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Post by Mizagium on Mar 6, 2014 0:08:15 GMT -5
Race: Golems
Golem society is stratified into castes based upon what materials the individuals are composed of. Steelmen function as the military and religious leaders - Templars and Zealots - as well as possessing "more" of the collective consciousness. Ironmen are next down, acting as the primary military might, while Bronzemen function as the majority of the workforce. Tinmen serve as the miners of metal ore, ensuring a steady supply of new automatons. Occupying the bottom rung social ladder are the Brassmen, who perform the menial jobs and are used by Ironmen as swarm troops.
Golem religion is so entwined in their everyday lives, that they do not (or cannot) distinguish between the two. It was a powerful alchemist who bound the first golem soul to a humanoid form. However, these early golems were servants to the humans. The first ironmen eventually banded together and escaped their servitude, fleeing to unclaimed lands. As they wandered for years, one of their number was struck by a vision: they were to become the proginators of a new metallic race of people. He claimed to gave been granted this vision by a figure he called the Diamond of Life; he himself was transformed into Platinum and granted the knoweldge of forging more of his people. He lead his fellows to where the Diamond instructed. There the Platinum Prophet transformed those who came with him into Steel, proclaiming them the new leaders of the Automatons - he was just the messenger - and gave them his knowledge and life force, whereupon he rusted and fell away to dust, baptizing the land with his body. The Steelmen built great forges and created the Ironmen to be the defenders of their new civilization; they made the Bronzemen to be the forgers of the new civilization; they made the Tinmen to be the miners of the new civilization; they created the Brassmen to be the keepers of the new civilization. In order to animate the autonomatons, the Steelmen gave each created form a piece of the Prophet's soul. Thus, the entire golem race shares a single consciousness. Once a day, the communities of golems gather in prayer, where they sing the message of the Prophet and the Diamond of Life. For those moments, the gathered souls truly unite together. Once a year, all of the golems in the world gather together in one great mass in worship of the Prophet.
The unification of souls for those moments, in effect synchronize the souls of the gathered, which prevents individual personalities from developing, keeping the castes in working order. As one travels down the caste levels, from Steel to Brass, the amount of "consciousness" present in an individual decreases. The Prophet had decreed that each caste would be equal, performing equally vital tasks to the survival of the society, but the Steelmen have not exactly followed through on this promise, although their society is functioning quite well. While it was not a promise of the Prophet, the Steelmen preach that the ultimate goal of their society is to convert everyone into diamond and join with the Diamond of Life, granting them eternal life.
Golems are not "born" in the sense of traditional lifeforms, rather, new Golems are created in the Forges. Appropriate materials are assembled and smelted before being molded into the proper shape. Only a small amount of magic is used in the process - in order to assure the proper percentages of the metals - because it is considered better for the materials to have been naturally forged.
Heaven, as it is, is not considered to be in the sky, as with other religions. Rather, the Earth is sacred to the Golems, as it is from the earth that they are created, and to the earth that they return. The Diamond of Life is said to reside at the center of the world, earning another title: the Heart of the World. Since it is from the earth that they are created, they in turn take care of the land they call home. Even though they do not require food, they still maintain gardens out of respect for their original home; most communities maintain large central gardens which are tended by Brassmen. Despite having been once enslaved by humans, the Golems do not unilaterally hate them, nor biological creatures. All are children of the Earth, and thus all are kin - but the Steelmen DO preach that as they are taken directly from the earth, they are closer to heaven, and thus, a more holy people, a chosen people. They do however, see industrialization without respect for the land as somethign fo a personal affront.
As far as magic goes, the Golems feel a particular affinity for Alchemy, since it is through that process that they were (and to an extent still are) created. Alchemy was the art passed to the Golems through the Platinum Prophet, so many have regarded the practice of other forms heretical. Indeed, the Steelmen encourage Alchemy and discourage other forms, though they do not specifically ban their practice.
Automaton homes are simple in design, allowing many to be constructed in small spaces, and several stories high. They do not require food or drink, and true sleep is unknown to them, however, they do require periods of rest equivilent to sleep. During this sleep, their souls are said to leave their frames and temporarily join with the Heart of the World, for rejuvination. The ritual joining in the morning is said to help to reground the soul in their bodies.
Golems do not have gender or sex in their society, and only have a theoretical knowledge of the differnces by studying living organisms. As such, bonds of friendship and comraderie are very important.
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Post by Myrdraxxis on Mar 6, 2014 0:16:35 GMT -5
The K’orm:
The K’orm are a humanoid race that share similar features with both humans and elves, being slightly shorter than either race. Unlike either race, K’orm possess three-fingered hands and feet. The K’orm have pointed ears likes the elves, with a system of tattoos that wind their way across their bodies. K’orm eyes are luminescent, a result of both their natural nocturnal nature and the effect of extensive magical exposure. The tattoos in their skin are naturally occurring, and serve as more than simple markings. The markings, known as Fe’ket, are natural mana input sensors that allow K’orm greater sensitivity and control of magic. As a result, K’orm are famous for their understanding and use of magical constructs and application, dubbed “magitech” by most.
The K’orm are a race of people that grew from the distant Almadoch desert region, though never into a central organized nation. Instead K’orm lived, and still continue to live nomadic lives in divided clans that roam the lands in their famous Ar’kareths, or “travelling homes”. These traveling homes are small cities unto themselves, using magic to levitate them as giant barges across the land, each home to hundreds or even thousands of K’orm.
Within their Szels, or clans, K’orm are a very social people, and take pride in the unity of their people and their work. Each Ar’kareth is guided by a council of Fel’darr, which control the movements of the great landships and preside over the clan as a whole. These officials are elected by the clan as representatives, serving as guides to their people for the rest of their lives or until forcibly removed. In times of war, the council of Fel’darr is denoted to a lesser role, under a single Warmaster, who steps down upon conclusion of hostilities. Rarely in K’orm history has one of these chosen few refused to relinquish power.
The K’orm tend to go heavily garbed, with scarf or hood-covered heads, these garments decorated with symbols that represent both Szel and family for both decoration and identification.. The reason for this is that the Fe’ket of a K’orm is considered to be very personal, so much so that to show ones Fe’ket to another is considered to be a deeply intimate act.
The K’orm have no true religion, only a semi-reverent respect for their Ancestors. K’orm philosophy has developed alongside its nomadic lifestyle. The K’orm way is dynamic: always advancing, moving forward to the next destination, be it a physical destination of the Ar’kareth, or the advancement of K’orm society. They view acts like living in one location, in cities or villages, distasteful, an act of decay and a lack of change or advancement. To do so is to be a K’haem, or “Stagnate Being”, one of the worst forms of K’orm insult. The K’orm progressive philosophy and their natural aptitude for magical have led them to be widely known for their mechanical and magical expertise as the most technologically advanced race currently in Storelia, a fact they take great pride in.
K’orm society is generally an insular one. Clans are divided among their Ar’kareths, but still maintain contact with other clans and often meet to trade and exchange information. In most K’orms’ minds, there is a clear definition of loyalty; Szel first, then K’orm as a whole, then outside affiliation. Their general isolation from other societies is one that many actually hold with pride. K’orm often keep to themselves and their traveling cities, only stopping or contacting other peoples to trade or in need of aid. As a result many view K’orm with suspicious or disdain for their isolation and nomadic ways, though not so much that they would ever turn down the chance to trade with one of the great Ar’kareths for their famed technology.
K’orm technology has coveted by other races and nations, being advanced for its time and deadly in the right (or wrong) hands. The Ar’kareth landships are a notable example of K’orm ingenuity, as are the fabled Titanguard magitech guardians that protect the wandering landships.
Known K’orm words- Ar’kareth- literally means “traveling home”, name for the K’orm’s moving city-barges.
Fe’ket- literal translation “magic lines”, the name of the tattoo-like features that cover the K’orm body.
Szel- Clan or Big Family
Fel’darr- Magic Seer, a community leader and minder of the Ar’kareths
K’haem- a K’orm derogatory word, meaning Stagnate One of Stagnate being.
K'eth - the K'orm word for the Titanguards
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Post by Calefrun on Mar 7, 2014 9:14:28 GMT -5
Race: Khatsie
The Khatsie are a cat-like race of humanoids, having average heights and weights similar to those of humans. They have feline faces, claws, and tails, and their bodies are covered in fur. They are notably more intelligent and agile than the average human. Like most races, the Khatsie are capable of reproducing with humans. Half-Khatsie strongly resemble humans, but retain the Khatsie ears and tails, as well as slit pupils and, in some cases, claws. Additionally, half-breeds typically have higher intelligence and agility than humans, though less than full Khatsie.
Originally, the Khatsie were followed a polytheistic religion consisting of a pantheon of gods and goddesses. Within the past milenium, however, they completely discarded the old ways, and instead adopted a religion which had no gods. This religion is based around the concept of an infinite number of universes. In the Khatsie vision of the afterlife, when one dies their spirit enters a realm akin to purgatory, in which they meet a being known as Shuazami. Shuazami allows each individual to review their life from birth to death. At any time, they may choose any decision they have made during their life that they would like to change. Shuazami then sends their spirit to the universe in which they made the changed decision, in which they relive their life (with no memory of their past life). Once they are fully satisfied with the life they have lived, they may relive it as many times as they wish before finally putting their spirit to rest and becoming one with the universe.
Prior to the Great Exodus, Khatsie had no organized leadership. The ancient tribes had chieftans, but there were no forms of authority after the settlement of their home, Siradir. While there are still no official leaders, but there is now a police force which mostly serves to respond to the use of magic. Anyone caught performing magic is either exiled or, if their crimes are great enough, put to death.
In ancient times, the Khatsie were a nomadic race. Khatsie tribes traveled across the world, learning much of Storelia's magic. Nearly two millenia ago, several tribes converged and permanently settled in the Jungle of Siradir (bordering present-day Leithandor). They constructed large cities consisting of networks of homes and other buildings erected within the branches of the jungle's great trees. Before long, Siradir had become the center of the race's population. By this point in time, the Khatsie has become the most magically advanced race in the world. Their accumulated pool of knowledge was vast enough that their greatest scholars had power rivalling that of demigods (and were often considered such as a result).
They lived peacefully in Siradir for nearly a thousand years, keeping themselves secluded from the rest of the worlds races. Despite the Khatsie's inherent thirst for knowledge, certain branches of magic were initially forbidden on a basis of their religion. However, as their magical power increased their fear of their gods was diminished, and they gradually began to embrace these forbidden schools. Approximately three hundred years before the event that would become known as the Great Exodus, it became common practice for Khatsie to summon demons from the Infernal Plane to do their bidding. Though there were no major wars in Khatsie history, the summoned creatures were useful for study, and eventually entered use as servants, performing tasks which the Khatsie had begun to conisder "below them."
Within the last fifty of these three hundred years, some of the Khatsie noticed that their fellows were beginning to behave strangely. Magic had always been a fundamental aspect of their culture, but the majority of the race started to become obsessed with magic, to the point where they cared about nothing more than accumulating more power. Murder suddenly became common, and summoners began pitting their demons against each other in combat, leading to extensive damage to large sections of the jungle. Terrified by these changes, those Khatsie that were aware of the dangers of these developments fled the jungle, returning to the nomadic lifestyle that had long since been abandoned.
As the Khatsie remaining in Siradir became increasingly dependent on their influx of magical power, they started to undergo physical changes. Their fur lost its color and would begin falling out in patches. Their claws and teeth became enlongated- often jagged, and their eyes began to emit a light blue glow. Many were apalled by what they had become, especially in such a relatively short span of time. Around one thousand years ago, an emergency meeting was called within Siradir's largest city, Ashnena, in which a small portion of the population tried to convince the others that they were leading themselves to their own destruction. Some were swayed to their way of thinking, however most considered the physiological changes to be worth the knowledge and power they were gaining in exchange. Furthermore, they believed that the way of thinking posed by this minority was a threat to this power, and so the dissenters were branded as "heretics." The heretics were forced to flee from Siradir, in the event that became known as the Great Exodus. Most were killed before they could escape, but those that made it out of the jungle were grudgingly accepted into the group that had left decades prior.
This group of Khatsie started to refer to those still within the jungle as Umbra Khatsie, and considered them to be evil monstrosities after the horrors they committed during the Great Exodus. As a result, the Khatsie completely gave up their traditional ways, particularly their magic and religion (though the survivors of the Great Exodus had to be eased off of magic, as they had become strongly addicted to it). For two hundred years this group migrated from place to place as their ancestors had done, but this time they did so as a homeless nation rather than a collection of small tribes. During this time they met and befriended many of the other modern races, being generally liked by all due to their vast knowledge and peaceful ways, as well as being sympathized with after being forced from their homes by the demon-corrupted Umbra Khatsie.
Two hundred years after the Great Exodus, the Khatsie had recovered to the point where they felt that, with the help of their new alliances, they could retake their home. Though they had little experience with martial warfare, the other races taught them how to use weapons, and they learned how to take advantage of their superior agility. For five hundred years, the Khatsie and their allies warred against the Umbra Khatsie, who had become nearly indistinguishable from the demons they now served. During this time they became extremely skilled warriors, as for several generations all Khatsie over the age of twenty five years were required to fight for at least sixty years. Less than four hundred years ago, it was beginning to seem as though the Umbra Khatsie would overpower the allied races, destroying them all. Just when things seemed the most hopeless, a party composed of every allied race struck a crippling blow at Ashnena, disrupting the demon chain of command and turning the tide of the war.
After the Umbra Khatsie and their masters were destroyed, the Khatsie finally reclaimed their homeland. Between the demonic corruption and centuries of war, the jungle had suffered severe damage, which, nearly three hundred years later, is still far from being fully recovered. To the Khatsie, warrior training is now an honored tradition, though no longer a requirement. In memory of the heroes at Ashnena, members of several races, including the Khatsie, sought to create a new nation in which all races could live together peacefully. This goal was achieved close to two hundred years after the end of the war, when an Elven city gained its independence, changing its name to Evermeet and founding the new nation of Leithandor.
Leithandor, being a nation founded on acceptance and open-mindedness, has no laws prohibiting interracial marriage, and as a result the first Half-Khatsie began to appear within a decade of the nation's creation. They are not particularly common, however, as most humans look at relationships with animal-like peoples as disgusting and peverse, and these relationships are banned within human nations. Khatsie tend to disapprove of relationships with humans, however they are not as adamately against them as humans. While most humans view Half-Khatsie as unholy abominations, full Khatsie consider them to be an unfortunate consequence of their parents' poor taste.
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Post by Damien on Mar 7, 2014 16:18:19 GMT -5
DWARVES
Dwarves, sometimes called the Stout Folk, are a humanoid race common throughout the mountainous regions of Storelia. Dwarves are a tough, tradition-abiding folk known for their strong martial traditions and beautiful craftsmanship.
Dwarves are a short race, as their name implies, standing much shorter than humans. What Dwarves lack in height they make up for in bulk; they are, on average, about as heavy as humans. Dwarven males are a bit taller and heavier than their female counterparts. Like humans dwarves have a wide variety of skin, eye, and hair colors. Hazel eyes are common throughout the race, but blue, brown, or green eyes are not unheard of.. Male dwarves are often bald and grow thick facial hair sometimes used to display social status. Unusually for humanoids, both sexes naturally grow ample facial hair though the majority of shield dwarf females shave their beards off. This hair is often dark in hue, though blond or red hair isn't unheard of. Dwarves take the care of facial hair to an extreme, carefully oiling and grooming it, with some adding perfume and ornamentations.
Dwarves are a long-lived race, though not so much as the Tel-quessir, and reach physical maturity somewhat later than humans. A dwarf is traditionally considered an adult once he or she reaches age fifty. Dwarves age much like humans but over a longer period of time, remaining vigorous well past 150 years. Most dwarves live to see their bicentennial and a few live to be over 400.
Dwarves highly value the ties between family members and friends, weaving tightly knit clans. Dwarves particularly respect elders, from whom they expect sound leadership and the wisdom of experience, as well as ancestral heroes or clan founders. This idea carries on to relations with other races and dwarves are deferential even to the elders of another, non-dwarven race.
Likewise, dwarves, perhaps more so than most other races, turn to their gods for guidance and protection. Non-evil dwarves look to the divine for comfort and inspiration, while the wicked look to their divine overlords for methods through which to obtain power over others. Individual dwarves might be faithless, but the race as a whole has a strong inclination for religion and almost every community maintains at least one temple or ancestral shrine.
Dwarves are unusually tough for humanoids, in more ways than one. Dwarven stomachs, for instance, are resistant to virtually all poisons and it takes less effort for a dwarf to get back on its feet than other races. Dwarves also have dense bodies and are difficult to push around as a result, as well as having the capacity to bear loads that other races might find hindering with little ill effect. Dwarves also have a sense about them that few races do, with a preternatural awareness of their surroundings useful for a subterranean race as well as good judgment all-around in general.
Many dwarves are difficult to like and lack the charm of many other races though this is not a trait common to all dwarves and some possess a great deal of charismatic power. Furthermore, dwarves are not entirely unsocial and more than a few have a natural knack for bartering or judging the value of an offer, something that sits well with their legendary crafting abilities.
It is occasionally believed that dwarves possess the ability to see in the blackest darkness and there is evidence that this may be true. However, many dwarves do have an affinity in other ways for the caverns in which they live, possessing a natural affinity for recognizing unusual patterns in stonework that can seem almost supernatural at times.
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Post by Damien on Mar 7, 2014 22:12:40 GMT -5
ELVES
Elves, known as the Tel-quessir in their language, are a long lived race of humanoids found most commonly in forests, shrublands, and other wildernesses. They have a closer affinity for the natural world over civilization and as well as a deep respect for magic. From time to time the elves have organized strong nations, and in some cases have even adopted a nomadic lifestyle. Almost all elves worship the Seldarine, otherwise known as elven pantheon and the elves are generally, though not always, good in nature.
Elves are close to the height of humans, but with notable differences. They have bronze-colored skin and hair most often of copper, golden blond, and black, with red more uncommon, although orange or even green hues are not completely unheard of. Elves typically have green eyes, though golden ones are also common, and silver, black, hazel, or copper hues have also been heard of. Male elves are typically taller and heavier than females, sometimes by as much as five inches or twenty pounds. Elves are fair and beautiful, handsome, and have pointed ears and no body hair except eyebrows, eyelashes and hair. Many elven men are fond of long sideburns since they're unable to grow full facial hair.
Elves mature at roughly the same rate as humans, though they are not usually considered past adolescence until they reach 110 years of age. Unlike humans, elves do not age dramatically as their lifespan comes to a close with the most obvious changes being a change in hair color, alternatively graying or darkening, usually to a more autumnal version of the original. Most elves remain healthy and full of life up until their death, which, if age-related, is usually between two and nine centuries.
Being a long-living race, elves typically have a lot of time to devote to various things. Because of this, they are known to be immensely disciplined and very patient. This lends itself to their usually life-long goals and devotion to the study of magic. Some even decide to live the monastic life of a monk, learning the ways of unarmed combat.
Elves have a deep respect for magic and often concentrate their studies on its nature and use. Elves are well-known for their immense discipline and patience, which lends itself to long-term goals and in-depth study of magic. They have an advantage in this over other races for, as a collective group, the elves have a greater wealth of lore than any other, a collection accumulated over centuries. With the proper training, elven mages might be capable of warding an entire city or changing the landscape of a small region overnight, although such power is often used hesitantly and with restraint. As a result, elves, as much out of an urge to prevent magical disasters as out of possessive arrogance, are hesitant to use their abilities learned as mages outside of their domains.
Most elves are deeply religious. As in most other things, elves leave no detail incomplete, and the elven ceremonies devoted to the Seldarine are often long and drawn-out. For other races, these rites might even seem dull, with elves neglecting any hint of joy or merriness, which they believe disrespectful to the gods, in their worship.
Elves generally pay heed to all the Seldarine, but most find Corellon Larethian most worthy of their veneration. To the common elf, Corellon reflects the best qualities of a leader - wisdom, generosity, and firm leadership. Priests of the god often have a high place in elven society, advising nobility and aiding the military.
Elves have a number of abilities that set them apart from other humanoid races. They are agile, dexterous creatures. Elves are also more preternaturally aware of their surroundings. This aids elves in many ways, allowing them a high degree of perceptiveness. Additionally, elves are extremely accurate in their attacks, having a degree of precision that is unusual for other humanoids. Because of this, elven archers are extremely effective snipers.
Many elves do not sleep but find their rest in a meditative state called “reverie” which is as restful as true sleep but leaves them aware of their surroundings.
Elves born into the nobility have the opportunity to attend the Academy of Eldamar. Depending on what vocation the student wishes to pursue (warrior/soldier, cleric/healer, or wizard), the student will have to spend a total of 120 years among the three schools: Istimamen'Ohtar, the School of Melee; Istimamen'Selu, the School of Magical Arts, and Istimamen'Amandil, the School of the Seldarine.
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Post by Damien on Mar 7, 2014 22:32:56 GMT -5
HALF-ELVES
Half-elves, as usually defined, are humanoids born through the union of an elf and a human. Whether a half-elf is raised by their human parent or their elven parent, they feel isolated and alone. Because they take around twenty years to reach adulthood, they mature quickly when raised by elves (who think they look like humans), making them feel like an outsider in either place. Pairings of elves and other races exist, though they are extremely rare.
Half-elves stand only slightly shorter overall than humans, and they are heavier than elves but still considerably lighter than humans. Like humans, half-elves have a wide variety of complexions, some of which are inherited from the elven half of their heritage such as a tendency for metallic-hued skin and inhuman hair colors. Unlike true Tel'Quessir, however, male half-elves are capable of growing facial hair, and often do so to distinguish themselves in part from their elven parents. Half-elven ears are about the size of human ones, but like elves, they are pointed on the ends. Half-elves are also notably more durable and passionate than either elves or humans, a unique result of the two races’ blending.
Half-elves usually adopt the dress and hairstyles of the culture they were raised among. However, it is also fairly common for half-elves raised among humans to wear elven clothing in order to proudly display signs of their dual heritage. Regardless of what they wear, half-elves stand out a crowd through the combination of physical distinctiveness and force of personality.
Half-elves, as a result of their unique heritage, exhibit a confidence and strength of personality uncommon amongst both humans and elves, a result of the blending between elven perceptiveness and human passion and drive. Half-elves are natural leaders and negotiators, and perhaps due to their reality of living in two worlds are unusually open-minded. Some half-elves manifest this leadership through confidence and bravery, but others are cordial and polite, manifesting their force of personality in a subtler but no less effective manner.
Half-elves generally like to be around others, the more diverse the better. Perhaps due to the circumstances of their birth, or to a simple drive towards diversity, half-elves are often found in large population centers where other races mingle freely. Half-elves naturally gather others around them, forming a large network of contacts that is both pleasing to their psyche, and practical for other purposes. In spite of this love for forming connections, or perhaps because of it, half-elves rarely settle down for any length of time and possess a genuine sense of wanderlust, moving from place to place in a way that makes them very natural adventurers. However, whenever a half-elf returns to a place they've already been, they hunt down old friends and renew relations.
Though many half-elves are beloved by members of other races, not all half-elves are born to a loving human-elf couple. This troubling past can effect half-elves in many ways, sometimes causing them to become bitter or feel burdened by the past. This leads them into conflict with members of other races (who often expect half-elves to be friendly and joyful), in turn putting undue pressure on troubled members of the race.
Ultimately, half-elves endure, both physically and socially. Admired and respected by others of all races, half-elves naturally inspire loyalty and return the fealty with deep friendship and a sense of responsibility. As such, half-elven leaders often lead from the front of a battle, preferring not to send friends or followers into danger they themselves would not face, and putting themselves at risk while inspiring even more devout loyalty.
Half-elves gain an unusual blend of abilities from their two heritages. More durable and more innately charming than either humans or elves, half-elves lack the grace or wisdom of their elven parents, though they do have some of the versatility of their human ancestors. Half-elves have a natural ability to learn outside of their specialty, giving them a strength in adaptability. Half-elves, like their elven parents, work well with others.
Half-elves mature slower than humans but faster than elves, and can live for over 180 years.
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Post by Mizagium on Mar 8, 2014 2:13:09 GMT -5
Race: Vecidae
The Vecidae are a deer-like race, comparable in size and stature to gorillas. While their hind legs end in cloven hooves, their forelegs end in hands with three fingers and an opposable thumb. Much like gorillas, Vecidae walk upon their knuckles. Both male and female Vecidae grow antler from the time they reach an equivalent to puberty. Vecidae antlers never stop growing and must be periodically worn down. Unlike many advanced races, Vecidae are not omnivores, consuming only plant matter – vegetables, fruit, and some varieties of fungi.
The Vecidae are a proud people, slow to accept and quick to anger. Compared to progressive races like Humans and K’orm, Vecidae advancement was relatively slow, as they prefer the tried-and-true ways to something foreign or new. This gives them a reputation for being backwards or primitive, but this is not the case. While it varies from individual to individual, and nation to nation, the Vecidae race is stubborn almost to a fault, and have gained an unsavory (although not entirely undeserved) stereotype as absolutely impossible to reason with.
Despite appearing as animals, Vecidae do were something akin to clothing, and although it varies between their countries, there are common elements. Vecidae clothing is typically a single fabric draped over their backs that hangs down off their sides; more modern clothing also includes fabric to cover their fore and/or hind legs. Formal occasions call for a second fabric that hangs off their shoulders and obscures the front gap between their forelegs. Traditionally, males have worn clothing that almost reaches the ground, but this trend is changing. Also traditionally, females would decorate their antlers with colorful jewelry, but this (at least within and around Leithandor) is becoming a shared trait among the sexes.
Vecidae antlers grow continuously and so require periodic grooming. An occupation sprung up early in their history of antler-trimmers, which has evolved into a fashion. Antlers may be trimmed to be long, short, branched, or single. Men have traditionally worn their antlers longer and more branched, while the females would trim their down. Again, this is changing, but a “large rack” is considered a sign of manhood; having no antlers is a sign of immaturity or weakness, hence the derogatory “bareheaded” insult.
Vecidae have an inclination against bladed weapons, preferring to spar one-on-one, fist-to-fist, and antler-to-antler, although necessity prevails more often than not, and Vecidae warriors are trained in swords, pikes, and the like. Ranged weaponry ever caught on (partially as a result of not requiring to hunt down food) and has clearly colored their military psychology. Brawls in the street are not an uncommon sight, nor are they frowned upon as they are in a human town. This is a way to settle disputes, and the manner in which to respond to an insult. Killing another in a duel is frowned upon, although if the offense was considered grievous enough, it will be excused, depending on the region. Leithandian Vecidae are noticeably less aggressive than other Vecidae, but still more so than, say, Humans, Elves, or K’orm.
Perhaps due to their herbivore diet, Vecidae spirituality concerns the forest chiefly. Their way is not so organized as the Elves, Dwarves, Golems, or even Khatsie. The forest either is a spirit or contains spirits worthy of reverence and respect, but not worship. Some groups have expanded this to include more aspects of nature, or even artificial things like cities. The Vecidae “afterlife” simply involves becoming a nature spirit somewhere, and achieving harmony with the nature. Sometimes this becomes ancestor-worship in communities. Variations are expected and usually accepted, given the decentralized nature of their “religion”.
The earliest known Vecidae settlement is thought to have been established around 12,000BR to the far northeast on the coast. Because Vecidae do not typically venture so close to the sea, it has been theorized that they emigrated to this continent from a far-off land in ancient times, possibly via boat (although the racial aversion to the ocean makes this unlikely) or a sunken land bridge, which seems more likely, putting their arrival somewhere around 12,500BR. Since then, the Vecidae have branched off into many groups, settling in all areas of the continent, although advancement was slow, due to the racial attitude of slow progress. One group eventually found its way to the southwest, in approximately 2100BR. Official records from that time are sparse, but the founding of the first Vecidae town in this region is cited as 1987BR. Records also state that the Vecidae first made contact with the Elves about twelve years later. The burgeoning Vecidae nation expanded into the Siradir, but was eventually pushed out by the Khatsie expansion.
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Post by Mizagium on Apr 1, 2014 13:59:54 GMT -5
Race: Dragonkin
Dragonkin are a humanoid race distinguished by the presence of horns in the place of hair and large, leathery wings. Aside from the obvious, Dragonkin differ very little from Humans: they are human-sized and have similar gender differences. Despite their ability to fly, they generally walk (upright) from place to place. Dragonkin do not generally ride in vehicles, be them cart, caravan, or ship, and they find the notion of riding upon an animal (such as horses) to be silly and ‘primitive’, having had no cultural necessity to do so. Some find disgust in horse-riding, but they are the exception, as even Dragonkin recognize the necessity of animal labor. Shortly after Leithandor was founded, a sizeable community appeared from the south, flying off the sea and settling in and around Watertown, offering no stories of their homeland, history, or why they had come to Leithandor.
The Dragonkin historical records date back over twenty thousand years, when the first Dragonkin civilization, the Manakete, appeared. The Manakete believed that they were the children of dragons, whom they revered as gods. The first Manakete city, and center of their civilization, Tar-shall, was established at the foot of Mount Ii-ule, which evidently housed an ancient dragon the Manakete called Heneta-Lohe. Hente-Lohe, the legends say, gave knowledge to the Manakete, called them his children, and was frequently consulted by priests dedicated to him. For hundreds of years, the Manakete spread through the Van-leit Valley, relatively isolated, conquering smaller Dragonkin towns. United by similar beliefs (most others also revered the dragon-gods, but only Tar-shall claimed an existing one, lending credence to their assumed lofty position), the Manakete dominated the valley, finally venturing beyond at the apex of their might. Fueled by a cultural messiah complex, the Manaketa Empire established a dominion over the Folleck regions of northwestern Badolgus, contacting other Dragonkin nations: Oolust, Nanbera, and Eilgom among others.
The Classical Era (sometimes called the Golden Age, or the Dawn Years), while not the gleaming utopia that poets like to imagine, was certainly advanced for the time. The four Great Empires advanced at rates unheard of, discovering knowledge that modern scholars are only recently rediscovering. They built great, towering cities that the Dragonkin alone could navigate, requiring the use of their flight, creating architecture land-bound races can only imagine. There was war, of course, but there was also literature, art, medicine, and peace. While the Manakete records are the most complete, existing stories of the Oolustians, the Nanberani, and the Eilgomic tell similar creation myths, and even seem to indicate that each civilization had their own dragon-deity that resided within their borders, although only the Eilgomic is named in the texts that survived: Ghalgarom. For an unbelievable four millennia (and then some) the Great Empires reigned over Badolagus, but it was not to last.
Land disputes, religious schisms, and petty disagreements weakened the empires, and heralded the end of the Classical Era of Badolagus. The Great Collapse is surprisingly less documented. History tells of the “sea-folk” arriving at Badolagus and destroying the civilizations there. One story says that Heneta-Lohe was slain by the sea-folk; another than he summoned them to punish his disobedient children. What is known is that records of Heneta-Lohe abruptly end with the arrival of the “sea-folk”. Manakete survived by retreating to their ancestral home in the valley, the beginning the Retreat Era.
Surviving records of the time, refer to the sea-folk as a wave that washed over Badolagus, unyielding and destructive, tearing down the great nations of the time. Manaketa and Nanbera survived, but Oolust and Eilgom disappeared. New civilizations arose in the old regions of Oolust and Eilgom, but it is unknown if they are direct descendants. A cultural fear of the sea-folk kept the Manakete within the valet for six hundred years until they dared venture out again, which begins the Salvage Era, sometimes called the Age of Rebirth. They found themselves standing among the wreckage of their ancestors. Fear of the sea-folk slowed progress this time. Manaketa rebuilt, salvaging their own knowledge from a language they barely remembered, cities that had collapsed centuries ago, and smaller communities of Dragonkin (and Humans) who had set up shop among the ruins. The Badolagus region never achieved the heights of the Classical Era, but it did survive.
And then the sea-folk returned. The slowed progression of civilization left the peoples of Badolagus completely unprepared for the Second Wave, which completely wiped out everything again. The remnants of Manaketa were finally exterminated, leaving only small, isolated communities of survivors. Even the previously safe Van-liet valley was razed. Few records from the Salvage Era survived. Among them was a mostly-burned text, an account of the Second Wave. Details were sparse, but a date was recovered—the date of the beginning of the wave: 9969BR when adjusted for the modern Leithandian calendar.
This time, the survivors hid only for a generation before restarting their advancement. The Second Golden Age saw Badolagus unified under a single banner, that of the Yop-felgenra Dominion. A new religion took hold of the Dragonkin, the cyclical Judgment Waves that plague the region, eliminating civilizations which cannot stand against it, making way for a stronger civilization. The Yop-felgenra theocracy became the strongest military force Badolagus ever saw. Scholars made sure to record everything. A costal wall was constructed and the Wave Guard held constant vigil against the sea-folk. The hierarchs prayed for the return of the old dragon gods to deliver them from the tyranny of the sea-folk.
After about a thousand years, the Second Golden Age gave way to the Gilded Age. The priests and the hierarchs became corrupt; the Wave Guard fell out of favor; the sea wall degraded. No one believed the sea-folk would come again. Yop-felgenra shattered. Nobles houses and hierarchs who had twisted religion around themselves fought and carved the dominion up amongst themselves. The Wave Guard remained neutral and survived. They believed the sea-folk would come again, even if no one else did. The Era of Decline began as the independent nations now became increasingly isolated. Nations changed hands. Names changed. Kings came and went. Badolagus stagnated. Without being able to advance beyond the sea (challenged a few times, but the Wave Guard always held) and the Hellclaw range to the south and east, new ideas, new ways, new technologies never arrived. It wasn’t until scholars rediscovered old Manaketa texts that attention was given to the sea again. They compared the records from then and from the Salvage Era, and realized the old Yop-felenra religion was correct: the sea-folk did operate on a cycle. And they knew when they would come again. They tried unsuccessfully for a long time to unite the region, but it wasn’t until they presented the information to the Lord Admiral of the Wave Guard did any progress happen. The Wave Guard waged a unification war on Badolagus, taking the bloated, weakened kingdoms for themselves and establishing a harsh, military regime. When the sea-folk returned in 4936BR, Badolagus was prepared.
Scholars hid their records in special underground vaults that the old Dominion had constructed. The Wave Guard fought against the sea-folk for decades, slowly looing ground. The Sea Wall held spectacularly, but after six years, the ancient structure was breached and the wave swept into Badolagus. The war lasted for long enough that the magus scholars had time to study the sea folk and record their findings. The sea-folk were roughly humanoid, arrived on ships from overseas but were apparently amphibious, possessing gills and webbed digits, with large, bulbous eyes and razor-sharp teeth. They wore strange metal as armor, forged so strongly that the iron weapons of the Wave Guard could not break them. It wasn’t until they repurposed some of the sea-folk weapons and armor that the fight even came close to even. They also discovered that the sea-folk originated not from another land, but from someplace in the sea, the Otherplace, apparently though something like a gateway. Despite initial beliefs that the wave would end after a time, the wave kept coming, eventually overwhelming even the Wave Guard. After two generations of war, the line broke, and the Third Wave washed over Badolagus. Again, some survived, but the locations of the record vaults were lost for thousands of years.
The current era has progressed very much like the previous eras. The Wave Guard was reestablished and the Sea Wall is undergoing repairs. A single large empire dominated Badolagus, but now has given way to a diverse region. The first record vault was unearthed in 159BR and more and more have been since. Records of the First and Second Waves were few and far between, but when the record of the Third Wave was uncovered in 8BR, it was hidden to avoid causing a panic, but later stolen and revealed to the public. During the initial panic, a group of individuals decided that leaving Badolagus was the best course of action and set out across the sea, eventually arriving at Watertown, Leithandor, in 14R. They offered no explanation about their homeland, offered no mention of the sea-folk, and have only barely interacted with the other races. They remained in Watertown, acting as a secret Wave Guard, watching for the sea-folk to arrive.
The Leithandian Dragonkin religion accepts the cyclical nature of life and death, coming across as somewhat defeatist to others. Some embrace the pointlessness of existence, while others fight against it. Still others attempt to make the most of the short time offered to them on the world.
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