[h1][u]Places[/u]_________ __ __ _ _[/h1] [hider=Map][h1][u]The World[/u]_________ __ __ _ _[/h1][sup][h3]Right click, open in new tab, and magnify for high-res view[/h3][/sup] [center][img]https://i.imgur.com/IXSPzOC.png[/img][/center][/hider] [h3][u]The World: A Deeper Understanding[/u]__ _ _ _[/h3] The world of Sipente is home to a myriad of different cultures based on region, religion, social class, and other identity factors. For the purposes of our RPG, we'll be focusing mainly on those of Parrence, Drudgunze, and Eskand, which occupy the central and southern regions of the continent of Constantia. As a general rule, the lingua franca (common tongue) that most people would speak, similar to how many of us use English as a common medium and how Europeans used Latin in the past, is Avincian: the old language of the Avincian Empire. Most noble, clergy, and wealthier merchant characters would be expected to have a strong command of this language in addition to their native tongue and perhaps one other major language. For the commonfolk, its use has faded and local dialects of Parrench, Eskandr, and Drudgunzean generally prevail. [hider=The Yasoi][h2][u]A People Apart[/u]_________ __ __ _ _[/h2] The yasoi are an intelligent, magic-using species closely related to humans (think elves or dwarves within fantasy or neanderthals for a real-life example). Historically less numerous than humans, they possess a different (and stronger) sort of connection with magic, weaving it holistically into the very fabric of their society in a multitude of subtle ways. For thousands of years, they have inhabited the towering highland forests of Constantia though their heartland is within the eastern arm of the continent, where they've established a number of small and evanescent states that nonetheless seem to be able to pull together against outside threats. The yasoi's embrace of their closest biological cousins is a wary one, driven mostly by a particular sapient curiosity. Within their societies, yasoi tend to be distinctly less communal than humans. From an early age, they are largely independent and are expected to seek out knowledge and purpose. They are near-boundlessly curious, often setting off on long travels in search of adventure, new experiences, and - most importantly - riches. Yasoi are hoarders, with a need to collect rare and valuable things, which they either treasure, seek to sell or trade for even greater prizes, or adorn themselves with. For most yasoi, the mere knowledge that they possess something of rarity or value can put them in a good state of mind. A Mette'stiroi (yasoi swap meet) is an event not to be missed. Fortunes are won and lost, alcohol flows liberally, stories and music fill the air, and babies tend to be made. Following these meets, individuals will generally withdraw into their own pursuits once more, as few things hold a yasoi's attention for long. It is rare not to see them in motion, humming, tapping their feet, or fiddling with something. In rare cases, they might be found in a state of intense focus. They can lose days on a single great task, with little care for other needs. It is in this way - in addition to their natural proclivity - that they become such masters of The Gift. Indeed, most view humans as unskilled practitioners and dangerous dabblers. Their lifespans also seem to help in terms of magical knowledge. Despite their overall similarity to humans, yasoi tend to live considerably longer, with an average natural lifespan of some hundred-twenty years. It has been theorized that this longevity is due to their subtle, constant use of Temporal Magic. Of course, in practice, many fall victim to their restless natures, meeting with accidents or illness long before they would naturally expire. While they are surprisingly hardy, yasoi are generally long-limbed and lightly built. Their lanky frames tend to make them excellent climbers and they can leap considerably further than humans. While they are not particularly strong, nor are they fast sprinters, they are possessed of excellent endurance and agility. Their eyes - often green, gold, or blue - tend to be narrow and are noticeably larger than those of humans, set above high, prominent cheekbones. Yasoi tend to be pale of skin, with an almost greyish undertone. Their hair is thick and similar to that of humans, though sparse along the sides of their heads and extending along the backs of their necks often past their shoulder blades. Their fingernails and toenails are thick, fast-growing, and sharper than those of humans, and their ears tend to be slightly larger and perhaps a tiny bit pointed. Overall, yasoi have been a familiar presence in the world of Sipente for as long as their human cousins can remember. For all of their differences and the mutual wariness that has characterized many of their interactions, the two species are remarkably similar and have often worked in concert. Following the collapse of the Avincian Empire, however, yasoi have become increasingly assertive over what they view as 'their' territories, particularly in the northwestern highlands. There have even been instances of them driving humans out. This behaviour seems rare, thankfully, and not much in keeping with their overall values. Indeed, many happily reside in countries such as Parrence or Eskand, though for how long, one can never say. Their wanderlust is insatiable and drives them ever onward.[/hider] [hider=Telling the Time][h2][u]Hours, Minutes, and Seconds[/u]_________ __ __ _ _[/h2] All lands formerly belonging to the Avincian Empire and many of those adjacent, have adopted the Avincian method of telling the time. This is prevalent throughout much of Constantia and Severa and has even been adopted by the Eskandr. In this conception of time, there are 25 hours in a day divided into five periods. In practice, however, it is difficult to delineate these so precisely. Methods of keeping time on Sipente vary by region, but water clocks, candle clocks, and hourglasses are most common across the twin continents of Constantia and Severa. [b]HI -[/b] The five Hours of Ipte (HI) occupy the latest and most remote part of the night, when most people are in the embrace of sleep and the few who aren't are usually... up to things. [i]Example: 2:15 HI[/i] [b]HS -[/b] The five hours of Shune (HS) occupy the period from first light into later morning, when most people awaken, start to think, and become productive. [i]Example: 3:30 HS[/i] [b]HO -[/b] The five hours of Oraff (HO) occupy the period from late morning through the early afternoon, when life is at its busiest, most flourishing, and most productive. [i]Example: 5:48 HO[/i] [b]HE -[/b] The five hours of Eshiran (HE) occupy the period from later afternoon until dusk, when the daylight dies and people's main activities conclude along with it. [i]Example: 1:07 HE[/i] [b]HD -[/b] The five Hours of Dami (HD) occupy the period from just after sunset until the later hours of the night, when people go to sleep, reflecting on thier day and what comes tomorrow. [i]Example: 2:36 HD[/i] There are fifty seconds to a minute, as measured by a minuteglass, and each of these is about 1.4 Earth seconds. Hours are fifty minutes long and, as mentioned above, each period of the day has five. These begin at 1:00 and go up to 5:49. Then, it'll be 1:00 in the next section.[/hider] [hider=Days, Months, Seasons, and Years][h1][u]The Rule of Five[/u]_________ __ __ _ _[/h1] With regards to days, weeks, months, and seasons, the rule of five generally prevails, with most being multiples of this sacred number. Below, you will find a guide to each of these units of time. [h3][u]Days and Weeks[/u]_________ __ __ _ _[/h3] There are five days of the week, and so seventy-three weeks in a year. In different languages, they are known as: [b]Avincian:[/b] Taldes, Pandes, Orredes, Lepdes, Victendes [b]Parrench:[/b] Teldi, Pennedi, Hordi, Lipdi, Bianche [b]Drudgunzean:[/b] Telltag, Fritag, Hegnstag, Lentag, Vintag [b]Loh Eskandish:[/b] Dallday, Freckday, Higgensday, Stillday, Shonday (this is the northern dialect) [b]Ath Eskandish:[/b] Delday, Frickday, Hegensday, Stalday, Thonday (this is the southern dialect) [b]Revidian:[/b] Taldi, Pandi, Orredi, Lepdi, Viddendi (Revidian is spoken to the northwest of Parrence) [b]Belzaggic:[/b] Tolduch, Parduch, Gorduch, Lebduch, Zarduch (Belzaggic is spoken in Eastern Severa) [b]Inipori:[/b] Hāttah, Sarbah, Uhibah, Khabah, Iirbah (Inipori is spoken in Western Severa) [hr][h2][u]Seasons, Months, and Festivals[/u]______ __ __ _ _[/h2]A year on Sipenta is 365 days long and is divided into five seasons and ten months (two for each season). These months are thirty-six or thirty-seven days long. In different languages, their names are: [b]Avincian:[/b] Tiptos, Tellos, Vardes, Assani, Velles, Mittria, Ardanes, Jores, Carles, and Zales [b]Parrench:[/b] Tippe, Tellose, Verdi, Assende, Velle, Metrie, Arres, Jorre, Cheaux, and Seaux [b]Drudggnzean:[/b] Tippe, Telse, Varte, Aste, Valke, Mitte, Harte, Jurre, Kalle, Zaxe [b]Loh Eskandish:[/b] Tiktas, Telkas, Vardith, Asted, Velka, Mittrech, Hedreth, Jarred, Kell, and Zeax [b]Ath Eskandish:[/b] Tiptas, Telas, Varrdi, Astad, Velath, Mittrich, Hadreth, Jorred, Kol, and Zeax [b]Revidian:[/b] Tippio, Tello, Varri, Assani, Vellia, Mirrari, Errara, Giorte, Calla, and Zallo [b]Belzaggic:[/b] Belgo, Tellaz, Vorrag, Azan, Vela, Mota, Homuch, Yogu, Chell, and Zagg [b]Inipori:[/b] Hasirang, Arfatt, Zehelli, Jahass, Ohimuk, Akbin, Tahara, Elirang, Angkari, Zaha [center][h3]Hundri[/h3][/center][center][img]https://thumb.mp-farm.com/0120155/preview.jpg[/img][/center] [b]Associated God:[/b] Ipte (the lover) [b]Months:[/b] Tippe and Tellose [b]Connection to God:[/b] time spent with those you love, importance of love and warmth, many children conceived [b]Equivalent Months:[/b] January - first half of March (January 1 - March 14) [b]Holiday:[/b] takes place in the first week of the year and is a continuation of Somnes’ holiday. It begins with a mass catharsis and celebration on the first day, and tails off over the week, representing the course of love and beauty and how it both lasts and fades. Beautiful decorations and feasting. Ample leftovers to be eaten as the feast continues. [hr][center][h3]Stresia[/h3][/center][center][img]https://www.islay.blog/images/articles/daffodils-bridgend-woods-islay_5.jpg[/img][/center] [b]Associated God:[/b] Chune (the learner) [b]Months:[/b] Verdi and Assende [b]Connection to God:[/b] represents growth and new discovery [b]Equivalent Months:[/b] second half of March - May (March 15 - May 26) [b]Holiday:[/b] takes place in midseason. The day of skills (week of skills for some nobility) in which people hold competitions, concerts, talent shows, and dances. This is a time of pride in one’s accomplishments and skills, particularly in the case of children. This holiday plays very differently depending on class and culture. [hr][center][h3]Dorrad[/h3][/center][center][img]http://sun-surfer.com/photos/2013/06/Summer-Forest-Herefordshire-England.jpg[/img][/center] [b]Associated God:[/b] Oraphe (the creator) [b]Months:[/b] Velle and Metrie [b]Connection to God:[/b] height of flourishing, when the world is most alive [b]Equivalent Months:[/b] end of May - early August (May 27 - August 7) [b]Holiday:[/b] There are two during this season: a Mother’s Day at the start, celebrating the giving of life, and a Father’s Day at the end, celebrating the protection and preservation of life. [hr][center][h3]Rezain[/h3][/center][center][img]https://cache.desktopnexus.com/thumbseg/1159/1159794-bigthumbnail.jpg[/img][/center] [b]Associated God:[/b] Echeran (the destroyer) [b]Months:[/b] Arres and Jorre [b]Connection to God:[/b] Harvest is the reaping. Summer ends and leaves fall [b]Equivalent Months:[/b] Second half of August - first half of October (August 8 - October 19) [b]Holiday:[/b] Two of them - day of the dead at the start of the season and a harvest festival at the end. Day of the dead varies depending on what sort of year it was and is informally tied to the preserver’s day immediately beforehand. There is a rising trend among the merchant class of holding masquerade balls. [hr][center][h3]Somnes[/h3][/center][center][img]https://images.pond5.com/winter-walk-forest-rainy-day-footage-147221010_iconl.jpeg[/img][/center] [b]Associated God:[/b] Dami (the judge) [b]Months:[/b] Cheaux and Seaux [b]Connection to God:[/b] review of the year, final season is the final say or impression; a sober, somber time [b]Equivalent Months:[/b] second half of October - December (October 20 - December 31) [b]Holiday:[/b] Comes on the last five days of the year. Each day is a year-in-review reflection of how well you served each of the gods, in order, ending with the judge. On that day, you solemnly set your resolutions for the coming year and choose an item to add to your memory box. Every fifth year of your life, you open the box and take an item out each of the five days, reflecting on that instead of the gods. In some cultures, resolutions are between you and Dami, in others, they are discussed and shared around the dinner table, in others, you receive them from people in your life whose roles correspond in some way to each of the gods’. In a few, you only share your resolutions with a single ‘guarantor’, whose job it is to help you stay true to your goals. Your guarantor is usually someone who is senior to you or a responsible peer. [hr][h2][u]Years[/u]_________ __ __ _ _[/h2]Years on Sipente work in a rolling system where five years at a time are dedicated to a particular aspect (or both aspects or neither) and also a particular god of the Pentad before both change. There are four aspect types (aun, sept, aun-sept, and none) while there are five gods, so any exact combination only repeats after exactly one century. Essentially, there are three components to a year: the aspect name, the deity name, and a number. For example, the very first year after the deposition of the last Avincian Emperor (which marks the start of the current calendar) was Ahn-Ipte 1. The second was Ahn-Ipte 2, then 3, 4, and 5. After those five years passed, the next aspect was Zept and the next god was Shune, so it was Shune-Zept 1, then Shune-Zept 2, and so on. For a better illustration, please take a look [url=https://docs.google.com/spreadsheets/d/1_DCjetLlXgLm3En9R6mJe2AAaDoKyQ2EfLWo6Pf9i5E/edit?usp=sharing]here[/url]. When a five-year cycle honours both aspects of a god, as happens once each century for each god, that god is considered to be in ascendance, as Chune was when Holmenbahn split in two, with the western half joining Drudgunze in the year ACS11. Thirteen years have passed so, for reference, the current year is Aun-Echeran 14 (or AE14, for short).[/hider] [hider=The Landscape][h1][u]Five Continents[/u]_________ __ __ _ _[/h1]Sipente is an Earth-sized world with a similar climate, day length, and year length. However, there are a number of subtle but important differences: for starters, the land distribution is somewhat different, with the bulk of temperate land in the global south. A far greater percentage of the overall landmass also falls within the tropics and subtropics as compared to Earth. Though the climate is moderated for the many nations located along the Ensolienne Sea, the primacy of more tropical and Mediterranean-style cultures over temperate ones is evident. A lower percentage of Sipente's surface area is also made up of land: twenty-four percent compared to twenty-nine percent for Earth. The effect is twofold: the vast majority of major countries border the ocean. In fact, within the triad of Constantia, Severa, and Tarlon, only a single nation - Inipor - is landlocked and, even then, it has an outlet to the sea through the great Arapora River system. This closeness to the sea has played a significant role in encouraging trade and exchange of ideas. From a climactic standpoint, it means that the moderating effect of the ocean is more easily felt. Except for the most inland portions of Severa, and the unexplored lands of Callanaste and Rettande, few regions experience significant and long-lived temperature extremes. [h3]Callanaste[/h3]Of the five continents, Callanaste is by far the largest, though as yet undiscovered by those from Constantia and Severa, with every major biome represented. The central part of the continent, in particular, is home to towering mountain ranges and great steppes, while the eastern arm is home to vast forests and fertile plains. In the south stretches the Neverritsuk Peninsula: frigid, mountainous, and near barren, its furthest reaches constitute the most inhospitable place on the planet. The enormous Olaxec-Kuska-Washawi river system dominates the continent, joining peoples as disparate as the Chappauri at one end and the Sawand at the other. At the very heart of Callanaste and of this river system lies the Gods' Eye: a large crater lake nestled amongst the sparkling glaciers of the highest portion of the inland mountain ranges. From these headwaters spring the Olaxec, headed northwest, and the Kuska, headed southeast. Each river sustains a population of millions. [h3]Severa[/h3]Next is Severa, marginally larger than its partner to the south: Constantia. For all intents and purposes, these two continents, along with their much smaller northern partner Tarlon, act as a single entity, sharing much in the way of trade, technology, culture, and religion. Aside from the swampy region of the Arapora Estuary, the western half of Severa is divided roughly equally into coastal highland rainforest, mountains, and the vast desert of inner Zaqhoria and Firraz, graduating to savannah in the south. Its eastern portion is mostly savannah and rainforest as well, with a Mediterranean climate along the southern coast. [h3]Constantia[/h3]Constantia is similar in composition, but rife with bays, inlets, lakes, inland seas, and peninsulas. Its irregular coastline is ancient and home to hundreds of archipelagos. Except for the western highlands populated largely by yasoi and the golden fields of southern Parrence, most of its inhabited landmass is relatively close to a coastline. In the south lie the cold, mountainous lands of Eskand, peppered with fjords, glaciers, and taiga forest. [h3]Rettande[/h3]Rettande is named after the great country that dominates more than ninety percent of its area. While this continent is known to exist by the learned strata of Constantian and Severan society, vanishingly little is known about it. In fact, roughly half of its landmass is above the tree line and covered only with inhospitable tundra and roving herds of muskox and mammoth, thick forests and increasingly rich farmland take over as one moves south. Bays, inlets, and islands support a thriving maritime trade and fishing industry and are home to unique flora and fauna encountered nowhere else in the world. [h3]Tarlon[/h3]Tarlon is the smallest of the five continents and, in many ways, simply an extension of the northern part of Severa, though it is geologically and tectonically distinct. Rare are those who know very much of its nature, and it is a realm of much storytelling and conjecture. In reality, most of Tarlon is made of ancient, eroded mountains and rolling hills, similar to the Canadian Shield. Much of the interior is rocky, or else wetlands and forest. The center of this micro-continent is dominated by the Tantas Sea: an enormous lake famous for its megafauna and dark, cloudy water.[/hider]