, but did not have the permission of either the H'Mrorrig or Diabcuraim. When Sruthyfinn tried to drink from the cauldron, its waters rose up and chased her towards the sea, eventually swallowing her up and leaving the goddess dead in its wake. The waters formed a river leading from the well to the sea, which was named the Sradfynn in honour of the goddess.
Beryw - God of therapeutic hot springs.
Braeniyn - A son of the goddess Ducyffel and a mortal named Viryn. He grew up exceptionally fast and was of formidable strength and was such a sight that he came to be known as Beautiful Brae. When Seihdhara lost her arm and became unable to rule, the gods crowned Braeniyn chief of the gods and Rhig of Sidara. Though beautiful, Braeniyn was stingy and crude, taxed the cattle and crops so that every clan and household ran short of food and drink, and more or less used the gods as his personal servants. Eirwyn, the god of language and eloquence, was forced to fetch firewood for the entire kingdom, while Daegeyda, the great father god, was put to work constructing forts and defences. Braeniyn would bring about his own downfall through his lack of generosity and hospitality. No sounds of music or poetry filled his halls. No feasts or celebrations were held at his court. His guests were offered meagre food and drink. One day a Fili came to visit and suffered greatly. To pay the Braeniyn back, he composed Sidara's first satire. He performed this poem in front of the entire court, describing the paltry food, drink, and shelter, bringing about great shame for the monarch. Finally, the gods rebelled and brought back Seihdhara, forcing Braeniyn from the throne. It is said that it would be Braeniyn, many centuries later, who would return with the ap Morig to wreak vengeance on Sidara and the gods. Though now sealed away with them in the underworld, he will rise again in the end days and a final battle will be had.
Each individual clan has a clan god, who is the personification and guardian of that particular clan. It is not unusual for the clan god to be the progenitor of the clan. The major historical regions of Sidara also have patron gods, as do specific sacred locations or locations of historical import, such as places where important battles occurred (for the gods are involved in mortal affairs, and the happenings in the mortal world are a reflection of happenings in the celestial domain). For instance, the patron god of Eigen's Fort, where the Sidarids once suffered a terrible defeat, is Eh'Myr, a minor god of catastrophe and defeat. Forces of nature, such as the sun, the moon, the wind, forests, and so on, are sometimes worshipped as gods in non-anthropomorphic terms (the sacred mountain, Caer Seihdhar, is amongst these). Things such as trees are considered alive and to have souls and shrines may be dedicated to them even though they are not necessarily gods. Various animals - particularly the bear, the animal of Seihdhara - are held sacrosanct.
Temples and religious 'buildings' are considered a foreign innovation and not authentically Sidarid. Sidarids strongly favour worshipping in nature beneath an open sky, rather than inside man-made structures of any sort – even worship within the home is frowned upon. Sidarids have constructed stone circles or stone monuments to their gods since time immemorial, and these continue to be a staple of Sidarid religion; the only legitimately recognised man-made religious structure. These structures can become exceedingly large and complex, spreading across hills in generally circular patterns. Sacred groves or springs, which are naturally occurring sites considered sacred, are also places where worship and various rituals take place. Such sacred sites and shrines are usually tended to or presided over by a Wynd.
Sidarid religion has no centralised clergy or priesthood in the sacerdotal sense. Instead, they have druids known as Wynden (pl. Wyndyn, sing. Wynd)). Due to their close association with nature, Wynden are believed to be able to control the weather and shape-shift into animal form – whether this is true is uncertain and most likely stems from Wynd practice of wearing animal skin or horns or feathers during rituals so as to invoke the animal’s power. Wyndyn are a rather diverse group – young, old, men, women, rich, poor, esteemed background, or relatively humble. They have traditionally made up the most powerful class of Sidarid society, though ever since the establishment of the Rigachd their traditional authority has been somewhat tempered by the sweeping powers of the directly elected Duthchas with the Bhaenrhig at its head. The Wyndyn are free to marry – the concept of celibacy being utterly foreign and ludicrous to the Sidaric peoples. Wyndyn often marry other Wyndyn or clan lairds. The Wyndyn underwent severe persecution by the Kratorians and Anvegadians during their occupation of Sidara, for they both feared and were jealous of their extensive power and influence, ability to incite rebellion, and their religious sway. Sacred sites where Wyndyn generally gathered were attacked and destroyed, and many Wyndyn were slaughtered. The most famous such attack was on Isle a’Cheimbyc in 109 CE against a large assembly of Tweiwynden, which was so brutal that the event became known as the Rape at Byc. Still, the Wynden persevered and so too did the religion.
Wyndyn are of three types. These are non-hierarchical; simply different types of Wyndyn who carry out differing duties. The three types are:
Tweiwynden – So-called ‘clan druids’.
Arwyndyn – So-called scholarly druids, they are split into a number of holy orders.
Machwyndyn – So-called military druids.
Treiwyndyn
Clan Wynden - known as Treiwyndyn (sing. Treiwynd -, whose expertise and learning is handed down from one clan Treiwynd to another over generations, have the greatest interaction with people on a daily basis. Treiwynd instruction, unlike that of Arwyndyn, is secret and takes place in caves and forests. Preserving ancient tradition, all religious learning is done orally and in no other way; Treiwynd lore consists of a large number of orally transmitted ‘books’ learned by heart, and so Treiwyndyn are known for their astounding feats of memorisation. It can take up to twenty years of instruction for a Treiwynd to complete their studies. Treiwyndyn are present at births to bless newborns, carry out prophetic and divination rituals and give oracles, and are also important religious leaders in the clan hierarchy, legal authorities, adjudicators, preservers of clan tradition, lorekeepers, medical professionals, teachers to the young, and - traditionally - political advisors (indeed, the authority of Treiwyndyn has been such that they have caused feuding armies to turn back and put their weapons aside in the past even against the will of clan chiefs or warlords, and a custom exists that a soldier must hand their weapon to a Treiwynd on demand, even if they happened to be in the midst of battle).
Treiwyndyn are generally responsible for organising and leading worship at stone circles or monuments as well as sacred groves, and also prepare and offer animal sacrifices and lead various rituals. During legal disputes, a Treiwynd is nearly always the arbiter, or the leading member of a team of arbiters. They are exempted from military service and from the payment of taxes though in the past, before the emergence of the Machwyndyn as specialised military Wyndyn, Treiwyndyn generally accompanied armies (particularly if they were marching against occupation forces).
Treiwyndyn, unlike other Wyndyn, hold great immediate power on the lives of individuals, clans, and the nation itself. Treiwyndyn play a critical role in the selection of a Bhaenrhig through a ritual called the Hyscadal (‘the Bull’s Vision’). A ritual from the Sidarid age of gods, heroes, and great Rhigs who ruled the Isles from shore to shore, this ‘Great Divination Ritual of State’ was reinstated during the early reign Bhaenrhig Roinseach after the Episode of the Malcontents (1593-5 CE) so as to solidify her position and bolster her legitimacy beyond challenge. Used to determine who the rightful Rhig would be, the Hyscadal requires a Treiwynd to eat of the flesh of a freshly-slain bull before sleeping enwrapped within its yet-bloody hide so as to divine, through dreams, who the rightful Rhig would be. This ritual usually takes place in a cave on Caer Seihdhar. If the Treiwynd does not have a vision, he is sewn within the bull-hide and placed under a high waterfall to aid him in having it. The Treiwynd in question could theoretically see anybody in his vision, from the lowliest farmer to the most senior members of the royal house. To date, however, the visions have always revealed that the rightful monarch is a member of the royal house. It has not always been the eldest child of the reigning monarch, sometimes it has not even been a child of the monarch, but it has always been within the royal house. Following this ritual, the members of the Duthchas have the opportunity to cast their votes on whether they wish to elect the one nominated by the vision. It has always been the case that the opinion of the Duthchas mirrored the vision. The Treiwyndyn, then, have tremendous influence and immediate power.
Treiwyndyn also have the capacity to strip a person of their rights, barring them from religious ceremony and all clan matters and so rendering them an outlaw without clan or purpose. The Treiwyndyn must have a legitimate reason when they do this, but they are the only ones capable of doing so.
Arwyndyn
There are various holy orders which produce scholarly Wynden - known as Arwyndyn (sing. Arwynd) - dedicated to study and research. They differ from the Treiwyndyn in numerous ways – they, for instance, have for over two-thousand years enjoyed a rich writing tradition. The written language of Arwynden, known as the Eirwyncanan, is a secret language that differs from the written and spoken Sidarid language. It can also be spoken and, interestingly enough, signed with one’s hands (in fact, it is believed that Eirwyncanan as sign language preceded both the written or spoken language). All works authored by the Arwynden have traditionally been in this secret tongue, and all their written, spoken, and signed communications to one another are in it, meaning that their world is completely inaccessible to laypeople and even other Wynden. Over the course of the last century this has changed somewhat as Arwyndyn have elected to engage with the mainstream academic and scholarly scene through the publication of journals in Sidaric and carrying out joint research projects with mainstream universities. This, however, remains a small percentage of their output, and it is thought that there are a plethora of secret journals written in Eirwyncanan that the Arwyndyn make public only in Arwynd circles.
This secret language is believed to have developed during the ap Morig occupation with the goal of preserving Wynd and general Sidaric lore, magick & spells, law, customs, history, literature, political challenges, and so on. While it likely has done so, it has undoubtedly meant that the Arwynden have become the powerful arbiters of which customs have been and will be preserved and which ones will simply be allowed to slip from communal memory. The Arwynden do not have a complete monopoly in this regard, however, for their reclusiveness and general lack of participation in daily rituals – left to the Treiwynden – means the latter have ample space to contest and challenge Arwynd designs.
During the period of dual Kratorian and Anvegadian occupation (~0 CE to ~450 CE) Wynden of all stripes were actively persecuted and active attempts were made to have their books burned. However, the Arwynden of the times were not concentrated in Arwyndenolthighein (sing. Arwyndenolthigh; ‘Arwynden Universities/y) as they are today, and so were easily able to disperse deep into Sidara’s forests, or into the mountains, or to independent clan-lands, preserving the great majority of books. Those that were burned or somehow lost were usually rewritten by groups of Arwynden who had memorised them.
Interestingly, though the Arwyndyn only ever corresponded with one another in Eirwyncanan, not only did they (and do they) correspond with outsiders to their order in the Sidarid tongue, but during the period of occupation they also corresponded with various Kratorians and Anvegadians in the respective tongues of the latter. Such letters – many of them discovered in archives during the liberation of the Isles and since preserved by the Arwyndyn – reveal deep philosophical interaction with foreign ideas and theology, as well as political commentary on the justice of the Sidarid struggle and the injustice of Kratorian and Sidarid ambitions. It is clear that Arwyndyn quickly gained access to various Kratorian and Anvegadian works, mastered the respective languages, and were able to engage generals, philosophers, and theologians in written argumentation. The second Anvegadian occupation of Sidara saw a far greater attempt to uproot the Wyndyn entirely, but by that point the Wyndyn had experienced over five-hundred years of uninterrupted development and strengthening, and the strategies of survival and growth of which the Wyndyn availed themselves were beyond anything the Anvegadians – mighty imperial power though they were – could deal with.
Machwyndyn
Each military regiment has a special platoon of military Wyndyn known as Machwyndyn (sing. Machwynd). The Machwyndyn carry out various military and divination rituals, bless troops before battle, prepare battle banners and standards, and also carry out medical duties and play a role in enforcing military law and discipline (a vital duty given the tendency of Sidarid soldiers towards insubordination).
Human sacrifice has been practised by Sidarids in the past, though it has been out of regular use for nearly 2,100 years. The last recorded human sacrifice appears to have occurred in 137 CE during the Treiwynd Rising against Kratorian occupation. The general view is that human sacrifice was practised by a small minority of clans and never truly became a staple of Sidarid religion. Animal sacrifices, however, are generally accepted and widely practised.
Wyndyn generally have the capacity to carry out prophetic, divination, or oracular rituals, gaining inspiration through dreams and various mediums. Wyndyn sometimes seclude themselves in caves or other very dark places so as to facilitate inspiration and be transported beyond their own mind so as to see into the given god or goddess’ own thoughts. This process of inspiration is all about awe and wonder, and the drive to see into the unknown so as to glimpse even a small ray of the ultimate truth. It is thought that common people are capable of having certain forms of basic premonition through bodily sensations that tell the future. So for instance if one’s mouth is itching, it is a sign that the person will soon be kissed; if one’s ears are suddenly burning hot, someone somewhere is talking about their character.
However, when actively divining, a Wyndyn (and any interested amateur) has an array of skills and techniques at their disposal, as listed below.
Rhadharc
‘The Sight’ is a basic psychic ability present only in females, suspected to flow through the female bloodline from mother to daughter. Though often cryptic and filled with symbolism, the oracles of those with the Rhadharc are taken with absolute seriousness. Treiwyndyn who possess the Rhadarc play an important role in giving children their Faisehd at birth.
Dreams
While a dream may just be that, sometimes it is far more. As a means of divination, they can come spontaneously, be anticipated, or be induced. A person who believes they have had a prophetic dream can go to a Wynd to have it interpreted. If a Wynd is actively seeking a dream, or someone has come to them seeking to induce a prophetic dream, the dreamer can prepare by mediating, purifying themselves through fasting, and by having an animal sacrifice carried out for them. In some cases, one may enwrap themselves in the hide of the sacrificed animal (as is the case with the Hyscadal). It is also generally good practice to carefully select the location where one decides to sleep. Sleeping in areas like sacred springs, sacred groves, stone circles or monuments – which have greater divine and magickal qualities – is more likely to produce a vision. The time of year is also of relevance, as some part of the year see a greater convergence of the spirit ream on the realm of the living. Moreover, Wynden are generally aware of herbs and can produce concoctions which aid with prophetic dreams – though these can sometimes have strange side-effects.
Shoulder Blade Reading
While the practice of reading entrails is carried out by Wyndyn, reading marks in the shoulder blade of an animal, usually an ox, bear, fox, or sheep, is considered a surer way to see into the future. The lengthy ritual of preparing the bone is passed on from Wynd to Wynd and involves boiling the bone in a special concoction, preparing it, and then reading the marks. Marks can indicate people to be met in future, while holes and indentations could mean death or prosperity depending on their size and location.
Omens
Omens are sought for nearly every activity, but are especially important when beginning a journey. The first animal one sees, its posture, what it is doing, as well as the sex, dress, and actions of the first person one meets on the way all foretell one’s chances of success or failure. Moreover, birds are considered especially geared towards foretelling the future. Certain sacred birds, their flight patterns, positions, calls, and other behaviour, are used to divine the future. Depending on these factors, it could mean anything from the imminent arrival of visitors to death and doom for household and clan.
Casting Lots
A group of sticks (made from the sacred woods associated with the gods), or bones, or stones, are tossed and read. The resulting pattern can foretell whether a sickly person would be cured, can identify a potential spouse, or foretell the good or bad fortune of a person.
Everyday Divination
There are numerous other forms of commonplace divination techniques utilised by lay people and Wyndyn alike – these are usually intended to help find love. Things simple as dancing hazelnuts over the fire at Sambane, the pattern in the ashes of the fire on Embilc, or dreaming of one’s love on Beltane. Scrying, or gazing into springs, into fire, or searching for patterns in the clouds, are all common techniques. Young couples in some parts of Sidara have a practice where a shovel is positioned on top of a fire and two grains of wheat placed on it. As the shovel grows hotter the grains edge towards each other, swell, and grow. Eventually they pop off the shovel - if they do so together, the couple should marry, but if they jump separately then the couple are to go their separate ways.
Sidarid visionary poets or bards, known as Filim (sing. Fili) carry out some important roles somewhat unique to Sidarid society. While often mistakenly associated with Treiwyndyn and their forms of magic by foreigners, Filim are in fact very different. Their role is ultimately not religious, but secular. Their duties include lorekeeping, versecraft, and the memorisation of vast numbers of traditional and contemporary poems. A Fili’s formal training takes anything between seven to twelve years depending on how gifted the individual in question is. The words of Filim are understood to be so powerful that they are tantamount to magick.
Amongst the functions of a Fili in Sidarid culture and society is to praise or satirise. One praised can expect to be remembered as a great hero or a person of valour down through the ages, their reputation permanently enhanced. If satirised, they would be forever infamous. Satire is considered so damning that people have fallen down dead on learning that they had been satirised. Indeed, the satire of a Fili is considered a weapon in itself, having often been employed by warring clans against each other in the past (and where feuds arise, it still is). The satire of a gifted Fili is thus a serious curse on the one being satirised, and to run afoul of these poets is a dangerous thing indeed to a people who value reputation and honour above life. Ancient Sidarid tales speak of Filim actually rhyming people and animals to death, and other tales speak of Fili songs that induce sleep, control emotion, and cause sickness or death.
While praise is for the living, Filim are also expected to compose and recite eulogies on worthy heroes (ancient and more contemporary) and their many valorous deeds. They also memorise the genealogies of their patrons and recite poetry honouring and glorifying past and present heroes of their patron’s clan, their acts of glory, and much else about the patron themselves.
It has traditionally been the case that those considered noble (clan chiefs or others high within the clan hierarchy, as well as those who occupy positions of power generally within a kingdom or confederation) were the butt of Fili satire due to lack of generosity or hospitality, or due to giving bad advice or engaging in dishonourable conduct. Satire has thus often been a manner of holding powerful figures to account and pressuring them into abiding by customs or their own laws. Indeed, Sidarid leaders since time immemorial have been known to sometimes act against their natural inclinations out of fear of satire. This is the case more widely also, for the threat of being satirised has often ensured that everyday people abided by pledges, kept their word, and generally saw the more immediate benefits of keeping to customary ways and laws.
Despite their immense power, Filim are expected to use their tongues with responsibility. Satirising somebody without a legitimate cause is considered a serious crime carrying severe penalties – for doing damage to someone’s honour and reputation is worse even than murder in Sidarid culture and society.
In many ways, Filim have been the national poets or bards of Sidara since time immemorial. The bardic order, the Cumannfil, was formed in the 10th century CE and spelled the first truly pan-Sidarid group to emerge that was involved and concerned with the everyday life of lay people (unlike the Arwyndyn holy orders which, while being pan-Sidarid, were anything but involved with the common person). The Cumannfil contributed immensely to the rejuvenation of Sidarid religion and the preservation of their ways and customs during the Avengadian occupation. Today, the Cumannfil enjoys both state and private patronage and organises the annual Tionilfil, a national gathering of poets, musicians and - since 1784 CE - visual artists of all stripes.
The Trosychyn (sing. Trosych) are those exiled from their clan and clan-lands by the Treiwyndyn and who have effectively become outlaws. Individuals may be outlawed in this manner for many reasons: going against the judgement or command of a Treiwynd (whose word is ultimately final), breaking customary law, refusing pay a fine, and various other things. In the pre-unification period, exiled nobles who had clout often raised armies and fought their way back into society. This is no longer an option due to the overwhelming power of the modern state – to attempt to fight one’s way into society is not merely fight one’s clan, it is to fight the entire Rigachd.
Trosychyn tend to live on the wilderness of the open crown lands between clan-lands, though in recent decades a handful have been known to abandon hopes of returning to their clan and have either established themselves in urban centres or departed Sidara altogether. Usually, those who remain on the wild-lands have an established tacit alliance with a local clan for both their protection and that of the clan. Traditionally these agreements have ensured that Trosychen did not prey on the clan in question and could be called upon to fight with the clan and defend it if necessary. In the modern day, however, this is not necessary and these tacit agreements are usually struck so that the clan has someone who is already outside the law to do its dirty work for it – murder, revenge, raids, targeted killings, and so on. Being outside the law and having been denied the benefits of obeying it, the punishment of the law cannot be enforced against them by those they harm. The only way to get justice in such situations is for the aggrieved party to track down the Trosychen and dispose of them personally.
While the Righachd allows things of this nature on a very minor level, it is swift to respond to clan petitions for support where Trosychen have become a true nuisance. The court of the Bhaenrhig and the Duthchas is also generally open to petitions from Trosychen who wish to appeal their exile as unjust or erroneous (it is through such appeals that some Trosychen have been able to establish themselves in urban centres, effectively becoming subject to the laws and customs of Clan Esher).
The elderly generally occupy positions of authority amongst their descendants, viewed as progenitors and akin to chiefs. This is not a formal designation, for each clan has its one clan chief, but one’s age and the number of one’s progeny are a sign of influence and clout (for sons and grandsons are obligated under customary Sidarid law to care for and obey their parents), and one naturally has authority over one's sept. The elderly of the leading clan family (generally the elderly amongst a chief’s extended family) are considered clan elders and have leadership roles in the clan hierarchy, usually as members of a clan council of some kind. The leading family usually does not dominate these, however, as clan-wide elections to clan councils have become increasingly commonplace ever since Sidarid unification. It is not unusual for elderly folk to predominate these councils due to the general nature of their authority within their social relations.
The young are considered children of the clan as well as of their parents, and all have a responsibility towards them, to educate them, inculcate within them the clan's particular spirit and ways, as well as a general understanding of Sidarid ways, customs, and laws. Thus raising children is generally the equal and primary responsibility of both parents (not just the mother), followed by immediate family, and then the wider clan.
Different Sidarid clans have different laws regarding lineage – some matrilineal and others patrilineal. Where a couple each comes from a lineage background that conflicts with the other’s, agreement regarding lineage must be arrived at and placed in the marriage contract before the marriage takes place. Lineage is particularly important for matters of inheritance (discussed below) and in ascertaining to whose parent’s side the child is primarily related (important, for instance, for knowing who must seek vengeance if a child is killed, to whom the child goes if both parents are no longer present, amongst other things).
Due to fathers (or their equivalent if the biological father is not present) having to climb Caer Seihdhar while their pregnant wife is giving birth, so as to seek out an omen for the newborn's Ainaim (soul-name), couples tend to move near the sacred mountain around the time of birth. Due to this, the various towns at the mountain's foot have become renown for their midwives and medical innovations. The best hospitals in Sidara, paving the way forward in applied medical technology while holding onto and building upon traditional medical practice, can be found there.
In accordance with general Sidarid custom, if a child is born due to rape or seduction, the responsibility for raising the child falls to the seducing or raping party. The father has responsibility for raising the child if the mother is dead, ill, disabled, insane, or exiled from her tribe. An unmarried mother has sole responsibility for the rearing of the child if the father is foreign, or exiled from his tribe. If a woman is impregnated by a man with no income or lands of his own against the wishes of his parents, she is fully responsible for the child. Likewise, if a man impregnates a woman without income or lands against the wishes of her parents, he is fully responsible for the child. Where both parties are landless and without income, and where they carried out the deed against the wishes of both their parents, the child is aborted. Indeed, an unmarried pregnant woman is obliged, according to custom, to either abort or marry. Prostitutes (usually a position occupied by unmarried Treiwyndyn and considered a socially important position) are the exception to this, and they – male or female – are fully responsible for their children. Ultimately, Sidarid custom does not recognise and does not allow for ‘illegitimate’ children. All children are ultimately sons or daughters of the clan and are raised raised by it.
Children must undergo a rite of passage, known as the Galontaith Seihdhara (Journey to the Heart of Seihdhara), a six-month period in which the young person must journey through forests, mountains, and through the land of other clans, so as to make the spiritual and traditional transition into adulthood. The exact age at which this rite of passage is carried out differs by clan, though all Sidarids have generally accomplished it by the age of seventeen. This rite of passage is carried out by both males and females, and it is not unusual for a person undergoing the journey to rid themselves of their virginity along the way.
An interesting custom and institution common to all Sidarid clans is that of foster parentage, in which children of a household within the clan are given away to another. This practice is designed primarily to tighten the links between two families, though in ancient times it may have arisen due to a family’s inability to care for a child, and payment was in fact involved. (Though impoverished families no doubt exist, today the clan structure is far more stable than in centuries past and it forms a protective net over all its members, ensuring that those who may be poor receive the aid they require; effectively a clan welfare system).
Fostering means that a child, male or female, spends some part of their childhood in the household of another family, learning a trade, how to fight, or how to govern from them. The child can be sent to the foster family at any time once they have reached the age of one year. The child returns to their blood family on completing their Galontaith Seihdhara. During the period of fosterage, the foster family is responsible for the child’s education (facing heavy customary penalties if it is not imparted properly) and is responsible for any harm or injury suffered by the child.
A slightly different species of fosterage exists where a master of a craft takes students in (sometimes for payment, though this is rare). These students are essentially adopted by their masters, though they are not considered heirs. Should a master wish for their adopted student to be considered an heir, a proper adoption ritual not based on the master-student relationship needs to be carried out. Adoption of this latter variety is not too common, though kin (brothers, uncles, grandfathers, and so on) do adopt children if something happened to their parents.
Traditionally, fosterage to renowned warriors was exceptionally important in imparting traditional warrior values and proper training on young Sidarids. Today clans generally take up the responsibility of having the young trained by veteran soldiers, and the state provides different clans with various opportunities to avail themselves of military training. Sidarids, depending on clan, begin their training anywhere between the ages of seven and nine (continuing into active military service once they pass into adulthood) and have traditionally been expected to master, amongst other things, the following skills:-
Dexterity – Proven through various acts, such as juggling swords.
Strength
Traditional Sidarid martial arts
The ‘Six Feats’ – Hurling weights, Running, Leaping, Swimming, Wrestling, and Horse Riding.
The Voice – A traditional clan war-cry that differs by clan. This tends to be rather blood-curdling, Anvegadian and Kratorian chroniclers who witnessed it generally confessed that the cry was freakish. The cries of some clans are masterful imitations of the sounds various animals make, while others still are anything but naturally occurring.
The ‘Three Hielanman’s Skills’ – Hunting, Fishing, and Hawking.
Poetry, Music, Heraldry, Diplomatic skill etc.
Rowing, Swimming, and various water-related skills
Chess
Weapons Handling – This includes weapons traditional and modern (e.g. rifle shooting, archery, javelin throwing, swordsmanship, sword and buckler fighting, quarterstaff handling etc.)
The Spear Vault – this is a strange skill where a spear is placed in the ground point-first and the warrior uses that to vault up. This historically saw use by Sidarids when they had to swiftly mount a horse, taking a running start and using the spear as a pole to vault onto horseback.
Various other games and sports (for complete list, see Lignsid)
At the end of the first phase of their training, before carrying out their rite of passage into adulthood, warriors have to prove their skill. It differs by clan, but examples include participating in a cattle raid from which they must return with proof of their valour – potentially the head of a cow or bull.[/indent ]
Inheritance is a complex affair, particularly since different clans are bound to have slightly different laws and customs on inheritance. Generally, children have the same rights of inheritance regardless of any other considerations. So, in a patrilineal system, the son of a chief wife and the son of a lesser wife, or the child produced during a temporary marriage, have equal right to inherit. However, exiles and abandoned children who are in every way children of the clan cannot inherit. Children of prostitutes likewise cannot inherit from their non-prostitute parent. Certain land is considered to belong to the clan rather than being personal property. It is granted by the clan to individuals and their progeny for an indefinite period. So while this land can be inherited and split between family members freely, it can never pass out of the clan’s ownership. Land which a person comes to possess, and which is not designated clan land, is considered personal property and cannot ever become clan land, which was fixed by the Great Decree of 1651 CE.
Inheritance seeps somewhat into clan succession also, though rituals and clan-wide elections, in imitation of the way the Bhaenrhig is selected, have for a few centuries over-ridden customary laws of succession.
Three kinds o' men wha fail tae ken wummin: young men, auld men 'n' middle-aged men.
The role of women in Sidarid society is odd and often contradictory, largely due to the fact that different clans have different customs and laws regarding women. On the whole, however, women are free to own land, manage their personal finances, engage in trade and business, marry and divorce at will, and join in as combatants during war. Money earned by a married woman, as is the case with a married man, is considered to belong to both.
Women of Clan Ol Mirti established an informal ‘Women’s Code’ in the late period of Anvegad occupation – largely in response to harassment by Anvegadian men. Since then, nearly every clan has a code of this kind largely meant to keep men of foreign clans from harassing a clan’s women.
The Code of the Women of Ol Mirti:
Don’t blether tae mah breests; you’ll nae be meetin thaim.
If ye dae blether tae thaim, you’ll be meetin mah sword.
Mah sexual preference is na.
Keep this in mynd: mah fowk kin kick yer people’s bahookie any day o' th' week.
It's nae th' size o' yer sword that counts, it's- na, wait… size does count.
Women have historically played important roles as active participants and leaders in major campaigns and wars, the heroic fury of Sidarid women in battle having become the subject of many epics. Indeed, Anvegadian generals and chroniclers over the ages have often expressed their awe at the primal power of these ‘savage people’s women’.
Largely due to the importance of Seihdhara, goddess of love, clans have tended to be very open about interaction between the sexes, and pre- or extra-marital sexual encounters are normal.
Wid ye lik' tae be buried wi' mah fowk? Wid ye lik' tae donder th' tree wi' me? – Some Sidarid marriage proposals
Marriage is of extreme importance in Sidara. A person of marriageable age who is not yet married is looked upon strangely and can be expected to be the butt of many jokes. The first Monday of the Sidarid month Kyffel, known as ‘Chalk Monday’, is dedicated to playing tricks and pranks on single people. The custom is to creep up on them and subtly mark their back with chalk – it is best to do this in crowded places. If caught the perpetrator/s had better run! As Beltane is drawing near at this time, these pranks are meant to remind the single person of their unmarried state and spur them to marry come Beltane.
Marriages in Sidara are polygamous. This is largely due to the fact that polyamory is a central aspect of Seihdhara's nature; the goddess enjoys multiple consorts and is not in fact married to any of them. The development of the custom of marriage is attributed to the minor goddess Theia. Multiple wives and multiple husbands are not uncommon. Marriages are the primary form of legitimate procreation and are set up, to a great extent, for the protection of children and to clarify the rights of the husband and wife. The protection of property rights of both parties also factors in. Importantly, marriages are also a form of social capital and a way to forge alliances and cement friendships. Of course, they can most certainly be for love, but love is believed to be somewhat distinct from marriage (perhaps no where made more clear than in the fact of the goddess of love being separate from the goddess of marriage). Due to marriage’s focus on procreation, the question of same-sex marriage has never arisen, and will likely never arise, in Sidarid society. Beyond this there is no real recognition of or differentiation between hetero- and homosexual relations – sex is sex.
In this vein, Sidarids generally tend to be rather libertine. Fun and dalliances are treated light-heartedly and with innocence. However, it is best not to boast or be open about who one has slept with in cases where someone's spouse is involved, as feuds over these matters are by far the most common. It is also a general custom for women not to bear the child of any other than her official husbands – where accidental pregnancies occur, Sidarids have developed a particularly effective abortifacient which has been used since the Bronze Age; Sidarid mythology attributes its origins to the goddess Seihdhara. Where a woman has multiple husbands or extra-marital affairs, fatherhood is generally established through a Treiwynd ritual. Indeed, ‘marital faithfulness’ is not measured by whether one engages in various sexual dalliances with other partners, but by whether one only allows one’s spouses to mother or father one’s children.
Funnily, the customs of many clans permit an established spouse to murder, or hurt, the new partner of their husband or wife within the first three days of marriage. A small fine may result, but this is recognised as one of their customary rights. This is in fact a growing custom, and clans that were not known to practice it have increasingly adopted it. This has led to the development of a practice where newlyweds go away somewhere together for the first few days of their marriage.
Generally speaking, marriage partners have an obligation to take care of each other and to leave something for each other in their wills. If one’s spouse has other partners, no such obligation exists towards those. It is custom for siblings to get married in order of seniority. This puts pressure on older brothers and sisters to marry swiftly so as not to deny their younger siblings. A way around this where an elder sibling does not wish to get married quite yet are so-called temporary marriages that last exactly one year and one day. These are often ‘trial’ marriages that lead to a more permanent union.
Sidarid customary law, with various minor variations, generally recognises the following types of marriage, in order of importance.
A Clan union takes place where numerous members of one clan marry individuals from another clan en masse. It has occurred on a number of occasions in Sidara’s history and is generally done when two clans wish to merge or cement their alliance. The last such marriage occurred before Sidarid unification, but it is still theoretically possible.
A common union takes place between partners who bring the same amount of wealth into the marriage. This is the most common form of marriage, and the spouses are considered in all ways equal ‘co-lords’ of their family.
An unequal union takes place where one partner has less property than the other. The poorer spouse effectively comes under the financial protection of the richer one. It is a way for poorer individuals to marry into wealth and ensure the wealth of their progeny.
A propertyless union is a marriage in which each spouse retains their property separately, rather than having it become family property. The rights of children are safeguarded and they inherit as usual.
A flesh union is the mutual consent of the man and woman to share their bodies, but live under separate roofs. Again, the rights of children to inherit are safeguarded.
A war union is a marriage where a defeated enemy’s spouse or spouses are abducted. This marriage is valid only as long as the abductor can hold onto the spouse or spouses. It has been practised sporadically during the odd eruption of clan feuds.
A warrior’s union is a temporary and primarily sexual union contracted for no more than a night. It is often entered into by soldiers on campaign. The rights of any children that come about are protected, but if the marriage was patrilineal the father is required to formally adopt the child, otherwise the child becomes a child of the father’s clan.
A loony union occurs between feeble-minded or insane people. Considered to have been possessed by a spirit, insane people are often paired together. Insane people generally remain in the care of the clan.
Fertile - As procreation is one of the primary purposes of a marriage, infertile or impotent men (jestfully referred to as ‘unarmed men’) and barren women cannot enter into a marriage. A person who discovers their spouse is infertile can immediately dissolve the marriage. Indeed, virginity is looked upon with suspicion and a defect in a potential spouse as it may suggest a lack of ability in the bedroom. Those who were or are married and have produced children are thus particularly attractive as their fertility is established.
Wealthy - A person without land or income (however small) cannot marry, as they bring no wealth to the marriage.
Healthy - A very fat person (measured by waste girth) also cannot marry as they are considered incapable of performing their duties, and it casts doubt as to one’s martial prowess. As a warrior people, the Sidarids are somewhat obsessed with physical prowess, and so being fat is both a disgrace and a punishable offence.
Self-sacrificing and Industrious - Generally, an ideal spouse is one prepared to suffer for the sake of the marriage and future children, and industriousness in caring for one’s spouse and children are virtues.
Melodious, Intelligent, Brave, and Attractive - An ideal spouse should have a pleasant speaking voice, be able to sing, and should be clever, crafty, brave, and good looking. While it is not as much of a focus for a woman, being a capable fighter is considered more of a virtue in women than in men.
Courtship plays an important role in the marriage process for common, unequal, propertyless, flesh, and loony unions. Even though abductions, in the context of war unions, are considered a form of courtship, Sidarid marriages are generally based on consent built over a long or short period of courtship. Only a warrior’s union, if abduction is considered a form of courtship, does not have a courtship process.
Courtship practice differs tremendously by region and clan, and those that exist are more than can be enumerated, however below are two interesting customs.
One interesting custom practiced by clans in eastern Sidara is for the person who has identified a potential spouse to go to their house accompanied by a friend and throw their cap (usually a tam o’ shanter or a tartan hat of some kind) through the door when it is opened. If the cap is thrown back by the potential spouse it means they are not interested. One should be careful not to rush in throwing the hat in case the potential spouse is not the one who opens the door – it would be awkward explaining the mistake to one’s potential mother- or father-in-law!
Another interesting custom, practised by clans on the various smaller Isles and the coastal regions of the Home Isle, is that of carving lovespoons for one’s beloved. How this absurd custom emerged and spread is not quite clear, though its practice in coastal regions suggests a link to sailors who, while journeying to far away parts of the globe, would send spoons back to their loved ones. Though sailors no longer do this and have not done so for centuries, it seems to have caught on with lovers generally. The lovespoons are intricately decorated with things like keys (symbolising the key to the carver’s heart), wheels (symbolising the promise of industriousness and hard work) and beads (for the the number of children the carver would like).
It is common practice for each of the spouses-to-be to pay a discretionary amount of money to their prospective mother- and father-in-law, who then divided it with the clan chief. A base sum of money is then paid annually to one’s in-laws.
Marriages are most commonly held during the feast of Beltane. Due to the great number of marriages that take place during the feast, it is not uncommon for couples to be married in groups. It is also common, just before the ceremony begins, for the family of the bride to ‘kidnap’ her. The groom and his family must then pursue the ‘kidnappers’ and rescue the bride. Where the marriage is matrilineal, the roles are reversed. In some regions it is believed that whoever actually frees the kidnapped bride would themselves marry on the following Beltane.
Both brides and grooms usually wear the traditional tartan of their clan for the wedding ceremony itself. In some clans it is viewed as a sign of good fortune if the bride’s clothes are accidentally torn before the ceremony. Across the Isles, the ceremony itself takes place in the open air, often in a place of spiritual significance, such as sacred groves, near sacred springs, or at stone circles, and all those in attendance go barefooted.
Wedding vows are almost universal, but their substance differs greatly between clans. The pledge of Clan Braeg o’ MgIlsen is as follows
Ye cannae possess me, fur a'm th' sole possessor o' mah self, but while we baith wish it 'n' th' gods decree, ah gie ye that whilk ah kin give. You cannae command me, fur a'm free but ah wull freely serve ye in a' they ways that ye need and th' honeycomb wull taste sweeter comin' freely fae mah hand I pledge tae ye that yers wull be th' name ah greet aloud in th' night and th' een intae whilk ah smile in th' morn I pledge tae ye th' foremaist bite o' mah meat and th' foremaist dram fae mah cup I pledge tae ye mah living 'n' mah dying, baith o' thaim in yer care and tae speak nae tae strangers o' oor griefs this is ma vow tae ye, th' pledge o' an equal tae an equal
As the newlyweds depart the grove or circle, bagpipes are played and grain is often tossed at them in order to ensure a fruitful union. A recent custom that has spread rapidly expects both newlyweds to throw a handful of coins to children. It is believed that this simple act of generosity ensures wealth and happiness for many years.
A feast usually takes place immediately following the ceremony and every guest is expected to bring food for this. Donations of food or money by those who are unable to be at the ceremony are also commonplace. During the feast, either the bride or groom can take steps to ensure marital faithfulness by disappearing midway through the feast and giving the other a drink in secret while whispering to them what is believed to be a charm. A wife may say something along the lines of
This is th' charm ah set oan ye, A woman’s charm o' truth 'n' honour: Ye mah plough 'n' ah yer field, 'n' we fur na yin else; Yer bairns mines 'n' mah bairns yers, as this oor contract binds
As marriage is essentially a contract, it can be dissolved by either party at any time, though usually there is some kind of grievance that causes it. There is no social stigma associated with divorce as it is viewed as the dissolution of a contract, like the dissolution of any business agreement. In cases where there is no particular grievance that has caused the divorce but both parties consented to the divorce, the length of the marriage becomes important in ascertaining how property is to be split. Marriages that have lasted seven years and more see all marriage property divided equally between the parties. Where one party has not consented to the divorce, or the marriage lasted less than seven years, a team of arbiters carries out an investigation to decide how to split the wealth between them.
Marital faithlessness, defined as siring or birthing the child of one who is not one’s spouse, is sufficient grounds for divorce. Marital faithlessness does not automatically result in divorce however; the aggrieved party must halt sexual relations with the guilty one and then begin divorce proceedings. In cases like this, the aggrieved party generally leaves the marriage with all the wealth they came into it with as well as all wealth the couple accumulated over the period of the marriage. Wealth the guilty one entered the marriage into with is retained, and any wealth earned or primarily owned by the guilty party’s other spouses is not factored in.
Some clans recognise some very odd grounds for divorce, such as a spouse having bad breath. However, more common grounds are things like a spouse being obese or infertile. Not being industrious, or showing a lack of adequate concern for one’s spouse and children are also widely recognised grounds for divorce. Participating in criminal activity is also a legitimate ground for divorce, and a spouse who becomes an exile can be unilaterally divorced (the exile’s wealth is generally split between the clan, the exile’s family, and the divorcing spouse). If a spouse believes they were seduced into into marriage by trickery or magick, that can also be legitimate grounds for divorce.
Betraying one’s spouse to their enemies is also a grounds for divorce, as is dishonouring them (this is very broadly conceived and can include things like telling lies about one’s spouse, telling strangers about their personal problems and grievances, having one’s spouse satirised by a Fili, and so on). While marital rape is not entirely recognised, physical and mental abuse come under not evidencing sufficient concern for one’s spouse, and so can be grounds for divorce (however, in cases like this it is less likely for the abused party to initiate a divorce and more likely to take personal revenge in some way, a customary response to being injured or attacked).
In all these instances, the initial wealth of both parties is retained, but the wealth accumulated in the duration of the marriage is split in a discretionary manner by the arbiter/s. The seriousness of the grounds of divorce translates into a greater share of the accumulated wealth going to the aggrieved party.
In the case of temporary marriages lasting one year and one day, divorce takes place at the end of the determined period by placing the couple back-to-back. By then walking away from one another, thy give their consent to divorce. Each person takes their initial wealth with them, and all wealth earned in the year and day since the marriage goes to whoever actually earned it.
The Sidarids celebrate numerous festivals, many of them local or specific to a clan or region, but there are festivals that are observed across the Isles, such as those celebrating the coming of the new season – Beltane, Sambane, Embilc, and Lignsid – and those celebrating the solstices and equinoxes.
Celebrated on Samonos 1, Sambane marks the beginning of the winter and the Sidarid New Year, and is the festival memorialising the death of the gods Tymhorau and Raithean. Sambane is a reminder that death is the inevitable fate of all, but it death also promises rebirth come Spring. Thus, Semblane is a time to make peace with the inevitability of meeting with death in the end.
On this day, the veil between the realm of the living and that of the dead – the spirit world – is thought to be at its thinnest, and so it is believed that the spirits of the dead can be communed with better than at any other time. Ancestors are remembered and revered – doors are left unlocked so their spirits can enter, meals are prepared for those who have recently passed, and the hearth-fire is kept alight through the night so the spirits can find a place of warmth and light.
However, it is not only the spirit of ancestors that emerge on Sambane. The vengeful spirits of the evil ap Morig also ride out from where they are imprisoned in the deepest pits of the underworld, searching for mortals to possess and ravage. Indeed, it is believed that the spirits of ancestors battle with the ethereal ap Morig, keeping them at bay from their families and clans – and they do so more earnestly the more they are honoured and revered.
Spirits, due to their nearness to the gods, also have knowledge of the future, and so Sambane is a time where divination rituals spike. There are many types, but dancing apple seeds or hazelnuts on a fire are common for those asking about love and health. Some clans have a practice where each member of a household casts a stone into the hearth-fire. If, in the morning, it is discovered to have moved in the ashes, then whoever threw it would not live to see the next Sambane.
Traditionally Sambane, marking the beginning of winter and the darkest part of the year, was also a time of preparation for the coming period of relative inactivity when clans hunker down in the ice and cold and pray they would survive winter. Though wintertime is no longer a period of complete inactivity in Sidara, clans that dwell in particularly cold and rough areas tend to buckle down and do little for the winter. Agriculturally, Sambane also marks the end of the growing season, and traditionally the full moon preceding it is called the “crimson moon” because herdsmen must slaughter part of their herd to be able to feed the animals through the sparse winter nights. Nowadays, while this is still done, it is not uncommon for clans to supply clans-folk with enough fodder for all of winter, and some herdsmen even take their herds and travel to warmer climes where forage is no object (indeed, there are designated crown lands dedicated to this purpose).
The hallmark of Sambane is no doubt the clan gathering to light a mighty bonfire. This is believed to dispel ap Morig spirits by both attracting the spirits of ancestors and strengthening them with their warmth and light. Importantly, this unites the clan, ensuring camaraderie and clan identity are preserved, while also providing an opportunity to forgive old wrongs and turn a new page. Some clans have a custom of rekindling ever fire in the clan from the bonfire – this practice is more present amongst smaller clans for logistical reasons, though larger clans that insist on this tradition find some very interesting and innovative ways to see it through. Around the bonfire a festive spirit reigns, with men and women, young and old, eating seasonal foods and dancing to keep the ap Morig away and aid their ancestors in holding them at bay. Small sacrifices and wishes are often thrown into the fire in the hopes of earning the favour of the gods.
Coming about on Ambanlic 1, Embilc marks the beginning of Spring, the time of ploughing the earth and seeding fields. H’Mrorrig, goddess of spring, is honoured in particular during this festival. A celebration of the strengthening light of the sun, Embilc is also a celebration of feminine mysteries – chief amongst them childbirth, of which the H’Mrorrig is goddess. Having experienced rebirth at midwinter, the gods Tymhorau and Raithean emerge as children in with the coming of Spring, and so Embilc is also a celebration of that.
Occurring on Bultaeg 1, Beltane hails the coming of Summer and light, and is the festival of life (both due to the time of year and the fertility of the earth, and life more generally); in this sense it is in many ways the exact opposite of Sambane. It is a fertility festival celebrating the maturation of the gods Tymhorau and Raithean into young lovers and their sexual union, as well as the creative energies and life born from their love-making. These energies are thought to bless the land, animals, and people, bestowing health and fertility on all.
Like Sambane, Beltane is celebrated with great bonfires and revelry. Cattle are driven between the bonfires as a way of blessing and purifying them, and many young couples daringly leap over smaller flames or dance among them to bless and purify themselves also. The daylight hours of Beltane are the most popular time of year to ‘walk the tree’ (that is, get married).
Beltane night is spent, in emulation of the gods, in feverish love-making. It matters little whether the partners know each other, for on that night all women are Raithean incarnate and all men are Tymhorau. It is not mere sex, however, and but a blessed union. Women impregnated on Beltane night are forbidden from aborting, and the child is considered not her child, but an actual child of Tymhorau and Raithean. These Beltane-children do not inherit from their human parents and are instead placed in the care of the clan. Today the clan is able to hand Beltane-children over to the state to be cared for as the children of all of Sidara’s clans. This practice, on-going now for over a century, has resulted in the creation of one of the only truly modern clans: Clan Beltan o' Tymthean. Unlike any other clan, and due to the nature of its inception, Clan Beltan o' Tymthean does not have any designated clan-lands, but the theory is that all clan-lands also belong in some way to the Beltans.
Different clans have differing customs with regards to the selection of the so-called ‘Beltane Rhig and Bhaenrhig’. Some clans choose them and have them perform a pageant before the entire clan, while bolder customs have them take up the role of Raithean and Tymhorau more literally before the entire clan. Some clans do not have this custom at all.
On Beltane, as with Sambane, the veil between the realm of the living and that of the spirits is considered to be nearly inexistent. Rather than spirits of the dead, however, it is the nature spirits that roam free on Beltane – not during the night, but during the day. While many of these spirits are believed to be benign, there are also those that are mischievous – doing things like switching the souls of newborns or beguiling people and animals so as to fool them into a limbo between the spirit realm and the realm of the living where one day is equivalent to centuries in the realm of the living. For this reason, many Sidarids use talismans to ward off mischievous spirits on and around Beltane. Sacred woods are used to light the fire as an additional ward, and offerings of wine, milk, and oats are left outside festival areas to divert and appease any mischievous spirits who might be attracted to the revelry.
Celebrated from Lembiuod 1 to 20, Lignsid marks the end of Summer and the coming of Autumn, and is the harvest festival. In the pre-unification period, Lignsid was known for bringing many regional tribes together to celebrate for the duration of the twenty days, but today it is a national festival that brings together all Sidarid clans from across the realm. From east to west and north to south, hundreds of thousands of people pack up and make for the designated location of festivities for the year.
The festivities begin with the Bhaenrhig appearing in a tartan cloak, combining all the tartans of the Sidarid clans, and cutting the first stalk of wheat, symbolic of first harvest. The cutting of the first stalk also represents the wounding of the gods Tymhorau and Raithean who will die at Sambane to be reborn again at the winter solstice and emerge as children in Spring.
The first harvest is treated with great reverence, and the first fruits are dedicated to the gods and goddesses. With that, the festival erupts into celebration with all manner of massive sporting contests and feats of strength, different clans sending in their best and finest to compete. These annual games are said to have been instituted by the goddess Seihdhara herself and witness an enormous number of pipe bands massing together to release thunderous deliveries of traditional Sidarid music in the opening and closing ceremonies of the festival.
Sporting contests include horse racing, weight throwing, hurling, caber tossing, stone put throwing, sheaf tossing, basket-hilted claymore duelling, Sidarid hammer throwing, lazy stick tussling, various animal fighting sports, weight-over-the-bar throwing, shinty, wrestling, curling, rowing, sailing, canoeing, swimming, ba game playing, Sidarid foot with the ball, rounders, archery, rifle shooting, and Sidarid highland dancing. It is also commonplace for clans to pitch teams of one hundred to five hundred clans-folk armed with wooden swords and shields that, once all clan teams have been sorted into one of two or three teams, engage in a massive mock battle with one another. It is commonplace for this annual mock-battle to result in injury, though it is usually nothing serious or permanent (this capacity to practice restraint and not cause as much harm as one can is considered a mark of battle-prowess by Sidarids). Beyond these events, dancing, fighting, and other unruly behaviour characterise the feast.
Lignsid is more than an opportunity to take part in sports, however, for it has been and continues to be a time when Sidarids come together to celebrate their identity as a people and their endurance against all the forces that sought to destroy them throughout history. These assemblies are thus important for re-affirming the loyalty of all clans to the Bhaenrhig, the nation, and to other clans, as well as an opportunity for general socialising between clans and people who do not often cross paths. For this latter reason, Lignsid is also a very popular time to engage in temporary marriages lasting one year and one day. Marriage or not, however, Lignsid (for obvious reasons) features stupendous levels of sexual activity.
Unlike Beltane and Sambane, Lignsid is a water festival, and just as being driven between bonfires on Beltane purifies cattle, on Lignsid they are blessed by being driven through shallows or, in the case of horses, making them swim across a river. Other customs includ dressing sacred wells with flowers and the burial of flowers to signify the end of summer.
This is the longest night of the year and occurs around Seihdhos 21 every year. Regional clans tend to gather together to celebrate this night. Many symbols of fire and light are used to encourage the sun to wax stronger once again. On this night, it is believed by Sidarids that Tymhorau and Raithean, who died at Sambane, undergo their rebirth.
This spells one of the two times of year where night and day are in equal balance, and occurs annually around Acagoil 21. However, with the passing of this day, light will begin to eclipse the darkness of night each passing day. The god and goddess Tymhorau and Raithean are both maturing from childhood, but the two have yet to marry and mate (which they will do at Beltane). Raithean journeys across Sidara, waking the land from the slumber of winter and leaving flowers where her feet touch the ground. For farmers, the ground has now thawed and it is time for tilling and planting to recommence – thus festivities around this time involve the blessing of tools, seeds, and fields to ensure a bountiful harvest.
Midsummer occurs around Mragin 21 and is the longest day of the year. The sun is at the height of power and so are Tymhorau and Raithean. Tymhorau is the young dashing warrior, strong and virile. Raithean is with child, glowing with fertility and permeating the earth with it. Light and fire are the themes of this festival, including fire wheels being rolled down hills and into lochs, symbolising the sun’s strength. This is an auspicious time for Wyndyn to gather herbs, especially magickal ones. The spirits of nature are believed to be especially active.
Once more, night and day stand equally balanced, but this time night and darkness are waxing mighty. Tymhorau and Raithean were both wounded at Lignsid but will not perish until Sambane. Their power wanes along with the sun. The goddess, heavy with child, reflects the fruits of the harvest in her swollen belly. All around, the animal world prepares for winter and people shore up their defences and fill their stores for the cold, dark nights that lie before them. Deciduous trees erupt into dazzling colour in a final farewell before descending into winter’s dormancy. The cutting of the final sheaf of the harvest, just like the first, is held sacred. While in times past each clan had its own final sheaf, today a particular plot of land is dedicated to it and, as with the first sheaf, the Bhaenrhig cuts the last. This final sheaf is plaited into a “corn dolly” in the shape of an animal or person and kept until the end of the next harvest to be burned when a new one is created.
A' things ur Faetid t'wards termination
Being a warrior people, the most honourable death possible for a Sidarid is death in battle. Depending on clan custom, a person who dies may be buried, cremated, or have their ashes buried. Graves contain items needed for the next world, such as weapons to engage the ap Morig in battle during Sambane and to generally defend oneself on the journey to the spirit world, as well as food, wine, money, and clothing.
While Sidarids believe in rebirth, they believe this is optional and that one who has led a good life may elect to remain in the spirit world for as long as they pleased, even forever. If reborn, Sidarids believe one can return in any form. The spirit world is believed to be a paradise where the dead wear gowns of silver and gold, and gold bands around their waists and necks, and jewelled circlets on their brows, and they can sally forth on chariots of fire to do battle with the ap Morig on Sambane, and carry out various quests in the spirit world to ensure the safety of the realm of the living.
Funeral customs that require cremation include the sacrifice of sheep and oxen so that their fat can be placed on the body. The carcasses are then placed around the dead person’s body, along with jars of honey and oil. Beloved horses, dogs, and other animals are slain and their bodies are piled on top, and the entire thing is set aflame. The dead are addressed and people wail in mourning. Once the fire is extinguished with wine, the remains are taken out and laid in a golden urn, which is then buried alongside food and weaponry inside a burial cist with a cairn or barrow over it.
Clans with customs that require the burial of the body tend to have the body washed and wrapped in a death shroud before laying it out with burning candles around it inside the home for a period of five to seven days. People visit to lament and mourn the dead person and give praise. Three days after the body is laid out, a small feast is held in their honour featuring sporting events. The body has a bowl placed on their chest into which people place food and coins for use on the journey to the next life.
On the morning of burial, a Treiwynd arrives to measure the body so as to ensure their final resting place is fitted to their size. The Wynd also whispers into the ear of the dead person. What it is that the Wynd says is unknown, though people postulate that they whisper instructions on how to get to the spirit world. The person is then buried supine in a burial cist with their weapons and gifts, and a cairn or barrow is built over them.
If the body of a person could not be retrieved for burial, the family of the deceased can approach a Wynd for an assortment of rituals that will ensure the safe passage of the deceased’s spirit to the spirit world.
Ancient and medieval Sidarids used wolfhounds, amongst the biggest, if not the biggest, dogs in the world, for war and hunting. Modern Sidarids still use them for these purposes – a wolfhound is a terror on the field! The other major Sidarid breed is the Border Collie, by far the most intelligent dog breed. Used primarily as a herding dog, its extreme intelligence also makes it exceptional for various military duties.
Flag of HG's Army of Sidara
Army - 18 - Your army is massive, and for every soldier, there are two more to take his place. It is maintained at partial-strength year round with conscription for the rest on a wartime basis. Even at partial strength, it is more than enough to compete with other states.
Her Grace's Armed Forces; Her Grace's Army of Sidara
HG's Army of of Sidara is an enormous well-maintained professional force. During wartime, it can call up reservists - though the professional force is usually enough to deal with anything but the most dire situations. While HG's Naval Forces of Sidara are the major line of defence for the island Righachd, should an enemy ever succeed in landing they would find the Army of Sidara a formidable foe. Along with the Naval Forces of Sidara, they have partaken in the Righachd's ongoing skirmishes and past defensive wars against Anvegadian aggression and ambitions of reconquest and are thus a critical component in the Righachd's security and continued independence. Due to this, Her Grace has highlighted the importance of maintaining the size of the Army of Sidara while also expanding its capabilities in every way. For this purpose, friendship with other technologically advanced nations are to be cultivated, and acquiring functional magickal expertise from friends and through research is of utmost importance.
At present, all soldiers of the Army of Sidara use the standardised, domestically produced Gilwgmul Model 1908 Rifle. (Gilwgmul: lit. "God's Frown"). The rifle's innovative straight-pull bolt action allows the user to pull the bolt straight back to unlock the action and eject the spent cartridge in one motion, and push the bolt forward to chamber a round, cock the striker, and lock the action. This is as opposed to traditional bolt actions, where the user must lift the bolt handle to unlock the action before pulling the bolt back, then return it to place once more in a dual forward-down movement. The Gilwgmul thus provides for a quicker rate of fire than other bolt action rifles. The rifle is roughly musket length with a free-floating barrel and boasts both extraordinary accuracy and durability - functioning just as well in cold, wet, or arid conditions. It has proven extremely successful during marine engagements and short on-land skirmishes with Anvegadian forces over the years. Despite the passage of many centuries, the Righachd has maintained an insistent adherence to tradition - a latent patriotic zeal inspired by the nation's wars of national liberation against Anvegad. Thus Sidarid soldiers can generally be found in colourful kilts and knee-length socks, wearing tam o shanters and with dirks at their sides, true highland warriors and soldiers of the vales each and every one of them.
While it is not an official part of the uniform, the great majority of soldiers and officers also carry basket-hilt claymores (traditional claymores being far too large, unwieldy, and impractical in modern warfare). While traditional claymores saw extensive use during the resistance against the Anvegadian conquest and first war of liberation, basket-hilts saw extensive use during the first period of independence as well as the First, Second, and Third Anvego-Sidarid Wars, and all later engagements.
The Army of Sidara makes use of domestically produced regular field artillery, Gatling guns, and machine guns, and the quality of these weapons is attested to the world over.
The Army's mounted troops generally charge into battle with lances 2.97 metres long, before engaging in combat with specially designed basket-hilt cavalry claymores (these boast a curved blade). They are unarmoured and carry with them a manually operated lever-action, 12-shot repeating rifle, produced domestically, called the Catach Repeating Rifle (named after Sidarid inventor Alpin Donnan Catach). It is very effective and easy to use from horseback. They generally also retain pistols or other small firearms. Sidarid military advisors are of the view that the effectiveness of the horse's traditional role in warfare may be rather questionable in the context of modern war. The Heriran War of 1860-66, in particular, provided some evidence of this. Despite these concerns, however, cavalry regiments have been retained until more detailed investigations can be carried out.
The Bhaenrhigis the Commander-in-Chief of the Army of Sidara. The Chief of the General Staff is the professional head of the Esharan Army, and is generally a five-star general (an Achaidh).
HG's Army has six major branches. The first is HG's Home Guard, stationed on the Home Isles at all times. The second is HG's Expeditionary Force, which is stationed in the Righachd's neighbouring allied and client states. The third is HG's Royal Legion, the fourth is HG's First Reserve Army, the fifth is HG's Second Reserve Army, and the sixth is HG's Army of Seihdhara. Each of these 'branches' is considered an 'Army' and is headed by a four-star general (a Caennard).
Each 'Army' is split into three 'Corps'. Each of these is headed by a three-star Saenilair.
Each 'Corps' is split into three 'Divisions'. Each of these is headed by a two-star Coitchean.
Each 'Division' is split into four 'Brigades'. Each of these is headed by a one-star Cogaidh.
Each 'Brigade' is made up of three 'Regiments'. Each of these is headed by a Coirneal.
Each 'Regiment' is split into two 'Battalions' and two 'Companies'. A 'Battalion' is headed by a Leifteanant Coirneal while a 'Company; is headed by a Sgiobar. Each regiment also has a 'Platoon' of Machwynden, led by a Leifteanant Machwynd. The numbers are as follows:
The Well-born Achaidh Tywsyg Tomaltach Flann (aka Flynn) of Clan Esher, Chief of the General Staff (the Bhaenrhig's nephew)
The Much Honoured Ceannard Chief Cormac Niall of Clan M'Hnaen, of HG's Home Guard
Ceannard Fergus Eoghan of Clan Haiho, of HG's Expeditionary Force
Ceannard Maelmordha Tuathel of Clan MgLachlainn, of HG's Royal Legion
Ceannard Donnchadh Maon of Clan Umbruse, of HG's First Reserve Army
Ceannard Bearach Ailde of Clan MgGakel, of HG's Second Reserve Army
Ceannard Ronan Suibhne of Clan Mawleh, of HG's Army of Seihdhara
Dressed in the traditional kilt and tam o' shanter, with a dirk at his side
A Dragoon:
Basket-hilt Cavalry Claymore:
The Catach Repeating Rifle:
Flag of HG's Naval Forces of Sidara
Navy - 19+1 (20) - Your nation rules the waves. Your merchant fleet is the best out there and your matchless navy seeps with tradition.
Her Grace's Armed Forces, Her Grace's Naval Forces of Sidara.
One of the largest navies in the world, HG's Naval Forces of Sidara come at some seven-hundred vessels. Ship names are preceded by a series of letters which identify the ship's type. The nation's vast merchant fleets are generally communally owned by clans, though the government does dabble in trade and provides protection to all the Righachd's shipping. Coastal clans, alongside any merchant fleets, tend to also possess and produce their own military-grade ships which see use as private escorts for clan shipping.
Leifteanant Chinard (Lt Crd) - Second in command on most ships and small shore installations. May sometimes be given command of smaller ships.
Chinnard (Cd): A Chinnard may command a light cruiser, torpedo boat, or shore installation, or may serve on a staff. More experienced Chinnards may also be given command of armoured cruisers (aka frigates) and battlecruisers.
Sgiobair (Sbr): Sgiobairs with sea commands generally command ships of cruiser size or larger; the more senior the officer, the larger the ship, but ship commanders do not normally hold a higher rank than Sgiobair.
Cladhach (Cldh): A one-star rank of the commander of a flotilla. A flotilla is generally composed of a homogeneous group of the same class of warship, such as dreadnoughts, frigates, light cruisers, torpedo boats, submarines etc. The Naval Forces of Sidara standardise flotillas at five ships of the same class. This is generally the smallest unit of ships found operating together - the next smallest would be a solitary ship. These are generally temporary formations which break off from a larger squadron for a particular purpose.
Mholier (Mlr): A series of ranks generally given to those who command a squadron or significant divisions of a squadron. A squadron is generally made up of thirty ships of varying classes. This series of ranks is divided as follows:
Cul Mholier (CMlr): A two-star rank. The most junior rank in the series, generally does not command a squadron alone, but divisions within it. Leas Mholier (LMlr): A three-star rank. Second in command of any squadron, and capable of commanding one on his own. Mholier (Mlr): A four-star rank. Generally to be found in command of a squadron.
Mholier of the Fleet (MlrF): A five-star rank. The most senior rank in the Naval Forces of Sidara. Commands a fleet - which is generally made up of two or more squadrons.
Commander-in-Chief: Her Grace is the commander-in-chief of the Naval Forces of Sidara. There is no professional head beside her, though she generally makes decisions after considering the advice of senior naval officers. Though not an official rank, it is generally accepted that the most senior naval officer is the Laird Grand Mholier, a title granted by the Bhaenrhig.
Mholier Iain Frangag of Clan Gweilaerth, Laird Grand Mholier, Mholier of the Fleet
Flag of HG's Aerial Warfare Corps
Airforce - 9-2 (7) - You have a few biplanes.
Her Grace's Aerial Warfare Corps
Her Grace's Government is still having research conducted into the utility of aircraft for purposes other than reconnaissance and scouting. A small Aerial Warfare Corps has been established in the meanwhile, pending a complete report. While military aeroflight has not seen much practical progression, aeroflight theory is at a very advanced level and is all the rage amongst academics and clan company innovators alike. It appears, then, that it will be civilians rather than the state that lead the way forward when it comes to aeroflight technology.
Our Mother's Gift
It is Sidarid tradition that while a woman is giving birth the father (or, where none is present, an uncle, grandfather, or any member of the clan) must leave and climb the sacred mountain, Caer Seihdhar, and seek an omen from Seihdhara. This omen is considered the newborn's Ainaim (soul-name). For instance, if the weather happens to be stormy and the time that of night, the Ainaim may be 'Light in the Night'. If an eagle flies by on a clear day, 'Eagle in Full-Sight'. These Aainaimin are sacred and provide the person with direct connection with the Bear Mother. One without an Ainaim is considered incomplete. Likewise, on birth every Sidarid is given a Faisehd, a warning or prophecy of sorts - e.g. 'you shall die within a week of killing the red-horned ram' or 'do not eat of the fruit of the cherry tree' or 'Be bloody, bold, and resolute; laugh to scorn the power of man, for none of woman born shall harm Macbeth' or 'Be lion-mettled, proud; and take no care who chafes, who frets, or where conspirers are: Macbeth shall never vanquish'd be until Great Birnam wood to high Dunsinane hill shall come against him'. So long as one conforms with their Faisehd (and a person may have more than one, as we see with Macbeth) then they are fine, having greater physical and spiritual strength. One who breaks it, however, is greatly weakened and may ultimately die. 'Aye, ah broke mah Faisehd laddie. Best coupon th' auld reaver lik' a true hielan man eh?'
Children of the Bear Mother
The peoples of the Sidarid Isles believe the blood of the war-goddess Seihdhara runs in their veins, most potently in those whose hair is red. In war, it is their ultimate purpose to seek out glory, worthy foes to take-on in single combat, engage in valorous deed, and ultimately attain either death or victory. However, this pursuit of individual honour and acts of valour can sometimes lead to a certain propensity towards disobeying commands from above and insubordination, with acts of individual valour and glory being viewed as far more worthy than following commands to the T. 'Ye hielan men! Les sho they degenerates wha comes tae claim thair bides this day!'
Sdarid Ways and Sdarid Laws
Sidara has no official legal system. The law of the land is custom and any disputes arising that do not fall within the remit of established customary law are dealt with via arbitration. This is in line with Sidarid insistence, in the face of any so-called reformers, on retaining their ancient ways and laws despite the onslaught of modernity. Where arbitration over novel problems fails (a very rare occurence, so much so as to now be largely hypothetical), disputes are ultimately settled through duels between the aggrieved parties so as to avoid family feuds and clan wars. This provides for very swift and cost-efficient administration of justice, and the legitimacy of custom makes for ultimately satisfied disputants (particularly since there is a feeling that the ancient ways have been preserved and authentic Sidarid ways and laws have thus persevered). However, results tend to lack predictability for novel issues or recently-established customs, and the legal system as a whole is utterly decentralised and almost impossible for foreigners to grasp (which is particularly bad for business). Moreover, the non-professional nature of arbiters means that increasingly-complicated disputes might be dealt with incorrectly. 'Wance upon a time thare wis... Sdarid ways 'n' Sdarid laws...'
Wisdom Immemorial
In the class of scholarly druids known as Arwyndyn, Sidara has a true boon. They have preserved knowledge from the times of the ap Morig to the present in an unbroken chain and continue to be at the forefront of scholarly research into all things (exactly how much they know is a complete mystery). When they deign to allow the light of all that they know to shine forth onto society, wondrous innovations result. However, the Arwyndyn are notoriously reclusive and secretive, there perhaps being no class of people who have maintained absolute secrecy as well as they have anywhere in the world. Thus Sidara can likely never hope to reap the full fruit of their works, only the their crums. 'Ní féidir lyeat dció a scriosaedh. Ní fiyú é seo.'
Clan-Companies
The Sidarid economy is dominated by clan companies. These behemoths, which have national and international reach, are sturdy organisation with a strong communal foundation that ensures exceptionally low labour costs (essentially free labour). Innovative and competitive, they are one of the cornerstones of Sidarid strength and a key reason behind its meteoric rise to a fully industrialised nation. However, clan companies dominate the Sidarid economy, essentially preventing lone entrepreneurs and the development of a real 'capitalist class' - whether this is good or bad remains to be seen. Moreover, and critically, the competitive nature of clan companies means that price wars, corporate warfare, and aggressive expansion into each other's niches are commonplace, doing significant damage. It is a testament to the solidity of the economy that this state of affairs has not led to complete economic collapse, and the fact that custom is the law means regulating these company conflicts is nigh impossible. The clan companies must either develop customs of cooperation and mutual respect, or their golden age will soon descend into darkness. 'Sae thae ur th' ship designs they Gweilaerths hae bin hiding...'
Territory - 8 - Your nation is decently sized, with room for a few cities and a decent amount of farmland. Tech - 14+4 (18) - Your nation is effectively fully modern, and innovative to boot. It is likely the trendsetter in multiple categories. Army - 18 - Your army is massive, and for every soldier, there are two more to take his place. It is maintained at partial-strength year round with a conscription for the rest on a wartime basis. Even at partial strength, it is more than enough to compete with other states. Economy - 16+1 (17) - Your economy is well-off, and a majority of what needs to be funded is. Production - 11+4 (15) - Your nation is doing well for itself, with excellent production in both farming and manufacturing and good resource exploitation. Navy - 19+1 (20) - Your nation rules the waves. Your merchant fleet is the best out there and your matchless navy seeps with tradition. Airforce - 9-2 (7) - You have a few biplanes. Magic - 8-3 (5) - Like a nation that is aware of modern technology, and seeks to acquire it, yet falls far behind, your nation lags in the field, struggling to keep up, and at best keeping pace in a select field. Perhaps, were your nation to pool its resources and brainpower, you could produce one of the contraptions of more magical nations - but it would be a true national effort. Mobilisation - 19 - It takes a few weeks to mobilize.
Bhaenrhig Roinseach, (1519-1605; r.1592-1605)
Bhaenrhig Aelwyd, (1557-1631; r.1605-31)
Bhaenrhig Parhaigen, (1615-1666; r.1631-66)
Rhig Cadfael, (1649-1671; r.1666-71 -- Slain in Battle)
Rhig Aenfys, (1667-1736; r.1671-1736)
Bhaenrhig Teygaen, (1712-81; r.1736-81)
Rhig Sluaghadhan, (1756-1843; r.1781-1843)
Bhaenrhig Deirdre, (1819-1864; r.1843-1864 -- Slain in Battle)
Bhaenrhig Ros, (1838-Present; r.1864-Present)
Age: 72 (b.1838)
Age: 77 (b.1833)
Bhaenrhig/Rhig - Queen/King, when addressing the monarch Amlwyg - Heir Apparent, when addressing the heir Tywsyg/Tywsygys - Prince/Princess, when addressing a member of the royal family Chief/Laird - When addressing a clan chief Hynaf/Rhaig - When addressing the heir apparent of a clan. Hynaf for males, Rhaig for females. Larwynd - When addressing Wyndyn, regardless of gender or type. His/Her Grace - When referring to the Bhaenrhig and Rhig The High-born - When referring to the heir The Well-born - When referring to a member of the royal family The Much Honoured - When referring to a clan chief/laird The Honoured - When referring to the heir apparent of a clan The Hallowed - When referring to a Wynd of any type
Clan Aelric
Clan Agalvae
Clan Agronae
Clan ap-Dhugael
Clan ap-Entosh
Clan ap-Fhinnan
Clan ap-Fhinnan o' Iwan
Clan ap-Filigan
ap-Filigan o' th'Reaches ap-Filigan o' Balmaen
Clan ap-Gwynnud
ap-Gwynnud o' Caernmowni ap-Gwynnud o' Caluk ap-Gwynnud o' Clagduff
Seihdhara of the Red Hair, The Crimson Goddess, The Bear Mother
FEMALE
Above all else, I am a Warrioress =============================== To Live is to Love. To Love is to Struggle. To Struggle is to Defy. To Defy is to Repel. To Repel is to Fight. =============================== What am I here for, you ask? I am here for you. =============================== I have this uncanny capacity to feel - it's really quite stunning. =============================== I'm not wroth. You say that one more time AND YOU WATCH! =============================== Ok, fine, maybe I sometimes have a bit too much fun- oh who am I kidding, you can't have too much fun. And hey, it's not like I'm hurting anyone. Quite the opposite, actually. ===============================
War (Martial Combat)
Wars come in different forms and sizes, from military hostilities to economic warfare to political manoeuvrings between factions and individuals, and beyond. Ultimately, however, it is a state of hostile competition between different groups. It is a method of repelling some people by means of others, and for Seihdhara it is a legitimate (sometimes the only) way to prevent and combat injustice. Seihdhara's focus is primarily on this hostile competition when it manifests itself in displays of physical force and violence. Any war of this nature will require individuals with a certain level of martial skill to engage in combat so as to attain victory. Martial Combat thus lies at the heart of military warfare, and it is this that Seihdhara seeks to teach and cultivate. Martial Combat includes armed and unarmed forms of combat, as well as the base bodily strength and health required for optimal performance. Moreover, for Seihdhara Martial Combat does not only involve the skills necessary to defeat opponents, it also involves principles of how such skill is to be used, against whom, and under what conditions. While not fussed by arbitrary notions of honour, clemency and seeking to prove one's martial prowess fairly, blow-for-blow, are more to her liking.
Seihdhara is - don't you dare tell anyone! - a bit... well, very ticklish. But you better not try anything or she'll actually bash your head in. For real. She'll kill you. Don't tickle her. She does enjoy a good laugh though - has a good sense of humour, if she says so herself. A light-hearted story with plenty of jokes is right up her alley and is sure to garner more than a few laughs from her.
'While travelling once, I happened on two jimmies - one from Agnee, and another from Shasha. The jimmy from Agnee asked me why people foreign to these villages thought that those Shashans who travelled were jimmies of learning, while those Agneeds who did were not. I turned to him and said, 'well, only fools leave Agnee; as for Shasha, only fools would stay!' Now the Shashan - not too bright a jimmy, truth be told - said I was right about Shashans because, he said, every jimmy that wants to leave Shasha is tested by its chief before he can leave, to make sure he is well-read and canny. If he fails, he's not allowed to leave, but has to go back to his studies. If he wants to leave again, the chief repeats the test; but if he is tested a third time, and then found lacking, he is never allowed to leave Shasha. And so, says this Shashan jimmy to me, none but the canniest and most well-read can leave Shasha. So I turned to him sharp like and said, 'I see - then you must've been smuggled!'
Despite her terminological idiosyncrasies, Seihdhara is for the most-part articulate, even if that does not translate into prose poetry. She is expressive and can be charismatic, though her quick smile and readiness to laugh at a good joke quickly tear up any impression of distant genius or esoteric mystery. She is unafraid of exposure in that regard.
When angry or irritated, Seihdhara is quick to slap or thwack the cause of her irritation. She is not vengeful and does not see a reason to hide how she is feeling. She is, however, sensitive to the emotions of others and would regulate her own words and actions as appropriate. While she may yell or strike out when angry, her anger dissipates as quickly as it arises. She is not prone to retreating into herself or being sombre for long periods. This is much the case with all her emotions - she feels intensely in the moment and has no qualms sharing that with whoever is available (whether joy, misery, melodramatic crying session, or what have you). This willingness to expose her emotions does not come from a place of weakness, however. It emerges from the conviction that, ultimately, no one can truly use these emotions against her - anyone who thinks they can would quickly come to realise that she can deal with them quite efficiently. She is, after all, an apex predator, she harms and is not harmed, protects and has no need for protection, renders kindness and asks none for it, frees and can never herself be unfree.
Though gods usually do not - or even, cannot - sleep, Seihdhara chooses to. Sleep comes easy to her, and she will sleep for long hours on end in comfort. A goddess, she can awaken instantaneously and be alert if the need arises, though when there is no such danger force of habit makes her slow to awaken and somewhat petty in the half-hour or so after she has risen. She does not like sleeping alone and will tend to find something to hug - a rock, some animal, or a sentient mortal, preferably a pretty jimmy, though a quinie'll do just fine. Seihdhara doesn't discriminate.
In the same way, Seihdhara is a big eater despite gods having no need for any kind of sustenance. She doesn't much care about what exactly she is eating and will gulp down just about anything placed before her. She's also something of a compulsive gambler, which is no issue given her divine nature - it's pretty much cheating. As a point of principle, however, she only swindles swindlers - they deserve it!
Some terminological idiosyncrasies: Mother - mammeh Father - pappeh Boy - boyo | lad | laddy Girl - lass | lassy Man - jimmy Woman - quinie
She generally takes on the form of a tall, well-built woman. Her hair shifts from dark, sunset orange to a deep, red-brown. Her eyes too shift, from a light green peppered with turquoise and elements of darker green, to a very light honey-like brown. Her complexion is generally olive and freshly-sun-kissed due to her being frequently out and about. Muscular enough to look fairly robust and like she means business in a fight (which she does, and you better know it).
She's no stunner, but smiling comes easily to her - a broad, hearty smile, flashing teeth, that quite easily explodes into a laugh - and she has a pretty enough face (and given her tendency to rolls about in the hay with whoever strikes her fancy, it helps). Her athletic physique is an unabashed celebration of power, sensuality, and the primed feminine form. She flies in the face of the petite, shy, helpless, and virginal little girl (literally, she dwarves near anybody). It makes her less woman more monstrosity in the eyes of some - but what does she care for them?
She sports a tattoo on her back, perfectly in the middle, beginning just below her shoulder blades its centre along her spine, and stopping short of her tailbone. She has another on her periumbilical region representing a mother bear. On the back of her left hand is the Sign of the Warrior, while the palm of her right hand sports the Sign of the Mother.
She tends to be dressed in a loosely tied sleeve-less leather jerkin and a kilt, both light brown to orange. Her hair is a mess of tousled tresses while others have various beads and bits of jewellery tied into them. When necessary, she ties it back in a rough bun to keep it out of her eyes and face. When she actually takes the time to take care of herself properly, she gets to braiding it. Mortal icons of her tend to depict her with long braided hair. When staying in the company of mortals, Seihdhara has no issues with conforming with more conservative dress codes - this is not out of any respect for arbitrary laws or customs or whatnot, she just enjoys getting into the ways and clothes of whoever she happens to be staying with. A simple necklace of red and yellow beads hangs at her neck.
'Red-haired Folk', as they are known, are those born with red hair or fur, or whose hair or fur abruptly or gradually turns red. Such folk, it is generally known, are favoured by Seihdhara and are marked out from their earliest days as future warriors of renown. Likewise, all Heroes of Seihdhara are red-haired, and those who join any Order dedicated to her can expect for their hair - if it is not already - to become red.
Sign of the Mother
Creation - 1 Might
Blood-heads Holy Order
Name:
The Blood-heads
Description:
A small Order dedicated to Seihdhara. Wherever they happen to be, they defend the defenceless and wage relentless war against vice. The Order has no base and is extremely decentralised. Some communities may have no more than one or two Blood-heads, while others may host tens, if not over a hundred, which form into Packs (5-10 Blood-heads), Troops (10-40 Blood-heads) or Hordes (40+ Blood-heads).
The only unique distinguishing feature of the Blood-heads is their shock of ginger hair, their namesake. Those who join the Order, no matter the colouration of their hair before, eventually begin to sprout red hair. Wielding whatever weapons are available to their communities, the Blood-heads unceasingly seek to prove their martial prowess through acts of valour against all who make it their business to bring harm wherever they go. Whether by actively eliminating threats on the offensive or besting them while defending their communities, battling for righteousness is where any Blood-head is most at home. Fiercely independent by nature, Blood-heads will actively dissipate and avoid forming permanent units with hierarchies once their duties in a particular community are over.
Blood-heads are usually individually warriors of impressive skill, attaining and retaining a base level of expertise that puts them on the level of veteran warriors rather easily due to Seihdhara's blessings. Those who train diligently despite Seihdhara's blessings and are active in seeking out foes to challenge and defeat will no doubt be capable of considerable feats. Blood-heads do not wield in special magics beyond the norm for their communities or species. While their focus is physical martial combat, many recognise the benefits of magic in combat situations and attempt to be at least aware of the basics of magic - if only to be able to face-off against magic users.
Appearance:
Beyond their crimson hair, the Blood-heads have no distinguishing features, unique weapons or uniform. They dress as they please and armour themselves as each individual feels appropriate. Along with the red hair, however, each Blood-head does have the Sign of the Warrior on the back of their left hand. War-masks appear to be of some significance to Blood-heads, and it is not unusual to find particularly powerful Blood-heads donning a wooden mask they have carved. These masks represent, it appears, an aspect of the War Goddess, and while donning it they believe they are empowered and become akin to conduits for the Goddess, channelling the aspect of her captured by the war-mask.
War(Rebellion) - rising up against injustice, war as a method of getting rid of the corrupt old and bringing in the clean new, war as method of repelling some people by means of others to prevent greater injustice etc.
War(Hunting) - Introduce the concept of using strength or weaponry to bring down game, develope techniques to do so, develop certain training methods - eventually develops towards War(Warriors/Soldiers) using skills developed for hunting against people, in defence of the community/tribe, developing distinguishable 'warrior' class whose duties in piece are hunting and patrolling, and in war are protection of the community and defeat of its foes. This can then lead to the War(Battle) and War(Armies) as people are taught realise that strength can lie in large numbers working together, just like a hunt. Greater numbers concentrated in one location are more powerful and can overcome the enemy, particularly if those greater numbers strike out at vulnerable locations. With time, people realise that pitting their greatest numbers possible against the foe's greatest number is the quickest way to remove all obstacles to victory. This can in turn lead to War(Victory), and the various aspects that lead to victory - War(Valour)(Battle-frenzy)(The War-cry)(Courage/Bravery)(Heroism)(Ambushes)(Heroism)(War-mounts)(Weaponry)(Heroism)(Just War)belief in justice of one's cause, willingness to die for
(The Battle-slain)(Battle-terror)(Conquest)(Prisoners)(Resistance)(Protection)(Honour)(Treaties)(Deception)war is deception(Clemency)
Kingdom of Sypius Sprawling City of Nyhem - Miserth Keep
Nyhem also houses the Royal Army, and the Royal Naval Fleet. Conscripts are taken in during their teenage years so as to allow sufficient training and education for their troops. Most conscripts serve seven years with the Army or Navy before being released from military duty. After seven years, the conscripts may rejoin as soldiers or sailors if they desire. Life in the army and the navy are lucrative places for a poor man to be, as both areas of the military offer high paying positions for which a man can provide a modest lifestyle for his family.
Wings are gold, crown is also gold with the inner bit being red. The ribbon with Unus.Ab.Pluram [Out of Many; One] on it is white, and the feathers below the shield are also gold. The checkered bit on the shield is black and red, while the bit below that is the same colour (black and white.) The other side of the shield is black but the three animal heads are red. The border of the shield at the bottom is silver and so is the upside down 'V' shape, and the floating leaf-like things between the wings and the shield are also silver.
Family Motto Unus Ab Pluram [Out of Many; One]; also Fortitudo et Victoria [Courage and Victory]
Relations with House Humber: (Explain, or list your House relationships to the other kingdoms)
Family Reputation: House Eskandar has been completely decimated - only Aulus remains. Before its decimation, it had already become a little-known house with nothing much going for it. For this reason, House Eskandar is virtually unknown beyond Coruneon/Rathikun. Eskandar knights, led by Granus Eskandar, are famed for their charge at the Battle of Helmar's Heath. It was fought between a small contingent of Humber footmen, bolstered by Eskandar knights, against an ambushing force just north of the Eskandar seat, Castle Cramz. Daeron Humber was present at the battle, and Granus, along with his four younger brothers and other family members, met his demise during the charge. It is the only truly notable event involving House Eskandar in recent history.
Main Export of Goods: N/A
Description of Kingdom: N/A
Family Background: House Eskandar's origins are mired in mystery - largely because it has always been so small and insignificant that even the Lords of the House have found it pointless to keep record of their minuscule achievements. Nevertheless, a fairly intact family tree stretching back two hundred years can be found on the back wall (behind a large red curtain) of the Castle Cramz's small hall. These names are all that survive - the deeds of these men are little-known, other than the odd reference in one obscure history book or another.
300-312 A.R, Lord Haren Eskandar 312-343 A.R, Lord Agras Eskandar 343-357 A.R, Lord Marius Eskandar 357-402 A.R, Lord Oppius Eskandar 402-425 A.R, Lord Marius II Eskandar 425-452 A.R, Lord Saxus Eskandar 452-468 A.R, Lord Sirvus Eskandar 468-492 A.R, Lord Granus Eskandar 492 A.R-Present, Lord Aulus Eskandar (Lord Daeron Humber has acted as his warden since, effective power over Castle Cramz has not been handed over to Aulus, who currently dwells with Lord Daeron)
It is unknown where the Eskandars emerged from before being appointed as Lords of Castle Cramz, but they have held on to the castle ever since. With a river and thick forest to its east as a source of timber, the mountains beyond as a source of stone and iron, and the arable land of the river basin providing rich and arable land, the castle is situated in a protected and ideal position [see location where the red dot is: here]. Being rather deep in friendly territory and so well protected, Castle Cramz has - in its recorded history - never been besieged.
Lord Granus Eskandar was a very close friend of Daeron Humber. They appear to have met as children and a friendship blossomed between them almost immediately, and grew over the years. Due to his father, Sirvus, mostly being ill during his time as Lord of the Castle, Granus took up responsibility for the castle from an early age and proved a very capable and intelligent ruler and administrator. Under him the Eskandars greatly increased their power-base due to Lord Humber's favourable opinion and support. He was able to, using the resource available around the castle, to increase his income and invest hugely into training what he called the 'Eskandar Household Cavalry'. Led by his own brothers, the force of fifty knights was Granus' pride and joy - and for good reason! They were most certainly a fearsome force, if not many.
When civil war broke out, Granus leapt at the opportunity of leading his elite knights into battle and carving the name of House Eskandar into the very heavens. 'Our star,' he is said to have proclaimed to his beloved wife, Lady Arvay, 'is at last risen!' Lord Daeron rendezvoused with him at Castle Cramz, bringing with him a small force of twenty five footmen, and they marched from the castle - heading south where they would unite with the rest of the Humber force. It proved a shock, then, when an enemy force of some two hundred men burst forth from the forest not twenty miles south-east of Castle Cramz. Guarding his lord-liege, Granus commanded his fifty knights to form up immediately and protect the lord. Telling him that, being on horseback, the Eskandars would be able to escape more easily at a given opportunity, it was best for Lord Humber and his footmen to retreat immediately while the Eskandars distracted the ambushers. The Eskandars charged and Lord Humber was able to make his escape - and he watched from a distance the final charge of the decimated force. The Eskandar Household Cavalry was mown down to a man.
When news reached Castle Cramz, Lady Arvay - who was six months pregnant and disposed to illness - collapsed. Despite the care of her maids and the attempts of her physicians, the baby could not be saved and she only survived some six months before joining her husband in death. Fatherless and the last of his household, Aulus had none to care for him other than Lord Daeron - who took the boy in and raised him like his own son.
Alas, the boy seemed to have been spiritually broken after the great loss and proved ever unwilling to do as Lord Daeron bid him.
Claim to the Throne/House Motives: N/A
Family Members
Sirvus Eskandar[430-468] - Aulus' grandfather. Died of consumption.
Granus Sirvus Eskandar[450-492 A.R] - good friend of Daeron, killed during civil war. Eldest son of Sirvus, lord of Castle Cramz, father of Aulus. Perished at Helmar's Heath.
Brennus Sirvus Eskandar[455-492 A.R] - second son of Sirvus. Famed warrior, hothead. Perished a Helmar's Heath.
Carus Sirvus Eskandar[458-492 A.R] - third son of Sirus. Not a warrior, but honourable to the end. Perished at Helmar's Heath.
Gar Sirvus Eskandar[462-492 A.R] - took after Brennus. Perished at Helmar's Heath.
Makus Sirvus Eskandar[466-492 A.R] -
Arvay Kaegir Eskandar[461-493 A.R] - Married Granus 482 A.R, always ill, collapsed and died soon after news reached her of Granus' death
Aulus Granus Eskandar[484 A.R-Present]
Name: Aulus Granus Eskandar
Age: 19
Gender: Male
Sexual Orientation: Heterosexual
Position: Noble
Personality: Aulus is undeniably intelligent. He is also undeniably a carefree and happy-go-lucky. Wholly unconcerned about anything in general, his intelligence comes in more handy in coaxing himself out sticky situations than doing anything truly useful or of weight. He prefers the easy company of the common man to the restricted and prim life of the nobles - and it's lucky that House Eskandar is not of much significance, and it is lucky that he's had little responsibilities, for his antics are able to go on and no one loses greatly due to it. If ever on his own, Aulus can prove quite reflective - which isn't great! The flute proves a useful escape from any thoughts which attempt to disturb his blissful existence. It's not that he's afraid of what his thoughts might come with...it's not that he's ashamed that he has let his forefathers down...nothing of the sort...
Description: A well-built young man, appearing to be around twenty years of age. He is not overly tall, coming at 5'10", or 180 centimetres. He weighs at 75 kilograms. His physique is ectomorphic, and his muscles are small and built for speed and power rather than brute strength. He is rather flexible, though not unnaturally so. His hair is red-brown and is shoulder length, and is generally left loose and messy. His beard is large enough to cover his face completely, but not quite long enough to be gripped. His skin is a light olive due to exposure to the sun. His eyes are a dark green and his nose is long and straight, though slightly wide and not pointed. In general, he's real eye candy! Such a pretty boy... He has some very minor scars on his hands, wrists, and upper arms earned during duelling practice and foolish fights with the scoundrels he has tended to associate with. He can usually be found dressed in a large, loose, light brown tunic tied at the waist with a belt. He wears black canvass pants on his lower body and and locksley boots. His face carries an easy, instantly friendly smile. He appears carefree and generally after a good time.
Skills: If there is one thing Aulus ever took seriously, it was his fencing lessons. Not only is he a natural, but he has learned from the very best instructors of Lord Humber's household. While he - unlike Hemala - never took to the heavy, clunky mace, his ability with rapier and other swords is at the very least impressive. The time he spent truanting his others lessons he spent with lowlives in bars and on the streets - where he developed quite a love and skill for the humble wooden flute. He also has a love for horses and is a very skilled rider - a skill that has helped him out of many sticky situations!
Weaknesses: For a noble, Aulus knows very little - he has not properly developed skills such as reading and writing, and his understanding of mathematics, history, politics and whatnot are severely lacking. This is due to a generally irreverent character and a lack of concern with what others deem as 'greater' matters. He does not realise his importance as a feudal liege-lord and - perhaps due to his thus far sheltered life - has no understanding for how to rule and command men. For this reason, he cannot always understand Daeron's frustration with him, and Hemala's disappointment. What is life if you are always stiff about it and don't have some fun, after all? While no coward, Aulus does have a...heightened sense for self-preservation. Ahem. This is perhaps due to his association with the lowlives who frequent inns and fight in dark alleys after dark. If something is dangerous and not fun, then he is very unlikely to want in. On the other hand, if something looks exciting he would not think twice about jumping in! Due to the above, Aulus is heinously unaware of the situation in Formaroth. He knows that people are fighting and whatnot, and that it's all very bad (obviously) but he is otherwise very unconcerned. I mean, it's not like anything is going to change that much, right?
Family name: House Humber Kingdom Location: Coruneon/Rathikun Crest: Black and white crest with a black jaguar on it Family motto: Freedom or death Relations with other Kingdoms: Neutral, good terms with House Manshrew Family reputation: Strong willed, head strong, carefree Kingdom's main export goods: Stone, ore; iron, steel, cooper, meat Description of Kingdom: The kingdom of Coruneon and Rathikun has a harsh terrain with various ravines and canyons scattered about. The coastlands have very rich soil and are used to grow the kingdoms food. The population of the kingdom are harsh and straight to the point; however they also possess a carefree attitude. The majority of the populaous live in mountain villages or coastal towns. The capital of Coruneon is Calchester Hold; a castle which is considered by many to be most impenetrable structure in Formaroth. To the north is the large town of Sipdon, which was the original capital of Rathikun. Coruneon’s climate is considered to be warm and pleasant by most. Rathikun however is extremely hot and many who live in the south of Formaroth find the temperature unbearable when they first arrive. Family Background: House Humber originally ruled only Coruneon. During the Remonnets conquest of Formaroth, House Humber supported the Remonnets and conquered the kingdom of Rathikun for the Remonnet family. Impressed with the loyalty of the Humber family, the Remonnets allowed House Humber to keep the lands of Rathikun for itself. During the civil war, house Humber supported House Manshrew and were considered to be their strongest allies.
Name: Daeron Humber Age: 55 Gender: Male Position: Head of house Background: Daeron fought on the side of House Manshrew during the civil war. Even after the war ended Daeron hold Andrew in high regard and respects him more that he does most. The thing that Daeron cares for the most is his daughter, Hemala as she is now the only family he has left. Personality: Headstrong, laidback, firm but fair, strong sense of justice Appearance: Tall muscular man, bald, harsh facial features, tanned skin Skills and traits: Master military commander, Master axeman, adept ruler, expert leader, novice economist
Name: Hemala Humber Age: 22 Gender: Female Position: Eldest and only child Background: Hemala is the only child of the Humber family and is heir to the throne of Coruneon. She lost her mother, Saerenna Humber, to an unknown disease at an early age and as such has been raised by her father for most of her life. Personality: Strong willed, idealistic, headstrong, laidback Appearance: Tall, slender, short brown hair, tanned skin Skills and traits: Expert mace user, Expert Military commander, master leader, adept ruler
Name: Maerya Bernalys Age: 32 Gender: Female Position: Head advisor Background: Maerya is the head advisor of house Humber and deals with most political and economic affairs. Personality: Blunt, straight forward, wants the best for her homeland Appearance: Thin, black hair, tanned skin Skills and traits: Master ruler, Master economist
Flag of the Union
Starting Resources: 'Returning'; 15 Professional Military Units and 20 Supply. Kingdom Name: The Holy Union of Haiho-Ausvinthus and True Eshara Race: Dwarves (35%), Grey Elves (30%), Goblins (25%), Humans (10%)
Elves- The elder folk. Long lived: Elves live for several lifetime of a man as such they learn skills. Elven Monarchs may have three retinue types. Only the Finest: As the eldest of races elves are picky about what they define as splendor. +1 permanent Splendor. Splendor must be equal to HALF of total population or face public order effects.
Dwarves- Masters of steel and stone. Expert Miners: None are better at extracting minerals from the earth. All provinces produce +1 Supplies Land-dwellers: The dwarves prefer to avoid travel that doesn't involve their own legs. Naval units cost 50% more in gold and resources.
Goblins- The survivors. Populous: Before men met goblins they used to say "breed like rabbits". Now they say rabbits breed like goblins. Goblin mobilization yields 5 units for every 2 population (round up), instead of 2 for every 1. Short lived: The average goblin lives half the lifetime of a man, and as such tend to focus on mastering one aspect of their lives. Goblin Monarchs have only one retinue type, and normal retinues rarely gain traits. Goblins also have a malus to healing casualties.
Humans- The rising tide. Omnipresent: Especially since the Aedakom conquest, humans are everywhere. They are quite aware of this situation, and they use it to their advantage. Subterfuge Actions by human realms are more likely to succeed. Live Like Flies, Die Like Flies: When faced with the longevity of elves, the tough skin of orcs, and the stamina of dwarves, human physical durability isn't much to brag about. Humans take double normal attrition from all sources.
Religion: Esharan Paganism Monarch: Recimir Aulus the Chosen-of-Eshar, Avatar of the Gods, Keeper of the Throne of Words, Master of the Worlds Spiritual and Temporal (Captain and Regiment of Renown / Logistics Commander / Field Commander): Crowned 886 YP, at the age of five, the fifty-four-year-old Recimir is widely loved and respected for his many victories and formidable reputation. This is further aided by the fact that pretty much everyone believes him to be an Avatar of the Gods and directly selected by the foremost God of the Esharan Pagan pantheon, Eshar. His prestige is further enhanced domestically and amongst all those who follow the Esharan creed by the fact that he sits upon the legendary Throne of Words - the throne upon which his ancestors the Kings of Old Eshara sat upon. Only those who are worthy, it is said, can sit upon it and survive. He is married to a daughter of former-Recimer Hairuwulf Theudis, Invera Theudis. Capital: The Tripartite Cities of Datnee, Árheimar, and New Crimsamara Capital Province: The Tripartite Provinces of Datnee, Árheimar, and New Crimsamara
FOCUS: Choose two categories that your nation is strong in and one category where it is weak to receive starting nation traits. Provinces - Population - Strong Cities - Colonies - Weak Military - Strong Fortification -[/li][/ul] Military: [CONFIDENTIAL]
Troop Positions: The 1st Esharan Army [CONFIDENTIAL] Commanded by- Legatus [General] Corinn Aqard, Lord Commander of The King's Guard (aka 1st Royal Union Demi-Lancers Regiment). Positioned in- [CONFIDENTIAL] Made up of- CONFIDENTIAL
The 2nd Esharan Army [CONFIDENTIAL] Commanded by- Legatus [General] Brenhilda Sikyas, Audvakr of the Holy Knight order of Thurismod. Positioned in- [CONFIDENTIAL] Made up of- CONFIDENTIAL
History: The independent states of Haiho and Ausvinthus came together over one hundred years ago, united by their shared religion, external threats, and mutual dependence on one another. It was agreed, in those early days, that the Union would be ruled by a Recimir (as Ausvinthians called their sovereigns) who would be aided by a legislative body, known as the Union Council, which would have in it representatives of the interests of the respective peoples of the Union. With Aedakom influence never having truly penetrated so far north - and all penetration having been ousted either way - the Union became one of the first states to re-establish a powerful Esharan Pagan presence in the North. The Union's first Recimir was none other than the famed Hairuwulf Theudis, who had lived in the times of Old Eshara and carried within his heart a great love for the Esharan kings of old. It has been over one hundred years since then, and much has changed.
The Union swiftly rid itself of the isolationist tendencies of its predecessor states and entered a period of swift growth and progress. This was stymied after 850 YP when tensions in the North caused over 15 years of instability and war. The Union maintained its neutrality rigorously, though dwarves were not averse to profiteering by selling supplies to all sides. Now an actively growing state, supported by money-savvy dwarves, diligent elves, and a religion that encouraged learning and innovation, it was not long before this translated into ambitions of territorial expansion. The decadent but extremely rich neighbouring nations of Gurd and Thrum, who had historically caused great suffering to the people of the Union, seemed like fine targets for the Unions newly reformed military. The Frontier War kicked off in 867 YP, though the Union's advances were checked for a while by Gurdish forces. This was not to last, as a nomadic invasion by the Vaigayar's proved too much for Gurd's already overstretched forces, and they broke before the Union's fury. By 884 both Thrum and Gurd had ceased to be, and further campaigns by the Union meant that soon enough land the Vaigayars had passed through was annexed to the Union. Vaigayar migration south beyond the mountains caused instability in Gospodar where the Kezur of the Vaigayar and Godspodors warred over the Granite Crown and control of the Almur. To ensure the civil war would not flood over into the Union, the Recimir the only pass through the mountains destroyed.
The Union now had a direct border with the Sefti Cerdigonian Commonwealth. Meanwhile, internal changes meant that in 886 the Recimir Hairuwulf resigned from his post in favour of a five-year-old human child named Aulus. He was brought to them by Haldwin the Sage, who declared that he, Aulus, was the Chosen-of-Eshar and Avatar of the Gods, in whose veins ran the pure, unadulterated blood of the Old Kings of Eshar who sat upon the sanctified Throne of Words. He would lead the Union to glory, and he would reclaim all of Eshara for the glory of the Gods. Hairuwulf became the Boy-Recimir's chief advisor, and Haldwin his mentor and guide. With tensions growing on the Union-Commonwealth border, the Commonwealth drove harder for its own union - with its neighbour and long-time ally the Kingdom of Berranda. Together they formed the so-called Holy Empire of Eshara (a name that the Union does not recognise, calling it instead 'the Fraudulent Entity'). Under the leadership of Aulus the Chosen-of-Eshar, the Union has continued its progress and its armies have been put to the test as they subjugated some lands to the west and south, and expanded somewhat to the north. Led by their Recimir on many of these occasions, it has cemented the reputation of Aulus as a formidable commander, and his troops as amongst the finest in the land. The question only remained: where would the eagle-eyed Recimir turn his eyes next?
Placement: Territories of the Union of Haiho and Ausvinthus as well as the forests north of it, Gurd, and Northern and Western Thrum. Borders the so-called Holy Empire of Eshara to the east, the Ikegami Clan and the United Kingdoms of Almuria and Beg Gurhim (formerly Gospodar) to the south, and Orc clans to the west.