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Dilandri: The Next Generation [Setting and Discussion Thread]

Started by Stargate525, January 06, 2010, 10:26:10 PM

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Stargate525

Dwarves

[ic=Two Dwarven artists on Gold]"Now look here, the reason all our songs are about gold isn't that's all we care about, it's that gold, gems, iron, and all things artistic is a pain to rhyme."

"That, and it's got far too many syllables."

"Oh aye, that too."[/ic]

[note=Dwarves]I have always had a problem with dwarves. I liked the stoicism, I liked their lawful nature. The problem was I could not reconcile these two views with their seemingly huge amount of creativity implied in them being master craftsmen.

This is my attempt to reconcile it, and hopefully it works.[/note]

Physiology:Dwarves are short, stocky, and pale. On average, they stand at four-and-a-half feet in height; women tend to stand at about the same height and build, while Ferja are slightly larger in all dimensions. Their hair is white at birth, and their eyes are blue, Both hair and eyes collect pigment based on the trace minerals consumed during their lifetimes. The most common minerals are copper, which causes a red-orange hair color and green eyes, Iron, which causes black hair and orange-red eyes, silver, which causes silvery hair and grey-blue eyes, and gold, which results in blonde hair and golden eyes.

Biologically, dwarves are unique for two main reasons. The first of these is their blood, which is a has a unique iridium-copper base. Besides making the blood an orange-pink instead of the more common red, this makes them incredibly sensitive to sunlight. Although not physically painful, sunlight reduces their blood's lifespan considerably, making them tired and mildly ill after prolonged exposure. As a bonus, however, their unique blood chemistry also makes them immune to the poisonous effects of carbon monoxide, a common threat in deep tunnels which need not be worried about (asphyxiation can still be an issue).

The second uniqueness is their reproductive cycle. They have three sexes; a male who provides sperm, a female who provides the egg, and a third sex who acts as a catalyst for fertility and a carrier for the child. The third sex is called a Ferja (plural Ferjan), and has its own set of pronouns in the Dwarven language. In common parlance, the accepted gender used to refer to them is the female form. Ferjan are rather rare; there are usually only a half dozen in any given clan, and are protected jealously. As they rarely leave the company of the innermost members of the clan, and dwarven males and females lack many distinguishing characteristics common among the other species, this has given rise to the misconception that there are no dwarven females.

Psychology: Dwarven psychology is heavily order and law based. With very few exceptions, their outlook is black-and-white, with very little grey in between. As an adaptation to this lack of moral flexibility, dwarves possess a sharp, highly developed sense of logic. This allows them to make quick, logical decisions very quickly for the benefit of themselves and their clan.

Loyalty among dwarves is to the clan, an extended network of roughly half a dozen families which have intermarried heavily and live in the same general area. Families and bloodlines are recorded, though this is more for completeness and a guard against inbreeding than any sort of social significance. Leadership is settled a number of ways, but hereditary inheritance is not one of them. Indeed, the concept of inheriting or apprenticeship based on who your parents were is both alien and illogical to them.

Variations: There are three races of dwarf. The most commonly seen, and by far the most populous, are the sun dwarves. While not confined strictly to the surface, the race is a result of generations of dwarves spending the majority of their lives in direct sunlight. They are incredibly dark-skinned and, due to the comparatively small level of minerals in their diet, their hair and eyes tend to remain white and blue throughout their entire life.

The second most populous, but by far the most stereotypical dwarves, are the stone dwarves, described at the beginning of the section. Although they do spend time above ground, the majority of their lives are spent below ground in mines, underground cities, or burrowed colonies.

The least common and most rarely seen race of dwarves are the so-called deep dwarves. The majority of members of this race will never see sunlight in their lifetimes. They occupy the deepest mines, shafts, and caverns and, due to the unusual minerals they are exposed to, their hair and eyes can be any number of vibrant unusual colors. These colors are heightened by the tone of their skin; an incredibly pale, almost bleach white.
My Setting: Dilandri, The World of Five
Badges:

Ghostman

Wow that is a very intriguing and original take on a much-used race.

Quote from: Stargate525The second uniqueness is their reproductive cycle. They have three sexes; a male, a female, and a third sex who acts as an additional parent and acts as a carrier for the child. The third sex is called a Ferja (plural Ferjan), and has its own set of pronouns in the Dwarven language. In common parlance, the accepted gender used to refer to them is the female form. Ferjan are rather rare; there are usually only a half dozen in any given clan, and are protected jealously. As they rarely leave the company of the innermost members of the clan, and dwarven males and females lack many distinguishing characteristics, this has given rise to the misconception that dwarves are only male, and that there are no dwarven females.
Now you'll have to write up a detailed report on dwarven mating positions. Enquiring minds want to know! :-p

Seriously though, how does this three gender deal work? The male gives sperm, the female gives the egg and the Ferja gets pregnant? Or is their role simply that of a wet-nurse?

Quote from: Stargate525There are three races of dwarf. The most commonly seen, and by far the most populous, are the surface dwarves.
Just a suggestion, but perhaps "sun dwarves" would make a more flavourful name (seeing things from the dwarven perspective, exposure to sunlight would seem to be the most significant factor that separates them from the others)
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Stargate525

Quote from: GhostmanWow that is a very intriguing and original take on a much-used race.
:D Thanks.

Quote from: GhostmanNow you'll have to write up a detailed report on dwarven mating positions. Enquiring minds want to know! :-p

Seriously though, how does this three gender deal work? The male gives sperm, the female gives the egg and the Ferja gets pregnant? Or is their role simply that of a wet-nurse?
I'm not writing a dwarven sexual mechanics text, damnit. X|

On a biological level, the idea was that in addition to a sperm and an egg, you get a third entity which supplies the necessary trigger for fertilization (in this case, most likely some sort of sperm-like cell) and a place for the resulting embryo to mature. Alternately, the male and the female each give genetic meterial, and the Ferja supplies a 'blank' egg and the womb (but this makes two sexes; male and female, though females supply no genetic material of their own.

Suggestions?

Quote from: GhostmanJust a suggestion, but perhaps "sun dwarves" would make a more flavourful name (seeing things from the dwarven perspective, exposure to sunlight would seem to be the most significant factor that separates them from the others)
I like that. Consider it stolen.
My Setting: Dilandri, The World of Five
Badges:

Stargate525

Elves

[ic=A letter to a fellow traveler]
...There is persistent rumor that the elves stink of decayed plant matter. While not polite, it is unfortunately true. Elves seem to acquire a unique... head, I suppose, about them. My best advice; find one whose natural stench is at least pleasant.[/ic]

[note=Elves]Like the Dwarves, I wanted the familiar, yet with a twist of the unusual. For the Elves, I took the affinity for nature and extrapolated possible explanations for both it and the seeming disconnect some of them seem to have with other races.

That, and I really like Trill. These are my result.[/note]

Physiology: Standing at six to seven feet in height, the elves share a many characteristics with humans. Their hair and eye color are similar to humans, though their hair is universally straight and their eyes tend more towards the lighter shades. They are so similar, in fact, that the two species can crossbreed with each other. The main differences are their height, their build, which is slim nearly to the point of frail, the ears, which are elongated and end in a point, and their spots, a line of irregular grey-black circles which run from the forehead along the sides of their bodies down to the ankle. They age much the same as humans, but in addition their spots become progressively darker, gaining a slight fuzz at extreme age until they undergo something called 'the Return;' the elf's fungal infection overwhelms the elf, killing him quickly, painlessly, and disappearing the body into the surrounding plant life in the space of roughly a week.

These spots are in fact a persistent, inherited, fungal infection. Although its only visible manifestation is the spots all elves bear, the fungus is pervasive, integrated into the stomach and intestines, lungs, heart, kidneys, spine, and brain. It is a symbiotic relationship; in return for a home and nourishment, the fungus provides the host access to its scent-producing abilities as a relay for information.

The end result of this symbiosis is that elves can sense and detect other specimens of the fungus (both elves and other infected creatures), and can communicate in a limited fashion. To all other species, these communications are simply odd odors, occasionally unpleasant or alluring, but most often hovering just beyond conscious perception. To elves, however, the odor is nonexistent as such, instead conveying emotions, basest thoughts, and general well-being of all of the other elves in their vicinity. To a lesser extent, there is a sympathetic relationship between elves; hurting one severely will cause others to hurt as well, though the link isn't strong enough to kill or incapacitate.

Psychology: Elves live in a real, physical connection with all other elves around them, as well as a significant number of plants and animals in their environment. As a result, elves have a strong aversion to excessive violence or destruction, making them peaceful in general. Though not pacifists, vegans, or similar extreme positions, the elves think carefully about acts of violence, making them seem reserved and overly-dithering to some. The fungus also carries a large brunt of the elven social cues and expressions, making those without it handicapped when attempting any real interaction. On average, a non-elf is missing anywhere between half and three-quarters of the normal social cues exchanged between elves.

Naturally, an elf's concern on a social level is very much centered on the entirety of the community; there is no importance placed on familial lines in any significant sense. There is no inherent concept of marriage or monogamy among elves; women and men couple as the mood strikes, and children are raised communally; everyone is a father or mother to the younger generation, both brother, sister, and spouse to their own, and child to the generations above them. Elven villages and towns are essentially communes.

Variations: Elves have only two variations. The most predominant are the Homelanders, described above. These elves were conceived in the forest, and rarely if ever leave their forests.

Far more rare are the Wanderers, elves who, some time in the past, left their homelands to live elsewhere. The only real difference physically between these and the Homelanders is the color of their spots, which ranges from an emerald green to a sickly yellow. They have a hard time communicating properly with Homelanders, and do not undergo the Return. Instead, the fungus consumes the body slowly, taking months to years to fully destroy it. As such, they have adopted human burial rituals to prevent disease and scavengers.
My Setting: Dilandri, The World of Five
Badges:

Ghostman

How complex is social organization among elves? It seems that their unique physiology and psychology could push them toward some kind of concensus-based democracy devoid of significant elements of hierarchy and leadership.

You mentioned one coastal town, so I take it that some level of urbanism is present in elf homelands. This would imply fairly large and concentrated populations, more than one would expect from tribal hunter-gatherers. Do they practice agriculture and animal husbandry? If so, how does this balance with the apparently heavily forested character of their homeland?
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Stargate525

Quote from: GhostmanHow complex is social organization among elves? It seems that their unique physiology and psychology could push them toward some kind of concensus-based democracy devoid of significant elements of hierarchy and leadership.

You mentioned one coastal town, so I take it that some level of urbanism is present in elf homelands. This would imply fairly large and concentrated populations, more than one would expect from tribal hunter-gatherers. Do they practice agriculture and animal husbandry? If so, how does this balance with the apparently heavily forested character of their homeland?
Both of those are less racial information and more based on location. The link is not telepathic, it's heavily empathic. They can't form a pseudo hive-mind or anything like that.
My Setting: Dilandri, The World of Five
Badges:

Ghostman

I wasn't suggesting anything like a hive mind, just that one would expect to see less emphasis on social pecking order and authority figures than among other races.
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Stargate525

Quote from: GhostmanI wasn't suggesting anything like a hive mind, just that one would expect to see less emphasis on social pecking order and authority figures than among other races.
That is very much the case. I'm not certain where you got the former impression.
My Setting: Dilandri, The World of Five
Badges:

Stargate525

Halflings

[ic=Dwarven report on Halfling Prisoners of War]Day 1: Have yet to cope with constant screaming from prisoners over dishonor. Suspect cave wax in the ears will help alleviate this.
Day 3: Cave wax helped, can no longer hear the prisoners.
Day 7: Have discovered prisoners dead, to a man, having impaled themselves on their dinner forks...[/ic]

[note=Halflings]The current incarnation of the Halflings stemmed from what I wanted the half-orcs not to be, which was the standard 'grog smash!' persona. I never much cared for that generalization, and did away with it entirely. To fill the role of a natural-born warrior, I altered the Halflings accordingly.[/note]

Physiology: Halflings stand within a few inches of three feet in height, and are built very strongly; nearly all muscle. Females are thinner and more lithe in general, but are just as tough. Their hair is straight and either brown or black and, like most other species, their hair greys with age. Their skin is coppery from their bright, hot environment.

The eyes of halflings are their most unique feature. Designed to maximize their vision in the lower light levels in the lower jungle, their eyes are more similar to a cat's than they are to any other species. Their pupils being vertical slits, they can open incredibly wide in darkness and, like cats, they tend to reflect light. Their irises are usually gold or yellow. Blues and greens are possible, but rare.

Psychology: Halflings are a product of their environment. More specifically, an environment that has spent thousands of years attempting to kill them in new and interesting ways. This has made them highly cooperative, fiercely defensive, incredibly independent, and highly efficient in all of their actions. Halflings are predators, and both their bearing and their mindset shows them for what they are.

Halflings are perhaps the most familial species on Dilandri. The immediate and extended family is incredibly important, and forms the basis of the halfling clans. Property, housing, and materials are communal to the family, but some individual artifacts, especially those denoting power or honor, are passed down through blood lines. Unlike nearly every other species, there is no concept of land ownership among halflings; there is simply no reason to claim an area of featureless jungle as one's own.

A main basis of a halfling's personality is their strict adherence to honor and respect. Fairness, acting within the bounds of ones obligations, and a strict adherence to the clan's moral and legal code are mainstays of a halfling's expectations. This impulse to gain and preserve honor is so strong that the punishments for all but the most severe crimes are various kinds of public humiliation, punishments which work as well as or better than the more conventional penalties among the other species.

Variations: The halflings described above are the Twiwoku, the landrunners. They live on or very near the floor of the jungle, are the most populous race, and make up the bulk of any halfling army. They also tend to be the seafarers and fishermen of the halfling nation, though there are very few who make their primary living on the water.

The second most populous race of halflings are the Shuding, halflings who for generations have lived above the ground, in the canopy and emergent layers of the forest. They are incredibly lanky, almost freakishly so, and their build is light and thin. Their hair is the lightest shade among halflings, a medium-light brown, and their skin is paler than their counterparts on the ground. They are the main operators of Serona's considerable air force.

The third, least common of the races are the Shangyang, who inhabit the high forests where the trees give way to mountains. They are burlier, thicker, heavier, and shorter than the average halfling. Their hair is universally jet black. They form the elite of the Serona military, the backbone of halflings armies, and theirs are among some of the most honored of all the major clans.

The final race of halflings are the Jufu. These interclan bastards and their children are thrown out of Serona, and account for nearly all of the halfling population outside of the Seronan jungle. Little to no emphasis is placed on lineage among the Jufu, so they tend to be a diverse group, having a mixture of all of the other races. On average, more Shuding find themselves outcast or stuck outside the jungle, so the race tends towards lankiness. No matter the lineage, any halfling born outside of the Seronan jungle has dark chestnut eyes, a color which has never manifested in the jungle.
My Setting: Dilandri, The World of Five
Badges:

Stargate525

Gnomes

[ic=Instructions for servants of the Diplomatic Wing]Note to the household: Do not allow the gnomes delegation to linger unsupervised in public areas, and gently discourage any tinkering they may wish to attempt. Please also remember that the storeroom, the smithy, and the entire Mages' Wing are off-limits to the delegation, especially if they have any of our furniture.[/ic]

[note=Gnomes]Gnomes, for me, are difficult to do. One the one hand, I like the tinkering, inventive nature they are normally associated with. On the other hand, I don't like the scorn and derision that they seem to get. I've tried to keep the inventive nature, but remove some of the aspects that make them such a laughingstock.[/note]

Physiology: Gnomes bear a striking similarity to halflings, standing at almost exactly the same height (about 3 feet) and sharing a general build. From a distance, the two species are essentially indistinguishable. However, there are some distinguishing characteristics. Their hair tends to be blonde or red and is never naturally straight, instead growing in curly or in heavy waves. Their skin lacks the reddish-copper coloration of halflings, instead having a more olive-like skin tone. In general, they lack the physical muscle of halflings, but make up for it with intellect and larger heads. Gnomes also can and do grow facial hair, a rare trait among halflings.

A gnome's eyes, however, are their most valuable and unique feature. Slightly larger in comparison to their faces, they are incredibly complex and are pentrachromatic. They see both ultraviolet and infrared to some degree, making their range of visible light nearly double that of humans and most other species. In addition, their eyes are attuned to slight motions and close work; they can focus on objects both incredibly small and incredibly quick-moving. Their 'frame rate' is over twice that of humans.

Psychology: The overriding drive in a gnome's psyche is curiosity, closely followed by a drive to improve the things around them. They place large emphasis on individuality, freedom, and creativity, making them some of the most diverse artists and performers on Dilandri. In addition to their creativity, they have a huge drive and motivation to finish whatever they begin.

Gnomes also have what could be the most highly-developed sense of nationalism on Dilandri. While there is some loyalty to family and friends, the benefit and well-being of the society and nation as a whole is paramount in the mind of a gnome. Below the national level, the strongest loyalty is to the self. Gnome society tends to be cutthroat, with great effort, time, and creativity required to gain any sort of position of influence.

[Variations: The most common race of gnomes are the Faniko,  gnomes which hail from the original three gnome nations. They are described above, and are some of the shortest gnomes on average.

The next most common are the Ganika, members of the gnome-dominated border nations and remnants of the ancient colonies. They tend to be taller, stronger, and heartier than their southern counterpart. Their hair is brown, and is tightly curled.

A small but visible minority of gnomes are the race of wanderers, the Rohonan, who have lived for multiple generations outside traditional gnome lands. They are among the tallest of gnomes, some getting as tall as four and a half feet high. Their hair is also the straightest among gnomes, growing in a gentle wave only visible with longer hair.
My Setting: Dilandri, The World of Five
Badges:

Ghostman

I think your halflings are more interesting than the gnomes, the latter seem to lack that final touch to really make them unique. Especially their physiology is rather lackluster, painting them as little more than short smart humans with peculiar eyes, where every other non-human race appears to have at least one truly distinguishing feature.

Perhaps they could have improved vision like the halflings, but different? For artistic and small-scale engineering/artisan work it would be advantageous to have a sharp short-range sight and strong depth perception, and being able to sense a wider spectre of colors. Something like that could help promote the tinkerer aspect.
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Stargate525

Quote from: GhostmanI think your halflings are more interesting than the gnomes, the latter seem to lack that final touch to really make them unique. Especially their physiology is rather lackluster, painting them as little more than short smart humans with peculiar eyes, where every other non-human race appears to have at least one truly distinguishing feature.

Perhaps they could have improved vision like the halflings, but different? For artistic and small-scale engineering/artisan work it would be advantageous to have a sharp short-range sight and strong depth perception, and being able to sense a wider spectre of colors. Something like that could help promote the tinkerer aspect.
Ooh, I like that. Thanks.
My Setting: Dilandri, The World of Five
Badges:

Stargate525

Half-Orcs

[ic=From "The Memoirs of a Merchant Captain"]Half-Orcs might be ugly, unruly, dangerous brutes. Thing is, only a fool would sail without one in the crew. A team of them is better, and the wisest among us sail with as many as we can afford. Or course, even the best among us can't match a full half-orc raider, and they pale in comparison to an orc warship.

They are the most dangerous sailors in the world. That, in a clamshell, is why my first-mate was a half-orc.
[/ic]

[note=Half-Orcs]I departed radically with the orcs in Dilandri. Appropriately, the half-orcs have been changed to conform. I've decided to remove the majority of the brutish aspects of the half-orcs, and played up the dichotomy of emotional makeup between orcs and humans.[/note]

Physiology: Half-orcs are built along the lines of their more bestial counterparts; tall, spindly, and lean. Their skin is a pale jade green, and their hair is black or dark brown. Their eyes are nearly always yellow, though they occasionally have flakes of brown, blue, or green. They stand anywhere from six to seven feet in height, and despite their size they almost never weigh more than 200 pounds. Females tend to be shorter and more heavily built than males.

Their most astounding feature is their respiratory system. In addition to the pair of lungs they share with humans, they possess a third lung which is capable of 'breathing' water, as well as a shunt allowing them to use either of the sets as they please. Although it is not efficient as a set of gills, this allows them a limited ability to move and act underwater. The rest of their bodies are also adapted to aquatic activity; their eyes have a secondary transparent lid to protect them, and their hands are partially webbed to make them better swimmers.

Psychology: The half-orcs are at war with themselves mentally, between the violent tendencies of the orcs and the more measured, peaceful aspects granted them by their human half. They tend towards violence and quick anger, tempered by deep-seated remorse and sympathy for those they may harm inadvertently. In short, they have the soul of a compassionate man mated with a near-total lack of self-control and anger management.

They attempt to temper this with strong laws and direction coupled with harsh punishments and swift justice. Half-orc standards of 'harsh' tend to appear incredibly brutal to most races. A bloody wrestling match is probably recreational sport, and a beating could be simple light discipline. This can and does lead to misunderstandings. In most nations they inhabit the prisons and jails in disproportionate number. They also tend to work very well in militaries and mercenary groups, where their occasional bouts of sudden anger are given more leeway, and their penchant for strictness and order is easily satiated.

History: The history of the half-orcs begins a few months after the first orc incusion, when the prisoners and victims of the orcs began giving birth. Seen as abominations by the civilized societies and weaklings to the orcs, they were almost completely exterminated at birth. Those that survived quickly found themselves among the lowest classes of their societies. There, they began to reproduce amongst themselves, their numbers bolstered by offspring from subsequent incursions. They quickly formed a significant majority in slums and shantytowns.

It was not until fairly recently that half-orcs have gained what little respect they now have. During the First Wasteland Campaign, they were recruited to sail ahead of the main fleet and report on orc positions. Instead, they engaged the orc fleet head-on, decimating the orcs and paving the way for the grand invasion.

Since then, half-orcs have become a mainstay of most navies and merchant fleets. Aside from full orcs and reavers from Hal Hadal, they are also the most prevalent source of piracy in both the Mist Ocean and the Inland Sea.

Variations: The above-described half-orcs are the typical, new half-orcs, a direct descendant of a human and an orc. They are the most violent, least well-adjusted of the half-orc races due to their dysfunctional, often impersonal upbringing.

Old half-orcs, the result of an orc somewhere in the family tree further back than direct parentage, are usually a bit more even-tempered (though this isn't saying much). They tend to be less orclike in appearance; their skin is less green in appearance, they tend to be shorter and heavier than their new counterparts, and their eyes are more humanlike colors flaked with yellow, than the other way around. They stand from 5'10 to six and a half feet in height.
My Setting: Dilandri, The World of Five
Badges:

Stargate525

The Order of Samex

The Order of Samex is an ancient, venerable societal order. What began in the area around Ortiano has spread to nearly all of the core nations. Consisting primarily of arcanists and monks, the Order is defined by its philosophical position on personal life. They believe that the more a person is personally enriched, the better off they and those around them become.

While this began as a well-meaning, if somewhat eccentric, backbone to a monastic order, it quickly devolved into an excuse for personal indulgence. Within a century of its founding, the majority of the members of the Order were nobles and aristocrats, who used their so-called philosophical leanings to justify their corruption and greed. Although there is a strong revivalist movement within the Samexian enclaves, their own political influence pales in comparison to their brothers in politics. Despite the fact that many enclaves are still the generous sources of welfare and communal support that they have more or less always been, the sight of a white partial mask in public spheres generally signifies someone of corruption, with influence to spare.

Tradition and Society: The most visible garb of the Order of Samex is the cyan-on-navy clothing and porcelain white half-mask typical among the Samexians who travel abroad. Those who remain in their enclaves wear more subdued, commonly-dyed clothing of a typical monk. Unlike most monastic orders, the Samexians have a strong arcane tradition; crystals are built into structures and accommodated in uniforms and clothing. Additionally, they tend to be very reliant on magical devices built by their members, a dependency which can often spill out into the neighboring countryside as the monasteries use these items to purchase goods.

And purchase goods they do. There is no sparseness in Samexian monasteries. Instead, the cloisters are tastefully and affluently furnished. While hardly affluent (barring the figurehead monasteries in major political capitols), they are on par with the homes of wealthy merchants or 'impoverished' nobility; in many cases, joining the Order of Samex is a step up in the world, economically speaking.

The Mask of Semex: The Mask of Samex is a moderately-powerful magic item, capable of storing beneficial (or, occasionally, harmful) markings similar to tattoos. While most markings of this kind enhance the wearer's speaking skills or charisma, there are other, far more rare, markings which can be quite powerful, and some which have been completely lost to time. Only a Provost of the Order can bestow such a marking, and any given mask can have only one marking placed upon it at a time.

There are no known written records of these markings, and scribed masks defy close examination; knowledge of their inscription is passed down from Provost to Provost via oral tradition and practice. While a secure method of preserving the secret of these markings, it has led to a staggering loss of variety. What once was hundreds, if not thousands of unique markings has been reduced to less than fifty via untimely deaths, lack of use, or sheer forgetfulness.
My Setting: Dilandri, The World of Five
Badges:

Stargate525

Itland

[ic=Drian Warmaster]
There are only three things you need worry tourselves about in the war; Inveran Blades, Vestian boots, and Itlandi bows.
[/ic]

Itland is a small nation in the Core, which aside from its fame for producing truly exceptional bows and archers, is otherwise a backwater which keeps out of world affairs. Its geography, almost all swamp, does not help its reputation.

Geography: Itland sits on the lowlands between Lake Vestian and the Inland Sea, a sloping bit of land which is almost completely waterlogged with swamp and marshland. The settlements in the region occupy the driest areas of the country or are built on deeply-anchored stilts. Preferably, both. Their capitol, Aalst, is built on its own remains, as it sinks into the ground at a rate close to an inch every other year.

Despite the annoyance of living there, the country is a refuge for all manner of animals, and a great source of medicinal plants and herbs. In the winter, the freeze even allows some semblance of easy travel. Fall and spring are beautiful, with the plants in bloom and the leaves changing colors, respectively.

Statistics
  Population: ~1,214,500
  Area: ~13,500 sq. mi.
Exports: Medicines, longbows, spices
Imports: Food, metals, stone

Politics
  Internal: Itland is an odd true monarchy, with a royal line extending back to the original royal family of the Empire of the Seven Stars. To avoid inbreeding, their extended family is large, they tend to readily import spouses, and there is no shame in wedlock with commoners. In practice, this means that the royal bloodline is so diluted that their reign is by virtue of their light hand, and the fact that the line has yet to produce a truly terrible monarch.

Immediately below the king or queen are the mayors, appointed members of the royal line who rule a single settlement. These mayors are beholden to the people they rule, and numerous small revolts take place in the towns for anything from taxes being too high to an insulting gesture made at the wrong person. Though the post is a lifelong appointment, the average mayor can expect a decade or so before being ousted and sent to a different location. As the nature of the land make rural taxation difficult, there is no attempt made to collect one. Instead, Itland maintains its treasury via a sales tax on manufactured goods, and a heavy exportation tax on spices and medicines.

  Foreign: Itland is a member of the three-nation anti-Drian bloc, along with Lorlot and Inveran. As a result, their northern border is blocked to trade, and many of the ports of Dria's closest allies are similarly forbidden (despite this, there is a thriving food smuggling industry along the nation's northern border, which is policed at only a token level).

There are royal familial ties with Vestia, as well as several of the League's Protectorships to the west. This gives them a small amount of sway in international politics, though this influence is not useful for anything truly direct.

Academics: Education in Itland is decentralized, practical, and informal. In large cities, some small schools and academies have established themselves, but anyone wanting a truly good education head to Inveran, Vestia, or Dria. Most learning is done by the reliable master/apprentice system, and Itland is the strongest holder to the old traditions of apprenticed arcanists.

Religion: Like most of the Core Nations, Itland follows the Five and Twenty-five officially. Doing away with the ostentatious temples of Dria and Vestia, their places of worship are simple wooden structures with only a cleric of two to service it. The largest temple is in the capitol, a stone structure with twenty clerics and monks to occupy it. It resembles an average temple in Dria's midsize cities.

Arts and Fashion: Itland's cultural scene is, like in many other national aspects, perhaps not as vibrant or diverse as her neighbors. Its small population and scarce resources limit the people's creative expression to rustic, homey methods and styles.

Itlandi clothing is primarily leather or fur hides, with plant weave and imported materials as a distant second. Despite the abundance of natural dye options available, their clothing tends to retain natural colors in all but the most formal outfits, the better to blend in with their surroundings. Decoration is usually done with embroidery, though this is uncommon.

Houses and public places are decorated mainly with crafts; carvings, weaving, or taxidermied animals are mainstays. Occasionally, wealthy merchants may own metal sculpture or stone pieces. Paintings are almost nonexistent, and performance art is limited to nursery rhymes and working tunes.

Technology: On a purely academic level, Itland lacks many of the modern advances and systems which her neighbors enjoy. Considering the terrain, one could very well argue that these developments, such as a central highway or a postal service, would be nearly impossible to implement in the country anyway.

One area in which they excel, however, is bowyering and fletching. Although their long, short, and composite bows are without equal in the world, the true pinnacle of Itland know-how is the compound bow. By using pulley apparatuses originally developed by gnomes and applying them to their composites, Itland's master bowyers have developed a light, powerful weapon capable of matching the vast majority of crossbows in speed and stopping power, while maintaining the firing rate and skills of the traditional archer. Their construction is a closely guarded secret, and only seven men currently know how to make one.

The marriage of gearwork to archery had led to a number of peripheral advances. Block and tackle is used to unstick carts from the perennial muddy earth, crank-style wells are used to tap deep aquifers, and the royal palace has recently installed hand-powered lifts for use in the kitchens.

Beyond the occasional trinket of rare installation, almost no crystal or magic technology is used in Itland apart from the nearly ubiquitous crystalshard personal lamps (that Itland has no crystal deposits of any size is a large contributor to this).

Economy: Itland's economy is almost primitive in its simplicity; with almost no industry to speak of, the economy rests on the backs of hunters and gardeners. The former for food and clothing needs, the latter for the bulk of the nation's exports of medicine and spice. Although highly desired, Itland's compound bows are not a notable export in terms of raw income. There is some money made by commissioners for bows, and the occasional archery tournaments draw some notable income, though these both account for no significant percentage of Itland's economy.

Society: The Itlandi are resourceful, clever, and fiercely independent as a people. Most are experienced woodsmen, and all of them, including the women, are at least familiar with a bow. Most are also rather self-sufficient; the majority of households wear home-made clothing, eat food hunted or grown themselves, and live in a home built by them or their ancestors.

This independence has led to a great deal of indifference to authority. There is a distinct feeling that the royal family is only in power from the sufferance of the people. Had the average Itlandi more free time, the liberalism of the gnomes may well have first blossomed here.

Food in Itland is heavily favored and appetizing, due to the large number of spices which grow in the area. Water is a luxury for drinking; the common beverage is a weak ale flavored with ginger or blackroot.
My Setting: Dilandri, The World of Five
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