The waters washed up on the shores of the Daemonsea, flowing over salt-encrusted helmets and half-rotted bodies from the battle earlier that day. A tribe of Arrumani wandered amongst the dead, stripping their bodies of things of value. Some of the corpses they left untouched, though. The huge, hulking forms, already half-gone, showing the outlines of wings, or the huge, emptied suits of golden armour, runes crumbling away. Light blazed on a horizon, somewhere, the sun was dropping. The tribe looked up, and then returned to their scavenging.
The eldritch lord stood in his tower, a ball of light in one hand. The glow remained constant, showing him the book clutched in one hand. He looked up, watching the sun lower through the clouds, and the orb warped from existence. He cursed, and rubbed his forehead, reestablishing the light. Below him, the servants moved to their beds.
Somewhere in the dark lands, the Meret-Mes cried as he drew his heavy khopesh. Glaring up at the sun one last time through his tears, he charged, whirring the blade through the air towards the enemy that came to meet him. "NEI UAB! FOR FREEDOM!" His blood stained the sands with that of his opponent, locked in the last embrace.
The Duer-sword Gaani looked across the hall and wondered again whether the Seven would ever once be unified. Through the great window, the last light of day shone, glinting... he felt for the blade for which he was named, and smiled. It had been a long day, but the Elders still had much to discuss.
Core Ethos
The Wonders, the Mysteries is a campaign setting of politics, intrigue, holy war, gods, goddesses, heretical rituals and a deep desire, over all, for destruction of the force that has held the Homelands for many years. Humans are not native to this world, and are in the minority amongst the free races, whilst elves are servants to much more powerful and reclusive beings.
Races
Seven races exist in Wonders - Hobgoblin, Humans, Daemons, Duer, Elves, Eldritch and Khetau. Each is distinct in its origins - Duer are the native inhabitants of the lands of Daal, but the elves are a servant race created for a single purpose by the Eldritch, and the humans, hobgoblins, daemons and Khetau are all partially or fully non-native to the world in which the campaign is set. A brief overview of each follows.
Duer
The Duer are a staunch and humourless people, divided for many ages into nine warring clans. They forego frivolity of any kind - including alcohol - but have a way with money. It is said that the only time a Duer is happy is with a job perfectly done, and it may be possible.
Eldritch
Infinitely powerful magically, the Eldritch are arrogant and weak in flesh. Formed from the blood of the Last Dragon, their ability is near-unmatched. They bred the elves to serve as their slaves, and they are responsible for the bringing of necromancy, and daemons, into the world.
Elves
Short and willowy, elves are servile by nature and were made from their beginning by the Eldritch for the purpose most of them now serve. However, the nature of sentient creatures means that sometimes, a rebel appears - and given the long lifespan of elves, and a streak of independence unwittingly bred into them by their masters, there are fairly large amounts of these breakoffs roaming the islands.
Daemons
Creatures from another world - in fact, many other worlds - 'Daemons' are so named for the ancient Duer word 'Draemn', meaning an evil spirit. Their own word is 'Kheprer', and they are made up of thousands of bloodlines merged into a single species by their own biology. Immortal, they invaded the world using a rift caused by eldritch experiments. They brought with them their own servant race - the humans - and the various offshoots.
Khetau
Called 'half-daemons' by some, Khetau is a catch-all daemon word meaning 'part-Kheprer' (although its literal meaning is 'firebreath'). The Khetau of Daan are, however, mostly correctly named - the children of rapes or rapechilds, or magical bargains. Some, on the other hand, are those who have survived the Daemonic transformation but have not come the whole way. Either way, almost all show some kind of daemonic traits, and are despised by the other races if they do not hide their nature.
Humans
The results of hundreds of years of magical breeding between thousands of species the daemons encountered on conquered planets, the humans are despised by many Duer because of their ability to breed like rabbits and connection with the conquerors who drove the elves and eldritch into Duer lands. Most just accept the 'freekind' humans as a 'lesser race', however, and allow them to continue their existence, provided they deny their heritage. More common than Freekind, even amongst Daan settlements, are the Hem and Hem'et - still slaves of the daemons, in secret or publicly.
Hobgoblin
The Hobgoblin are a species that proved too resistant to daemonic transformation, and so were instead enslaved and used as part of the daemonic army and also of the human 'recipe'. Tall, muscly, and savage, they are built for war. Although large amounts of them are still used in the daemonic occupation force - mostly to repel the Jihad from the crusaders of the mainland, and to keep the slaves down - some escaped, and now serve any who will pay loyally.
The Seven Ages
It is said by scholars of the Eldritch, and by historians, and by other intelligent folk, that the time of the world is divided into eleven ages, named individually as below. The Daemon Ages are slightly different, including a separate account of the Age of Creation, and begin after that at the Founding of the Kheprer Empire. The Ages of this World are not set in length - the first are generally longer than the ones following them.
The Age of Creation, the Beginning of all things and the Godsbirth, at which time S'russ, the One-That-Came-First, was destroyed in the battle of Ages by Raa Fire-Eye, and became the Aeia, Taman, God of Water, S'min, Goddess of Air, and Sha', Goddess of Earth. These Aeia were as one in forming the worlds as they now are. But Raa Fire-Eye saw what his ancient enemy had achieved, and entered into their creation, forming the flame-mountains, or volcanoes, which rack the worlds' surface and harmony. In wrath, the Aeia fell upon Raa and bound him in chains of rock and wind and water, holding him outside their domain but as one with it, in a realm they formed for him from their own and his powers both. This they called Amenta, and thought he would be trapped there utterly. Instead, he created the potential for sentience, and held it there, ready, for the Amenta was bound to the Moons of all the worlds, and he knew that at some point, he would have power - for just a moment. He schemed and planned throughout the ages, and came to be once more as powerful as a god. He and the Aeia are now worshiped only by the Eldritch.
The Age of New Life, when the Aeia formed from themselves creatures in their hundreds with which to populate the worlds. These creatures were simple and unknowing, and had no sentience. They wandered the worlds and took food from the land and other beasts.
The Age of Knowledge, when Raa's long-planned plot came to fruition. When all the moons of all the worlds joined in the same spot above each planet, he reached out and planted a seed in every world, in one species of each. On this world, he chose the devil-lizards, or dragons. These living things he intended to worship him, that he might break the chains that bound him and become whole again. These creatures were immortal at first, as their simple ancestors had been, and could not die - thus his cult began, in thousands of different forms. When the Aeia realised what had been done, however, they grew fearful, and created a second realm - Ohndara - to which dead souls were guided. Around this realm they erected the Soulwall, which trapped those travelling to it and within it, and constructed to hold all souls within the Dark Gates, the point of no return. Despite this, particularly strong spirits were capable of becoming ghosts or other spirits through an anomaly known as the Revenant Bond, but these were few enough to not warrant the Aeia's concern.
The Age of Dragons, when the Dragons founded their Empire which maintained for thousands of years, an Empire built on Wild Magic. The remains of this Empire last to the current day. The Dragons, mighty as they were, taught the secrets of the Age of Knowledge to the Duer, that they might be servants to them, and planted the seeds of sentience for the modern species of creature. The Dragons gained from their connection with Raa a great power - an ability, as such - to connect to the Amenta and change things around them. In this way they discovered Free Magic, and abandoned their God in favour of magic, as it was not he himself who gave them this gift. Across the worlds such a thing happened, and it is believed that this drove Raa to use his dwindling power to create the daemons, a power equal to the Archon Elementals of the Aeia, and taught them all the secrets of magic he knew.
The Age of Madness, in which it is thought the first disease came to the world, and brought with it the downfall of the Draconic Empire. The dragons, always paranoid and selfish, fell upon one another in great wars and destroyed what they had made. By the end of the Age, only a few hundred dragons were left where once there had been thousands of thousands. In this period, the Duer broke free, led by Kata'ak, and formed their own civilisation, given a new language by Shadurn Tuk, who also formed for them Free Magic, that they could perform supernatural acts without the danger of becoming like the dragons. The Dark Gates, however, turned away the befouled souls of the masters the Duer thought they had lost, and they walked the earth again in a form that was a mix between dragon and human - Eldritch. These creatures, half-remembering their dragon selves, settled reclusively on the Sluuan Isles. Here they bred the elves, or Rathil (servile ones in the Eldritch tongue) to be their servants and protectors, although the more independent ones were cast out and became the Rathshinil, or 'disobedient ones'. Shadurn Tuk, wise as he was, hunted down these Eldritch and taught their master the secrets of Free Magic, deceiving the new race into believing that this was the way in which they remembered performing great acts of magic. Although he taught them only a little, the Eldritch were greedy, and through acts of espionage soon learned all but a few great magical secrets of the Duer.
The Age of Empire, begun by the attempt of Sha'ta, last Great Dragon, to maintain his bloodline by melding his own and Duer or Rathshinil biologies to make a new superior species. He succeeded, breeding the Hariij, but died at his burial place on what is now known as the Dragonrock. The Hariij had the same paranoia and arrogance as the dragons, and had instilled into them a deep reverence for their father, Sha'ta. On purity of blood they founded an empire of slaves, using the cast-offs and those unable to become Hariij as slaves beneath them.
The Age of Destruction, begun by the Daemonic Invasion of the mainland through the Sebxet Gate, and technically continuing on to the present day. Extreme Eldritch use of magic caused the Sebxet magi to target this world as ripe for conquest under the banner of the Daemonkin, and Eldritch attempts to prevent conquest failed due to Hariij treachery and overwhelming numerical superiority on the side of the Kheprer Empire.
The turning point in the war came with Sat'rak, a brilliant and awe-inspiring Eldritch Magelord, discovering the art of Necromancy and forming the Darkweave, something no other channeler, speaker, or wildborn has equalled since. His new abilities drove him mad, but they allowed him to lead an army of walking dead to the heart of the Daemon stronghold and destroy the Sebxet, trapping the daemon forces without reinforcements. The sky cities fled the destruction of their Gate, ripping the already-weakened Hariij to pieces as they siezed territory for their own - Daemon nature dictates so, that without a strong leader or cause for alliance they will seek power for themselves - and the once-great Empire fell apart. All its lands were taken by the daemons - or other, worse creatures - and even the eldritch were forced to retreat to their islands. Most of the civilised world took up positions in high strongholds in the mountains, or crossed the seas to Ta'al, the Other Continent, but many instead decided to claim asylum with the reclusive Duer, who had remained mostly neutral in the entire war. This is how Daan came to be as it is now... and will be until the forces of Sha'al gain a decisive victory on the mainland.
Hi there--is it okay to post here?
I find the Eldritch a little confusing--what exactly are they?
On the other hand the description of the hobgoblins is excellent, makes their origins and nature very clear.
And is the last age you are describing the current age that you expect the game to be run in? It seems to be an age of great turmoil and peril, is that right? More or less non-Daemonic people trying to hold their own against Daemonic domination?
The Eldritch will be clarified. They're meant to be a bit confusing, but essentially, they're draconic souls that death turned away, reborn confused, without their power and only partially remembering their past lives.
The Daemons are currently only occupying one continent, although attempts to expand may or may not occur. The Sha'al is a holy war declared by an exiled Hariij priest against the daemonkin, hoping to reclaim their old lands. The Age of Destruction is technically still in progress, but only because nobody has declared a new Age yet. Refugees from daemonic enslavement or transformation (the inevitable fates of any left on the Old Continent) have fled across the seas, or to the island colonies such as Daan (a formerly sovereign majority Duer nation).
Duer Duer are staunch, and strong. Their stone-gray skin marks them as what they are, even if they have forgotten - the blessed children of Sha'. They are as immovable as rocks, and as hasty. Despite this, cracks run through the pillar of Duer society, as they have for thousands of years. Religious, political, geographical and genealogical differences split the Duer into House and Houseless, Clan and Lostblood, Do'uk, Sa'uk, Sha'dhis and Tor'uk. A hundred ties, a hundred divides, break the disunified Duer and challenge their every move.
Physical Appearance Duer stand five and a half feet tall on average, male and female, and have skin of dark grey colour. Their arms and torsos are scattered with small, worthless gems, known as Appa's Promise for a reason lost to time. They have no eyes, but navigate by sense of smell, heat detection and a type of sonar ability, among other things. All have well-developed muscles, slightly pointed ears, and a selection of blunt and sharp teeth for consumption of both meat and vegetation. Duer live to about a hundred and fifty, and do not suffer from infirmity caused by old age except in rare cases. Duer grow no hair anywhere on their bodies.
Worldview Duer see everything as imperfect - themselves, their enemies, and their work - and yet they strive for perfection in everything they do. This is the true fault in the Duer psyche - the reason they are so divided. The whole Duer species... the whole Duer race... cannot agree on one perfection, and thus, they fight over it. It is true, though, that the Duer consider themselves less imperfect that many other species of the world - afterall, they are the eldest race retaining power, and that in itself is something.
History The Duer were bred by the devil-lizards as servants during the Age of Dragons. However, as dragons are wont to do, the creatures grew tired of their servants and abandoned them in the wilds to do as they would. Thus, the Duer culture grew with little interference from Dragonkind.
It is said that in that time, the Duer followed one Perfection - strove towards the same thing. It is unknown what caused the great schisms between the members of the single great culture, but the Duer call it A'atus, translating roughly as 'Knowledgelessness'. This A'atus caused the Duer to wander across the face of the world, searching for Perfection, and is the general reason for today's widespread Duer population. Their languages and customs, whilst kept relatively unified by good contact, slowly drifted apart, and factions formed, including the seven Tribes of At'aak. These seven tribes were clans bound together by marriage and blood-bonds to form grand connections by the process of At'aak, or political extension of family. The tribes avoided total enslavement by the Hariij Empire by fleeing to the Tandhus Archipelago, a vast collection of islands large enough to hold the entire Duer population of the world at that time and more. Here, the Seven Tribes created fortified positions, and it was for these that they were named the Seven Houses. Their tenuous alliance, although not providing full unity, allowed them to negotiate with the Empire and keep them from conquest in exchange for Duer craftsmen and mercenaries to fight in other wars. Eighty-three minor houses joined them or were formed on Tandhus, and these are now known as the Tower Upon The Rock, for they built upon what was already there to create the modern Duer society.
After the fall of the Empire, thousands upon thousands of newly-freed Duer, escaped human slaves and estranged Hariij refugees fled to safe homes across the sea. Many stayed in Tandhus, where a welcome was given to all Duer, and there were always unskilled labour jobs for those non-Duer willing to accept near-slavery. New Duer houses were formed, and the squabbling Seven Houses continued to fight amongst themselves. This culminated in the Great House War, leaving the power of all seven diminished. Since then, a strong Union of Houses movement has begun, attempting to avoid another Great War, and the Great Council was set up to prevent corruption (although it has had the opposite effect).
MagicSince the daemonic introduction of Codified or Bound magic, many Duer have looked to it as a new Perfection. As in all things of this nature, however, Duer cannot agree - and many puritan magi have declared it firstly Alien, being of the daemons' making, and secondly Heretical (as much as this word can be applied to Duer, who do not exactly have a religion) not being one of the Gifts granted to the Duer by their various ancestral patrons. Most Duer remain neutral, or prefer the old ways of Free Magic.
ReligionMost Duer would not claim themselves religious - and indeed, they follow no god. However, most Duer do pay homage to certain ancestors - Kata'ak, Shadurn Tuk, and Tinir Shadarak being the three 'Great Ones' and those most frequently paid homage to. Kata'ak is known also as 'T'Shaak Duer' or 'Father of Duer', and is said to have led his people out of slavery, although the eldritch claim differently. Shadurn Tuk, the Sakat'Re Kaun or Greatly Knowledgeable One, is said to have invented the script still used in the Duer language today, as well as given them the gift of a true language. Tinir Shadarak is the last and most mysterious Great One, with no title or name. He - or possibly she - has control over construction, and art, and all creative things, including (typically for Duer) childbirth and reproduction. Statues never show anything but a hooded figure, genderless, and even the Duer know little of this elusive 'ancestor'. It is believed that in actual fact, Tinir Shadarak is a much earlier, primitive deity, carried over to today's Duer society.
Central to almost all Duer life, certainly all 'pure' Duer, and quite possibly able to be called their religion, is the search for Perfection. It is this which drives them, and this which often leads them to their death searching for more and more perfect things.
Many of the ex-slave Duer of the Hariij Empire gave up the old faiths long ago, and have been Cultists of the Dragon for their entire lives, and their fathers' lives before them. Some have reconverted, but most stay faithful, although many of these still give offerings to the Ancestors.
Language The Duer language, or Sharuss, is a complex and often corrupted thing of many dialects, as can be expected from a widespread, originally badly-defined tongue. Like certain other languages, tone dictates meaning, but it is not only tone - it is also the... mood in which you say a word, the feeling you put into it. Although a strange language to hear heard, it is best seen in use in arguments, or funerals, and other times when Duer show more than a hint of true emotion. A word said in Sharuss by someone not educated in the intricacies of its grammar, pronunciation and toning, can mean something completely different to the original intention, or even nothing at all. The Duer script is as complex as the language, and unless learned from a young age is almost impossible to master, as is the tongue it is used for.
Stats* +2 Con, -2 Cha. Duer are introverted and antisocial oftentimes, but can take a punch better than humans can.
* Medium size.
* Base land speed 30ft.
* Darkvision 60ft. The complex senses of a Duer allow them to ignore darkness, but only to a certain distance before its effectiveness is lost.
* +2 racial bonus on all craft checks. Duer are trained from a young age at least a little in all tradeskills.
* Immunity to blindness. Deafness, however, has the effect of both blindness and deafness in one.
* +3 bonus on all spot checks to see living creatures. Duer senses can detect heat, which allows them to be a lot more effective against sneaking foes.
* Languages: Sharuss and/or one other regional language.
[spoiler=An Engrossed Eldritch](http://www.wizards.com/dnd/images/rodragon_gallery/94143.jpg)[/spoiler]
Eldritch
Eldritch are confusing, and confused. Nobody, not even many of they themselves, know exactly what they are, but all retain the arrogance of their original form - that of the dragon.
Physical Description
Eldritch appear mostly as elves, as it is from themselves that they drew the inspiration for their slaves. However, each has certain strange features, which wax and wane with their mood. Most of the time, eldritch have nothing but pointed, frilly ears, slightly fang-like teeth and a strange, fine bone structure, as well as an odd tint to the skin. When angry, however, or greatly sad, wings may burst from their back, claws from their fingers, and ripping teeth from their mouths. At this point they are more dragon than man.
Worldview
Eldritch are essentially one thing - arrogant. Arrogant to a great extreme. Even the weakest eldritch considers himself above the greatest human. Each one has vague memories of his draconic past, and these inspire him to glory.
History
During the time of madness, thousands upon thousands of dragons were taken by a terrible affliction of the mind that drove them to destruction. Their very souls were blighted, and the Dark Gates would not allow them through. Confused and lost, the souls conglomerated, mixing, melding, unable to break through either the Dark Gates or the Barrier of Souls. That was, until the mixed jigsaw of souls which formed the first Eldritch, known now as Caian the Old-Father, found a chink in the soul-wall. Breaking through it, he led a tide of souls back into the world - and these took on new forms. Their memories of the Duer, of themselves, and of their dreams, mixed together to shape new forms for themselves - and in the steaming centres of the volcanic isles of Sluuan, a new species burst into life from the vapour. None know exactly why or how the Sluuan Isles were chosen, but it is the ancestral home of the Eldritch race, and it is here they have stayed. New eldritch have been born in the same manner as Duer or humans, but all have the memories of their ancestors and magic running in their blood.
Post-creation, the Eldritch were almost as confused as before, but a new emotion ran through them - pride. And with pride, came arrogance. They formed themselves a great civilisation, from trees and rock and air, and swore that the dragon legacy would live on even if the creatures themselves did not. Over time, though, they forgot that vow, and fell into decadence. They formed a slave race - the elves, who they call Elvathedhalrathil, or simply Rathil, although the longer title is the source of their common name. With sentience, though, the elves gained a spark of rebellion, and many were thrown from the eldritch lands in disgust. Their masters continued to fall into magical decadence, spending more and more time in greater magical projects - and this was their downfall. Several thousand years after their creation, the Sebxet Gate opened, and from it poured hordes of daemons. The message came to them quickly, and for the first time ever, the Eldritch prepared for war. And yet... they held back. The Council could not decide on whether to attack or not, and they waited, and waited, and waited, as the Hariij Empire collapsed before the might of the Kheprer.
This deadlock was solved by Sat'rak, a brilliant magelord who had always had the spark of rebellion in him. He marshalled the Eldritch armies and, ignoring the council's pleas, led them over the seas to the mainland. Sadly, they were too late. Though Sat'rak razed cities to the ground and destroyed army after army through tactical and magical prowess, it was not enough, and his forces could not penetrate the heart of the continent where the source of Kheprer power was held. After four long years of battle, it is said he was driven mad by the horrors he saw, and as his fanatically driven legion of elves and eldritch both fell around him, he played a final card, a technique that none have yet been able to match. Giving a last great scream, he let forth primal energies and ripped the Dark Gates apart, burning a great hole in the Soulwall.
It was recorded afterward by the daemonic historian Mzul-Ahk that a great silence fell across the battlefield for a period of a hundred blinks of the eye, the daemonic equivalent to six-second periods. And then, from the sky, a shriek arose - louder, and higher, and louder, and higher. And then, suddenly, a rain swept across the battlefield - a flood of souls and water, drenching the ground with the freezing liquid of the Dead Realms, and merging with the bodies beneath.
And then... the dead walked.
This invincible force was led by Sat'rak and what remained of his living army to the Sebxet Gate itself, where with a great shriek he threw himself in, destroying the gate and effectively leaving the daemons stranded and alone on a foreign world. Sat'rak's horribly deformed body was carried from the scene by his men, and his forces collapsed around him. The Council's demands for his return have since been denied, and some say he is dead. What is known is that by his actions, Sat'rak damaged the natural order irrepairably. That which was living, before cut off from the Dead Realms permanently, now has a constant connection with the Dark Gates - meaning that by those powerful enough, who have studied the theory, they can be raised and made to walk again. Effectively, Sat'rak created necromancy.
Since Sat'rak, the shaken Eldritch court has attempted to stay out of battle. It has outlawed Sat'rak, and all his legions, hiding itself from the world by magic. Some, though, have left their ancestral homeland to see some more of the world... secretly inspired, perhaps, by Sat'rak.
Magic
The eldritch are the most magically advanced species in the world. Kept together by their origins, their culture has remained constant, and advances are at least mostly shared. Although they use magic in their day-to-day lives - healing, creation, lighting - they refuse to use necromancy, as the Council has outlawed it. However, everything you see in an Eldritch settlement is likely to have used magic in some way.
Religion
The eldritch follow the Aeia - Taman, S'min, and Sha' - as a general rule. Some follow other deities, but these are the primary three. Religion is not particularly important to them.
Language
The Eldritch formed their language from their racial memories of speaking draconic, and it is as such a debased form of that speech, as close as the Eldritch can get to the original sounds (though as dragons have three tongues and complicated voiceboxes, this is difficult). Ilzakar was the first Eldritch to put rules to the language, and his tomb is inscribed with the runes of the alphabet he devised. Its influences from draconic are obvious, but as the memories of that writing form were too few to merit use, and had many vestigial symbols, the eldritch tongue uses a modified form semi-recognisable to those who can read the original language.
Elves Elves were once, and still are in the majority, a slave race. Birthed by the eldritch for this purpose, those freed often found themselves repossessed by the Hariij Empire. Now, many more freeborn elves exist - although they are still considered docile and inferior by most non-kin.
Physical DescriptionElves look somewhat alike to short eldritch, lacking the frilled ears and other draconic features. They are lithe and slim, and frequently more attractive than the other races, as Eldritch wished for pleasant-looking servants. Many elves are partially albino, and thus pale with red-tinted or fully red eyes - a colouration that Eldritch find pleasing - although some have a slight tint to their skin, as eldritch do. For this reason, most freeborn elves wear goggles, or failing that, a strip of thin cloth across the eyes. Elves have the ability to pick up languages extremely rapidly and forget the old, meaning that elves living only a hundred miles apart may speak completely different tongues.
WorldviewThe elves were born to serve. An elf will serve a master until death, if necessary, and will only break from orders if he or she sees wrongness in the order. Most freeborn elves will do much the same for a commander, lord, or boundman - and for little pay. It takes a lot to divert an elf from something they have devoted themselves to, and without a cause or task, many begin to waste away from what is known as 'Ranthradilaar' by elves. This word is particularly noteworthy to those who study the Eldritch and Draconic tongues, as although certain parts of the word are recognisable - Ranth, for example, means 'The Wasting', or something along those lines - the word as a whole is a senseless jumble of words for terrible emotions. This kind of word-jumble is not found in any other language, and the eldritch do not use it, but the elves have several like it for particularly bad or good things.
History The Elves were originally bred by the Eldritch (history is nonspecific on which Eldritch, exactly) as slaves and servants. They had three qualities instilled into them - obedience, work-obsession, and servilience. Magic is a fickle thing, however, and a large minority of elves have been born with a streak of independence or feistiness. These elves are thrown from the Sluuan isles in disgust shortly after their coming of age, and this practice has resulted in large amounts of elves populating the mainland, Atakir, otherwise known as the Hariij Continent.
These elves were a troubled people, and wandered across Daazak in their thousands. The majority were enslaved by Hariij with little resistance, and a few were raised high enough to join the Royal Bloodlines themselves, including the infamous Maajir, Counsel to the Emperor, whose deals with the daemons assisted in the Empire's downfall.
After the fall of the Empire, freeborn and slaves alike fled with their masters and families across the seas, to Daan and further afield. This resulted in many new elven colonies springing up across the world, ensuring the survival of the elven race no matter what.
MagicElves are not particularly adept or unadept with magic - they can put their hand to it and learn it like any other skill, and well at that, but it does not come to them naturally as it does to, say, the Eldritch. Neither do they favour any particular kind of magic - although of course, many of them have a deep-rooted hatred of necromancy.
ReligionElves tend to follow whatever religion is practiced nearby - they are not all that picky. Those in Eldritch service, for example, normally follow the Aeia, whereas those in Hariij service normally follow the Cult of the Dragon.
Language As noted before, the elves have an ability to rapidly pick up a language and equally rapidly forget an old one. Although an elf will normally maintain at least SOME fluency in his first language, he may lose the more complicated parts of that tongue whilst becoming easily fluent in a new speech. There are some words from the Eldritch language, however, which have held through - mostly the unusual 'merged' words, such as Ranthradilaar, which do not occur in any other living language and are combinations of many words for a single emotion, or multiple emotions, which are very strong. For example, 'Atakrithisstalka', one of the shorter merged-words, is a combination of six different words for 'hate' and 'hated', contracted somewhat and joined together into one word.
Most elves speak fluently either the Eldritch tongue, which is named so, or Hariiji.
Stats * Medium Size.
* Base Land Speed 30ft.
* Low-Light Vision.
* Light Sensitivity.
* 4 extra skill points at first level, and 1 at every level thereafter.
* +2 racial skill bonus in crafting skills. Unlike Duer, who are trained from a young age, crafting comes naturally to the Elves.
* Automatic Languages: Any two living.
* Bonus Languages: Any non-secret.
* Favoured Class: Any.
Hobgoblins Hobgoblins were once beings somewhat alike to humans - or their ancestors were. However, deliberately or not, their bodies were broken by an attempt at mass transformation into Khetau - and they became twisted, strange beings, strange enough that when the Duer first saw them amongst the enemy legions, they named them Kho'bablin, which means 'foul' when pronounced properly. The Hariij adopted this word, suitably mutated, into their own language - as a replacement for Shajj, a newly-coined word never used before. The Hobgoblin species as a whole is now nearly fully destroyed, mutated into their current state.
Physical DescriptionHobgoblins are generally taller than humans, an effect of the tranformation, and possess many daemonic features - horns, glowing eyes, green, grey or golden skin, tails - but their muscles are often overdeveloped, their tail half-formed and their horns uneven. These monstrous creatures have other features too - claws, fangs, and dark-vision - that allow them to become near-complete fighting machines.
WorldviewMost older hobgoblins have spent at least part of their life in daemonic service - resulting in scarred bodies and knowledge of nothing but battle, for sport or war. These hobgoblins tend to refer to everything in a military sense - a group of people is a Ne Mesa Nedez, or small army, a lord is a Ne Ehah Sfudu, or Battle Commander. Younger hobgoblins - normally the children of elders - may have adopted some of these ways, but they tend to be more like Duer than daemonic slaves. Either way, all hobgoblins are agressive and violent if provoked.
History The 'Ne Menftysek Wur' or 'Ones Who Are Great Soldiers', were a primitive, undeveloped species with a harsh, guttural language, living on a planet they named 'Harrk' but which the daemons called 'Sekhty-Ka' - The Chaotic. The Kheprer conquered them rapidly, and enslaved the entire species. The majority went towards the transformation into Ud Nadnek Uz-Sepa, or 'Bound By Blood', a kind of Khetau connected to a particular daemon via the transformation ritual. Something, however, went wrong during the ritual, and the hobgoblins had a violent reaction to the process. Every single last one now had daemonic blood running through his or her veins, but there was no connection, and their bodies were wracked with half-complete daemonic features. Further attempts to complete the transformation on other hobgoblins failed, and thus, they decided to cut their losses.
The remainder of the pureblood hobgoblins were used in the human project, whilst the semi-transformed creatures were utilised as meatshields in the daemonic legions. Before long, it was found that unlike other , the Hobgoblins remained fertile - and the commanders of the daemonic armies realised exactly how valuable they might be.
Since then, the hobgoblins have served in the armies of the Kheprer Empire - under the complex name of 'Ne Nadnek Menftysek', roughly translating as 'Those who are soldiers of blood' - and served well, too. Many of these armies, however, were left abandoned and free after the destruction of the Sebxet, and wandered until they reached enemy settlements. Many were burned or lynchec on sight, but some were allowed to fit in - finding work as bodyguards or strongarms. Before long, they were integrated into many major Hariij cities totally, and even now, remain so. With the flight of the Hariij came the flight of the Hobgoblins, and those freemen among them found work as serfs amongst the Duer.
MagicHobgoblins were never educated in magic, and one of the transformation's effects was to damage their already minor skill with magic. Most hobgoblins have no liking for any type of otherworldly force, especially necromancy - stories of the enemy's troops rising from the dead and marching, invulnerable, thirty miles non-stop to the Sebxet gate are still told to hobgoblin children. Those who do use magic tend to prefer bound magic blades and armour, as they can still depend upon their own physical strength.
ReligionMost Hobgoblins still follow the daemonic gods, if in secret, as they have done for centuries, although some worship T'qet, the Young God of freedom for daemonic slaves. As he is primarily a human deity, though, he is by no means even a large minority amongst the hobgoblins.
LanguageHobgoblins almost all speak the common tongue of the Daemonic Empire, Kheprerven, although some have learned Hariij or Sharuss instead or as well as this tongue. None speak their original language, now - it is lost to time, without even an alphabet to describe it to us.
Stats* +2 Con, -2 Cha.
* Medium size.
* Base Land Speed 40ft.
* A Hobgoblin begins with one level of Kheprer, which grants him one feat, 4x(4+Int Bonus) skill points, and 5 points to spend on daemonic features.
* Powerful Build. Hobgoblins are considered one size category higher for grapple, bull rush effects etc.
* Bonus Feat: Endurance.
* +2 Racial Skill Bonus on the Survival skill.
* Automatic Languages: Kheprerven.
* Bonus Languages: Hariiji, Sharuss.
* Favoured Class: Warrior.
I like your racial descriptions so far, though the hobgoblins seem to get the short end of the stick.
A thought about the Duer: what if they had a racial flaw where they had to make a will check NOT to want to perfect things on the spot? Whether the owner of an item or building or whatever wanted them to or not?
I've noticed that consistently you've made it clear that your major races are related in one way or another to the rule of the dragons. That's nicely done--sometimes with some worlds you wonder 'why all these races' and the origin tales are not satisfying; they are in this case.
Huzzah! Well, the hobgoblins are a WiP. I tend to leave stuff half-done, sadly, as I rarely have time to finish stuff completely. Although, the Duer racial flaw sounds like a good idea... in fact, I think I might add it to their stats.
As for the dragons, yus. The dragons are almost all gone now, of course - there are about a hundred left, but I wanted them to seem important, instead of just 'big magical thing which is here because it's in folklore' like in the standard DnD settings.
Humans
Humans are the spawn of the daemonic breeding projects, and hold much untapped potential. Hundreds of millions were led through the Sebxet as docile puppets, incapable of raising a hand against their oppressors, and fought like tigers against the enemies of the Kheprer. But as the Sebxet closed, something happened that changed the humans forever - and brought them to independence and freedom.
Physical Description
Humans have a vast range of skin colours, eye colours, hair colours, etc, due to the hundreds of species which were used to form them - but their body structure remains a general constant. They are more prone to disease, mutation and other genetic illnesses than Duer or Hobgoblins, due to ancestral defects, but are otherwise as tough and hardy as any other species.
Worldview
Humans are relatively newly freed, but as a species they are almost integrally selfish - either on a personal scale, or on a racial scale. Their ambition overcomes them sometimes, however - an example being their attempt to conquer a section of the Hariij Empire for themselves as it fell around them.
History
The daemons originally created humans through magical breedings and genetic modifications of hundreds of slave races, in the year 4000 NSE (Ne Semek Enz, Empire's Founding). They were bred and conditioned to be ideal slaves, and used for everything from servants to entertainment. Not much is known about the further history of the humans - just as there is little known about the daemons - up until the invasion of the Hariij Empire. At this point, the humans were being used as both servants and military slaves, and armies of them were involved in the conquest of the Hariij Territories. They enjoyed several major successes in the field against the beleaguered Hariij Legions, and had almost complete assurance of victory. Even the Eldritch armies could not defeat wave upon wave of daemonic and human armies in rapid succession, and until the Battle of the Sebxet, the Eldritch were being pushed back slowly but surely towards the sea. Sat'rak's event changed all this, and his destruction of the gate freed something in the humans.
T'qet, otherwise known as 'Ne Merer Ne Sfudu-Ka Wur', or 'The Great Prince of Slaves', has gone down in history as the first slave to rebel. Concealing a knife beneath his garb, he waited until his master came to whip him and then stabbed him violently twelve times through the unique daemonic 'heart', or 'Blood Bringer', releasing his spirit into the Amenta. T'qet led thousands of humans like him, suddenly free of some kind of psychological or magical bond, to freedom. Fleeing the destruction of the Sebxet, they crewed hundreds of Depetpet - Sky Barges. They founded their new home near the coast of the Hariij Empire, at Neset-Hupet, which translates as New Place. They were forced to flee, however, when the remainder of the Hariij legions came bearing down on them, searching for a new fortress. They took to boats and sky barges, traversing the sea - and many of them landed upon the first islands they came upon. Thus, hundreds of thousands of humans now live free upon the Duer isles, in service but not enslaved.
T'qet, however, could not be happy. Tattooing himself with mockeries of the magical daemonic marks of ownership, he took that same knife which he had used to murder his original master. Wearing only a slave's robe, he sailed for the Hariij Continent, leaving only one message - that he would return. He has not been seen nor heard of since, not in one-hundred years, but the humans still look for his return faithfully. A large cult worshipping him as a deity has grown within the ranks of the freemen, and it is this cult which has caused his following to be spread throughout the islands of the Duer.
Magic
Humans favour Bound and Free magic, the first because it is their ancestors' only known form of magic, the second because it is the most common amongst the Duer and their other 'friends'. They have no particular preference for any form of magic, but many older humans remember the tales of necromancy and ward themselves against it with prayers and sacrifices.
Religion
As mentioned before, a large proportion of the freeborn humans follow T'qet as a deity. His cult is widespread, and even those who do not give direct worship to him tend to recognise him as a kind of saint. Those freeborn who do not follow T'qet, and -all- slaves, tend to give praise to the daemonic gods (in secret).
Language
Most humans speak Daemonic, or Kheprerven, at home. Most tend to speak either Hariij or Sharuss as a second tongue, however, no matter how heavily accented it is.
Kheprer
The Daemons - Kheprer - are a volatile and bizarre species that are not fully of this world - half in this, half in another. Their true form is made of pure Quz-stuff, but it is this defect that prevents them from wielding the powers of Free Magic.
Physical Description
Daemons are only partly in this world - their physical form is an extension of their Quz-self, or Sahu, and is a medium to utilise as they will. Some Kheprer have perfected the art of forming multiple physical forms - but these few are very powerful. Whatever it may look like, a daemon always has two distinguishing features - the Bringer of Blood, a complicated and unearthly organ which connects the Quz with the physical. Blood passes from side to side through this organ. The second distinguishing feature is the blood itself - a bright blue laced with gold, until it touches oxygen. This blood looks relatively harmless, but if injected into most species, it acts as a retrovirus and mutates DNA to reform the victim into a Khetau. It has various other properties as well, when used with the correct devices.
It is an interesting note that daemons measure time in 'blinks', and that all of them possess eyelids which blink regularly once every six seconds. This is a strange phenomenon, but always the same, by consensus or by nature.
For feeding purposes, Kheprer require two types of food - mundane meat and water for the body, and soul energy, or Ka, for the Qaz. Daemonic fangs - or whatever other method a daemon might use for feeding in the real world - have the capability of devouring souls as well as flesh. A daemon must feed in the last moments of a creature's life, or else not feed at all, and kill just for the sake of killing.
Worldview
Daemons see all things as their birthright - Ne Inn Diaat, 'Our Everything', is their term for the universe. To a daemon, they are inherently superior to any other species - they were formed by Raa himself from the substance of the Quz and Wild Magic, after all. Almost all daemons see freeborn humans as idiots worthy only of recapture.
History
After the dragons cast off the yoke of Raa-worship, along with thousands of other species, Raa became angry. Using the last of his power to influence the Quz itself, he drew the raw stuff of magic together and formed creatures - creatures of power equal to the Elementals of the Aeia. He called these creatures Kheprer, and gifted them with a language, a culture, and knowledge beyond that of the other species. His most powerful blessing, though, was that of Blood - still known as Ne Raa Syat, or Raa's Prayer - blood capable of mutating the very structure of a being it entered, blood capable of forming a physical form for his creations. And with that, he allowed the kheprer from his rule - knowing they would still worship him, as they had a true and constant connection to him, unlike that of the dragons.
The Kheprer chose as their origin the planet Aperdiu, which literally translates as 'homeworld'. Here they utilised the knowledge and blessings given to them by Raa to form a small army of Khetau and establish cities beyond anything even the dragons could ever build. Within a hundred years, they were capable of travelling through space using the immense Sebxet - and then was the Kheprer Empire founded.
The Empire levelled planet after planet, conquering, colonising, and moving on. New technology was found, and the Kheprer sensed a world full of mages. Calibrating the Sebxet took months, but the invasion force was colossal, and the time was not wasted. In the year 10058 NSE, the first daemon crossed through the Sebxet and stepped out onto the soils of Atakir. The first Duer who saw them called them 'Dakmorn', a Duer word for evil spirits, and others adopted this word (although the 'k' faded out of use amongst non-Duer).
From then on, history is well known. The daemons devastated the Hariij forces with victory after victory, and fought off the Eldritch Legions of Sat'rak. They had achieved near-complete victory on the mainland before the creation of Necromancy, which the daemons know as 'Ne Mesasek Mawt-Ka' - the 'death of armies'. Sat'rak destroyed the Sebxet, and left the daemons in disarray. Without a central command, the Kheprer divided into thousands of warring factions. This is still the case today. With no apparent likelyhood of reinforcements, the Kheprer are holding their lands with as tight a fist as they possibly can, and with as many daemons as they possibly can.
Magic
Kheprer have only ever used two types of magic - Wild Magic, used by only the most powerful of daemon mages on the battlefield, and Bound Magic, the source of daemonic power. Wild Magic involves manipulating the raw stuff of the Quz, a thing that very few daemons dare to do, whilst Bound Magic is a ridiculously common method which involves forcing Wild Magic through items and objects. Bound Magic is practiced by almost all daemons. Free Magic, and its offshoot Necromancy, cannot be used by daemons - their nature is anathema, and those daemons who have attempted to use such powers have been utterly destroyed.
Religion
Kheprer follow Raa Fireeye, Raa Ne Iruty Xeh - the Living God of all daemons. None worship any other deity - why should they need to, when at any point they can make the Quz pilgrimage to his prison and see him bound? Some daemons give reverence to other, ancient daemons, Raa's servants, who they see as something akin to saints.
Language
Kheprerven is the common tongue of the Empire and the first language of almost all daemons. It literally means 'Daemonspeech', and has many strange quirks of grammar unseen in other tongues. Kheprerven is also the language of humans and hobgoblins, whom the daemons call 'Mererty-Se' and 'Menfty-Se' respectively. Kheprerven (and particularly Mererven, the common dialect) is not a particularly hard language to learn, however, nor is it particularly easy. It is much simpler than High Daemonic (Kprvn), the original tongue of the Empire, unpronouncable outside of the Amenta.
Khetau
Khetau is a catch-all term for part-daemons, including those mutated by the Kheprer retrovirus known as Ne Raa Syat, those born of a union between a daemon and another species, and those held by the Blood-Bond. By more uneducated users of the word, it is also used for daemonic creations with kheprerlike features such as wings. The word itself comes from Kheprerven, but not from the daemons themselves - a merge of the words 'Xhe', meaning 'fire', and 'Tau', meaning 'Breath'. It is believed to originate from the works of the Hariij word-spreader Yamaaj, from whom news and stories both came. He is certainly known to have used it to refer to the creatures of the Kheprer, and all those who were not fully daemonic, although it is unknown how he obtained knowledge of Kheprerven.
Physical Description
Khetau range from the normal to the bizarre, from a human with gold-flecked eyes to a nine-foot beast with a wingspan wider than some true daemons. It depends on the progress of the retrovirus, where it has struck, and how much blood was used, among other things, and upon these factors a Khetau's appearance will lie.
Generally, however, there are nine different features of a creature obviously affected by Ne Raa Syat, or produced from a union between a daemon and another - and at least one is likely to mark each Khetau. There may be other changes, but these primary ones include the eyes, normally flecked with purple or gold, the mouth, enlarged, mutated, or filled with fangs, the skeleton, which may grow to abnormally large sizes, the muscles, which may become horribly overdeveloped, wings, which are a common feature of many Khetau, horns, another common feature, claws, a slightly less common feature, and the skin, which is often covered with scales or is of an abnormal colour. The final feature is the ability of many Khetau to breathe fire or some other deadly type of energy - the source of the name itself. Daemons call these features the 'Ne Raa Maabsek', or Marks of Raa, whilst the Duer tend to call them 'T'Sak Kruk', or Curse Signs.
Those Bound By Blood may or may not be marked with these signs. However, all Khetau, whatever their type, can be expected to live at least twice as long as others of their species.
History
Not even daemon records put a precise date to the creation of the first Khetau, but all agree that it was early in the history of the Empire, perhaps even before the empire, that Kheprer experimented with injection of their own blood into others as Raa had told them. The method of Binding by Blood, or Sepi Ud Nadnekh, was discovered shortly afterwards by Meres-Ka, and has since been used on the large majority of slaves. These two methods have been long-established, but the practice of actually BREEDING with slave-races to produce powerful creatures has only become accepted since the destruction of the Sebxet - since which reinforcements of an at least partially-daemonic nature have been desperately needed. This latter is still seen as a distasteful act by most Kheprer, and something that is done out of a sense of duty, not desire.
Sepi Ud Nadnekh, of course, does not create a true Khetau. It is instead a method of two parts - firstly, the injection of blood into a victim's brain, and secondly, the connection of a Kheprer's Amenta-form, or Sahu, to the victim's soul. This is done via the 'Ne Ank-Spesek' (Singular Ne Ank-Spe), or 'Binders of Life', devices made from carved daemonfangs. Due to daemons' special feeding needs (their requirement of both mundane food and Ka energy), daemonfangs have the unique property of being able to damage both soul and flesh - and, refined using bound magic, the Ne Ank-Spesek do similar things. However, instead of damaging the Sahu, a Ne Ank-Spe acts as a needle - it pulls a single thread, and takes a small amount of blood, and injects both into the victim. This process creates an unbreakable mental and spiritual link between the daemon and his servant, making the slave servile and punishable with just a thought.
Khetau are now on one of two sides - their own, or the daemons'. Very few have been accepted into regular society, as they are even stranger than the hobgoblins, and more alien in nature. Some of those who are not Ud Nadnekh Uz-Sepa, however, embark on quests of retribution against their ancestors and creators to show their new allegiance. Either way, a Khetau who does not fight for daemons has a hard road to travel down.
Magic
Khetau, being without a Sahu, may use any form of magic they wish - and most do. Elder Khetau often despise and fear necromancy, but younger Khetau have such things dictated to them by culture and not personal experience.
Religion
Khetau follow deities depending on their culture, but the majority either follow the daemonic gods - the Elder Daemons and Raa - or T'qet. The latter is normally followed by those who are attempting to break from their heritage, whilst the former are followed by those who are proud of it or simply know no other way.
Language
Most free Khetau speak at least a little daemonic, learned either through choice or from parents and acquaintances. Those born to daemons tend to speak Kheprerven as their first language.
Souls, Sahu, and the Amenta
The topic of souls is a difficult and confusing one, even to those well-versed in the lore of such things. It is essential to know, first, the three 'unbreakable' rules governing these things - and exactly what effects they have.
The Law of Bodily Immutability
The soul does not change as the body does. The shape of a creature's body, its age, even the species that it is may change by time or magic, but the soul will always stay the same. It is only by a being's actions - a vast shift in perspective, for example - that the soul will change noticably to one who can see such things. Many things can be discovered by studying a soul, but to do so is a difficult task.
The Law of Connection
The second law was originally stated as: 'Each soul has a unique connection to the body it inhabits, severable only through death, and retainable even through this barrier if some duty or act can maintain it as a Revenant Bond.' Since the creation of necromancy, this law has been rephrased as: 'Each soul has a unique connection to the body it inhabits. This connection is formed of two parts, one unbreakable, and so is weakened, but not severed, by death, and can be maintained as a Revenant Bond if some duty or act binds the soul to the mortal world. Through manipulation of certain forces, it is also possible to utilise the Unbreakable Bond to rebind souls into their bodies.'
The Law of Animation
The Soul is that which gives a creature self-awareness. It does not exist in any alternate realm - it is as much a part of a creature's self as the heart, or brain. The only exception to this law is the daemon's Sahu - which is in fact the daemon's native self, and projects itself from the Amenta. The more powerful a soul, the more self-awareness a creature has. The amount of power in an animal's soul is negligible, for example, whilst an elemental's is immense.
Some theorists follow the theory that, by the third law, all objects, even inanimate ones, must have infitesmal amounts of soul energy, so far undetectable. Others scoff at this theory, and so far, there is no proof for or against it.
On top of these three laws, there is a fourth, more secret law, one known only to those who have devoted their lives to the study of soul-lore. This secret is known as 'Tuk's law', after Shadurn Tuk, the Duer Ancestor who supposedly created Free Magic, and the oldest known copy is written in an elder form of Draconic. It reads, translated, as this:
Tuk's Law
The Soul is not as immutable as it may seem. It may, when certain forces are applied to it, be used as a source of power for both Wild Magic and devices formed of magic. However, this is intensely dangerous, and can destroy one who uses it in circumstances where it is less than totally and utterly necessary. There is only so much soul energy inside one person, and utilising it for purposes other than those for which it was intended is worse than suicidal.
A great debate exists between those scholars learned enough to know of this law - of whether it is in fact true, and if so, which creatures have used it in the past? As evidence of its existence, there are the multiple Draconic Ruins, many of which possess magical properties beyond the possibilities of, and completely alien to, Bound Magic, and the ability of Sat'rak to do as he did. Those against the argument hold that Sat'rak was merely an immensely powerful magelord, and that the draconic artefacts are merely a more advanced form of Bound Magic - holding as evidence the lack of any record of use in draconic writings.
Whether the law itself is truth, who knows? It is certainly true, however, that it is possible to use soul energy for magical purposes. The boundaries of this art have never been tested, but it has always been considered extremely dangerous by those that know of it, and a secret never to be told, hopefully to die.
Magic and the Amenta
Wild Magic
The Amenta is the complete opposite of the real world. Where the real world is codified, set together, bound to laws, the Amenta is chaotic, bizarre, and undefined. Where the real world is mostly immutable, the Amenta changes on a thought, on a whim. And, whilst the dangers of the real world pose a threat to the body, those of the Amenta pose a threat to the soul. It is both a terrifying and exhilarating thing to have all the power of this deadly, terrible thing in the palm of your hand, and this is exactly what a Wild Mage possesses. To utilise the power of the Amenta, you must be partly of it - born, or made this way by some enchantment. Although only a scant few can learn, and fewer still deliberately break the barriers between they and the Amenta, many cast accidentally - and the power in a Spellfont is amazing.
Once, there was only Wild Magic, and dragons used it at their will, shaping the world to their own desires. Dragons could raise great fortresses on a whim, or level them with a thought, could create a blazing inferno miles across with a motion or extinguish it with the flicker of an eyelid. Never since have there been such powerful practitioners of Wild Magic, and the world is happier for it.
Free Magic
Then came the downfall of the dragons, and with it the age of Wild Magic ended. The Elder Duer, Shadurn Tuk, swore that such an age would not come again, and through great acts of power he created a system of sorts, a set of mental tools through which magic could be controlled safely... and in a much weaker manner. These tools are thought by some to have physical forms, giving rise to the legend of Shadurn Tuk's Smithy - although they can be utilised by anyone who knows the theory and has the ability, from anywhere in Daan and quite possibly across the universe.
He taught these things both to the Duer themselves, to whom he granted the greatest gifts, and also to the eldritch Caian, who then taught it to his own people, although the eldritch dispute this greatly. Such came the era of what Shadurn Tuk called 'Free Magic', which is still in use today. Weapons and buildings may be built of Free Magic, but such things require a constant enchantment which will die with its creator, and gains and loses strength with its creator.
Bound Magic
At a period close before the downfall of the dragons, the Kheprer first brought another form of magic to the world. This operated on a similar principle to 'Free' Magic, but the tools through which it manipulated the raw stuff of the Amenta were physical rather than mental, and could have immense power placed within them. This allowed the daemons to build flying cities, magical blades, Sebxet gates and Ne'Senf-Sepet, and gave them a great advantage in war. Its secrets have been brought to the craftsmen of Daan, now, and many are beginning to see it as a new blessing. It works, essentially, by binding the object into the Amenta, as a free mage is bound, and opening a permanent channel which can be utilised for certain purposes - for example, making the object coat itself in flame, a favoured property of daemonic weapons.
Necromancy
Finally, there is necromancy. Necromancy uses extremely destructive bursts of Wild Magic, laced with Free Magic to reinforce and guide it, to break through the Soulwall and pluck souls from the other side and return them to their bodies. It is a difficult process, made possible only by Sat'rak's adding of the Unbreakable Bond to the connection between soul and body. Necromancy is hated and feared by many merely for its association with both death and wild magic, as well as with Sat'rak the Insane, a name used to scare young children.
Daemons
Daemons have a special, specific relationship with the Amenta. It is their natural habitat, and their Sahu live on there even when their physical bodies are destroyed. A daemon, like an elemental, will never die in truth - permanent banishment to the Amenta is all that can be hoped for, unless you can enter the Amenta itself and destroy them there. Daemons are incapable of using Free Magic for this reason - Free Magic was designed specifically from the point of view of a mortal. The tools that a Free Mage uses are completely alien, untouchable, to a daemon, who uses magic either by binding a permanent, infitesmal hole the Amenta into an object, or by ripping his own hole in the shroud between his Sahu and his physical form and merging, as one, for but a few moments, the Sahu's power over the Amenta and the physical form's control of the mortal world. Khetau do not have this problem.
Hariij
The Hariij are a melding between draconic and other DNA - generally a mix of half-and-half. The 'other' is usually either Duer or Elven, and the process of transformation is a complicated one. All, however, are technically 'children' of the last great dragon, Sha'ta, and they know it. This breeds a certain arrogance which is unmatchable by any other Daani species but perhaps the eldritch, and is exceeded only by that of the daemons.
Physical Appearance
A Hariij appears roughly alike to the species from which it was born - elf, duer, or possibly human. However, each one stands almost eight foot high, is slightly broader than they should be if proportioned exactly to their old height, and possesses wide, long, webbed wings stretching the length of its back. Ridges top the heads of most Hariij, their faces are elongated and horned, and the distinctive teardrop-shaped scales of a dragon pattern their skin at least partially. In Duer, these scales are often covered with the gems that stud the skin of all their race, whilst in elves, they are more prominent and frequent. The eyes of a Hariij, should he possess any (i.e. if he is human or elven), are slitted, alike to a cats, and have no iris - whilst the mouth and throat often dilate and reshape themselves to grant the Hariij a pair of semi-vestigial tongues - allowing them to, of all the species in the world, speak Draconic properly. Their muscle structure swells and strengthens, granting particular attention to the chest and shoulders, within which the flight muscles are located. Other than this, a Hariij remains mostly identical to his original species.
History
As Sha'ta, the last great dragon, came towards the end of his life, he saw that the dragons were no longer what they had once been. He realised that, in fact, he was the last - the last true dragon, above the animals who were not of his ilk. Seeing that the future was instead in humanoids, he set out to find a way of preserving... the essence of being a dragon... inside these creatures. He succeeded. Using outcast elves and his own duer slaves as experiments, he discovered that through opening himself as a channel for Wild Magic in a certain way, he could modify those he touched to be alike to him. In fact, he could transform them utterly into dragons - but such would kill them.
The first successful Hariij in whom he placed the correct balance of Dragon and Duer was called Atajj, from a local dialect language, but Sha'ta called him the 'Eldest of the New'. He continued to transmute creatures, hundreds of them - and formed the base for an empire. His final act before his death of old age was to, essentially, permanently weave himself into the Amenta, allowing any part of him to transmute by a touch. His blood has flowed freely since then, endlessly being replicated, and a single touch from it is enough to transmute a viable creature into a Hariij. Some are not viable, some are - the transformation requires things that not even the Hariij know of. Sha'ta spread amongst them a worship of his species, known as the Cult of the Dragon, and told them that nonbelievers must be converted or killed. This belief holds even now.
After the death of Sha'ta, Atajj led his people to war, as Sha'ta had told him. His people took the local language, a mix of Sharuss, Draconic, and various dialects, as that of their slaves, and taught it to all those they conquered, whilst speaking draconic amongst themselves. Their empire stretched far, growing daily, and only stopped at the coast and at the mountains of Majir. It prospered, and prospered, until the daemonic invasion. The Hariij legions, which had never faced a force as large as their own, or as powerful, were lax. Millions of men died at the hands of the Kheprer, and the Empire fell from within. Th Eldritch sent forces to assist, but Maajir, Counsel to the then Emperor Sibi, saw that they could not win and attempted to negotiate with the Kheprer. He promised to betray the Eldritch, and betray them he did, turning upon them at the Battle of Haman's Plain. The daemons, betraying him in turn, destroyed his forces utterly as the eldritch retreated, leaving the empire utterly undefended. Thousands fled the cities, taking with them their most choice possessions and their families. The Hariij either went with them or went to the last defence of the Dragonrock. Thousands were killed en-route, including the Emperor's wife and children, but the rock itself was never attacked - the Sebxet fell before the daemons had a chance.
Since then, the Hariij have mostly returned to the Dragonrock, building a new Empire out from there. Some, however, cannot live with the shame of what occurred on the mainland, and instead, have taken to lives in the Tandhus archipelago, posing as oversized hobgoblins or living out of public view. Many run small-time crime syndicates, taking small pleasure from manipulating individuals as they once did whole cities, pitting them against each other for their own amusement. Only time will tell what will happen to the Hariij now.
Magic
Although Wild Magic was used by Atajj and his ilk, its use has died out, and almost all mages within the Hariij Empire used Free Magic instead. Hariij have no qualms with using Free Magic or Necromancy, and it is instead an individual choice - but most use at least a little magic in their day-to-day lives.
Religion
All Hariij follow the Cult of the Dragon - it is an ancestral rite. All dragons and their ilk are to be venerated and served, and to slaves, this includes Hariij. Draconic artefacts are to be preserved and held by the Temple, not used as you would some common tool - and those who do so are heretics, worthy only of excessive punishment and retribution.
Language
Hariiji is a bit of a misnomer. Although all Hariij speak it, mostly as a first language, they do not speak it amongst themselves - draconic is their chosen language. To speak to another Hariij in Hariiji is the greatest of insults, putting them on par with a slave. Hariiji is instead the common tongue of the Empire, that spoken by most as a first language, and used as a trade tongue with other societies unconquered by the Hariij.
Is it just me, or does that last Age of Destruction sound a little too much like Warcraft lore?
Quote from: VoranIllezouIs it just me, or does that last Age of Destruction sound a little too much like Warcraft lore?
As I've never read, played, or had anything to do with world of warcraft, it's probably coincidence. And phrasing it like that is slightly insulting, so please, don't.
Edit: After flicking through the warcraft wiki, I presume you mean the invasion of Azeroth. Apart from invasion-via-portal, I can't actually see a similarity at all.
Elementals, Dragons, Revenants and other Supernatural Creatures
There are many creatures of a strange and supernatural nature spread across the cosmos, servants or creations of the Aeia themselves. This section will describe in detail each of these creatures, and the effects they have had on the world of Daan.
The Elementals
First and foremost were the elementals - children of the Aeia themselves. It is unknown when the first elemental gained sentience, but even the least of them is a being of extreme power. The Elementals are children of each Aeia equally, and thus have equal dominance over all things of water, earth, and air. A favoured few amongst the elementals were granted immense power over one element in exchange for their ability over the others, and these were named the Elemental Archons, greatest amongst the children of the Aeia.
It is said, however, that the Aeia doted on their children, and Raa grew jealous, forming his own from the fires of his soul. Whilst those of the Aeia could control all elements equally, Raa's spawn, which came to be known as the Ashborn, could manipulate only things of fire. When Raa was imprisoned, the Ashborn were thought lost with him, but reported sightings of such creatures scatter the ages.
Exactly what an elemental is is hard to explain. Many of the uneducated would leap to the conclusion that an elemental is a 'walking pillar' of rock, flame, or air. This is not correct, however - the Elemental itself is a disembodied soul, living on the border between the Amenta and this realm, capable of possessing things of the elements and animating them to attack enemies. To kill an elemental is almost as difficult as killing a daemon, but unlike daemons, elementals are generally impassive and neutral, content to watch the events of the world unless ordered to do otherwise by the Aeia or the Archons. It is possible, though, through Wild Magic, to bind an elemental to your will and attempt to force it to follow your every command. Doing so can be risky, however, as there is no guarantee that an elemental angered at its treatment will not return once freed and destroy its erstwhile master! Normally, offerings of precious gems and pearls placate elementals, and politeness must be observed.
Like Elementals, Ashborn can be bound, and with similar rituals - it is probably safer to bind an Ashborn than it is an elemental, as they do not have as much control over the world, and must be covert. However, Ashborn are not as subtle, or neutral, as their Aeia-spawned kin - rather, they are frequently fickle to an extreme, and in flights of temper often start forest fires or burn houses down. Dealing with the Ashborn requires just as much politeness - or power - as any elemental, but the Ashborn prefer things of the other elements, which they cannot obtain - clods of earth, small vials of water, or even bottles of air are considered thoughtful gifts.
Dragons
The Dragons were the first of the sentient beings of Daan, and the greatest. They performed acts of wild magic that have never been equalled since, and were immensely powerful beyond the knowledge of modern creatures. The Draconic Empire spanned a whole world, but was destroyed by the paranoia of its 'citizens'. Now, only a few hundred dragons remain, and those near-animals compared to their forebears.
A dragon is bizarre to look at, and even skeletons found now confuse scholars greatly. Each dragon is built somewhat alike to a cross between a snake and an iguana, on a huge scale - some growing to over a hundred feet in length and ten in breadth. Surrounding the body of the dragon are huge, frilled wings, four sets, sprouting from the shoulders - the span of which sometimes exceeds three-hundred feet, when unfolded properly - which fold upon the top and along the sides of the body. These wings allow the dragon to fly - AND hover, alike to a hummingbird. Each dragon has no legs, instead moving along the ground alike to a snake, although they prefer to fly, and the entire body, other than the belly, is covered in distinctive teardrop shaped scales. The mouth of a dragon is filled with fangs, six layers of them, which regenerate slowly alike to a shark's, and its eyes have no irises. The muscles along its belly are strong enough for it to wrap itself around objects and hold itself above the ground, with assistance from the wings if necessary. Most importantly, a dragon's respiratory tract holds three independent voiceboxes, and three tongues move within its mouth. It is this particular feature of a dragon which makes speaking draconic impossible for all modern species except the Hariij, and for them, difficult.
The dragons were, and are, extremely proud and paranoid. Even in the days of the empire, dragons fought amongst themselves, and much of the landscape of modern-day Daan was shaped by these conflicts. However, it was not only the landscape that they changed - they built their own constructions also. Draconic architecture has a specific style - almost all draconic buildings are bone-white, flawless, and strangely angled. Not only this, but the entire building will always appear to be of one piece, and when tested, will be - because of the use of Wild Magic in their creation.
Draconic buildings are usually colossal spires, topped with a flat platform wide enough for a dragon to curl up and sleep on. Other notable draconic constructions include the arched dam at San'ak, a colossal bridge across the valley. This arch has nothing built beneath it, but a field which appears as nothing more than a heat-haze dams the water which should be flowing through, allowing it to pass only through windows in the arch itself. Exactly why the dragons required that the water be dammed in this way, when instead they could have blocked it off with a wall of rock and air, is unknown - it is noticed, however, that the dam is undamagable in any way, magical or physical, so far tested.
The other remnants of the draconic era that are worthy of note are the infamous draconic artefacts - turning up, real or fake, in black markets across Daan. The Artefacts are not quite as recognisable as draconic architecture - most no longer work, or do nothing for those who cannot utilise Wild Magic, or those without draconic heritage - but many have the same smooth, bone-white appearance as draconic architecture does. Of course, most draconic artefacts are much too large to be used by humanoids anyway - jaw-blades, for example, sharpened armour positioned around the mouth and enhancing the wearer's ferocity and viciousness, are larger than your average human - but some are useful for stationary use.
Revenants
Revenants - otherwise known as Spooks, Haunts, Fades, Ghosts, Spectres and Spirits - are creatures who have, through a sense of duty, spite, or great longing, strengthened the connection between body and soul even beyond death. This is not the same as necromancy, as it is the soul's own choice, and a difficult one to make and go through with. When a bond is strong enough to prevent permanent death in this way, it is known as a revenant bond, and those affected by it are known as Revenants.
Revenants are not necessarily evil, or good, although some consider them horrific. Some revenants return to their bodies, but most haunt the area where they died or where their body is buried. Particularly strong revenants can leave these areas for short spaces of time. Once a revenant's duty is over - killing the man who murdered it, for example - it finally makes its delayed journey beyond the Dark Gates.
Revenants possess many strange powers, including the ability to become invisible on a whim, move things without a single touch, possess corpses and return to their bodies, fully regenerated, if destroyed. Only by helping a Revenant fulfill its task, or by destroying its body using holy methods, is it possibly to utterly destroy it.
The Undead
The Undead are beings whose souls have been returned to their bodies, often unwillingly, from beyond the Soulwall. This is not the same as being a Revenant - it is not a choice that the undead makes. A necromancer, instead, takes a corpse and uses magical power to reconnect soul and body - tying them together temporarily or permanently. Although an undead will never have the same powers as a Revenant, bonds can be tied in different ways to enhance the abilities of an undead. If a bond is tied strongly enough, a single scrap of flesh is enough to keep the soul fighting on - as occurred with Sat'rak's army.
The Geography of Tandhus
The Tandhus archipelago stretches in a rough circle across a five-hundred mile radius, with its largest and vastest island, Ak'run, at four-hundred miles long at its furthest points, and its smallest island, Di'zuk, at only half a mile long at its widest points. The entire archipelago consists of two-hundred and thirty islands of varying sizes.
The islands are filled with volcanic activity, both aquatic and landbound, and both Ak'run and the third-largest island, Dekroz, are notably dominated by large volcanoes of this type. The islands are also scattered with geysers and hot springs, concentrated across the central band. T'Azak Ruksha, or Steam Rock, has a particularly large amount of geysers and hot springs, thus its name.
Most of the islands have only sparse vegetation, other than Ak'run and other islands surrounding it, which are home to small forests of rainforest-type plants. T'Azak Ruksha is also home to certain forms of plant life, although not in much density, although what land there is is highly fertile.
Animal life is mostly concentrated on the large islands, although some amphibious animals make their home on the smaller rocks. The most notable types of animal life populating the archipelago are reptilian, such as the Akt, or insectoid - of which there are thousands of species. Particularly virile and despised are the numerous mosquitoes, who don't bother the Duer but attack their animals and visitors.
On the civilised geography side, the northern end of the archipelago is fortified, with a long wall of connected bridges and barriers, interspersed with towers, going almost unbroken for the entire northern width. This wall is ten metres thick for almost its entire length, and connects the fortresses of Shakraz, on the island of Ak'run, and Duraz, on the island of Sveltak. Settlement is scattered across the islands equally, although population density is thicker in the north, with 150 Duer/Mile in some areas. Most of the cities are built around the enormous natural harbour of Dun, at the northern end of the archipelago, at which the seawall has its only break.
Yay, thread murder!
[blockquote=creature from the black]The Undead
The Undead are beings whose souls have been returned to their bodies, often unwillingly, from beyond the Soulwall. This is not the same as being a Revenant - it is not a choice that the undead makes. A necromancer, instead, takes a corpse and uses magical power to reconnect soul and body - tying them together temporarily or permanently. Although an undead will never have the same powers as a Revenant, bonds can be tied in different ways to enhance the abilities of an undead. If a bond is tied strongly enough, a single scrap of flesh is enough to keep the soul fighting on - as occurred with Sat'rak's army.[/blockquote]
What powers undead here? what is the source of necromancy here? I see what it does, ties and binds a 'soul' to a body, but where is the power source to bind them?
Samwe with elementals, what is the energy source for them? I was looking in the post 'souls, sahu, and amenta, and what i get out of this is that the soul is a power source in and of itself for these?
on what scale are the draconic and their artififacts? didd they have (or do they have ) a culture?
You mention bound and free magic. I'll open a damn pandora and ask what system you are using for these.
Consider your thread endangered.
All righty, some questions to answer!
QuoteWhat powers undead here? what is the source of necromancy here? I see what it does, ties and binds a 'soul' to a body, but where is the power source to bind them?
uses magical power to reconnect soul and body[/quote]Samwe with elementals, what is the energy source for them? [/quote]on what scale are the draconic and their artififacts? didd they have (or do they have ) a culture?[/quote]You mention bound and free magic. I'll open a damn pandora and ask what system you are using for these.[/quote]
Haha. Hahaha. My own. If I can ever get around to posting it up, I will, but there're a lot of modifications made to normal DnD. *nods*
The Great Duer Nation
The following section will give detailed descriptions of some of the major settlements and locations of T'Zatak'az Durin, Nation of the Tandhus archipelago, including the Wall, Greathold, Zatak'om, draconic ruins and Hariiji settlements. Firstly, though, an overview of the Nation itself.
Capital: T'Rin Dakar, Greathold.
Ruling Body: The Council of Seven.
Government System: Republic.
Population: 3,356,000 (76% Duer, 10% Humans, 10% Elves, 3% Daemon-Related, 1% Hariij.
Official Language: Sharuss.
Imports: Slaves, Food supplies.
Exports: Slaves, Gold, Silver.
Quote from: The Swamp ThingAll righty, some questions to answer!
QuoteWhat powers undead here? what is the source of necromancy here? I see what it does, ties and binds a 'soul' to a body, but where is the power source to bind them?
uses magical power to reconnect soul and body
Samwe with elementals, what is the energy source for them? [/quote]on what scale are the draconic and their artififacts? didd they have (or do they have ) a culture?[/quote]You mention bound and free magic. I'll open a damn pandora and ask what system you are using for these.[/quote]
OK, as to the first few, what you are telling me is that the soul is the power source itself in this setting. I was asking where the power came from. A 'natural ability to manipulate the elements' is, by any dessected semantics, saying really ' a natural ability to manipulate an elemental energy source'.
And we still ahve to work on this one.
Quotewhere is the power source to bind them?
uses magical power to reconnect soul and body[/quote]
The necromancer uses certain magics to rebind the soul to its body.
I ask the power source of a magic, and the 2 answers are 'magical power' and 'certain magics'. I am trying to ask what the 'magical power' and 'certain magics' are, and what powers them. I'm one of those wierd guys who likes to know how things work. I hagve my own cosmology set up so I know how every type of spell is powered.
I'm still interested in the dragon culture. Do any of the dragons today remember it?
Keep up the good worl I like this setting. We can get into your magic system any time you want.
QuoteOK, as to the first few, what you are telling me is that the soul is the power source itself in this setting. I was asking where the power came from. A 'natural ability to manipulate the elements' is, by any dessected semantics, saying really ' a natural ability to manipulate an elemental energy source'.
And we still ahve to work on this one.
I ask the power source of a magic, and the 2 answers are 'magical power' and 'certain magics'. I am trying to ask what the 'magical power' and 'certain magics' are, and what powers them. I'm one of those wierd guys who likes to know how things work. I hagve my own cosmology set up so I know how every type of spell is powered.
I'm still interested in the dragon culture. Do any of the dragons today remember it?[/quote]
Hrm. That's something I haven't really given thought to. Certainly, the majority of modern dragons do not remember it - although there may be a few ancients still hidden away somewhere. That could provide an interesting plothook.
Overall, your questions are extremely useful. I'm editing the magic section to reflect some of these answers.
Greathold
Ownership: Ishmael Dakrathuk, King of Duer.
Population: 11000 (96% Duer, 4% Human).
Military Force: 6200 (98% Duer Armsmen, 1% Human slaves and mercenaries)
Produces: Weapons, Supplies.
Greathold (Sharuss: Duerom Lùndùlur, Hariij: Na Duriitna Mali, Kheprerven: Adwira) is a colossus, an enormous city-fortress built in the old Duer style. It serves dually as a stronghold and a capital city, and is one of the oldest structures in T'Zatak'az Durin.
Location
Greathold is placed near to the centre of the Archipelago, atop an otherwise bare island-rock which even before Greathold's construction was a haven for the Duer. It is many miles east of the Wall, and south of the huge artificial port of the North.
Construction
Greathold is built on flat plateaus of rock cut from the mountainside by Free Mages of hundreds of years past, in the old Duer style of fortress - namely short, wide, round towers topped by immensely broad domes. It is a dark shade of purple - close to black, in fact - and inside, there is no lighting, as such things are not required by Duer. The domes have no visible entrances on the exterior, and are instead connected via a system of underground road-tunnels. On a wide, equally circular plateau in the open air, lower only than the main fortress-dome itself, are several fields growing various crops - although most of these crops go into storage under magical protection. Some other areas on the island also grow crops - these, too, are open-air. These fields are connected into the tunnel system via concealed, armoured, and gated entrances. Most of the food eaten by the city, however, instead comes from reptilian and mammal meat and milk (said beasts being large, underground stock bred in caves underneath the fortress) and various fungi which are a staple of the Duer diet. Some foods are imported, but the city can survive independently during times of siege, and has in the past.
To enter Greathold, you must first enter the dock - another cavern under the fortress, extended via construction - through enormous gates, capable of taking any Duer-made ship. These gates work as a set of six thick portcullises - one behind the other, each of a height equal to one-sixth of the gate's height. When the gate is shut, these pieces are lowered, one behind the other, via immense chains - forming a barrier tall enough to block the entire harbour. Once the pieces are in place, a colossal system of slave-powered gears slides each piece forward, inch by inch, into place beneath the top one - forming a single, unbroken surface. These gates are one of the prides of Greathold and the Wonders of T'Zatak'az Durin.
Once you have entered the dock, you must then climb up a set of stairs - lit, for the benefit of non-Duer - from long before the fortress was built, a relic, in fact, of Duer engineering. These stairs are covered in near-indecipherable writing in an ancient dialect of Sharuss, and are a fascinating artefact for scholars. The writing on the steps is mostly old religious lines and charms to protect from evil (Duer of that period were extremely superstitious, and this combined with the advent of Free Magic, which uses Duer words in its invocations, led to this sort of thing being repeated in Duer buildings across Atakir and the Tandhus Archipelago). Some of it appears to be historical records of the construction of the steps and the flight from the mainland. Gates, added by the constructors of Greathold, protect the top and bottom of this staircase.
The top of the staircase opens into a single large dome, known as the 'Foreign District'. This dome, built across the site of old Duer fields, serves as accomodation for non-Duer visitors, residents, mercenaries, and also some Duer merchants who wish to sell visitors things. For non-slave foreigners, this is the last stop. Further areas of Greathold can only be accessed by Duer. Past this are fourteen more domes, including a dome for each of the Great Houses, and a fifteenth, huge, even thicker dome, at the top of the island, surrounded by a thick wall. This is the real Greathold, and holds many magical artefacts of the old Duer.
History
Greathold has always been a haven for Duer - first settled during the Great Migration into the Tandhus Archipelago after the fall of the dragons, and used on-and-off as a fortress and retreat since then. The great stairway from the docks (then a natural cavern, presumably accessable through a cave) to the now-foreign district dates from only fifty years after the settlement, and is a wonder of non-magical architecture. It is claimed that Shadurn Tuk stayed here for a short time, although this may be untruth - it is certain that AN archmage stayed here, however, to have created the plateaus as they now are. It is known that only the lower, natural plateaus were colonised until something alike to two-hundred years after the original founding.
At that point, an individual known as 'The Battlewitcher' by the Duer of that period came and founded a permanent city there. It is unknown who this 'Battlewitcher' was, although an apprentice of Shadurn Tuk, Zakariak, is known for his theories on Free Magic in battle, and was known to be in the area at the time. Whoever he was, he formed the current plateaus, built the fortress of Greathold itself and established an official city.
The later domes were built by his various followers and descendants as dwellings for their own people, which eventually amalgamated into the fourth Tribe, now House Dakrathuk. Dakrathuk held Greathold through eight separate wars with the new Hariij Empire, during which the Great Gates were devised by Shan'akuz Dakrathuk and assembled in fifty years of magically aided construction. After the Housewar, however, Dakrathuk was forced to secede control of Greathold for various war crimes, and the first Council Hall was built there. As a gift in exchange for Greathold, Ishmael Dakrathuk, Ninth of the House, was made new King of all Duer - although this gift was more of an insult, as the title of King was one enforced upon them by the Hariij as a peace treaty, and had always been more of a figurehead and ambassadorial role. The only benefit gained from this for Dakrathuk was that it was allowed to maintain control of the fortress itself in addition to its own House district, a slight dampener to their loss.
The first act of the newly founded Council Hall was to make T'Zatakaz Durin, before just a word for the Free Duer of the Tandhus Archipelago, into an actual nation, with Greathold as its capital. Secondly, it decreed that the lowest Dome be set aside for foreigners, if they wished it, and that they could trade there with the Duer of Greathold, but not go any further than this into the fortress. Thirdly, it established the Speaking Forum, a place where votes were taken amongst the Minor Houses, allowing them to make decisions as a whole (although the votes are open to corruption, and often are). These decrees are enforced to the current day.
Quote from: SWAMP THINGOwnership: Ishmael Dakrathuk, King of Duer.
Population: 11000 (96% Duer, 4% Human).
Military Force: 6200 (98% Duer Armsmen, 1% Human slaves and mercenaries)
Produces: Weapons, Supplies.
Over half the pop is military, or is that separate? Assuming that the duer are incredibly, heavily martial, and that you are accounting for half the population in the militia, that is an extremely high percentage of total population as part of the military.
Love the dock set up (reminds me of old melnibone, and the sea maze), and the duer food-fungi/ How do they prepaer it? meat-mushrooms?
Have you worked out what the writing on the steps says?
And what is the population makeup in the foreign district?
Right.
The military force is separate. :P
Duer food in Greathold normally consists of several different types of mushroom/edible underground plant, a small hunk of bread (usually imported) and some cooked meat, yes.
The writing on the steps is mostly old religious lines and charms to protect from evil (Duer of that period were extremely superstitious, and this combined with the advent of Free Magic, which uses Duer words in its invocations, led to this sort of thing being repeated in Duer buildings across Atakir and the Tandhus Archipelago). Some of it appears to be historical records of the construction of the steps and the flight from the mainland.
In the merchant district, permanent residents are 65% Duer, 17% Humans, 26% Elves, and 5% other (including Hariij, Khetau, the occasional hobgoblin and even a few Eldritch). Most of the foreign residents are there only temporarily, or only sometimes, and these are more like 65% elves, 25% human, 5% Duer and 5% other. The Duer are traders from other outposts, often Houseless, who prefer to or find it easiest to stay in the Foreign District, even though there is accomodation further in.
Xatak'om
Ownership: House Ama'thuuk.
Population: 4,000 (100% Duer).
Military Force: 1000 (100% Duer Armsmen).
Produces: Nothing.
Xatak'om is the only island totally barred to non-Duer in the entire nation of T'Zatak'az Durin. Its name literally means 'To the dead', and that is what it is - a Duer burial site. The island is riddled with tunnels, and into them, carefully mummified and bound in Free Magic to preserve them, are the dead of thousands upon thousands of years of Duer. It is a holy place of sorts, and is as old in use as Greathold, perhaps older, although the structures cannot claim such an honour.
Location
Xatak'om is within half a mile of Greathold, visible from the fortress, and is about as close to the centre of the archipelago. The island is often shrouded in mist, mostly due to T'Darova Xatok, the Watcher over the Dead, an immense, frequently-erupting geyser. It suffers no particularly strong weather, other than the constant heat of the entire archipelago.
Construction
Xatak'om is not so much a building as a tunnel system, although there are patterns to it. A single, vertical shaft enters the catacombs - a shaft leading down into an immensely hot underground lake which occasionally is disrupted enough to shoot pillars of water high, high above the shaft, but mostly just gives off steam. This shaft is the main vent of T'Darova Xatok, the immense 'geyser' which is the cause of the cloud of steam often surrounding the island. Rough, often water-slicked steps lead down the shaft, and sealed doors lead off at intervals into the tunnels proper. The catacombs themselves were designed from the beginning as they are now, and thus, the oldest graves are near the lake itself. The tunnels are not organised by family, or clan, or House, but rather by age, or at least arrival date. Each of the levels has a large amount of free magic pressed into the preservation of corpses, which of course requires constant meditation to uphold. The T'Darovar Xatak'om, Watchers of the Tombs, hold the sacred duty of maintaining the magic by constant meditation. Each section of the tunnels possesses a Watcher for the Dawn, a Watcher for the Dusk, a Watcher for the Noontime and a Watcher for Midnight. These four act in synchronisation, each taking care of a six-hour period, beginning three hours before their title's time and ending three hours afterward. Dawn is considered to be six of the morningtime, whilst Dusk is six of the eveningtime.
Above the shaft, a short distance away from it, several buildings stand - a shrine to the Ancestors, several barracks for the tomb guardians (soldiers given into service by the Houses), blocks of living quarters for the Watchers, the Office of the Tombs (the administrative centre and training facility for the Watchers) and a small bazaar which sells creatures for sacrifice and various other religious items.
History
Surprisingly, Xatak'om has little actual history of interest. It was recognised as holy by the first Duer to arrive at Tandhus, and has always since been used as a burial site. Some of the older tombs are not preserved, but Shadurn Tuk's apprentice, Abram, taught the preservatory magic required to do so to a group of mages on the island and founded the Watchers of the Tombs. He was also responsible for most of the recruitment and construction on the island. After his era, however, very little happened on Xatak'om, apart from one attempted invasion by a small party of Hariij troops that sneaked past border guards (repelled), up until the Housewar.
Of course, during the Housewar, Xatak'om was an extremely desirable prize. Such a holy site would grant the holding House much prestige and influence - as well as the power to deny other Duer the right to bury their dead. It was first captured by House Ama'thuuk, but through backstabbing and assaults it was captured and then passed three times between houses Dakrathuk and Shanakeh within the duration of the war. Near to the end of the war, sensing an end to their right to capture as they wished, Ama'thuuk mounted a powerful assault on Xatak'om's House defences, and recaptured it, holding it 'for holy purposes'. The Guardians, which were ruthlessly executed and replaced with men of the capturing house each time Xatak'om was taken, were instead this time made to swear oaths to Ama'thuuk and were supplemented by Ama'thuuk's own men. Since then, Guardians have been taken from every house, although they must swear a bond of allegiance to Ama'thuuk for their time on the island, and a bond of allegiance to the dead also. Even after the Housewar, Ama'thuuk retained control of the island, and still continues to in the present day. With the war gone, though, not as many dead require burial - and thus some of their influence was lost.
Mazak'om
Ownership: House Velde'ek.
Population: 420,000 (50% Duer, 20% elves, 20% humans, 5% hobgoblins, 5% other)
Military Force: 6000 (50% Duer Armsmen, 20% Mercenary Troops, 20% Mixed-Race Guardsmen, 10% Hariij Loaned Troops)
Produces: Silver.
Mazak'om (Sharuss, Hariij: Na Muz'Valiij, Mererven: Ne Dwur Anoza) is a vast trading city where Hariiji and Mererven are spoken as commonly as Sharuss. It is by far the largest settlement in the Tandhus Archipelago, and is also known as the 'Bright Gate'. Its name means 'To the Foreigners', and it is an apt title.
Location
Mazak'om is built along a long strip of coastline and cliffs along the immense artificial port of Tuk, built to take best advantage of the trade coming inward.
Construction
Mazak'om is built in several different styles. The cliffs themselves are dug out, with many tiered houses built into the rock, in the old Duer style of purple, magically-formed rock, and these, ironically, are home to both the lowest and highest classes, manor-dwellers and slaves. The manor are generally higher up, whilst the slaves' quarters are in the underbelly of the city. Above the cliffs, on the plateaus above these tiered houses, are built multiple newer constructions - mostly in the more modern Duer style of mundane rock cubes and domes. Finally, amongst the docks and beaches of the city, where the temporary or poorer foreign residents live, the Hariij style of onion-domed towers and the more daemonic red and gold geometric shapes prevail, as well as hundreds of thousands of shanties and shacks. The greatest palace, home of House Velde'ek, is constructed of six domes in a circle at the easternmost end of the city.
Na Mal-Maziij
Ownership: Semi-Independent, Administrated by House Shanakeh.
Population: 300,000 (45% humans, 45% elves, 5% hobgoblins, 2% other, 3% duer.
Military Force: 1,000 (10% Duer Armsmen, 80% Housebound Armsmen, 10% Mercenaries)
Produces: Mundane goods, wheat.
Na Mal-Maziij (Hariiji, Daemonic 'Asawa', Duer 'Damazak'om', Eldritch 'Nathrisskadaul') is a near-permanent vast refugee camp crossing three islands, made up of all those who either wouldn't become bonded to a House, escaped slavery, or have nowhere else to go. It is a place of sanctuary, in its own way, and no Duer but those of House Shanakeh and their tributary houses have much influence here.
Location
Na Mal-Maziij is located about thirty miles from the Port of Tuk and Mazak'om, nestled amongst the sparse and relatively uninhabited islands of the outer Shanakeh territories. Refugees entering the Port (there is still a constant stream, if not as many as there once were) gravitated there at first because it appeared to be the closest non-inhabited livable location - the first refugees were met with hostility or slavery in the darker parts of Mazak'om - and although Mazak'om would now seem the first choice, refugees are often driven out by lack of coin or work. These refugees now travel to Na Mal-Maziij.
Construction
Na Mal-Maziij is a refugee camp, administrated and run by House Shanakeh. Essentially, it is equally proportioned between tents and huts of various different kinds, crammed onto each of the three islands. Multiple bridges cross between the islands, and on each there are various amenities necessary for life - one contains a Shanakeh-bound smithy, for example. There is also a small Shanakeh complex - built in the modern Duer style of cubic huts - for administration. These buildings include a manor for the governor (one Jaakobai Shanakeh), an apothecary, a Free Mage, a shrine to the Ancestors (watched over, of course, by a Darova, a Duer spiritual advisor) an extremely large kitchen (for the refugees) and a headquarters for the Housebound, foreign, non-Duer guards who live outside of the House but still serve it as retainers. The garrison of a hundred Duer Armsmen themselves also have a barracks here.
The islands around Na Mal-Maziij have been cultivated into large wheat fields, and almost all citizens work here or doing some other job for House Shanakeh. Together, they create more meat and bread than they could ever consume, and a large proportion is stored in underground granaries beneath the Shanakeh complex to be sold on to outside bidders. The Duer tend to add imported food (their favourite fungi being one example) to meat and bread to 'spice' their meals up.
The Hariij and Eldritch have their own small sections - there are only about fifty each of them, and they spend most of their time with others of their kind, hidden away behind walls built in their own native styles. Neither tends to fraternise with the other, and exactly what they spend their time doing is not obvious. Nor is the reason why so many of them have chosen to stay in a refugee camp, when they could instead be living in much finer conditions in Mazak'om or some other fine city. Whatever their reasoning, they certainly do not take food from the kitchens, nor work in the fields, other than a few apparent exiles.
History
As mentioned before, during the first great migrations from the falling continent, at the end of the Hariij reign, literally millions of refugees poured into T'Zatak'az Durin. Whilst trade (and alliance) with the Hariij Empire had been endured for its benefits - if not exactly welcomed - a huge swarm of penniless refugees with no money to spend and no homes to go to certainly was not. Some were met with outright hostility, others with slavery, others still with lynch mobs. Many of these refugees moved on, but thousands of others, against Duer wishes, delved deeper into the archipelago. Their findings - large, semi-fertile, mostly unpopulated islands - were seen as a blessing from T'qet, Sha'ta, or Raa respectively, and these ignorants settled down happily. Many more flooded in after being turned away by the Duer in the more populous cities, and half-hearted attempts from House Shanakeh (already stretched thin guarding its borders against political coups by other Houses and still recovering from the crisis of the Housewar) to remove them from what was technically its territory failed. However, this new refugee town was hardly stable - crime was rife, there was no authority, and many of the inhabitants were still without food due to debates over property.
At this point, a political animal known as Jakobai Shanakeh, grandnephew of the current head of House Shanakeh, was beginning to gain power in the ranks of his family. He is the youngest Duer ever to be appointed governor - his first command being a border outpost, Za'uk, guarding Shanakeh's claim to the draconic ruin known as Zizaazshedaan. However, Jakobai was so successful here - even succeeding in breaking open a vault of draconic artefacts - that his great-great-uncle granted him the governorship of Damazak'om, the Duer word for Na Mal-Maziij. Any other would have seen this as a way of removing him, but within four years Jakobai had turned it into what it is now - a prosperous and cheap industrial capital for Shanakeh to use as they will. Jakobai appears to be a candidate for head of House Shanakeh - or even quite possibly the first true King that the Duer have had since their release of the dragons.
(Double Post)
The Dat'Nak Armoury
Ownership: House Shad'his.
Population: 10,000 (85% Duer, 15% Slaves)
Military Force: 8,000 (100% Duer Armsmen)
Produces: Draconic Armour and Weapons, Jewelry, Metalwork
To the utmost north of the Tandhus Archipelago lies a colossal volcano, named as Dat'Nak after the island it forms. Within the very bowl of this vast, fiery pit, the largest static draconic artefact in the Archipelago can be found - six immense bridges, meeting at the centre in a thick disc. This disc is centred by a pedestal, covered at every point by draconic runes, some so archaic that it is said even dragons do not comprehend their meaning. These runes, when touched in the right manner, perform wonders with the lava, and it is through this and the other hundreds of draconic artefacts and here that the Duer have made their greatest constructions and items. Dat'Nak is the capital of House Shad'his, and is a pride of the whole of T'Zakat'az Durin.
Location
The great Dat'Nak volcano rises above the ocean in the utmost North of the Tandhus Archipelago, and the town of Dat'Nak itself is constructed at the foot and on the southern slopes. The Armoury (Sharuss: Ark, Kheprerven: Asmadi) is inside the volcano bowl, around the ruins.
Construction
Dat'Nak is mostly in its natural volcanic form, although caves and paths have been cut into the south side of the mountain and a semi-artificial plateau built below, about fifty feet above sea level. The plateau has similar tunnels dug into the base, and the town thus extends all the way down to the ocean through a cave network of houses, bazaars and docks only hinted at by the surface area. One feature of note is the huge, semi-buried dragon-statue, an immense pale fang pushing up through even the heightened surface of the plateau. Two ivory-white draconic forms are intertwined around this fang, although only a little can be seen of each from the town's upper levels. Around the fang is the courtyard of the official administrative complex of House Shad'his, although their manor, like many others, can be found much further up the slopes in one of the upper caves. The minor houses allied with Shad'his can also be found here, as well as many slaves and some of the military force in Dat'Nak.
The armoury is the collective name for the main fortification, the smithy and the barracks, although it is in fact several structures. Firstly, there is the 'smithy', referred to by Duer as T'Danukk Rathzoa - an immense web of bridges crossing the volcano, centred by a pedestal covered in draconic runes. This web appears to control the lava in some way - manipulating its flows, causing tides, and heating and cooling it at whim by the commands entered using the pedestal. Strangely, the pedestal's runes are undersized for draconic claws, suggesting it might have been made for Duer hands (although there is some controversy over by whom, and why). The web has no apparent purpose alone, but several other artefacts - perhaps not used for their proper, original purpose - have been used to construct three immense forges. The lore surrounding these forges - how to use them, the exact configurations for each design - is now only held in bits and pieces. However, with careful holding to the configurations known, it is possible to create limited kinds of draconic artefacts. This, of course, is an immensely powerful ability, even with its limits, and Shad'his do not just allow anyone to use the forges.
The Armoury proper is not really an armoury at all, either. It takes the form of an orb half-buried in the mountain, built in the old Duer style. Its walls are apparently impenetrable by all magic, and its inside holds fifteen floors, each of which is arranged into multiple corridors lined with rooms of varying sizes, the largest being the size of a cathedral and the smallest little more than cells. These chambers are filled with thousands of artefacts of Duer and Draconic history - documents, ruins, weapons, magical objects and holy texts. It is here that the configurations and products of the Forges are stored, among other things, and the skeletal remains of Ka'tros, one of the last masters of the Duer, whose ribcage is shattered from the blow Kata'ak is said to have given him with one bare fist.
Finally, the north side, Kadaat, is built into the Wall. Tier upon tier of thick fortification, interspersed with towers and barrackses, lines most of the northern slopes of Dat'Nak. Here are the residences of most of the soldiers, although once an equal amount lived on the southern side (particularly during the Housewar), and here the great Golden Lighthouse, a burning-blue pyre created by a draconic artefact brought in from outlying islands, shows ships the way to travel to reach the Port of Tuk.
History
Exactly when the T'Danukk Rathzoa was built cannot be said, and 'sculpted' or 'formed' are likely more appropriate words than 'built'. What is known is that at some point during the Age of Madness, the entire web, along with the statue (if that is what it is) outside, were abandoned by their creator (or perhaps just owner, if the then controller of the Rathzoa had killed or driven off the actual builder). Left to its own devices, the Rathzoa apparently did nothing except keep the lava consistent in temperature and level for thousands of years, and was found this way by a group of refugee Duer supposedly led personally by Kata'ak and bearing the remains of their last great foe as a kind of morbid banner. It is said by House Shad'his that it was here that Kata'ak proclaimed the Archipelago a new home for the Duer, and here that he died, although whether Kata'ak ever set foot in the Archipelago, never mind Dat'Nak, is unconfirmable. A small village was established on the slopes, and was later expanded onto an artificial plateau at the base. This village was established for the simple purpose of studying the relic and attempting to reactivate it, although one of Shadurn Tuk's apprentices is said to have later gifted the Golden Lighthouse to show the Archipelago's location to approaching Duer refugees.
It was only when Clan Shad'his, led by Isaak Shad'his, established a manor there that Dat'Nak was truly put on the map. Isaak's obsession with draconic and Duer history led him to collect a large mass of then-useless draconic artefacts, as well as experimenting with the secrets of the Rathzoa. His successes led him to construct the Armoury, the immense half-buried sphere still seen today, as well as the current forges. They also led to the establishment of a Clan, and later House, capital at Dat'Nak.
Dat'Nak was never touched by foes during the Housewar - they did not even approach it.
Mat-Zhak
Ownership: Ne Ne Dbeti Kheprer Ud (Sharuss T'Tek-Zhat, Hariiji Mutiit Damoniitna-o)
Population: 5,000 (42% human, 41% elves, 13% duer, 4% other)
Military Force: 20,000 (100% ).
Produces: Nothing.
Mat-Zhak is a relatively small village-town in the north of the Archipelago, abandoned in the Housewar. Constructed at the highest point of a relatively small island, it was nothing more than crumbling ruins until the mass Exodus to the Tandhus Archipelago and the subsequent founding of the Daemonhunters' Order (Ne Ne Dbeti Kheprer Ud). Since then, it has become the Tandhus headquarters of the Order.
Location
Mat-Zhak is built at the highest point of the island known as Za'daat, about half a mile south of the Wall. In the common Duer style, the hills of Za'daat are terraced with rounded fields and plateaus which would have once been used for farming. Parts have slowly expanded onto some of these terraces.
Construction
Mat-Zhak proper, the old Duer village, survives mostly in the foundations and bases of more modern buildings - only the small Duer shrine was ever repaired, as well as a few farmhouses (for the purposes of lodging). The more modern buildings are a mix of Hariij, quasi-daemonic and modern Duer styles, scattered across the islands and taking up plenty of space where fields once were - the Order's vast Duer-styled granaries and imported foodstuffs remove the need for most crops. The most important part of the modern constructions, of course, is that it now possesses a network of tiled paths and stairways which allow easy movement around the island - it truly has become that big.
The fortress' attempts at fortification have spread out onto other islands, along with several barracks, and Order architects are said to be planning a vast fortress that will, quite literally, encompass all of the islands - but this is thought to be wishful thinking. The most important fortification at present is the dock - a relatively thin channel within two of the major islands with guarded exits at either end, including men with Ne Xeh-Neti, or firebringers, standard daemonic weapons (although precious to the Order) that produce streams of fire.
History
Mat-Zhak began as a small, relatively normal Duer village, founded most likely by part of one of the Seven Clans or some other Duer body. No House had laid claim to it for seven-hundred years before the Housewar, and what the inhabitants claimed is unknown. Whatever it was, during the Housewar it gave shelter to House Tanarruk soldiers, and through doing so, was wiped out by House Velde'ek. It became a ruin - and until the Great Exodus fleeing the daemons, it was forgotten.
It was at this point that a scarred and slightly psychotic ex-slave with two daemons' deaths to his name, a zealous worshiper of T'qet and hater of Kheprer - Ram-Set - wrote the first of his treatises known as the 'Ne Uabty Ne Rnepsek Wat', or 'The Way of the Pure One's Steps'. These books, later translated into Hariiji and then Sharuss, were snapped up by the humans - those who could read read to huge gatherings of those who could not, and thousands were inspired. Men and women both flocked to join Ram-Set, who, perhaps surprised at the success of his writings, addressed them, calling each of them 'Dbeti', or Hunter, and calling them to join the 'Ne Mrarsek Swa', or Freed Men.
Despite this, it was not he who made the first moves to create an Order - rather, it was a daemonic-speaking elf - a slave of twelve years to Hariij and six to daemons - known as Abdhuli Ud Enezay Hem who actually took the initiative of leading a group of humans to the nearby abandoned village. How he learned of Mat-Zhak remains a mystery, but either way, he established a small community there, and once the news was heard, the community grew rapidly. He was soon willing to go to his hero, Ram-Set, and inform him of the Order's creation. Ram-Set, suffice to say, was shocked - but what could he do but follow along? He travelled to Mat-Zhak to find that the Order was little more than a disorganised farming rabble, and it is said that that is what set his mind.
He addressed them once more, and the words of this infamous speech - a speech that truly created the power that the Order is now - were recorded by scribes and distributed across the Archipelago. Essentially, the content of his speech called them 'Hunters, but untrained - hunters that may become the prey if they slacken'. Yet he also told them that this was 'No shame to them or their families, for he would train them, make them hard.' It was he who coined the name of the order in daemonic, during that speech - and he who wore the first of the blood-red cloaks woven with silver thread - marked with the sign of a hunting spear.
Now, of course, all members of the Order wear them - at least when they want to be seen as members. Ram-Set also banned the use of prostitutes, the drinking of more than one small glass of wine a day, and, of course, prayers to the daemonic gods. Men and women both are trained in great numbers in the use of the Khopesh, the Spear, and the Bow, so as to be versatile, and are arranged into 'Mesasek' (armies or legions) of one-thousand men each. Many of these legions are currently overseas, constructing a large, NEW headquarters for the Order, in the mountains of the Hariij Continent. Ram-Set is now dead, of course, and Abdhuli followed him, creating the title of 'Ne Waw Wur', or 'Great Soldier' - translating better as 'Grand Master'. He is currently overseas, overseeing the construction of the fortress, and Rajhis, his human deputy, has been left in command. In Rajhis' possession, for safe keeping, is the original manuscript of 'Ne Uabty Ne Rnepsek Wat', the book that sparked the creation of the whole Order, and if someone were to steal it, it would cause considerable discomfort within the Daemonhunters...
Saath-Shaak
Ownership: House Tor'uk
Population: 4000 (100% Duer)
Military Force: 4000 (100% Duer Armsmen)
Produces: Grain, gold
The ancient draconic pillar of Saath-Shaak remains one of the greatest mysteries of all the relics of T'Zatakaz Durin. The name itself is merely two parts of the three 'melded' names by which dragons would have called it - some scholars name it all three, Saath-Shaak-Riish - but doing so is still incorrect. The only openly living beings capable of pronouncing the name as it is meant to be said are Hariij, and they are disinterested. The magical properties of the pillar are as yet unknown, but its name (presumably, no scholar has yet translated it properly) is carved into the base in draconic script. House Dor'uk claims it as its House Seat.
Location
Saath-Shaak (the pillar) is built, irremovably, at the highest point of the craggy rock that is Shan'duus island. A few scattered houses and the small manor of House Dor'uk can be found on the rock face. Shan'duus can be found about halfway into the Archipelago on the west side.
Construction
Saath-Shaak itself is a one-hundred-and-twenty-foot tall ivory-white fang from its base at the highest point of Shan'duus to its top far above the archipelago. A few draconic runes can be found scattered across its surface, but none of them reveal its purpose. Across the face of Shan'duus - a relatively small island - are scattered houses extending into the rock itself. Surprisingly, the greatest of these houses, Saath-Shaak, is the House Seat of House Dor'uk.
History
Saath-Shaak was constructed during the draconic era by an unknown dragon, and its purpose remains unknown. Quite how it weathered thousands of years of draconic battle, no scholar can say, but it is certain that it was not built towards the end of the Age (as the knowledge and will for artefact construction was by then lost). It was discovered by Duer of Clan Dor'uk twenty years after the first colonisation of Mazak'om, and was chosen for its impressiveness as the Clan House (later to become the House Seat).
Although small, at least eight-thousand Duer have slowly settled there either to study or to work. Gold deposits were found thirty years ago beneath the pillar, and it is possible that this has something to do with the purpose of the artefact. The current master of the Manor is Zakarus Dor'uk, son of the actual lord of the House (who rules from the larger settlement of Da'tuk'om, much closer to Greathold).
RÄzÄÄhuzum
Ownership: MaakzaDueruremn ZhaatakShÄnvatur (The Glorious/Worshipful Army of the Watchful Duer)
Population (Non-Military): 2600 (90% Duer, 10% Slaves)
Military Force: 5000 (100% Duer)
Produces: Nothing
This island was merely another average-sized and unpopulated craggy rock until about fifty years ago, when a relatively quiet Duer activist group against immigration and non-Duer inhabiting the sacred lands known as MaakzaDueruremn ZhaatakShÄnvatur (The Glorious/Worshipful Army of the Watchful Duer) began to colonise it, apparently as a college of sorts for students of a new discipline they had set up. It is now one of the five Great Fortresses of the Tandhus Archipelago.
Location
RÄzÄÄhuzum, or 'Above Gold' (in the sarcastic tone, meaning that it is valueless - Sharuss actually has a tense for sarcasm) is a relatively small island in the far northeast of the Archipelago. The fortress is built across the entire island.
Construction
The island of RÄzÄÄhuzum is almost a cone on its lower levels, sloping upwards at a sharp angle without beach or flat surface to about twenty feet above sea level. Here, the slope suddenly breaks off into an unnaturally flat plateau, as wide as a large town or even a small city - much larger than RÄzÄÄhuzum surely was naturally. Across this plateau, a vast construction is currently being built from rocks brought in by great ships and mined from the ground - great pillars rise from north and south, apparently great watchtowers, their tops as yet unfinished, and the beginnings of walls stretching from their sides. Huts and tents are scattered in thick groups across the plateau, quarters for the members of the army (as well as students, of course), whilst between those, low-walled and wide circles of scorched earth mark practice areas.
History
RÄzÄÄhuzum was never really important - its very name shows that - but the Army have made it so. It was never inhabited (except perhaps by a few fishermen) until fifty years ago, when several members of the then-small group of (supposedly) Free-Magic anti-immigration Duer cloistered themselves on the island. Secretly, though, it appears that they were recruiting copiously - and once their numbers had swelled to a hundred, they performed some kind of ritual. Nearby fishermen said that the island moved and shifted of its own accord, throwing their senses into disarray, and flattened itself out into a cone with the top entirely flattened off. When the immense power had finished - involving threads of WILD magic! - the base for the current fortress rested there.
As this new 'city' became more powerful and numbers grew, a plan for an actual fortress continued. Once it is completed, twelve towers alike to the current two will surround the island, reaching to great heights. These towers would not surround a courtyard, though - instead, they would all be part of an even GREATER tower, prepared for tens, hundreds of thousands of potential learners.
Whilst in the past, Free Mages had mainly been involved in battle only in minor, healing roles, or at most as single warriors there of their own accord, but the Akshaka (leader or ruler) of the Army, Jemaria Israa, had a vision of a unique force of all-free-magic-users - capable of working in tandem to perform lethal acts of terrible force. This army has been training here for the past fifty years, and now numbers over fifty times its original count. With five-thousand Duer at least competent in use of Free Magic in a tactical sense, this army is now one of the mightiest in the world - although who they are being funded by is unknown.
This question - of funding - raises a worrying thought. Could it be that one of the Houses - or perhaps Ishmayl Dakrathuk - wishes to TRULY unite the Duer under one banner? Or perhaps the houses have ambitions in the old Hariij Empire - even the daemons might fall before a force like this.
Dumenkúdur
Ownership: House Do'uk, House Sa'uk
Population (Non-Military): 10,000 (87% Duer, 10% Elven/Human Slaves, 3% Elf Freemen)
Military Force: 40 Duer-Swords, 5,000 Housebound Soldiers
Produces: Grain, Grapes, Fungal Foods, Meats, Scent Art
Dumenkúdur translates from Sharuss directly as 'the Red Rock', although this is a misnomer - it is in fact a large collection of forty-two islands of varying sizes, all relatively close (close enough to be connected by large bridges, in most cases). However, the word 'Kúd', intoned differently, could mean earth - and red earth is fertile, which Dumenkúdur certainly is. It is the breadbasket of the isles, and the only true bastion of a permanent alliance between two major Houses - Do'uk and Sa'uk.
Location
Dumenkúdur can be found on the southernmost edge of the Tandhus archipelago. It is made up of forty-two extremely fertile islands, scattered out into a few clumped bundles and single rocks. The fortresses of Do'uk and Sa'uk are built at opposite ends, watching over the major harbours, and there are catapult mountings, turrets, and arrowslits surrounding all the ship-bound entries and piers.
Construction
As more of a pair of symbiont estates than an actual fortress, Dumenkúdur's construction is nothing like most cities. There are three main villages, one beneath each of the fortresses and one in the northernmost island, split off from the others and too distant to reach by bridge. The other two villages are unnamed, but this one is called 'Zúún-Rhánin', or 'Stream Grass'. It is more of a self-sufficient artists' colony funded by Sa'uk and Do'uk than anything, where aged Duer forge scent-art of such wonderful quality that a noble would remark at its beauty. Its name comes from the spring that breaks forth from the holy rock known as the 'Med-Kúd' - which literally translates as 'Birthrock'. This is surrounded by shrines to the ancestors, and homes are carved into the hills around it along with terraced vineyards and herb gardens. It is idyllic, and the setting is only spoiled by the holdfast towers built around the coast of the island, so similar to those in the entirity of Dumenkúdur.
The two fortresses themselves are essentially little more than ornate, oversized sets of holdfast towers - identical in everything but position, built in the old Duer style of purplish domes and stubby towers. They are impregnable to magic, and protect the House Seats of Sa'uk and Do'uk equally.
History
Dumenkúdur was one of the later areas to be colonised by the Duer, and after its discovery, all of the tribes fought for it in a seven-year war of espionage, duels, and assassination. Sa'uk and Do'uk, however, had a three-hundred-year alliance, and this allowed them to join together to throw off all other contenders. Their fortresses, built at either end of the area, finally legitimised their claim to 'House' status, and forged an alliance that has lasted to the present day.
During the Housewar, Dumenkúdur was one of the most fought-over targets. However, despite the fact that it lacked the great gates of Greathold, the vast fortifications of the Armoury, and the tens of thousands of men of the other house strongholds, it was built with defence in mind. Catapults, fire-throwers, and other weapons of war, targetted sometimes with the aid of slaves, overlooked every entrance, arrowslits and fortified caves protected the docks, and entrances were built to favour defenders, with murder holes and dead ends. Several Dakrathuk raiding parties were sent against it, and in three separate cases not even one ship made it within five hundred yards of the dock itself. A few islands were captured once or twice, but the invaders were driven back and the fortifications only strengthened. By the end of the war, Dumenkúdur was impenetrable, and although most of the extra defences have been abandoned where active use is concerned, they are kept in relative good repair in case they should ever be needed again. Do'uk's current ruler is 'married' to the firstborn daughter of Sa'uk's ruler, meaning that it is possible that the two will merge sooner or later. When it does, both houses will instantly become the richest and largest House in all of Tandhus, a far cry from their current status as two of the smallest.
The TandhusomDuer Movement
Amongst the Duer of the Tandhus Archipelago there has been a recent and strong revival of nationalism and anti-hariiji sentiment. Whilst all throughout the era of Hariij coercion and influence tax-collectors and diplomats suffered abuse in the streets and were occasionally knifed or lynched by the wandering bands of Duer known as Hariijel'Mujajanuruh (Hariij killers) or MujaTu'uh (roughly 'those that kill'), this has risen to a new level with the high amounts of immigration pouring into Duer cities, and outbreaks of strong violence are a common characteristic of some areas. These killers are often houseless or connected to only minor houses officially, and are rarely openly sanctioned, but on the other hand, they are rarely stopped publicly either. In a similar case involving groups of Tandhusi Duer, Duer-swords would be employed to kill the leaders and discipline the perpetrators, but such occurrences are rare where the MujaTu'uh are concerned. One of the leaders of the movement is Ishmayl Hazhuk, composer of the Song of Ishmayl and writer of anti-Hariiji propaganda. His most famous line is 'Murrnemn LÅ«nehenz, Mujhunel Budusnan HariijMázur - MÅjonelur Mahurljin!' which translates as 'Because of their sins, the Hariij foreigners are dead - we must complete the execution!' Although this sentiment is echoed by many, he is one of the most extreme members of the movement - most merely want the immigrants sent back, sent on, or moved into specific camps where they can stop diluting Duer culture. The Tuzinur, or Slave-takers, would much prefer for them all to be made into slaves and thus placed into a class where they can no longer threaten traditions. Whichever one of these groups a free hariiji, human, or elf might run into, however, they will surely face stereotypes and resentment - much less than is given to a non-Sharuss Duer. Whilst many non-Tandhusi Duer have the option (frequently taken) of marrying into existing Duer houses and thus raising their own children in the Sharuss tongue and granting themselves protection, humans, elves, and hariij have no such option.
The Hariiji Wars (Sharuss HarijYÄ"dunuh, Hariiji Ediit Tanduziijna Mali)
During the Five Cycles of Death, as scholars refer to them, there were several major conflicts between the Hariij Empire and the Duer of the Tandhus archipelago. These are grouped into the First, Second, and Third Hariij Wars, and their repurcussions are still felt today.
The First Hariij War
The primary causes for this conflict can be found rooted in Emperor Hajaz, widely hailed as the first 'Great Conqueror', who had at that point brought somewhere near to half the Hariij continent under his armoured boot with his well-trained and disciplined armies. The Hariij were becoming used to constant gifts and exotic shows from foreign areas, and Hajaz was happy to fuel their instincts. The next obvious target was the Tandhus Archipelago, at that point a disunified set of roughly seven nations with thousands of tiny independent princedoms outside their rule. The diplomat Majj the Third was sent to attempt to make them the Empire's vassals, and without any consideration whatsoever the Duer beheaded and dismembered him, sending back his hands and head wrapped in the lengthy proclamation. Incensed and enraged, the Hariiji legions prepared to go to war, and a great fleet was planned for construction. Delays led to it taking nearly twelve duer seasons to complete, but by the end, the Hariij armies were ready to slay every last primitive Duer in the archipelago. Nearly forty thousand slave-warriors and Hariij commanders were landed on the shore of Zakut, then belonging to Tribe-House Shad'his. Hajaz himself landed at the rear end of the fleet, which met little resistance as it expanded across the island. With increased confidence, several thousand set out across the bay. In the end, it was this split that led to the eventual loss of the war by the Hariij - Shad'his, along with Dakrathuk and Ama'thuuk, formed a coalition that crushed the invaders in seven subsequent battles. The Hariij retreated, without their emperor, who was captured and held hostage for forty-three seasons. His execution by dissidents amongst Shad'his began the Second Hariij War.
The Second Hariij War
Forty-two seasons after the capture of Emperor Hajaz, Shad'his suffered several minor civil wars between members of its house, particularly the M'juk twins (who disputed who was the first to be born and thus who was the rightful heir to Shad'his). The Pretender, Yoshu M'juk Shad'his, broke into Hajaz's prison and threatened to kill him if his brother did not renounce his claim to Shad'his' throne. His brother agreed, but Yoshu slew Hajaz anyway. This gave the Hariij the perfect excuse to mount ANOTHER assault against the Duer, which began almost instantaneously. The joint armies of Shad'his and Ama'thuuk were hastily prepared and crushed under the might of thousands of Hariij troops, and although the Hariij suffered heavy losses to ambushes and Duerflame, they did not cease until Dakrathuk sued for peace (fearing for its own lands). Dakrathuk offered near-vassal status, trade rights, land concessions and slaves on behalf of themselves, Shad'his, and Ama'thuuk (for which they are still despised today), and the offer was accepted. It was only later that the Hariij realised that Dakrathuk was a relatively small nation, and did not speak for the entire Tandhus Archipelago. Thus it was that a full cycle after the first agreements, under mounting pressure from their new Imperial 'friends', the other Duer nations met with Dakrathuk for a council of unification, supervised by the Hariiji. The diplomats forced the Duer to appoint a 'King' from Dakrathuk to serve as their vassal. This man was Yakuub Dakrathuk, and he was universally despised for his harsh measures to attempt to bring his contemptuous subjects into line.
[blockquote=Wensleydale]The TandhusomDuer Movement
Amongst the Duer of the Tandhus Archipelago there has been a recent and strong revival of nationalism and anti-hariiji sentiment. Whilst all throughout the era of Hariij coercion and influence tax-collectors and diplomats suffered abuse in the streets and were occasionally knifed or lynched by the wandering bands of Duer known as Hariijel'Mujajanuruh (Hariij killers) or MujaTu'uh (roughly 'those that kill'), this has risen to a new level with the high amounts of immigration pouring into Duer cities, and outbreaks of strong violence are a common characteristic of some areas. These killers are often houseless or connected to only minor houses officially, and are rarely openly sanctioned, but on the other hand, they are rarely stopped publicly either. In a similar case involving groups of Tandhusi Duer, Duer-swords would be employed to kill the leaders and discipline the perpetrators, but such occurrences are rare where the MujaTu'uh are concerned. One of the leaders of the movement is Ishmayl Hazhuk, composer of the Song of Ishmayl and writer of anti-Hariiji propaganda. His most famous line is 'Murrnemn LÅ«nehenz, Mujhunel Budusnan HariijMázur - MÅjonelur Mahurljin!' which translates as 'Because of their sins, the Hariij foreigners are dead - we must complete the execution!' Although this sentiment is echoed by many, he is one of the most extreme members of the movement - most merely want the immigrants sent back, sent on, or moved into specific camps where they can stop diluting Duer culture. The Tuzinur, or Slave-takers, would much prefer for them all to be made into slaves and thus placed into a class where they can no longer threaten traditions. Whichever one of these groups a free hariiji, human, or elf might run into, however, they will surely face stereotypes and resentment - much less than is given to a non-Sharuss Duer. Whilst many non-Tandhusi Duer have the option (frequently taken) of marrying into existing Duer houses and thus raising their own children in the Sharuss tongue and granting themselves protection, humans, elves, and hariij have no such option. [/blockquote]
OK, this is very much to my liking. I've been spending a lot of time on the micro and macro political positions and movements of my setting, partially in response to the primal social urge of belonging and joining.
So I like this movement, this response to immagration, which is very realistic.
I actually based it off a mix of the jewish zealots (Hebrew being some of the influence for the sound of Sharuss, parts of Duer culture and their nomenclature) and more modern responses to immigration (including the nazi party). I'm glad you like it.
Well, big picture, I like the concept.
You create an atmosphere of change and reality when you create political feelings and movements. This gets even better when you have songs and sayings and other trappings of reality. So I like the grim details for themselves, but I also like the feeling it gives the setting as well.
Djùkemn MaakzaHà rkuhur
The Djùkemn MaakzaHà rkuhur (rough translation being The Watchful Knives of the Crown/Sceptre/Throne) are an organisation that suffers from stereotypes and perhaps, in this modern time, ungrounded fears. They have grown and declined throughout the reigns of several kings, and although they are almost eternal, they have been both trivial and extremely powerful at various times in their history. It is perhaps not surprising that they keep many of their secrets secret, as their dealings are with the shadier side of political life.
Origins
Under the first Kings crowned after the Hariij wars in the style of a Hariiji Emperor, public dissent and the occasional riot were common things to be expected in the day-to-day life of a Duer. It is not surprising that Hammaz Dakrathuk, son of Yakuub, the first King, was driven so far as to employ spies to observe his political enemies (and to some extent his friend). These were frequently little more than common Duer criminals without training and with abilities acquired on less savoury and legal jobs. It was not until the time of HIS son, Yerumah Dakrathuk, last of the First Kings, that these were formed into an official body. The MaakzaKánuhur (technically 'echolocation organs', closest translation into human terms would be 'eyes') were effectively watchers and stalkers and little else, although sometimes 'arms' of the group (a 'KÅ«rÅ«tHárk', or 'Fist-Warrior', a title that is still used informally today to refer to members) would put down protests or storm rebellious meetings with extreme force.
The MaakzaKánuhur were 'reformed' by Deved Shad'his, the next king, into what was essentially a group of armed tax-collectors, designed to keep the other House Leaders in line with the code of law. This is how they remained for a further four dynasties of Kings, their power waxing and waning throughout the reigns of several kings. Their record number of KÅ«rÅ«tHárkuh was during the reign of Yakuub Shad'his, the 'Great Shad'his', who was arguably the singular most powerful individual in Duer history since Kata'ak. During his reign House Leaders cowered at his least command and no Duer could consider themselves safe with even a single revolutionary thought - the Tandhus Archipelago was completely under his control, and he even had influence - and spies - on the Far Continent in the Duer Nations there. At their highest point they had a recorded number of seven thousand Duer KÅ«rÅ«tHárkuh and over fifteen thousand Duer 'informers', who were generally blackmailed or bribed into giving the Watchers information. At their lowest point there were only fourteen members of the organisation, bodyguards of the then King - Ishmael Sa'uk - the weakest the isles ever had. It seems obvious that the Watchers provide a large base for any King's power.
The Bloody-Handed King
When the last member of the Sa'uk dynasty died childless, Dakrathuk were first in to attempt to claim the throne. Their candidate, Izaak Dakrathuk, was a powerful noble in their house and had the ear of the then-leader, Ishmael Dakrathuk (now king). Through bribery and blackmail Izaak was brought to power, and it was through these same methods he attempted to make himself a great king - by essentially disbanding the then extremely-declined MaakzaKánuhur and replacing them with a new organisation - the Djùkemn MaakzaHà rkuhur. As its numbers swelled with the ideological, the violent, and the poor, the Knives (the colloquial Sharuss term being 'Hà rkuh') grew in power and fearful reputation. Those who went in were put through violence and forced to kill or report on close friends or family, and those who balked disappeared. Izaak's reign was short and bloody, with hundreds of executions openly and many more in secret. In the end, he sparked off the Housewar, and was murdered in his bed shortly after its beginning by high-ranking members of the Knives. It was this that saved them from complete disbandment, and they are now relatively small and serve the main purpose of bodyguards for the King. They are mostly Dakrathuk and Houseless, and although they may appear ceremonial, are exquisitely dangerous.
Languages
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Draconic (Proto-Draconic)
This tongue is sometimes referred to as High Draconic, and is the language of the first dragons (as well as being that from which most lesser tongues, apart from those sprung from daemonic sources, descend). It is found on draconic artifacts, but is only partially translated by the most advanced of Hariiji Scholars, who themselves have a slight advantage in that they speak a very corrupted version of one of its dialects amongst themselves.
Sharussi Branch
The two main branches of the linguistic tree are the Sharuss branch - developed from what Duer heard of their masters' speech combined with many words of their own creation - and the 'Dracon Branch' - the branch of current Draconic languages (including, although it is not shown, the speech of those few remaining intelligent dragons). Hariiji, being the creole-like common tongue of the Empire, is a coagulation of both these branches.
TukSharuss Branch
TukSharuss, or Old Sharuss, is the ancestor of all living Sharuss languages today apart from Shaze (although Shaze itself is considered as distinctly foreign by most Tandhus Duer and is not mutually understandable). These languages are those breeding from the 'Lingua Franca', all-encompassing Sharuss language established by Kata'ak (and, according to some, Shadurn Tuk). Daan-Sharuss languages are those that did not adhere to this change, and some Duer believe them to be heretical or unclean because their speakers' ancestors did not obey Kata'ak's declarations. Daan is the 'official' Tandhusi name for the Hariij Continent, where all these languages were almost exclusively spoken.
Easily the most common Sharuss language in existence today, Tandhusi Sharuss is spoken to some degree by almost all Duer in the Tandhus Archipelago, along with many non-Duer immigrants (although a large proportion refuse to learn and, indeed, do not need to in the more cosmopolitan areas of the Archipelago). It is mutually understandable with Ta'ali Sharuss, and one literate in it could also read much Madan, however, as Tandhusi and Ta'ali both evolved quite rapidly away from the mainland, much of their newer vocabulary has no equivalents in Madan, and Madan possesses some older intricacies of grammar no longer used by the more modern tongues.
Ta'ali has also evolved somewhat, and although the distances involved are much greater, constant trade between the Far Continent and the Tandhus Archipelago has made sure it remains mutually comprehensible with Tandhusi. It has a vastly widened vocabulary, however, and some words have passed out of use or gained new meanings. It has also lost certain features of grammar that Tandhusi retains, and vise-versa.
Madan is a dead language, wiped out by the Hariij when they conquered the Madano Archipelagos and enslaved almost the entire population of House-Clans Sdenhis, Hrodis, and Ensuk. One literate in Tandhusi or, to a lesser extent, Ta'ali, would be able to read most Madan, but much of it would seem archaic - as it is extinct, and had retained many older features no longer in daily use in these two languages even when it was still alive, it can be quite hard going at times.
DaanSharuss Branch
These tongues were spoken on the Hariij Continent by tribes and clans who left, generally, before the establishment of old Sharuss by Kata'ak and his allies. The primary group were the Sharani languages, relatively close to Proto-Sharuss (although evolved away), which are almost totally extinct. Very little knowledge of them remains, because very few of the tribes had created more than a pictographic writing system, and records were often destroyed completely by Hariiji Troops after they enslaved the speakers. However, one particular tribe, the Shaze - a group comparable in size to one or even two of the Tandhusi Houses - survived as a 'client' (i.e. subject) kingdom similar to T'Zakat'az Durin through events too complicated to delve into here. Shaze mercenaries fought in the Hariiji Armies, and in this way influenced the Hariiji tongue more than any of the other absorbed languages. Thousands of Shaze escaped after the fall of the Empire, leaving their royal family behind (their fate remains unknown) and escaping onto hundreds of ships. Their language is one of the few sources of information about the general DaanSharuss group.
Dracon Branch
Draconic slipped into Court (sometimes known as Low) draconic across the Age of Madness, preserved by the few remaining Great Dragons and other powerful beings. This remains mostly uncorrupted in the form as it is spoken by Hariij today, and was the main (but not the only) basis for the Hariiji language. It was passed on to the Hariiji children of Sha'ta along with the biological mechanisms to speak it (i.e. three tongues). This language, in a highly corrupted form, was spoken (greatly simplified from a vocal point of view due to the lack of three tongues) by the first Eldritch under the name of 'Eldritch Draconic'. Over time, however, a second, 'lower class' language split off in the Sluuan Isles (the ancestral Eldritch home), which is now more commonly spoken than the older, more complex tongue. Eldritch also (via escaped and exiled slave-elves) directly influenced Hariiji.
Hariiji
Hariiji is a language with a distinctly Dracon base - much of its grammar is essentially simplified draconic, as is its basic phonology and most of its 'important' words (such as responses, pronouns and conjunctions). However, a large portion of its vocabulary is from Sharani languages, Shaze, and the Sluuan and Eldritch languages, resulting in a patchwork tongue with many synonyms for common words, often with small nuances that affect it. Although their phonology is frequently changed to fit with Hariiji rules, the basic words are frequently of obvious non-Hariiji origin.
The Shaze
Much of our writings on immigration so far have described non-Duer and their effects on the state of T'Zakat'az Durin and, to a lesser extent, the Hariiji-speaking Duer slave peoples. One group that has gone almost totally unmentioned is the Shaze, surprisingly, as they are a very controversial subject amongst many inlander Duer. Although to all accounts they look like normal Duer, smell like normal Duer, feel like normal Duer - a Tandhusi can tell a Shaze apart instantly, and they frequently despise each other.
History
The Shaze are the sole known remainder of the pre-Sharuss era, the time of many Duer languages amongst the many tribes of slaves that left under Kata'ak's influence. Which tribe(s) they themselves sprang from is unknown, it is considered highly probable that they are the descendants of Yob Derez-ha, mentioned in the chronicles of the travelling as having 'enough children and followers to found a kingdom'. Whoever the Shaze come from, it is their history with the Hariij Empire that makes them particularly fascinating. Residents of the Zhaman Peninsula, they looked to the Hariiji legions like any other easy meat, weak, tribal, and primitive.
The first meeting was between a Shaze hunting party of seventy Duer and a Hariiji column led by Majj son of Kujja, the great-grandfather of the infamous diplomat whose murder set off the first Hariij War. It began with attempted negotiations, but because of language barriers, ended in a skirmish with casualties on both sides. The Shaze retreated from the area and the Hariij advanced. Later skirmishes were likewise inconclusive. However, in the Dazn Mountains that run across the north of the Zhaman, the Shaze came out in force. Hariiji scouts just disappeared, men who went to the toilet or left the camp to fetch firewood did not return. When the legion appeared, harried by Duer from all sides, morale low, terrified of the night-time, several of them suffering from frostbite, they were met with the sight of four thousand Shaze warriors in full battle dress. Most of the elves routed, and those who did not were cut down. The first decisive battle had gone to the Shaze, and the Hariij were forced into a humiliating retreat.
The Shaze continued this performance for the next seven years, fighting off legion after legion until the emperor lost his temper and sent five legions in, two by ship, forcing the Shaze to negotiate. Although they were allowed - just - to keep their sovereignty, religion, and language, their situation was now somewhat alike to that of their Tandhusi relatives - they were vassals. They were forced to pay taxes and although they already had a king, were also given a Hariiji governor. Times looked grim, but they survived.
In the following years, the Shaze grew more and more prosperous. The Fourteen-Day rebellion took only seventeen Shaze casualties, but forced the Hariiji governor out, and thousands of Shaze gained employment as mercenary skirmishers and scouts in the legions, paid extra and given further rights. The king became rich and, despite being thought of with contempt in the Hariij court, had much more power than the Tandhusi kings ever had. It was only the fall of the Hariij Empire that ruined the Shaze's welfare. When it came, the Daemonic invasion claimed thousands of lives, including that of the royal family, and drove them east in huge waves. They joined the waves of immigration and many settled in the Tandhus isles.
Issues with the Tandhusi
The Shaze are a problem to many Tandhusi Duer - they do not know how to think of them. They have not been unfairly subjugated like their slave cousins, nor are they totally alien like the humans, elves, and hariiji. They have a language close enough to Sharuss for speakers to understand vaguely what they are saying, but too far away to hold proper conversation in. Their accent is extremely different, their pronunciation of Sharuss words annoys many speakers, and they have a somewhat undeserved reputation as lazy, good-for-nothing thieves.
The main problem with the Shaze, however, is their religion. They revere Tinir Shadarak, and to some extent their own specific ancestors (although not to the same lengths as the Tandhusi do). They utter blasphemous sayings such as 'Curse your ancestors for breeding you' as part of their day-to-day speech, do not recognise Kata'ak or Shadurn Tuk as legitimate Ancestors, never mind Great Ancestors, and their families refused to follow Kata'ak in his great journey. This makes them heretics, and Tandhusi Duer do not like heretics.
Shaze Settlements
For complex reasons, Akrok, the main island of the Tandhus Archipelago, has never really been colonised very strongly. It does have a large volcano as its centre, of course - but it has been dormant for two-hundred years now, and the flows of lava can be controlled by magic if one is so deeply inclined. However, about 25% of Akrok's population are now Shaze. Here they are mostly secluded, and can live in communal, tribal settings where they can practice their own culture, language, and religion without others interfering. This, inevitably, is resented by many Tandhusi as much as the elves doing the same in the cities with Hariiji. Some of these settlements have come under attack from fishing and farming communities on Akrok itself, and at least two Shaze have 'disappeared'. These settlements are so insular, however, that it is hard policing such events - and nobody cares enough to want to.
The DjÇ"knerelur MÃ nnujanuh
The DjÇ"knerelur MÃ nnujanuh (rough translation: Praisers/Worshippers of the One King) are the second major pro-Duer movement in the Tandhus isles. Their main aim is the reestablishment of a single, unified Duer culture and nation, ruled over by a TRUE successor of Kata'ak, which many of them do not consider to be Ishmayl Dakrathuk, who currently claims the title. There are many smaller factions, but the particularly focused ones are listed here. They are mostly relatively ineffectual, and their affairs are mostly ignored to allow the Duer underclasses to believe they have at least some independence.
DjÇ"knerzekur Darova'uh (Priests/Spiritual Advisors of the First King): This particular sect is primarily disaffected, uninitiated, or heretical Darova, the closest Duer equivalent to the priesthood. Their primary belief is that Kata'ak should be venerated over all other Ancestors, and that he will be reincarnated to lead the Duer again. They are still searching for Kata'ak's reincarnation, and have not yet found him - although they claim that he should be quite easy to find. Some also believe there should be a united Duer religion.
DjÇ"kom JÇŽniz (Flesh for the King): This faction is divided on whether Ishmayl Dakrathuk is the true King, but if questioned by authorities, would probably say 'yes'. Their primary activities, however, are in furthering the goals of the One Duer Nation, and their motto is 'DjÇ"kom JÇŽniz, DjÇ"kom Jánizn, DjÇ"kom KÅrutuh' (Flesh for the King, Skin for the King, Arms for the King). Some skeptics replace 'KÅrutuh' with 'JÄn', or 'Meat', making the entire motto 'Flesh for the King, Skin for the King, Meat for the King'. Their missionaries bring the Tandhusi faith to Shaze colonies, whilst their agents work (somewhat ineffectually) to bring the overseas nations back under the King's rule.
DuerDÇŽnakur (Loins of the Duer): This particular group want to create the perfect heir. The brainchild of Neyemia Zukthur, scion of a minor house, they plan to, through use of their (nonexistent) influence, arrange marriages between the major Duer nations to create a single heir who can rule over all of them. However, as their highest-ranked member is a middling member of House Shad'his, they are unlikely to succeed any time soon. This group has very little support and the ideology is noted as 'intelligent, but unlikely'. Their influence may encourage the king to follow a similar strategy, however.
I like what I've skimmed, but I lack the attention span to give everything a proper read. Are there any particular sections you'd like me to single out and have a look at?
I don't mind. Anything you've got the time to, really. :)
The Ijmalsema
The life of a slave in the Hariij Empire was not as harsh as one might think. Oh, one was certainly imprisoned - slaves wore little clothing in the summers, had almost no control over the larger aspects of their life, and were expected to turn up for work on time. But slaves were not totally without freedom. They may have lived in dormitories, but they did have free time - mainly because a slave could not leave their city or home town and were frequently tracked by magic. Their time off could normally be spent how they chose.
Most male slaves spent a large portion of their time at the large, crowded Ijmalsema bars. Whilst Ijmalsema (plu. Ipmalsema) were run by freemen, their clientele were primarily the lowest ranks of society - generally slaves. Since the great exodus, Ipmalsema have sprung up everywhere in the Tandhus isles.
What is an Ijmalsema?
The word 'Ijmalsema' literally means 'One that is a place that smokes'. This refers to the common habit of having incense burners, often filled with semi-hallucinogenic, relaxing herbs, placed around the inside. They are essentially a type of bar - although it is rare that alcohol is sold inside (though this practice is becoming more popular now), water and tea, among other drinks, are available from the proprietor. The Ijmalsema itself is usually an open-topped courtyard, surrounded by small rooms and with the edges covered by long canopies. The interiors are generally filled with low cushions and tables, rugs, and burners filled with relaxing and sweet-smelling herbs. One of the rooms will probably lead out onto the proprietor's house, and it is from here that he serves drinks. Family members will play drums and possibly other instruments in the background, and the women often serve and cook.
Who goes to modern Ipmalsema?
Elves, generally, as well as a few humans. They are both commonly owned by and frequented by ex-slaves, and Hariiji is the language of those who spend time inside. Daemonic speakers are frequently treated with hostility, and rare is the Sharuss speaker who will dare to use his language inside. Hariiji-speaking Duer are accepted, as are humans. Political topics are often discussed at normal volume and totally openly in Ipsalema, and they can sometimes be seen as an open forum for discussion of all kinds. For this reason, they are often a good place to start when studying public opinion or when seeking information. However, this can sometimes attract unwanted attention - Ishmayl Dakrathuk's 'secret police' recently broke into four separate Ipsalema in Mazakom and seized or executed all of the people inside, including the proprietors. This has caused intense tension to grip the Hariiji-speaking inhabitants of the city, who make up a sizable minority - leading to worries that a civil uprising might soon take place.
Elven Discrimination
Elves are an extremely diverse people, and many of those who once were Hariij slaves now have a distinct streak of independence - much as their mythical ancestors the Panan'Elviij (rebellious elves, Eldritch Elv'Ish-us Panno), who were supposedly cast from the Sluuan isles for independence across hundreds of years. A new generation of Elv'ish-us Panno, combined with the influx of thousands of Hariij elf refugees, has resulted in an immense population of elves across the Tandhus archipelago and other formerly Duer-dominated territories. This, inevitably, has led to tensions - but how have they manifested?
Discrimination by Duer
Whilst many Duer houses at first welcomed the flow of cheap, highly-skilled workers into the archipelago, the situation was rapidly reversed as the amount of elves on offer became greater and greater and the amount of Hariij spoken monolingually in former Sharuss-only areas increased drastically. Xenophobia rapidly set in, and this manifested in attacks on Hariiji (and, indiscriminately, Eldritch and Mererven) speakers, as well as refusals to employ elves or employment at lower wages. More recently, many local houses have banned the practice of worshipping in the Hariij fashion, or the speech of Hariiji in public. Furthermore, the Djùkemn MaakzaHà rkuhur, Ishmayl Dakrathuk's spies and private militia, are known to raid both shrines of the Cult of the Dragon and centres of elven communities and arrest or murder indiscriminately. A very small amount of houses, on the other hand, have adopted Hariiji as their working tongue.
Violence by humans
Many humans, directly after their escape, were found and promptly enslaved by the remnants of the Hariij Empire. These people and their ancestors frequently associate elves with the Hariij Empire, and violent attacks or other forms of discrimination from them - although a small minority - are still noteworthy. Most violence from humans is the result of drunkeness or human touchiness about daemons and their religion.
Violence and Discrimination from other elves
Many Sluuan elves see themselves as superior to Hariij elves, and this frequently results in scraps between different groups of elves who speak different languages. Elven neighbourhoods frequently flare up into violence over haughtiness or touchiness on one side or the other. Hariij elves often consider Sluuan elves disgustingly servile, and this hardly helps disputes - one of their favourite insults, which translates almost identically into south Sluuan and central Hariiji (the two most common dialects of each language), is 'One who serves' (Elv'ish or Elviij). This, ironically, is the root of their Mererven common name, Elv (elf).
Furthermore, groups of Hariij elves who serve (or served) different masters, or in different areas, are often more protective of their masters' or home regions' honour than their own. The Razaakud area of Mazakom, for example, has a quarter given over completely to the families of those descended from the servants of Majj the third. Three years ago, forty-three armed male elves of various ages left Majj's quarter and roamed the streets, looking for two elves from the Razaakud who had called Majj a traitor to the old Empire. They found them in an Ijmalsema owned by the still-infamous Gwaziha, who refused to allow them to take his clients. The ensuing fight left Gwaziha with one eye and a permanent limp, seven of his clients dead, and thirteen Majj-men injured or fatally wounded. More importantly, it began the Nosiijya Mutiitna, the 'Night of Killers', during which the entire Razaakud area broke out in savage fighting. It took Duer intervention to end the battle, which continued into early morning - two-hundred Duer armsmen taking control of Razaakud. Razaakud remains a violent area to this day, and since the resent Ijmalsema raids, it has only become more tense.
Started reading this, looks pretty good. I like the Duer and the frequency of slaves as an important resource. I can see the Duer having some very unique structures that employ effective amplification/dampening of acoustics where appropriate. Did I miss something, though? It seems for the most part that Hariij are the only race to really use necromancy.
Started reading it as well. Looks good so far. Just one question though. If the Duer have more senses then echolocation (like heat) I would think that a deafness spell would only partially blind them.
Ahh! A sudden spate of commentary. :P
Okay, before I continue, you should know that some of this information has been updated for the Wonders Wiki (http://www.thecbg.org/wiki/index.php/Wonders). This thread is semi-defunct, but as most of the information is identical to that in the wiki, it doesn't really matter. :P
Okay. Firstly, Necromancy. Even the Hariij do not use necromancy very frequently - they just have no particular cultural disposition towards doing otherwise. Necromancy is very dangerous and considered by many to be an abuse of magic, and is therefore quite taboo - even where no laws exist to prevent it, necromancers are avoided or at the very least treated with extreme caution.
As for the Duer, yes, they do have more senses than just echolocation, and I agree with your suggestion - but Wonders is now almost totally a fluff-based setting, and crunch isn't one of my primary concerns. Thanks for the suggestion though :)