• Welcome to The Campaign Builder's Guild.
 

Dilandri: The Next Generation [Setting and Discussion Thread]

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

Previous topic - Next topic

Stargate525

Half-Elves

[ic=Excerpt from Moltin's Bow, Act II, Sc 3]
Moltin: It's not our place to make war or offer offense; we are a peaceful people in our heart, not given to violence or agression.
Edmund: And your reputation as the finest sword in Kraustlandt?
Moltin: I made peace, didn't I? Like I said, a peaceful people.
[/ic]

Physiology: Half-Elves or, as they are called among elves, half-humans, are a species which stands similar in size and appearance to humans. They rarely stand greater than six and a half feet tall, and their build tends to fall between those of an elf and a human. They lack the spots of elves, and with the exception of the slightly pointed ears, they are nearly indistinguishable from a thin human.

Like elves, their most notable distinction is their internal structure. Although not as thoroughly integrated into the body of half-elves, the symbiotic fungus of the elvish homeland flows through their body. In half-elves, this fungus acts as an immuno-booster and aging suppressant. As a result, half-elves benefit from the longest natural lifespans of any civilized species.

A direct human-elf breeding is very, very rarely produces a live child, but once it does, the result breeds true and easily with both humans, elves, and half-elves. There is no functional difference between a person who is 50% elf, 25% elf, or 10% elf. The fungal infection doesn't care about how much was there originally, as it quickly becomes a body-wide symbiosis within months of conception regardless.

Psychology: Half-Elves, as a race, are of two minds. On the one hand, they are compassionate and caring, brilliantly intellectual, and occupy some of the most prestigious academic positions in the world. On the other hand, they have garnered a reputation for being miserly, swindling, and backstabbing. In both respects, this reputation is probably exaggerated, though their intelligence is very real.

As far as relations with other races, the half-elves are rather antagonistic and fatalistic; they have a long, sometimes difficult relationship with the other races and, given their lifespan, these biases tend to fester into prejudice or hatred.

Family among half-elves takes a middle road between humans and elves. Like humans, family is of the utmost importance. Due to their elven nature, and perhaps a lingering effect of the fungus, they bond into large extended tribes which tend to be as feuding a peckish as any large kingdom. Every half-elf has a tribe, either by birth or adoption.

History: Half-elves as a race began during the early years of the first expansion of the Empire of the Seven Stars. Whether it was through pillage, prostitution, or legitimate courtship, thousands of human and elf women became pregnant. Unlike the relative ease of bringing a half-orc into the world, nearly all of these pregnancies ended in the death of the child, the mother, or both.

According to legend, fifteen of these babies survived out of the thousands. These fifteen first half-elves are the progenitors of the original fifteen tribes of half-elves. Although elves and humans were barely fertile with each other, half-elves had no such problems. Whether with elves, humans, or other half-elves, they courted, married, and multiplied.

Eventually half-elves were a common sight throughout the Empire but, like the half-orcs that preceded them, they quickly found themselves the subject of persecution, a bias which expanded to full opression during the waning years of the Empire and the Dissociation. Gradually, restricted curfews turned into walled ghettos which turned into exile in all but geography. When the Shield was re-established, the half-elves took advantage of the rich lands thus opened up.

Since then, the half-elves have adamantly, sometimes violently, defended their new homeland. They are still present in the other core nations and, with the diplomatic power of their nation behind them, the former restrictions on their movement and activity have been largely lifted or outright abolished.

Variations: The half-elves described above are the most common of the half-elves, those that live abroad among human, elf, or other nations. In general, they tend to look much like the humans that live in the same areas, albeit taller and with slightly pointed ears.

Those that live in their homeland tend to be more distinctive. They grow even taller and thinner, much cloer to elves than humans. As they age, they gather an increasing number of spots across their body; these are similar to those found on elves, though placed randomly.

The rarest type of half-elf is those who do not come from a half-elf; the direct offspring of a human and an elf. They tend to have longer, more elf-like ears than older half-elves, and are usually a bit more shortly-lived.
My Setting: Dilandri, The World of Five
Badges:

LordVreeg

I'm having a little trouble here.

I like the descriptions and the attributes.  I like the details.  I like the racial family descriptions, especially.

I am having trouble with if they are 1/2, or 1/4, or 1/20 elf.

I get that they interbreed with difficulty.  and that a ways back, 15 were around at the same time, but since these 15 each started a tribe, then the 1/2 elves were each interbred with other races. (so the parents have barely fertiel, but the next generation is somehow more able to interbreed?)

And they must breed near true after the first generation, since to create a tribe from 1 person, there must have been a tone of interbreeding from other races from there.  I suppose they could have interbred an exact amount of elves and humans into their line, but somehow, this seems funky.
I guess what you are saying is that the 1/2 elf, difficult to birth in the first place, breeds near true afterwards.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Stargate525

Quote from: LordVreeg the UnsleepingI'm having a little trouble here.

I like the descriptions and the attributes.  I like the details.  I like the racial family descriptions, especially.

I am having trouble with if they are 1/2, or 1/4, or 1/20 elf.

I get that they interbreed with difficulty.  and that a ways back, 15 were around at the same time, but since these 15 each started a tribe, then the 1/2 elves were each interbred with other races. (so the parents have barely fertiel, but the next generation is somehow more able to interbreed?)

And they must breed near true after the first generation, since to create a tribe from 1 person, there must have been a tone of interbreeding from other races from there.  I suppose they could have interbred an exact amount of elves and humans into their line, but somehow, this seems funky.
I guess what you are saying is that the 1/2 elf, difficult to birth in the first place, breeds near true afterwards.
You're also stating the legend as fact. Remember, these people have no more of a grasp on their past than we do, so the fifteen is probably somewhat of an exaggeration.

But yes, the general gist is that a direct human-elf breeding is very, very rarely going to produce a live child, but once it does, the result breeds true and easily with both humans and elves. There is no functional difference between a person who is 50% elf, 25% elf, or 10% elf, as the fungal infection doesn't care about how much was there originally.
My Setting: Dilandri, The World of Five
Badges:

LordVreeg

VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Stargate525

I've added that paragraph with a few modifications under the physiology heading. Does it make more sense now?
My Setting: Dilandri, The World of Five
Badges:

Stargate525

Inveran

[ic=Creed of the Blades]
This is my sword. There are many like it, but this one is mine. My sword is my life. It must be mastered as my life must also be. Without my sword, I am helpless. My sword, without me, is useless. I will strike true. I will hit stronger and faster than my enemy, who is trying to kill me. I must kill him before he kills me.

My sword is living, even as I, because it is my life. Thus, I will learn it as a brother. I will learn its weaknesses, its strengths, its blade and its hilt. I will guard it against harm as I ever guard my legs, arms, eyes, and heart from damage. I will keep my sword forever clean and ready. My sword and I will be one.

Before my King and my Gods, I swear this oath. My blade and myself are defenders of the Crown. We will master our enemy as we master ourselves. This do I swear, until victory is ours and there is no enemy.[/ic]

Inveran is a medium-sized country in the Core, known for both its tremendously powerful war economy and phenomenal fencing tradition. Perhaps the most famous aspect of her military is her Blades, a corps of soldiers and bodyguards whose skill, expertise, and fame is unequalled.

Geography: Inveran occupies the eastern edge of Lake Vestia, a rich, fertile area of land which transitions to swampland in the north and rocky hills to the south. It is a region blessed by temperate weather and an abundance of rain. This makes the area a nearly perfect area to grow any number of crops, and most of the land is covered in orchard, pasture, or fields.

Statistics
  Population: ~1,494,900
  Area: ~ 14,800 sq. mi.
Exports: Weapons, Metal goods
Imports: Lumber, Luxuries, Textiles

Politics
  Internal: Inveran is an absolute monarchy, though in recent times is has developed some semblance of a parliament. The government is headed by the king, with very little below him in terms of solid hierarchy. Perhaps the next most static source of power is the Conclave, a representative group of all the landowning nobility whose primary purpose is maintaining consistency among local taxes and laws.

On a local level, the ultimate authority is a Count, Knight, or Earl (the title is dependent on the size of the area). This regional lord answers only to the king and, while many of these titles are essentially hereditary, the king has final say over the appointment of these positions. In the majority of regions, there is a Sheriff who organizes the militia, heads the guard, and keeps general order, and an exchequer who handles finances, dues, and taxes both for the lord's taxes on his subjects and the king's dues to the lord.

  Foreign: whether justly or no, Inveran has a reputation for being somewhat of a emrcenary power. This is largely due to the actions of the last King, Roger III, who used his Blades as a backing for his own foreign policy. While hiring out the Blades did bring prosperity and economic stability, it has also given other nations the perception that a large, experienced body of troops can be purchased with a few generous trading deals.

Now, with Roger's son Geoffrey on the throne, this attitude is reversing; Blades are kept closer to home, and the threat of their deployment is wielded with as much regularity now as actual orders were used in Roger's time. This means that although the view of Inveran as a nation of blades for hire has lessened, they are still courted diplomatically for the chance of that power being used again.

Academics: Inveran is strictly average when it comes to education, both traditional and magical. They have universities, though not enough to service all who want to enroll there, and their arcane academies are middle of the road, as well regarded as the majority of academies in the core.

However, their real claim to notoriety lies in their military colleges. These colleges teach military technique, tactics, strategy, and swordsmanship to those who enroll with as much fervor and depth as the gnomes teach mechanics in their own schools.

These colleges typically being educating young children, teaching them the basics of tactics and swordsmanship alongside their reading and writing. This education is strenuous and difficult; nearly ninety percent of those enrolled at the age of five drop out before the program's completion at eighteen. Those that do are some of the most brilliant, flexible soldiers and tacticians in the world. It is from these ranks that the Blades are taken, quite literally the best of the best.

Religion: Like most core nations, the primary religion in the nation is the Five and Twenty-Five, though there is a strong minority of other religions represented. Inveran is the only core nation with a king who is not a Pentagonal (Geoffrey follows the Music), and there is nearly a fifty-fifty split between Pentagonals and Totemists amongst the ranks of the Blades.

Due to the relative diversity of religion in the country, Inveran is one of the few nations which has no state religion. With no support from the government, temples here are in fierce competition with each other for followers and funding. Temples are small, but ornate and built to draw attention to themselves.

Arts and Fashion: Inveran follows dria to a large degree in regards to fashion. Men wear pants, shirts, and a cloak (slit to the shoulders for flexibility and movement) while women wear skirts, shirts, and vests. The commonality of skirts has steadily declined ever since women were allowed to enroll in the military academies. Now, many are adopting pants for their greater practicality when fighting with a sword.

Formal clothes are variations on the military uniforms of Inveran. Cut, colors, and decoration are all played with to create new and interesting articles for debutantes and nobility, with the result that those in the military often find themselves out of place for the plainness of their own formal wear. This fashion causes somewhat of a stir in neighboring countries; woman's wear in Inveran is essentially unique in that it is hardly distinguishable from those of men.

Culturally, they borrow much from their ally Vestia. So much so that in some circles of Vestian nobility, going to court in Inveran is known as 'taking in Little Vestia,' a name no one actually uses in the presence of an Inveran citizen, naturally.

Technology: Similar to many core nations, Inveran's urban systems are relatively modern; sewer and postal systems, planned cities, etcetera. Militarily, they are among some of the best adopters of mechanics and masters of traditional tactics.

Their real strength lies in their metals. They have developed a specialized technique for melding crystal and steel into a single, new substance. Whether this technique involves metalizing crystals, crystallizing metal, or somehow melding the two is known only to Inveran's master smiths and the arcanists that help them. This crysteel, as it is so called, is mainly used in swords, though its unique properties are also being experimented with in armor and more complicated machinery. Gnome and Dwarf smiths are working hard to steal the secret of it, but the crown is jealously guarding it.

Economy: Inveran's economy is strong, centralized, and somewhat brittle. The majority of the nation's economic power lies in its few industrial centers. Its few domestic resources to feed this industry makes the economy fragile; if a mine dries up or a crop fails, the economy can become strained, and a major mine collapse some thirty years ago led to a decade-long economic depression.

However, the ability to build weapons of war makes it a true winner in times of conflict. Inveran weapons are highly sought after, and Inveran makes a killing, figuratively speaking, when others make war.

Society: As a nation of soldiers and war-builders, Inveran society is surprisingly creative and spontaneous, even inside her rather large military. In many ways, the military and her trappings are taken as inspiration for imitation. Army parlance is peppered in every conversations; second-in-commands are called 'lieutenants,' a group of friends might be known as a 'squad' or 'detachment,' and the red light districts of cities are known as places for men to 'go on maneuvers.'

It is, in general, a happy-go-lucky society, which often gives the impression that no one in the country takes war, combat, or anything seriously. This is not the case. The flamboyance is often a way for them to forget their bloody business. Those who know Inverans know that they work as hard as they play.

Notes for Visitors:
    *Unless you are very confident, do not offend an Inveran citizen. Most are more than capable of defending themselves.
    *Dueling is legal, but must be registered beforehand and presided over by a royally-licensed judge and healer.
    *Women do not expect, and can be offended by, receiving the deference to the sex common in other core nations.
    *Inveran's largest cities require the peace-binding of swords upon entry, but usually have dedicated dueling fields where grievances are settled. Such fields are one place to register a duel.
    *Tip carriage drivers, but not postal officers; the post is state-funded, and the officers' pay does not take tips into account. They are simply not expected.
My Setting: Dilandri, The World of Five
Badges:

Stargate525

Lorlot

[ic=Report to Confederate Command during Second Alliance Incursion]
...We then engaged the Lorlot battalion on the fifth morning. Their numbers stood at approximately fifteen hundred while our own strength numbered approximately eight thousand...

...On the ninth hour we achieved victory. Twelve of the Lorlot detachment were captured, the remainder neutralized (reports estimate less than fifty successfully retreated), and our column was reduced to below fighting strength. Our column now numbers 2,530, over half of those wounded...
[/ic]

Lorlot is the third nation of the triple alliance with Inveran and Itland against Dria. Like Inveran and Itland, they are famous for their military. In Lorlot's case, rock solid discipline, ruthlessly effective tactical doctrine, and brutal efficacy in the field make them a true terror on the battlefield.

Geography: Lorlot is a temperate, moist country blessed with a long growing season and large areas of fertile land. Their position along the coast of the Inland Sea gives them long beaches and tempers the harshness that the Core's winters can have. Lorlot lack minerals, however. The rock of Lorlot holds little in the way of ores, and is useful only for quarrying into building supplies.

Statistics
  Population: ~1,710,680
  Area: ~ 14,450 sq. mi.
Exports: fish, weaponry, stone
Imports: ores, luxuries, lumber

Politics
  Internal: Lorlot is a military autocracy led by the Grand General at the behest of the Ruling Lords of Lorlot (who have abdicated their ruling right). The role of the Grand General is similar to that of a king, though much more militaristic and lacking a hereditary component. New Grand Generals are elected by the generals from among themselves. This means that, oddly, Lorlot has one of the most progressive social systems anywhere in the world; a commoner or even criminal can and has risen to become the Grand General and supreme ruler of Lorlot.

The Ruling Lords are all that remain of Lorlot's feudalistic history. This group, made up of the descendants of Lorlot's old ruling class, is entirely ceremonial. They get preferred treatment in some places, and are the only people in the nation to hold the title of 'lord' or 'lady' (titles they rarely actually use). Other than that, they are as influential as any other citizen.

Local towns and cities are ruled by the garrison commander of the region. A large number of sergeants, and all officers have as many domestic responsibilities as they do military ones. The majority of their time is spent more in the role of sheriff, governor, or mayor than a soldier.

Foreign: Foreign relations with other nations are terse, protectionist, and suspicious. Though their alliances with Itland and Inveran is solid and built on three common military struggles, they are the only nations which the powers of Lorlot seem to trust. Others, especially Vestia and Dria, are seen as serious threats to Lorlot's sovereignty and security as a nation. Distant nations, such as the dwarfholds and gnome nations, are treated more warmly, but distance makes trade more seldom. As a result, Lorlot is perceived as an extremely dangerous loner. Many of the countries neighboring her are quietly terrified of them waging a full war, as they possess the capabilities to make a serious endeavor of expansionism, should they undertake it.

Academics: Lorlot has a network of military academies and arcane universities modeled on Inveran's intense military colleges. This pushes out extremely educated, highly competent proto-soldiers. However, as the Inveran system continues to teach non-military subjects to its soldiers, Lorlot abandons this with its officers, focusing more specifically on tactics and military technique.

Outside of the military, Lorlot has one of the most antiquated educational systems in the world. Everything that requires some amount of skill and is not related to the military is taught by experience or apprenticeship, and since guilds and unions are illegal, there is little regulation in the process. For this reason, their literacy rate is among the lowest in the world (though all officers are literate, and often highly diversely educated).

Religion: The Five and Twenty-Five is the state religion, mandated by military decree. Consequently, there is almost no other religious presence in the nation. Those that openly practice other religions are repressed, though not as harshly as in some other nations; there is a curfew, they are forbidden from becoming officers, and they cannot own property. Despite this, there is an underground group of Totemists in the officer core, a practice absorbed mostly from Inveran Blades, though this is kept very much in the closet.

Churches are kept harshly utilitarian and sparse, similar to the rest of the nation. Clerics will often be seen wearing garb similar to the military detachments of chaplains. There are also no other temples; one of the many restrictions faced by the practitioners of other religions is the forbiddance of public worship places.

Arts and Fashion: Military uniforms are the main dictat of fashion in the nation. Unlike Inveran, whose uniforms are fashionable, or Itland, whose uniforms are made from whatever is easiest to procure, Lorlot's uniforms are designed to maximize flexibility and effectiveness; there are copious pockets for all manner of supplies and equipment, the cut is built to maximize flexibility, and they are dyed to blend in with their surroundings. They lack the single, bold color common to most nations. Due to the nation's military predominance, civilian clothing tends to closely imitate these uniforms, and are often made from the remnants of old uniform material.

Architecturally, Lorlot builds for defense. Their walls are thick and strong, and their cities are organized to make their capture a bloody prospect. They build almost exclusively with stone, saving wood for the floors of the tallest buildings. This, along with their lack of embellishments, makes their buildings boring to look at but immediately identifiable.

In the realm of art and performance, they are tolerated and not much else. There is some amount of tradition in performance art, which stems from the creation of anthems and military drills, but anything defined as art is almost non-existent in the region.

Technology: Lorlot is lacking in any technological aspect which doesn't aid their military. However, they are extremely progressive in what aids their military. They are one of the few nations which has mastered acceptable weapons manufacture by way of molding, and their trebuchets (using the ubiquitous gnome gearwork) are some of the lightest and strongest ever designed. Their roads are well-built, nearly as regular as the Grand Highway, and their postal service (handled through the quartermaster's office) is brutally efficient. They have combined and miniaturized many types of mundane equipment to help make their military more mobile. In addition, their war enchanters create many types of cheap, disposable magical gear to increase their effectiveness.

Due to the lack of ores within their territory, metals are expensive and valuable commodities. While officers and specialized shock troops still carry metal weapons, such as swords and axes, and wear metal armor, tremendous advancements have been made in the creation of alternative forms of weaponry. Lorlot quarterstaves are some of the most durable and consistent made anywhere, using a unique coring system to maximize rigidity without making the weapon brittle. These are the primary weapons of Lorlot regular armies. Maces are often made of stone supported by metal bands to cheapen their cost.

Economy: Since their economy supports such a large active military, it is fragile and somewhat stunted when not on a war footing. It's a command economy; the military demands and controls production, and rations both food and basic commodities.

While at peace, a vast amount of the military holds secondary jobs in farming or simple labor, though this is not enough to bring the economy the kind of stability its neighbors enjoy. They have resources, but in general lack the manpower to make good use of them.

Society: Lorlot, as a product of heavy militarism, has a naturally rigid, strict outlook on life. There is a full draft, meaning that all able bodied males have served at least five years of their young adult lives in the military. Despite their large rejection rate, the majority of adults (women can enlist) possess some sort of military experience. This is something which they are extremely proud of and, unlike Inveran, approach with gravitas and ceremony.

To the foreigner, this often seems to be a strange sort of politeness. Sir, ma'am, soldier, and citizen are the common honorifics, and are always used. Laws are strict, but are rarely infringed upon. Deference is given by military rank, and indicated on everyday wear (silver for active military, black for discharged or retired). This stiff politeness quickly turns into icy disregard when protocol is breached or infringed. This makes them often come off as stogy and uptight, despite their often gung-ho nature in battle.

Notes for Visitors:
    *Refer to everyone with an active military rank as 'Sir' or 'Ma'am' unless you possess a military rank, in which case you refer to inferiors as 'soldier.' Those with no rank or a black rank are called 'citizen.' Officers with black insignia are always given military honorifics.
    *Active soldiers always have precedence. It is impolite, however, to insist on the matter if the soldier refuses the privilege.
    *City gates are closed by sunset, and all businesses close at midnight. Walking about after this hour is not illegal, but is discouraged.
My Setting: Dilandri, The World of Five
Badges:

Stargate525

Also, I forgot to mention; Anyone who wants a badge and has posted in this thread may take one, with my compliments.

My Setting: Dilandri, The World of Five
Badges:

Ghostman

What sort of weapons and armours do they favour? Given a somewhat weak economy and a lack of native ores, it would seem that the portion of metal in any piece of equipment would be minimized to get the most out of the limited and expensive imports. Perhaps they've come up with sufficient alternatives to metal in some applications (eg. arrowheads)?
¡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

There really isn't a suitable substitution for metal (The Inveran crysteel is about as far as that goes, and they aren't giving that up) that works in the area. Obsidian is volcanic, which means you'll only get that in the Dragon Lands and, to a smaller extent, in the Crysopolean League. General infantry would probably be issued spears or quarterstaves... Now that you mention it, I quite like the idea of a highly trained military force that is lethally effective, using only hardwood staffs. Thanks.

EDIT: What section would this go under, you think?
My Setting: Dilandri, The World of Five
Badges:

Ghostman

¡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

I've made the appropriate changes. Note that there is metal, it's just that the majority of it is imported from Inveran.
My Setting: Dilandri, The World of Five
Badges:

Stargate525

The Five and Twenty-Five

 [ic= creation myth]
In ancient times, the five great Lords of All Things did gather. They said to themselves, 'let us sit together, and forge a land. A land where we may reign together in peace and unity, a land where our children may reign dominant over lesser beings.'

And so the Five did sit together, and upon the high planes they forged their new land. And within it they placed their own mark, so that their children would never forget by whose hand their land had been formed. And the Five set their land in the heavens, a blue-green gem in the sky, and they called it Dilandri...
Book of the Five, Volume 1, Chapter 10:3-12
[/ic]
Dilandri is a world with many, many Gods. Thirty, to be exact. There are the elder Gods, commonly referred to as 'the Five', and there are the Saints, the lesser Gods, Children of the Five, who number five times five.  The Children are grouped with their parent into small pantheons, each of the Five having five Children. This totals five pantheons of six Gods, each controlling a particular aspect of daily life and the world in general.

The Five and Twenty-Five is the largest and possibly most influential religion on Dilandri. It is the result of a massive reorganization effort some three-hundred years ago, and is a collection and restructuring of the massive number of Gods that the Empire of the Seven Stars practiced.

[spoiler=Deities]
the Five
Luminor: The God of all things good. He is known as the Beacon, the Rock, and the Comforter. Humans are his personal creation, although he takes in all those who look to his teachings. He is bitter enemies with Lilnith, and allies with  Moromis.

Lilnith: The Goddess of Destruction and Disaster. Known as the Betrayer, Princess of Aspects, and Dark Mistress, her followers are found amongst the most depraved and dark corners of Dilandri. Legend has it that she attempted to murder her husband, Luminor, on their wedding night. The attempt failed, and she was driven away ashamed. In their night together, Lilnith became pregnant, and legend tells that the child was the ancestor of the Orcish race.
 
Moromis: Known as the Scales, the Great Smith, and the Judge. The Book of the Five mentions him seldomly, although he is always recorded to take the side of the one portrayed to be in the right. He is the creator of the Dwarves, and the five Gods below him are known as The Tools of Moromis. He has also taken in the Halflings after their splinter from Guarren and the Gnomes.

Guarren: Guarren, Chaos-God, Patron of Gnomes, Father of Halflings, and the Celestial Gambler. It is said that when he originally created his race for Dilandri, they were too uniform and predicable for his taste. He split his race into two, one of law and one of chaos. The lawful race he gave as a present to Moromis in exchange for the inventive spark for the chaotic race. The lawful race are the halflings, and the chaotic race are the gnomes. Their size is explained by Guarren's split of their personality, each race half the size of the other races.

Ramanana: Ramanana is the Goddess of Neutrality and Balance. She is known as Mother Nature, The Stabilizer, and The Twilight. She is worshiped world-wide by those who are unsure of their true nature, as well as those who wish to maintain the status-quo. The Elves are her race, designed to be one with nature.

Children of the Five
Children of Luminor
Hyperius: The God of Daylight and the Sun. His symbol is a golden sun with fifteen points. He is favored by many, especially nobility and others in authority. His enemy is Surmann, God of the night.

Eir: The Goddess of healing and medicine. She is worshiped by many doctors and sick, as well as herbalists and apothecaries. Her shrines are more hospitals than places of worship, and to have one in a town is a special blessing. She is enemies with Lor and Dessas, Gods of death and disease. Her symbol is a ivy-covered star.

Consas: God of harvest and natural bounty. His symbol is the pitchfork and the cornucopia. He is favored by most farmers and fisherman, as well as lumberjacks, hunters, and a few miners. His shrines are found mostly in rural areas and farming communities, since there is little need for him inside city walls.

Mineva: Goddess of Magic. Her symbol is a purple crystal. She is favored by nearly all arcanists, adepts, and a few bards. Her shrines are often places of magical renewal and meditation, built on a nexus of arcane energy. Due to the random nature of these nexuses, temples to Mineva can be found in some interesting places, including the middle of a river and the face of a cliff.

Obella: Patron Goddess of Humanity. She is the one who takes in human souls without a patron after their stint in Lor's service is over. She also acts as an arbiter between humanity and the other Gods. Her symbol is an open palm.

Harbingers of Lilnith
Morrig: The God of War and Carnage. His sign is a skull and broken shield. Soldiers who are about to engage in a hopeless battle are often given tokens with his symbol on them, in hopes that he will pass their souls to Lor instead of bringing them to his palace to wage eternal war for his enjoyment. He enjoys impeding Cossiminy, his rival.
 
Lor: The Death God. A genderless god, Lor is responsible for collecting the souls of the dead and delivering them to their patron God. Those souls who do not have a patron go to Lor's domain to serve as a gatherer, one of 3125 who collect souls not important enough to warrant Lor's personal attention. Lor's symbol is a black skull on a silver background. Lor's enemy is Eir, Goddess of healing and medicine.

Surmann: Surmann is the God of Night. His symbol is a black sun. He is often worshiped by thieves and criminals who do their work at night, as well as for protection and benevolence in nighttime dealings. His enemy is Hyperius, God of the Daylight.

Dessas: God of sickness and disease. Few worship this malevolent God, but he has his followers in dark cults and orders bent on death. He is a close ally to Lor, and enemies with Eir. His symbol is a rat's skull.

Umer: God of the Orcs. He is the designated guardian of the orcs, and is credited with teaching the orcs how to master the water. Umer is also the Orcish God of death; Lor does not collect Orc souls. His symbol is a black, tattered sail.

Tools of Moromis
Tyrsis: The God of justice. Known as the Scales and the Great Lawbringer, he is credited with handing down the first set of laws to humans. It is in his name that all courts are convened, and it is on his chapter of the Book of Five that witnesses swear by. He is opposed by Neme, Goddess of Revenge.

Gudruun: God of secrets and hidden things. Worshiped by spies and diplomats the world over, his shrines are mainly hidden safehouses and other places of shadow. He is often harassed by Caed, his brother, for the secrets he possesses. His symbol is a locked book.

Caed: God of knowledge and learning. Worshiped by scholars, educators, and some magic users, Caed has a large following in many cultures. His symbol is an open book, the same locked book which his brother uses as his symbol. Legend has it that if one were to find and open this book, he would become heir of all knowledge ever collected.

Asumai: Patron of the Halflings. Before he was charged with protection of the halfling race, he was the god of love and honor, two virtues he still stands for. His symbol is a sword belted into its scabbard.

Rissandor: God of the Dwarves. Also the god of gemcutting and metalworking, and to a lesser extent all crafts. He has few followers outside of these non-crafting societies. His symbol is a sword inserted into an anvil.

Guarren's Children
Charlainn: The God of Adventures and Quests. He enjoys a large following of adventurers, mercenaries, and travelers. He has no set symbol, the design varying wildly from place to place, but it always contains a diamond somewhere  in it. He is Ganes' twin.

Ganes: The God of Luck. he is known as the Dice, the Fatespinner, and in an occasional dice game, much more derogatory names. He has followers in everyone who gambles or bets, and devout followers in the proprietors of places where the two previous vices are common. His symbol is a pair of ten-sided dice, one showing a 1, the other a ten.

Neme: The Goddess of Revenge and Vengeance. The most emotional of the Gods, there are many reports of Neme herself destroying entire cities that have done wrong in her eyes. Her worship has faded in favor of Tyrsis, but she is still the primary God of law in some areas.

Micas: God of Atrophy and Decay. He is worshiped by barbarians as well as those whose job it is to destroy or tear down. The illegitimate sixth child of Lilnith, he was taken in by Guarren after the death of his fourth son in the hopes of preventing him from becoming a rogue force. It succeeded, and he is now relatively peaceful. His symbol is a ruined tower.

It should be noted that the original Child of Guarren has been lost to history. No one knows his name or what his portfolio was.

Vidac Ni: God of the Gnomes. Also the God of invention and creativity, Gnomes who follow the Five believe his entire name is unfit to be said by all but the most devout of priests, so he is often referred to only by the first word in his name. Vidac Ni's symbol is either a chunk of unworked marble or a half-built ship, depending on the shrine's proximity to the coast.

Children of Ramanana
Peregrine: The god of travel and journeys. Known as the Unending Road and the Flawless Horizon, he is worshiped by many a caravaner and tradesman anxious for a safe journey. Roadside shrines to him can be found anywhere there is significant following of the Five, usually staffed with priests that are happy to aid weary journeymen, for a small donation, of course. His symbol is the falcon which carries his name.    

Cossiminy: Goddess of Trade. Often worshiped with her brother Peregrine by traders and caravaners, as well as shopkeepers and other merchants, she sees that all trades and purchases are fair and just. She is bitter rivals with Morrig, whose wars often impede her work.

Cybine: Goddess of Nature. She is worshiped almost exclusively by druids and rangers. A few farmers call on her to bless their crops, but most of their worship is directed towards Consas. Her symbol is a tree, half withered and half alive.

Phesitas: God of the elements. Like Lor, this God is also genderless. Depending on which aspect is being referred to, he is known as the Burning Heat, the Endless Waters, the Limitless Sky, and the Immovable Earth. He is a popular God amongst druids and a few arcanists. However, both Phesitas and Cybine are charged with the natural maintenance of Dilandri, and there are a few days set aside in their honor. Phesitas' symbol is a gust of wind above a flame above a wave above a curve that represents the earth.

Etorda: Etorda is the God of the Elves. Assigned with the Elves' protection, it is said that he was the one who created the fungus which provides the Elves with an innate sense of their surroundings. He is also the God of forests and woodlands. His symbol is a maple leaf, partly red, orange, and green.
[/spoiler]

Practice and Worship
Practicing the religion of the Five and Twenty Five varies depending on the practitioner's favored deity. In general, worship is a weekly event, and is done in a temple with congregations. Each day a different one of the Five is worshiped, with the sixth day dedicated to whichever deity is the shrine's patron.

Temples are simple constructions, with a large seating area for the congregation facing a central altar. Temples are almost always combined, and often use five sets of temple dressings to depict which of the Five is being worshiped. There is typically a basement beneath the structure which contains cells for monks, apartments for priests, confessionals, as well as other rooms for varying purposes.

Followers are expected to follow the virtues of the God that they favor, and those who follow one of the Five directly are held to higher standards. There is some discrimination between followers of different Gods, but this is never taken far beyond rivalry.

Shrine Hierarchy
The shrines of the Five and Twenty-Five is crawling with implied and implicit hierarchy, from the lowliest novice to the Arch-Incarnate, the highest position of all.

Each shrine has a Priest, who conducts the services, and at least two Acolytes, who assist the Priest. Larger shrines have Novices; Priests-in-training who are not yet ready to join a monastery. Most shrines have other laymen, and the largest are not only shrines, but incorporate monasteries, hospices, and universities in a complex and intertwined hierarchy within itself. The Priest is accepted as the ranking member in a shrine, followed by the Elders, if the shrine has any, followed by the Acolytes and finally any Novices the shrine might have.

Monasteries are sectioned off cloisters of monks and future priests, built in places where a shrine is not needed or wanted. The leader of a Monastery is the Abbot, who reports only to the Deacon of the region. Below the Abbot is the Prior, who is in charge of the physical workings of the monastery; they are expected to produce wealth to support the shrines and charity, or at least support themselves. Below the Prior are several specialized roles, the amount and title depending on the need for the particular monastery. Below this are the brothers of the monastery, ordinary monks that perform the regular duties of the monastery. Monasteries are expected to house Clerics, travelers, and pilgrims; their guest house is often comfortable if sparse, and monasteries are looked at as a welcome relief for those used to the road.

Some priests have no home shrine, instead making circuits of shrines, spreading news and tidings, and delivering dispatches from the High Shrines. These men are called Clerics, and they are a remarkably free order, having no restrictions but to the Deacon of their region. They are the ones expected to do missions to the unconverted, and help to set up new shrine branches. Although separate from the hierarchy, they often assume leadership roles in the shrines they visit, simply from their force of personality.

The High Shrines are the shrines where Deacons, Bishops, Incarnates, and the Arch-Incarnate act as Priests for the shrine. These shrines are often incredibly beautiful and large, as most of the excess wealth collected from offerings pools in these upper echelons. A Deacon has a small region that he is in charge of; it is he who is finally blamed for misconduct or heresy in his region. Deacons report to Bishops, Bishops to Incarnates, and Incarnates to the Arch-Incarnate. Members of the High Shrines can hold many positions, being simultaneously a Priest, Deacon, and Bishop.

Incarnates, unlike Bishops and Deacons, are elected to their position by the general Priesthood for their service and embodiment of their faith. There is one Incarnate for every one of the lesser Gods, making twenty-five in all. An Arch-Incarnate is an Incarnate chosen from the Five Incarnates underneath one of the Five, to represent one of the Five in the Great Councils. They are final authority on all matters of doctrine in their God's worship. The Five Arch-Incarnates meet only to discuss matters of gravest theological matters, inter-clergy squabbles that have gotten out of hand, or to choose a Champion, one to lead a crusade against another religion on behalf of the Five and Twenty-Five. This last has never happened, and the former two only occasionally, perhaps once every fifty years.  The meeting of the Arch-Incarnates takes place in the Cathedral of Astea, the original shrine to the Five and Twenty-Five, and location of the Great Reorganization.
My Setting: Dilandri, The World of Five
Badges:

Stargate525

Inveran Blades

The Blades are Inveran's most feared para-military organization, and with good reason. Made up of the most experienced and highly trained soldiers and swordsmen from across the world, these men have sworn themselves wholly to king and country. Although they would serve as the center corps for any given Inveran conflict, they have traditionally served as royal bodyguards and an expeditionary force moreso than regular soldiers. They are rarely deployed in groups larger than two dozen, but they have participated in an auxilliary function in some of the most bloody and intense wars waged in the recent years.

Tradition and Society:
The head of the Blades is the King of Inveran, a position usually held only as a formality. He leads the Blades and, when he goes into combat, he goes in followed by the Blades. Immediately below him is the Grandmaster, who acts as the organizational and practical head of the blades. He is appointed by the king, and is traditionally chosen from the ranks of the King's personal guard. Headmasters run the training schools and recruiting centers, and are appointed in the same way, usually on recommendation by the grandmaster.

These schools serve both as a academies for Initiates and as bases of operations for full Blades. This keeps the two groups intermixed, and able to learn and train off of one another. There are only two ranks, besides the Grandmaster and the Headmasters; Blade and Initiate. There is an unofficial pecking order based on seniority, but that has never been official and is periodically cracked down on. Initiates, until they have taken their vows, passed their S.C.O.R.E., and are formally adopted into the Blades, can choose to opt out of the program at any time. Unfortunately, many take this escape clause in order to receive training without any long-term requirements or obligations.

The Blades are indiscriminate, and boast a surprising amount of diversity in the ranks of its members, both in race, gender, and religion. Although they come from quite literally across the world, all members of the Blades have sworn an oath to Inveran and her King. Unfortunately, those with both the desire to relocate and the skill required to enter are quite often cuthroats and assassins, on the run from whatever nation they belonged to originally. The worst of these are gnerally washed out, but there are some incidents which have given the Blades a bad name in that regard.

The S.C.O.R.E.: All Initiates, before becoming Blades, must pass five tests, which determine their physical and mental preparedness for the arduous task of becoming a Blade. These trials typically begin after at least five years of intense training, and typically proceed in the order in which they are listed below. This is not a rule, however, and Initiates are allowed, though strongly discouraged, to take them in whichever order they choose.

The Test of Strength
This is the first, and perhaps easiest, of the tests. A simple physical and mental testing, this test is a series of obstacle courses, runs, and applications of skill on par with the advanced courses in any modern military training academy. These are different in that they focus on courtly and social grace, in addition to the swordsmanship and physical conditioning that other similar tests have. In addition, the sections of the test can come at any time once the test has begun, including the middle of the night or in the middle of another section of the test, without announcement of their beginning. This is to measure and refine the Initiate's sense of preparedness and observation of the true nature of the situation around him.

The Test of Courage
A psychological test, this confronts the initiate with an amalgum of his most intense fears. Using a small dose of a paranoia-inducing drug, the Initiate must complete an assigned task while fighting against both his own personal phobias and the intensifying effects of the drug. This test can not be retaken; any more than two or three doses (often required in one test if it begins to wear out) can lead to addiction and permanent brain damage. For this reason, it is also not required to be passed, merely attempted. Those that do pass are said to have a 'high' S.C.O.R.E., while those who attempt but ultimately fail are said to have a 'low' S.C.O.R.E..

The Test of Obedience
A test which is remarkably self-explanatory. Initiates are not told what this test entails beforehand, and Blades are forbidden from speaking of it to any but other Blades. The Initiate is brought before the Headmaster and the three most senior Blades in the academy. Then, in a series of ritualized speeches, the three tell the Initiate that he or she must be executed. The exact nature of the accusation against the Initiate varies, but is consistent in that the charge is exaggerated but plausible, the king commanded it personally, and that failure to submit would break their Oath. Execution commences with one of the three stabbing the Initiate through the heart. He is then revived from the brink of death by a cleric who is standing by, and told of the nature of the test. This test occurs without warning once the tests have been begun and, like the Test of Courage, cannot be retaken. Those who fail to submit are cast out of the Blades, and those who resist violently are killed. This test is one of the largest causes of failure in an Initiate's path to becoming a Blade. Those who pass are left with two distinct scars over their heart, one on the front and back of the torso, which mark them permanently as a member of the Blades.

The Test of Resilience
This test is designed to measure an Initiate's ability to withstand discomfort and inconvenience. The Initiate is told to proceed to a location and meditate for two days. While meditating, the Initiate goes without food, water, or sleep (falling asleep requires the Initiate to retake the test). Exacerbating this difficulty is the fact that the entire academy is allowed to inhibit the taker of this test in whatever means they wish, short of physically harming the Initiate (the Initiate is likewise prohibited from removing these annoyances with violence or its threat), whether by preventing him from reaching his assigned meditation spot, tempting the Initiate with food or water, or heating the room to induce slumber. This test tries the Initiate's patience and temper, and is often stated by Blades as the most demanding and difficult of the tests, above even the test of Obedience.

The Test of Expertise
This test, usually the final test, involves the creation of the Initiate's first personal sword. The first step is the selection of the material; a crystal seed, blade material, and hilt construction must all be selected and gathered at the Intiate's own time and expense. Because these choices are to carry personal significance, the search for these items is often long and expensive, and obtaining the money to purchase them is often a test in and of itself. After the selection, the crystal seed must be grown, a process that can take weeks or even months to complete. During this time, the Initiate is taught by the academy's swordsmith on the proper design and construction of a sword, helping forge and repair the practice swords used in the academy. The training is intense and focused; combined with the basis laid down in the classes the Intiate would have already taken, by the time the crystal is grown the Initiate is skilled enough to forge his own sword.

The master swordsmith creates the crysteel for the Initiate. Once that is done, the rest of the work is the Initiate's. Using a plan he would have previously drawn up, he shapes the metal into his sword, with the swordsmith acting only as an assistant. Once finished, the sword goes to the Blade Mages for its enchantment. If it holds the enchantment, the test is considered completed. If it fails the enchanting process (a common occurence), the sword must be reforged until it is properly made. Some Initiates unskilled with the hammer can be stuck in this test for years, constantly reforging and rebuilding their blade until it can hold the enchatments. Strangely, these poor smiths are commonly held to be the best Blades, once they make it out.
My Setting: Dilandri, The World of Five
Badges:

Stargate525

Vestia

[ic=Preable of the Vestian Constitution]
The Vestian people solemnly proclaim the rights of men and the principles of national sovereignty. By virtue of these principles and that of the self-determination of peoples, the Republic expresses the will to adhere to themselves new institutions founded on the common ideal of liberty, equality and fraternity and conceived for the purpose of their democratic development.
[/ic]

Vestia is one of the two Core Nations witht he size and the power to check Drian expansion. However, this nation is known most for its culture rather than its military prowess.

Geography: Vestia sits on the northern edge of the Seronan jungle; not far enough south to support true jungle, but still warm enough for long summers and mild winters throughout the majority of the country. Vestia has a few of the Astean highlands on its northern border, and mountains on the eastern edge. These regions provide a strong mining base for Vestia. The remainder of the country is mostly temperate hills covered in forests, dotted with farms and vineyards. A large portion of Vestia is untamed-looking and rough, despite rather extensive farming.

Statistics
  Population: ~6,294,420
  Area: ~63,580 sq. mi.
Exports: Wine, lumber, luxuries
Imports: finished goods, textiles

Politics
  Internal: Vestia is one of the few nations which has thrown off all trappings of monarchy. For nearly fifty years Vestia has been a republic. Though sufferage for the vote is still highly restricted, it is regarded as one of the most free nations in the Core.

Nearly all positions of leadership are elected posts, though the majority of the bureaucracy is still nepotistic. The result of this electoral notion is that those with the wealth or connections to do so can buy their position through campaigning. In most cases, this makes Vestia an oligarchy of the rich, though this is not always true, and often subverted at the local level.

  Foreign: Vestia, for the most part, wants to be left alone. Despite their sizable army, they have followed an isolationist policy; they trade with others, but binding treaties and alliances are reliably and heavily avoided. There are tensions along the border with Dria, and it has been heavily fortified since Dria's attempts to restore the throne in the latter stages of the Democratic revolution, fifty years ago.

Vestia's relation with the Crysopolean League, similarly, are somewhat testy. Bordering the League's sphere of influence, they are seen as a threat to the political stability of the Dwarfholds, despite having never made any political moves in that direction.

Academics: Vestia has a strong educational history, both mundane and magical. Education is mandatory to the age of twelve, and during this time the majority of those who show talent are taken and trained. Nearly every town has a school, and most of the larger towns have at least one higher educational facility.

Though is still survives in places, the traditional apprentice system is largely non-existent. Most skilled craftsmen have organized into unions which maintain specialized trade schools, removing the need for an apprenticeship to learn a trade.

Religion: Because freedom of religious practice is guaranteed in Vestia, it is one of the most diverse nations regarding religion. Its predominantly human population assumes a Five and Twenty-Five majority, though the Song, as well as Halfling Totemism and Dwarven ancestor worship, is strong.

The Five and Twenty-Five is, however, the religion of the state. Because of this, they enjoy elevated presence, grander structures, and the influx of funds this position entails. Their buildings are grand, often towering over the rest of the town. Other religious structures tend to be more conservative, though still tend towards a rather large size.

Arts and Fashion: Vestia is a cultural powerhouse. Though often not as advanced or well-regarded as some nations, the fact that Vestia has a strong heritage in all aspects of art is notable in and of itself. Most cities have theaters, art galleries, and music halls, and Vestian painters are some of the most prolific in the world.

Because of this wealth of availability, even lower-class Vestian homes are decorated, and often decorated well. The houses themselves are built in a combination of wood and stone, one to two stories, and with large windows that let in sunlight. Unlike Dria, their houses tend to flaunt arches and curves; many newer houses are actually completely round.

Vestian clothing is loose and thinner than most, made most often from imported silk of home-grown cotton. Men wear shirts loose at the wrist, while women tend towards short sleeves and skirts. On formal occasion, Vestians simply add layers. Men typically wear an undershirt, shirt, over-shirt, vest, and jacket. Women wear several shirts and numerous skirts and underskirts to create a layering effect. Color is vibrant and common; many social circles ascribe to a monthly color for their balls and masques.

Technology: Vestian technology is largely agricultural. Irrigation and horticultural techniques are well-developed and ubiquitous, even making use of magical methods to increase yields. The result of this is that a large amount of the country lies fallow, disguised as wilderness, despite it being more than able to feed their population.

Urban technology, such as building reinforcement and lighting, are beginning to catch on, though such techniques and methods are still incredibly expensive. As a member of the Grand Highway and one of its builders, Vestia has a good road and postal system, though the latter is confined to a centralized depot system; there is no home delivery.

Economy: Despite its cities being the most well known, Vestia's economy is built largely on the basis of agrarian goods. Food, especially expensive items such as wine, cheese, and fruit, make up a large portion of production. Industry is relatively sparse; most finished goods are imported into the country from her neighbors. Vestia also exports lumber; her vast southern forests make this both profitable and desirable as it open up more land for farming.

Although they are one of the few countries which grow cotton, they are weak regarding the creation of their own textiles. It is actually cheaper most times to export the cotton and import the finished textile than it is to produce it in-house.

Society: Vestian society is very freedom-oriented and independent. Ever since the democratic revolution, the commoner has never really lost the sense of dissent that sparked the revolution in the first place. Coupled with the high education rate, the people are very liberalist, open-minded, and just a bit difficult.

Since the government is ruled mostly by the upper financial class, society tends to break along those same lines. The rich tend to socialize with the rich, the middle class have their own locations and celebrations, and the rural population is almost seen as a different country in and of themselves. Recently, however, there is a growing trend towards an almost bohemian kind of living; being deliberately poor or living off of a pension, focusing on art or some other hobby. This movement has spawned a counter-movement from the rich, who see these people as either slackers or a dead-weight on society.

Notes for Visitors:
    *Invitations to a theater or recital hall, especially from the upper class, are seldom simply social invitations. As much business is conducted behind box curtains than in offices.
    *Do not try to bluff a knowledge of food, especially wine or cheese; the odds are good that someone will see through it.
    *Unless you are being intentionally inflammatory, don't speak about monarchies elsewhere except as an unfortunate backwards tradition or necessary evil.
My Setting: Dilandri, The World of Five
Badges: