Monday, August 17, 2020

Castle of the Spire

 Alright my friends! Be prepared because this is a big one! This is a big ole document of a bunch of ideas that I am working on for the world of Nassavra. It is not complete by any means, nor is it fully cleaned up and nice, so there are some spots where it might look a little gross. But hey! One step at a time, my friends! 


Thanks for checking it out! 


(Note: This is subject to change. I don't know exactly how I'm going to edit this all when I'm going through it, but hey! We'll figure it out!)


Kerdian Cultures

DORU:

  • The Heart Tree: The central point around which Doru has been built is the Heart Tree- a prominent natural landmark that is believed to help the spread of magic throughout the continent. In many Kerdian religions, the Heart Tree is believed to be the point where mortalkind evolved. This is only partially true. Rather than being the original world tree, the Kerdian Heart Tree is actually one of four surviving offspring of the true Heart Tree from H’Steran origin myth, and the last one that is believed to remain wholly intact. While once there were many Deiyan trees serving as hubs of knowledge across the globe, they were cut down and/or destroyed in the First Wars. 

  • Ancient Academy: Built up and broken down many times and by many hands, the Heart Tree Academy has been the source of education for many scholars, nobles, and priests. One of the largest hubs of knowledge in the world, the academy promotes multicultural perspectives and has stood for years as a symbol of peace between nations. There is a standard of diplomacy for all attendees which helps to forge meaningful interactions and respect between the figures of nations and groups.

  • Secrets Slumbering Far Below: Deep underneath the academy’s foundation, tunnels have been carved out that lead to the roots of the Heart tree. It is at the base of the lateral roots that the god Woid and his children have remained for many years, extending their influence over the magic of the continent in the attempt to protect the world from the dragons- and the dragons from the rest of the world. Woid has cast a sort of slumber and ward on his kinsmen, keeping them from harm’s way. With each passing year, his control slips away, and each time that land is cleared to make way for a new kingdom he loses control of different parts of the tree. When it breaks, a new age of dragons will arise, and with it will come bloodshed. This explains why a world with more nature is inherently more magical, as the ability to read vibrations through tremors in the tree is otherwise lost (pseudoscientific explanations for magic and all that, being that by sharing life essence with the tree Woid can essentially “see” the happening in the world around him and transfer magic through a living vessel). 


            TRINURIAN:

  •  Idols of Affection: Hunts in Trinurian society are often a long and enduring ordeal. To show affection and care for one that a person loves while the hunter is away, hunters will sometimes take a bone or piece of wood and carve shapes, runes, and other images into the surface of the material. The more intricate it is, the more time and consideration that the hunter has put into it. It is often given to spouses, children, best friends, and on occasion the family members of a potential partner. Certain symbols represent ideals, like amorous love or chaste friendship. These are important marks of distinction. 

  • Tail Emphasis: Trinurians take pride in their tails above all other physical features on their bodies. Individuals without tails are ostracized by society, while those born with a significant amount of them are considered holy and deified by their society. Because of the cultural impact and the perception of identitive determinism that comes with how many tails a Trinurian sports, gifts such as oils and soaps for cleaning tail fur, tail beads, and other adornments are all considered customary for the people.

  • Many Shrines: Similarly to the Duinians, the people of the Trinelands tend to set up many shrines for the various gods and spirits that they believe inhabit the woodlands and forests. In towns, there are specific protector spirits that are believed to inhabit the dwellings. Families will even have specific shrines for their household spirits where sacrifices of food and drink are offered to offer thanks. 

  • Rites & Rituals: The three methods of sacrifice are as thus: Wounding, strangulation, and drowning. Servants of Cudin are bled and then hunted by hounds, as their lives begin and end with the hunt. Servants of Muir are drowned baptismally or are sent to sit at the bottom of the sea, their bones returning to make homes for the fish they once hunted. Servants Daireg- most typically druids- are hanged from the tree and, after strangulation, is buried in a mound at the base of the tree. Each of these sacrifices is meant to nourish the earth where the Trinurians have taken from: The flesh of the hunter feeds the wild beasts, the bones of the fisher/whaler give homes to the fish, and the bodies of the druids help to provide nutrients to the trees and other plants. It is an important part of Trinurian culture, although it makes other civilizations rather nervous when interacting with them. 

  • Dehmer Connections: The Trinurian have a strong affiliation and belief system as the Dehmer, who they first made contact with when crossing the Ice Bridge over onto the Mainland. This has been a great influence on their creation myth and ritualistic practices. It was the Trinurian, however, who interpreted the Moon as the realm of their ancestors, as it is revived every day when the night comes.

  • New to Settling: Although the Trinurians have been around for many years, they had remained largely nomadic for quite some time. However, with the peace settlement between the people of Tir Duine, the Trinurains agreed to create a settlement that they could reliably be found at and settle into. The Moramers, however, do still have roaming villages in their own designated parts of the land.

  • The Northern Lights: Far in the North, at the cusp of Trinurian lands and even stretching beyond into unofficially claimed Ulfur territory, the sky opens up in flashes of vibrant color. It is said by some that this is the coming of H’Ster, as when she walked in the world, much of the sky always looked colorful with strange stars that no longer exist. The Trinurians, however, who do not necessarily believe in the Goddess interpret it as something different altogether. 

  • Life on the Ild: 

  • Unique Mounts: Horses are often skittish around Trinurian riders due to their natural predatory features. Trinurian, as such, have developed a manner of bonding and riding beasts that relies on a trust. The most common mounts for Trinurian are aurochs, as these animals have grown up and evolved with the Trinurian people for centuries. Aurochs are also one of the few animals that can accommodate for the ulfur’s impressive size. Other animals include “flathorns”, a kind of moose, 

  • Moon Cycles: The shape of the moon’s shadow is said to be the bridge of connection from the Spirit World, where the souls of ancestor Ulfur reside, to the Physical World. As such, it is the way their souls are revived. Warriors exist in the half-cycles (needing strong bridges to support their hearty bodies) and the Scouts in the crescents (as they are lithe enough to slip by on even the thinnest sliver). That is why it is believed that the tails are dependent on the moon phase. Those born under a new moon- that is to say, without a tail- are considered alien because they had no spiritual bridge to cross over on. Therefore, they are likened unto unnatural creatures. 

  • Caste System

    • Haflar/Halfar (In Ulvan dialect pronounced “Hal-har”): Alphal, the ulfur who runs things. Also called kings or queens in other tongues, the Halfar is responsible for keeping dominion over large packs and designating special responsibilities or duties onto others. They are the highest in the caste. While their role is not explicitly closed off to others, it is inherited upon birth by their progeny. It is a position that can be changed upon competence, but only by those with two tails or more. There is always one male and one female, though they may not be mates. 

    •   Warriors:

    • Omegas: Essentially the Halfar’s fools, these individuals are oftentimes the ones who bear the brunt of a Halfar’s vented frustrations. Despite the fact that they are subjected to violence and even other abuses, the omega is often protected fiercely by the Halfar. If the pack takes tormenting them too far, the Halfar will step in. Some romanticize the relationship, especially after the tale of Hurdi and her Omega, Jütta, became popularized. Omegas experience a lot of what can be considered “tough love” by other standards. 

  • Dominance Culture: The idea of teamwork is the most important aspect in Trinurian society. However, there is also the concern of how dominant you are in that social circle. Everyone has a role to pick up in society. Sometimes you are the shit-shoveler. Sometimes you are the hero. It makes no difference the role, everyone recognizes how vital it is. However, those who can strive to be dominant even in those positions. If you are destined to wipe the scum off another ulfur’s paws, then you better be the best one that does it. The idea of bullying another is not an unfamiliar concept, and is often done to shame, dominate, or otherwise display higher standing above another person. 

  • Family Oriented: Many Ulfur emphasize the importance of family and the unit, striving to survive together and understanding the importance of close knit social bonds. It comes as no surprise that villagers will know the name of everyone in their clan. Some Ulfur have difficulty recognizing humanoids by face and so instead recognize them by smell. 

  • Bastardization: Children who are born as half-breeds are exceedingly rare. Iona is an especially rare case as she was born of a legally recognized union. Because there is little tolerance for this kind of relationship, she was deemed as “bastard” and docked of one of her two tails as a symbolic measure. 

  • Highlands and Lowlands, and Islands Too: There is a long-standing rivalry of sorts that exists between the . The Lowlands, often called “The Land of Men” or “Tìr Duine”, is

 occupied mainly by the human civilizations such as . The Highlands, or “Ulvheim”, on the other hand, consisting mainly of boreal forests and tundras, is the birthplace and true home of the Trinurian people. The Ulfur  began moving in closer to the greener lands some five three hundred years ago from the current timeline, when the ice of their homeland began gradually receding after the bodies of the dragons melted the ice away. The Trinurian, who have a traditionally packlike clan structure, became adversarial with the menfolk of the Lowlands after trying to claim swaths of the new land. The disputes between the Ulfur and the Men led to a long and bloody war with many factions. As more and more villages fell, the Men of Tir an Duine resigned to create an agreement with the Ghoffs of Central Hegros for protection. This led to conflicts against the people of Hegros and the Trinurians as well. Recently, High King Conall has wed with the princess of Respite, Catherine, near the border of Snow’s End. This marriage has effectively put an end to the decades long conflict between the raiding parties of Frosset and the humans of Fearann (the Flowerlands). This has also established a new potential form of religion and culture to the Trinurian people.

  • Trials of Bravery: Bravery is an important ideal of Trinurian morality. Therefore, tests that help to prove a person’s bravery are not uncommon. They can include jumping gaps between cliffs, nighttime tests of courage, or hunting frightening beasts. Courage in battle is highly praised, where cowardice in battle can result in vilification and even exile. 

  • Trinurian Rule of Law: Though Trinurians have a caste system that helps determine societal positions upon birth, there is a system of governance that is not solely established by birth, but rather by worth. There are clan systems that operate within the general chiefdom of the Trinurian society. That is to say that individual kin groups can exist within the same tribe of ulfur- be they under the jurisdiction of one leader or another. There is wealth disparity in Trinurian society, though it tends to be relatively egalitarian, with those who can afford to look after the weaker members helping them to survive. In ancient times, most Ulfur survived by sticking to their familial packs. This changed when the ulfur Trine came to unite the clans when the Is began to disappear. He created the first exogamous clan of ulfur, and the dhemur called his people “the Trinur”, which was later translated by Dunians to “Trinurians”. This is the system used today, and the people most often associated with the Ulfur. Essentially, there is one main High King and Queen that look after the other packs and help to make decisions that will continue their followers’ survival. The other packs are ruled by Moramers, who control certain territories and have families of their own that can inherit their positions of power. Most packs run around a hundred or so strong, but the High King’s pack is often around five thousand in modern times. The position of High King can only be taken by a warrior of his Clan, though through marriage, others can join into that Clan. While the High King is permitted to have many wives, the Queen can only take her one husband, though she has much power otherwise. These relations are exogamous. The most powerful people in Trinurian society are as such:

    • High Halfår, High King (Alpha)

    • High Halfar, High Queen (Alpha)

    • Moramer (Beta)

    • Warriors (Middle)

    • Scouts (Middle to Omega)

    • Retired Elders and Pups (Middle, Protected)

    • Spurned, or “Jütta” (Omega or Lone)

  • Other Unaffiliated Ulfur Packs: There are packs of Ulfur that do not follow the Trinurian law. These packs still follow the Auld Ways, and do not associate themselves with the Clans much outside of their occasional interactions. They still behave in such a way that aligns them closer to their nature and tradition rather than the new traditions and order of the Trinurians. The other Ulfur of the world find Trinurians strange, because they “eat with, bant with, and even now mate with their prey.”



            NAIBAN:

  • Dyed Wyvern Eggs: Wyverns are to dragons what monkeys are to men. That being said, they are an incredible and important genus to the Naiban people, who have built much of their civilization and survival around the ability to tame these creatures and their impact on the environment. Naibans enjoy creating reliefs or stories of their wyvern mounts (which are more often than not entrusted to royalty) on the wyvern’s first egg. If the animal is male, the egg is often from the wyvern’s parent.

  • Archery: Though not openly embraced as a pastime or tradition for the municipality of Naiba, in the outreaches of Shun in the Dunes, there are several nomadic tribes that celebrate the art. While the Naiban people are the ones who perfected the relationship and art of riding wyverns, the nomadic people of the Dunes have practiced archery and mounted combat for centuries.

  • Wyvern Diplomacy: One way that the Naiban Sharya and Sharyana show their affection for another world leader or nation is by giving them a wyvern, the emblem of their own nation. Naiba is the only place aside from parts of Anteros where wyverns still exist. By entrusting a wyvern with a world power, Naiba shows that they respect another group and embrace them as honorable allies. 

  • Molting Season: Though they remain hostile to many of the humans in Shun, the Nagas of the Jaws (a deep canyon in the desert) rarely show themselves outside of their home turf. During certain times of the year, many will often come out of their sandstone caves to shed along the edges of the rock. A man who walks the roads will know that the nagas are active when they see the skin. Travellers around this time of year take the molted skins and hang them as a warning for fellow journeymen on the roads.

  • Art Appreciation: One of Naiba’s main industries is the creation of beautiful tapestries. Girls and boys are taught from a young age how to make textiles, sew, and operate a loom. More often than not, they are also educated in the other arts as well, such as painting and caligraphy. They often create muraqqa-like texts from a young age, which they expand and add to throughout their lifetimes (or, at least, are expected to). While there are societal rules that pertain to interactions between citizens, there are significantly fewer restrictions on expressions through art. Considered a vessel for expressing freedom and a love of life, it is believed to be healthy to make works that reflect the artist’s thoughts, feelings, desires, opinions, and ideas.

  • Acclaimed Cuisine: Sticking to the idea of creating beautiful things, this extends to Naiban taste. Naibans are renowned for their amazing culinary creations, which often varies from sweet fig pastries to dishes of spice and vegetables. They do not often eat that much meat, preferring the consumption of dunemelons, cucumbers, and hanging tomatoes. They are expert salsa makers. 

  • Board Game Masters: In Naiba, rivaled only by the people of Tiān, they are the undefeated masters of many games. There are a handful of games that are well-known across the continent. 

    • Yadra (sounds like “yadora”): Translating to “war”, this one is famous among many soldiers and politicians for its strategic appeal. 

    • Straka (Sounds like “storaka”): Translating to “duel”, this is a game that is often played in taverns for its fast-paced nature. Representing a sword fight between two combatants, the object of the game is to outmaneuver your opponent through means of advancing, retreating, footwork, and blocking. The dagger tile in the game is obtained on a player’s third successful parry. Players can get a Balestra if they are able to advance thrice in a row. 

    • Sarayin (sounds like “sarai-yeen”):

  • Rich Clothing: Naibans are especially fond of wearing wyvern feathers on their clothing, often with arm-bands or bracelets, though occasionally necklaces too. Earrings are very popular. Shoes are often worn with sand-sifters- gilt bronze or copper shoe covers that help one traverse the hotlands with ease and are often crafted to be aesthetically pleasing. Palm-frond woven sandals are common articles for youngsters just learning the craft, and other palm accessories (and even toys, like frond-birds) are popular among youths. Although top and bottom combinations are not out of the question, many Naibans tend to wear single-piece robes (called a Hasa, or a Bloom-Coat for its similarity to the shape and beauty of a waterlily) with a sash or cord (called a Sama, or Unity-Band) around their waists. The sleeves on a Hasa are long and billowing, though sometimes with a tapered piece of cloth at the end that wraps around the finger. The fringes of these sleeves are sometimes tasseled. Beaded boots, sandals, and slippers are all common in Naiban attire. Decorations can sometimes allude to various things, such as societal or marital status, rank and position, occupation, ect. Additional adornments or styles oftentimes are a silent language to help tell someone what someone does or a bit more about who someone is. Archers will sometimes adorn three-fingered gloves, while 

  • The Twins and the Mother: The Twins bring the rain and the Mother brings life with the sun. The religion of the Trinity (The Trisa, pronounced “turisa”) originated with the teachings of two great demigods, those being the beings Varsa and Vasan. While Varsa and Vasan both claimed that they had many siblings, they also accentuated the fact that they were the most powerful, but were always deferential to their Mother, She who is greater than any other. The Twins would often perform miracles for the Naibans, including making the land fertile where it was not before. This is where Naiba was born. These acts of holiness kept the native people of the land alive, and led them to believe that Varsa and Vasan were truly the greatest beings to grace their presence. Upholding this belief, Naibans celebrate these three even after the calamity of the Oinos wars and the disappearance of the two gods. Nonetheless, the people of Naiba often pray to the Trisa, believing that they will be able to hear their prayers and return one day. New relations with the Empire have put a strain on worship of the Twins, though worship of the Mother is still encouraged. 

  • The Three Worlds: There are three planes in the religion of the Naibans- Three heavens: Nama- Heaven, the Plane of Harmony and Creation, Nassa-  Material, the Plane of Matter, Energy, and Passive Potential, and Nerén- Nassavra, the Plane of Truth, Discovery, and Personal Experience. Without one, the others lose purpose. For instance, if there is the Nama and the Nerén but no Nassa, there is no true home for all living beings to experience life. If there is Nassa and Nerén but no Nama, life would meet a finite end and would have no purpose to continue. If there is Nassa and Nama but no Néren, there is no reason for the Nama to be. The Triasa is very important in Naiban religion, and it is embodied by the three divines. Vassan represents Nerén, focusing on experiencing life and overcoming hardship, learning from one another and sharing these experiences of life. Varsa represents Nassa, embodying the cycle of life and death, and the change in the world as a whole. H’Ster represents the Nama, the body of Heaven and the celestial, transcending all material or mortal means. The experience as a mortal, the experience as a realized person, and the experience as a spiritual being.

  • Important Instruments: Music is hailed as an enlightening religious experience in Naiba. The triana is an incredibly important instrument that represents the three kingdoms of life. This spike lute has featured in many forms of music throughout the ages (based off of the sanxian). As such, the instrument is carefully measured to have these three elements, represented by three strings: The lowest is the Nassa, the highest is the Nama, and the middle string is the Nerén.

  • Inventors and Innovation, Freedom of the Mind: Fireworks have been a very important new creation that has come out of Naiba. 

  • Migrants of a New World: Once denizens of Esnes (Hóstia?), Naibans originated as tribes that were enslaved by the Kash. A group of six families were spearheaded by a seventh- who claimed to have seen two beautiful wyverns leading them to freedom. They fled northward until they grew weary, dehydrated and exhausted from the long journey. Gheim and Weser, who had not seen the individuals, came down to their aid. They gave the weary travelers water and sheltered them under their wings. The travelers were grateful, singing the two Oinos’ praises. They shared a night of celebration with them, entertaining the Twins with stories of their daring escape. By morning, the two water dragons were lorn to give up their new companions. The Twins decided to adopt them, helping them find suitable shelter in this new land. Together they made an oasis in the middle of the arid spot, which would go on to be known as the Eternal Wellspring. The Naibans, who were used to working on large constructions for the Kashee, began making their own homes. Gheim and Weser were enthralled by the magnificent beauty of these places, though they started small, and became the patron deities of this new land. 

  • Spark of Hope, Lovers of Beauty: The roots from which Naiba was born tells a tale of a group of immigrants who stayed hopeful in ugly and dire conditions. That is why Naibans tend to focus on the good things around them, celebrating the beauty in everything. They know that life can be short, and so it is important to treasure every moment that a person can. 

  • Masters of Dance: In Naiba and other parts of Shun, dance is considered an act of expression that is holy. By dancing, they are honoring and channeling the spirit of creation inside of themselves and sharing it with others. A few notable styles of dance include the Zirru (“jiru”) dance, or the circle dance, in which performers use a ribboned wheel to perform acrobatic acts. These dancers are often attired in flowing clothing so their performances are reminiscent of a sunwheel. https://www.youtube.com/watch?v=WJQr2oAB6i4  https://m.youtube.com/watch?v=oRcfsLrMw9U 

  • Multiple Positions in Wyverynry: As the experts on wyvern handling and flying, Naiba has a multitude of positions for each aspect of wyvernry. All of these are considered very important- from the saddlemakers and bridlers, to the groomers who keep their skin hydrated and their claws blunt, to the dental hygienists who make sure that they don’t get any cavities and are maintaining a healthy diet.  

  • Glasswork, Textiles, & Fine Arts Oh My!: Shun itself is home to a large and finely honed artisan community. Using silks from the . Glasswork and beading is important in Shuni culture as well. Naiba and Leia are both states that specialize in textile creation.

  • Expanding the Mind: It is believed that there are certain plants in the world that the Mother bestowed unto the people to help them expand their view of the world. These plants have been considered sacred for hundreds of years. Careful instruction of how to utilize these plants and safely experience their effects have been recorded by sages. These plants range from the fungi found around the damp cave of the Eternal Wellspring, which induce a psychoactive state, to a flowering plant that grows in the southern tropical parts of Shun. Abuse or overindulgence of these plants is considered criminal, and it is still upheld that it is the wrath of the Trisa that kills those who incorrectly use these plants for pure pleasure as punishment.  Consumption of alcohol is limited to those who are deemed in a healthy state of mind and body, and who have come to the age of physical maturity (in Naiban standards this is 16). Those who wish to drink must have their identification pendants- custom made bronze or gilded medallions with the individual’s initials, tied around a thick red silk string. These are distributed by government offices when a citizen comes of age. 

  • City State Rule: All of Shun is operated through city-states; independent bodies that occasionally come together to help determine how best to cooperate. They are divided into these factions: The artisan city of Naiba, who celebrate The Twins and the Mother, and who have in recent times pledged themselves as a commonwealth of the Empire. The ore-rich city of Leia 

  • Incredible Music: As all things of great beauty, many of the musical qualities of Naiban form is free and unbridled. Like works of art, they are felt and not anticipated. Many times music is improvised. Performances are filled with little lilts and quirks that make every performance heartfelt and unique. Naiban music especially is filled with things like gamakas and are performed like ragas. (Look those things up: They are super cool! :D https://www.youtube.com/watch?v=AIPraIlSmIk)

  • Theatrical Wonder, Glorious Spectacles: Naiban theatre is perhaps some of the most extravagant in the world, alongside the theatre of the Kital. Similar to the Kital, Naiban theatre comes in many forms. One is akazi-amazi, or the spectacle of water. Performers have water masks- those that change color with the application of mists and magic. Akazi-Amzi is characterized by large, exaggerated movements, memorable characters, and oftentimes epic storylines. The flow of a performance is fluid and smooth, transitioning seamlessly from once scene to the next. Sometimes skilled illusionists are hired to craft arcane backgrounds and settings to help immerse the audience, employing the use of lights and other arrangements of particles. 


    GAMIR:

  • The Northern Shuni: Living in the gelid lands of the Hima, the Gamir are the Shuni who decided to follow Varsa as opposed to Vassan. As such, they still have much of the same culture with a few slight differences based off of their surroundings.

  • Masi-Nasuna (“mashinasuna”) Riders: The Gamir are tamers of massive mastodons that live in the First Shelf. The word masi means “large” and the word nasna means “nose”. Though there were once much larger beasts that roamed the Shelf, the only ones that have been able to survive and that the Gamir have been able to sustain are the Masinasna. Similarly to how wyverns have greatly influenced how Naibans live and interact with other animals in nature, the masijin have served as the same sort of animal for the Gamir. 

  • Sharp as Ice, Cunning as Winter: The followers of Gheim do not subscribe to the same jovial point of view as their Wesser-devoted kinsmen. In order to survive in the harsh climates of the North, they honed their focus of enjoying life into keen concentration. Those who live in Hima know that an unwary mind may face its end. They focus on the aspects of being that pertain to awareness, applying that to how they survive. Ice can be deceiving, and the reflection of its strength depends on the confidence of the one who views it. The Gamir are viewed more as realists compared to their idealistic Naiban cousins. 

  • University at the Top of the World: At the peak point of the Teeth lives, perhaps not the largest (that honor belongs to The Heart Tree Academy) but one of the most beautiful universities and monasteries in all of Kerdia. 

  • Martial Experts: The Gamir do not profess their strengths and threaten their enemies. Rather, they quietly hone skills to defend themselves and protect others who may be in need, being alert for any situation without needing to try exceptionally hard. The Gamir are renowned for their martial prowess as well as their ability to wield a blade. Despite being reputable in combat, you’ll seldom find a Himiyan that advocates violence or let alone uses it without cause. It is always the last resort. One of the greatest lessons is that of gentleness. Soft steps do not crack the ice, but careless footsteps can rupture even the strongest of floes. 

  • Impressive Feats of Creativity: Like the Naibans, the followers of Varsa still believe in the acts of creation under the Mother. Their inventions are more practical, lending to their impeccable ability to survive and innovate. 

  • Yunya: The Gamir are believers in the Yunya, or the togetherness of the world. All life connects to one another, all beings are a part of each other, and in their own right are avatars of the divine. This is why they were siblings of the Twins and children to the Mother. Invoking the Yunya means recognizing that you are what you are, and that it is the potential to be anything. A man in the Yunya is like water- the essence of life, able to fit into many forms and take on many shapes, flowing and changing but still staying, fundamentally, as water. Anyone could aspire to learn the mastery of Hehn, for example. This sense of self-awareness is the ultimate awareness, which is what a Gamir aspires to and values. Himayehshi

  • Secrets of the Breath through Meditation, the Hehnzi (“hen-ji”): The Duhwin Gamir have long promoted the idea that any of their non-draconic kin can learn to share in the power of Creation. The masters have brought many into their fold over the years- be they human, dwarf, or dhemur- though one seldom ever sees any member of this clandestine organization.

  • Methods of Concentration: As proper breathing is important, especially for the Hehnan (practicers of Hehnzi), there are various methods of relaxation that folks have taken up in the frigid north. These include stone balancing, making patterns in the snow, and practicing patience through firemaking. 

  • Impressive Brows: In Himiyan culture, the hairier you are the more attractive you are. As such, long hair and large brows are considered good-looking for most people. Eyebrows are often shaped and groomed to look appealing. It is not uncommon to see adornments of the brow.  If you want to lend yourself an intimidating look, there are rings for accomplished masters of the Straka. 

  • A Difficult Life: When the Gamir first arrived in Hima, they were met with great devastation. As such, their culture reflects a tragic history, even to the point where they have a word for “indescribable strife, a sense of desolation and despair”. The word is doukhavi

  • Forged Through Hardship: The Gamir, like the Naibans, believe that the body is a tool. The common belief is that it can be sharpened or honed throughout one’s life by limiting earthly connections and becoming one part of the whole- one breath in the collective energy of the universe. They believe that tribulations are the way to obtain a higher understanding of the importance of the life experience, being cultivated through discipline and determination. The sorrows bring out greater joys, and these can be learned but never truly passed down without experiencing them for oneself. 

  • Community & The Individual: The common Gamir belief is that there is an individual representation of the whole- the self- who must learn to become strong enough to support the community. 

  • Emphasis on Chastity: In Gamir culture, it is important that a citizen abide by proper dress code. This is for two main reasons, it is believed: Firstly, not wearing clothing that is appropriate for the environment can lead to loss of life, and more layered, concealing clothing is a sensible choice that helps to prevent hypothermia. Secondly, maintaining a chaste community helps to prevent too many resources from being expended helping to care for children. A highly virginal society does not have to worry about population sizes nearly as much. There is a dress code that is expected for men and women.

  • In-Depth Wedding Planning: In the vein of intimate relationships between two people, the Gamir take this process very seriously. The average courting time lasts upwards of three years before partners even consider marriage. This is customary for most people. When individuals wed, there are no legal means of divorce. That means that when a partner commits to another, they are both in it for the rest of their lives. Weddings are seen as very special occasions that need to be handled by experts. Gamir are known as some of the finest people to both plan the celebration and handle the legally, religiously binding parts that follow after. 


TIR DUINE:

  • Emphasis on The Supernatural: Duinans are known for being superstitious in belief, emphasizing the idea of luck and fate both. Any day could lead to a heroic destiny or sudden demise. Spirits, be they angry or peaceful, are both feared and revered by many living in Tir Duine.  

  • Rites & Rituals: The Duinian people are . Like PIE cultures, the three methods of sacrifice are as thus: Wounding, strangulation, and drowning. Servants of Cudin are bled and then hunted by hounds, as their lives begin and end with the hunt. Servants of Muir are drowned baptismally or are sent to sit at the bottom of the sea, their bones returning to make homes for the fish they once hunted. Servants Daireg- most typically druids- are hanged from the tree and, after strangulation, is buried in a mound at the base of the tree. Each of these sacrifices is meant to nourish the earth where the Duinians have taken from: The flesh of the hunter feeds the wild beasts, the bones of the fisher/whaler give homes to the fish, and the bodies of the druids help to provide nutrients to the trees and other plants. It is an important part of Duinian culture, although it makes other civilizations rather nervous when interacting with them. 

  • Wild Gods, Auld Ways: Although it has largely fallen out of popularity, the Duinians were once known to be devout followers of a pantheon of divine beings that they called “diaga/daina.” They included the beautiful but spiteful spring goddess Breghi/Vári (Wesser), the stern but knowledgeable god of winter Dorius/Doriesan(door-ee-es-an”)/Hémata (Gheim), the goddess of war and new beginnings Fára (Phures), the god of commerce and duality Toirin, the trickster goddess of shadows Nagma, the smarmy god of wind and tempests on the sea Ciradha (pronounced “keirasha,” Hwen), the easily provoked god of the sea Muir, the god of sickness and health Copar, the great hound of the Echoing Woad Cudin, the horned hunter with stony skin Wyfic (Dhegram), and the wise but ambivalent old man Witan (Woid). The servants of these supernatural beings included the dryad husband of Breghi, Daireg. 

  • Branch of Power: In traditional Duinian society, dating back to times before even the Sunter, the most powerful member of a village wields a widarm, or a large stick or branch. Though little more than a simple, albeit impressively large, branch in ancient times, it has become more decorated in appearance the more prominently that it featured in Duinian life. A chieftain will sometimes carve intricate markings and lettering into his widarm, making it an object of beauty as well as a symbol of status. Others in a village, such as bards or healers, will sometimes carry wands with them to symbolize the extent of their authority and wisdom, being branches off of the chieftain’s authority. 

  • Trees of Life: Tir Duine is known for a widely Druidic culture, which has still continued to thrive despite a shift in religious belief. A practice which is still very popular is Yúndrud, where a Ceanner will present to an infant twelve branches. Whichever one the child picks will determine what kind of person that they will be. 

  • In Sickness and in Health: The god Copar is the deity who is responsible for both pestilence and medicine. 

  • Body Modifications: The Duinians are known to dabble in some rather unique body modifications. One such example is the addition of “head horns”, which became widely popular around the Age of Heroes with the slaying of the northern rockhorns. Then it became back pins, brow piercings likely picked up from the Gamir, and ritual scarring in the shape of leaf veins and pine needles. When it comes to the druidic people of Tir Duine- those who hold more animistic beliefs, residuals of a once peaceful coexistence with the Dhemur- some individuals will take on attributes of the animals or plants that they are worshipping. Those responsible for predatory tasks, such as hunting or trap-setting, sharpen their teeth. Those that are responsible for harvest and foraging slit their nostrils from time to time. 

  • Resisting the Roots: There are some populations in Tir Duine that are hesitant to embrace the old ways, favoring instead the teachings of the Empire and the Saursi. If they were to be believed, they have no connections to the “brutish” nature of the old Duinians or the land itself at all. Despite this, there is also a deep pride for many living in Tir Duine. Most folk who distance themselves from tribal living live further East, while those who typically stick to their traditional ways live in the west and the north, mostly along the coast. 

  • Bug Buddies: Although considered unorthodox by some, it is common custom for Duinians to keep stag beetles and other insectoid critters as their pets. There are many uses for bugs in Duinian society, including certain events in which these bugs battle one another for entertainment. Bugs can also be bred for dyes, medicinal remedies, and food. Leeching is a popular practice that is said to cure blood-sickness (clotting) and help make one limber. Bee-keeping has remained one of the most important and ancient practices. Apiculture has fueled a custom of mead-making, which has also put Tír Duine on the map. All-in-all, bugs have many uses for many Duinian peoples, although eastern Duinians have become increasingly squeamish the more that they Agerise. 

  • Call to Prayer/Meeting: An important tradition in Duinian culture is coming together in the evening for a village meeting. In the auld times, this involved prayer to the gods and, on occasion, sacrifice. Nowadays, it’s mostly just to check in and have the crier read off the events that are happening and send everyone off with a prayer of good health. One very useful thing about the Call is that it ensures that everyone is accounted for, something that was essential for clans in ages past when large predators roamed the woads. In some clans, sacrifice and spirit worship is still performed, though this is more common with Trinurians in modern times. 

  • Spirits of the Forests: Duinians have celebrated their beautiful and mystic homeland for as long as they have lived there. The strange combinations of animals and mysterious presences have all influenced Duinian beliefs. Shrines have been erected to “protector creatures” like massive stags and hidden tree folk for a long time, dating back to ancient civilizations. Powerful creatures calllikg the forests their home have been believed to protect the place for thousands of years. Bones are remnants of these giants, but some believe that they are not the only things left of them. For instance, there is tell that one of these massive bears still roams deep in the heart of the forest, but no one can tell for certain. 

  • Hexes & Curses: If you really want to show someone how you feel about them in Tir Duinian culture, you can sing a hex of illness to curse them. Even those who do not follow the Auld Ways wills till mutter grim things in the dark. The skeptical followers of Andros often dismiss these comments as folly… though they are quick to say protective prayers in the haven of their own closets. 


RAVOS:

  • Men of the Bogs: As rainfall is very common,

  • Fertility & Healing: Fertility, in Ravosi culture, is often associated with acts of healing. As such, rituals intended to cure ailments or help the infertile are designed around sexual actions or ingestion/application of sexual fluids. These practices are thought to be restorative and are considered holy. 


            NEROS:

  • Poetic Language: The people of Bluneros (especially nobility) have polite mannerisms and phrases that can often have some nasty underlying intentions or hidden meanings. Though not always scathing, the way that this communication works is sort of a game of wits. It serves to show a form of intelligence and discipline while also conveying the message that one is meaning to say. For instance, rather than saying “you have no place here,” one might say “we have no comfortable seat for you in this house.” It’s basically burning people with roundabout phrases.

  • Naval Mastery: The people of Wedor have strong ties to the coast and the sea, as well as a firm knowledge of star navigation and reading astronomical signs. Though their land units most often consist of pikemen, their navies are some of the most impressive in the world. 

  • Masters of Anemos: They are also spiritual people, purveyors of the faith of H’Ster, and have a blood lineage that they claim directly ties to her and her divine messenger, Andros. As such, the royals of the bloodline are the only known sorcerers in the modern history of Nassarva. The only people to inherit the ability of Anemos (otherwise called magic or Hehn) are the women of the family, as male descendants seem not to be able to possess the ability. Rather, the men are expected to take on the role of Andros and become masters of the sword and shield, training in the ways of rule and defensive combat.

  • Matchmaking & Female Expectations: In the Western parts of Wedor, women do not receive many freedoms. As such, things like marriage and major household decisions are arranged for them. Women are idolized as the pinnacle of beauty, and so their weddings are designed to show them off as the most attractive of flowers. Brides engage in a month long period of extensive training specifically for wifely etiquette. Households will often devote lifelong funds into their weddings. The role of the mother is very important in Wedor society, often seen as the most important position in a household. Though it may appear mostly decorative, the law dictates strict laws that establish the wife as virtually untouchable. Once a woman is married, she wears a veil and/or gloves in all places but her household. Only her family is allowed to make contact physically with her, and a man that attempts to do so can be punished, being arrested or, in severe cases, drowned until death.

  • An Emphasis on Elegance: Just as flowery language is a staple of the Sekos culture, so too is the 


                HEGROS:

Ager:

  • The Largest Kingdom: Hegros is home to Ager, the largest feudal monarchy in the world. Multiple kingdoms of their own pledge loyalty and allianceship with the Ager. Ager is known for their incredible feats of technology and perfecting agricultural practice to the point where it has left the kingdom very prosperous. Due to this wealth, it is a valuable neighbor for many of the people.. It does, however, have a nasty past of evicting native people off of their lands and claiming it for themselves. This has led to much deforestation and pollution in certain parts of the country. (A/N: Think of Ager like a fusion of the Roman Empire, Imperial China, and the Mali Empire. 

  • Impressive Dynasties: For a long time, the epitome of power has been situated in central Kerdia. This is where Phures first formed her kingdom- an impressive empire that operated on an unprecedented scale. 

  • Love of Shéner/H’Ner: In Hegros, a sort of saintly figure, Shéner, is celebrated widely. 

  • Honoring the Military: Ager has a strong foundational militant culture that has influenced their social structure for hundreds of years. 

  • Blades of Worthiness: Sangas are gifted daggers of obsidian as well as specially carved jade swords, signs of being one of the highest valued people in the land. Generals get their black-glass daggers for their service. Knights who have performed exceptionally can expect to receive ornate ivory daggers. 

  • Agerised Names: It is not uncommon for individuals in Hegros, regardless of their ethnicity or origin, to take on Agerised (think “Latinized” or “Han”) names, as it is the central language of the Church of H’Ner. This is the origin of the Laeden language. Because of the connection between Wedor and Ager, the naming convention for these peoples has followed the ones found in Neros. As such, the family is used first, followed by the familiar name. For instance, Gladyang Marimus and Gladyang Terus would be an example of two brothers. Females that are not familiar to a speaker are introduced by affixing “doma” to the front of the surname, men with “dom”, and highly respectable folk with the customary “altum.” For instance, if someone were to greet Marimus’ mother, they would say: “Good morning, Doma Gladyang!” If someone wanted to greet their father, they would say: “Good morning, Domxi Gladyang!” Marimus’ uncle is a very prominent councilman. If someone wanted to greet him, they would bow their head and avert their eyes, then greet him: “Goddess bless you, Altum-Gladyang.” When speakers become familiar with an individual and are on an equal basis, they often drop any honorifics and simply address their conversational partner by their familiar name. 

  • Relations in Wedor: The continent of Wedor, specifically Neros, has strong cultural ties with southern parts of Hegros. In particular, the people of the kingdom of Ager have roots that are directly connected to the people of Wedor. This is due to the descendancy of warriors having migrated to Hegros from the coastal kingdom. There are native civilizations of humans and elves that lived there before too, though most of them have been adopted by the people of Ager. 

  • Tokens of Favor: Gift-giving is viewed as a sign of respect for good deeds. Families that serve one another often bestow gifts upon 

  • Social Tiers and Accessibility: Similarly to how Phurian duhwin were the ruling class over other groups like Phurian humans, the wealthy still maintain control over other parts of the population. It is not uncommon to have noble families of lower rank serving members of a higher-ranking household. As a matter of fact, sending a daughter or son to a household as a sign of loyalty can lead to lucrative opportunities for a family. As the Phurian doctrine is “One hand washes the other,” interactions such as these facilitate mutual gain. For individuals seeking to advance in a social circle, introducing themselves to other members of the Opulent is key. Those not of noble birth can seek entering more prestigious ranks through military service or other forms of servitude, such as bookkeeping, medicine, or the joining the clergy. 

  • Mummery: Many parts of Northeastern Hegros are well-known for their mummery pageants, which often depict the tales of various heroes of Humanity throughout the ages. They have a. The grandest celebration that is held is called “Mementus”, and it shows the struggle of the menfolk of the world against their many foes, including the dragons, Trinurian, Dehmer, etc. This is also a celebration of the figure Andros and is often a time when young heroes find it best to prove themselves with tackling local quests or feats of glory.

  • Geneverum: The church of H’Ner has far reaching branches of influence in the Heartlands. Hence, the Geneverum (Branch of Truth) was born, teaching all about the gods, heavenly figures like Andros, and spreading the faith of H’Ster. The Geneverum is essentially the Vatican in Kerdia. The Vera Doctras (docente veritate for correct conjugation), or the “teachings of truth”, are the holy text of these people. In it, a child of H’Ster aspires to reveal the truth, no matter how painful. 

  • Factions of the Opulenta:




Aré:

  • Harvest & Fertility: The fields of Hegros are a very important part of the continent for a great many kingdoms. One celebration that is held across the land is called “Senes”. It is, in its essence, a grand harvest before the coming of Winter. In preparation, the people gather and work together to brew beers, reap crops, and make communal meals together. It is essentially a big neighborhood potluck, and everybody is expected to be able to participate. It is a great time of year for impoverished citizens, for all the food is available to any who come. At the end of the weeklong celebration, the most able-bodied carry the remaining food reserves into the churches and granaries and prepare for the long winter. The children often take up the role of the lantern-bearers who stay by the coopers’ sides and keep them warm. The city of Cil’Oleris is known in particular for its incredible agricultural accomplishments and production, while cities like Cil’Kashus and Cil’Frima are well-reputed for their technologies. 

  • Slayers of Many Things: The people across Hegros have a longstanding history of interactions with the variety of magical folk that inhabit the lands. This ranges from fey spirits to monstrosities, but each and every one of them, Hegranders pride themselves on surviving and conquering each one. They also are known for their concentration of human population and strict adherence to discriminatory policies against other races. This can come of as blatantly  xenophobic to some more magically inclined individuals. It is not uncommon for history books to be filled with proud images of Dehmer and Naga being slain like beasts, or the bloody conquests that they’ve sported over “lesser humans and humanoids.”

  • Discrimination: Aré is known to have some unsavory views on many inhabitants of Nassavra. In particular, a longstanding rivalry with the Dehmer of the Grasslands has led to a plethora of negative interactions and discriminatory policies. Dehmer are viewed as brutish and unworthy of equal treatment, and so too are men of Tir Duine and Shun for the most part. Enslavement is not uncommon for many of these people. Beastfolk are viewed as incapable of possessing sentience and are treated as animals. They can even be hunted with special permissions. In the noble districts of Aré, dekur are considered a choice meal for the royal Magia. This abhorrent treatment of so many has led to Aré becoming a place that many go out of their way to avoid, but this suits the cloistered people of Aré just fine. The Magia often go out of their way to reserve interactions with outside states to those of Ager, Wedor, and occasionally Doru- they do not typically seek out the company of others.

  • Tokens for Affection: While much of the common populace abide by religious principles emphasizing chastity, there are old-rooted practices of what is perceived as debauchery in the state. Drinking, enjoying lavish entertainments, and pleasures of the flesh remain a pinnacle part of Aré’s history that have (in the past) helped bring in many nobles from surrounding lands to spend their coin there. As such, there are entertainment districts that remain intact. A special kind of currency, called pleasure tokens, have been developed to denote time that an individual can stay at one of these districts- sort of like an admission ticket. They are directed to the proper location for them to spend their time based off of the value of their token. 

  • Several Currencies: The lowest value coin is the “sickle”, followed by the “steed” (equating to twenty sickles), followed by the “krazal” (equating to twenty steeds). One of the rarest currencies, equating to forty krazals, is the “palace” coin. 

  • City of A Thousand Kites / A Thousand Paper Wings: Cil’Kova is one of the most breathtakingly beautiful places in all of Aré. The prince was once a fan of flying his kites on blustery days when the spring season came along. When he died in a tragic horse riding accident, the krazal erected a monument of many kites. Every year the people hang them up to honor the young prince and bring beauty and happiness to the season. 

  • Abundance is Everywhere: 

  • Centaurs?: I don’t know if I want to add in centaurs yet, so we’ll see about this. If so, though, this is the homeland for most of them.

  • Horse Country: Hegros is the home to most horses on the continent. It is also considered to be the origin of horseriding, though this has been debated. Regardless, Central Hegros has a large variety of fine animals to choose from. That is part of the reason why it is such a popular spot with nobility.

  • Dogmatic Piety: The land of Hegros is known to be strict in its worship of the Mother and the Father. Those most devout of men and women who aspire to follow in Andros’ footsteps even go to such lengths as to try and make themselves long of limb and finger, stretching their bones in their youths to accomplish this or adding artificial extensions later in life. Others wear heeled shoes to appear taller. 



Antolese Nation:


  • Masters of One Voice: The Antols believe that to master the art of the voice and channel those voices of their ancestors, there is a specific way of singing. Essentially, this form of singing allows for multiple tones to be heard at once (polyphonic singing). As such, it plays a part in many sacred ceremonies, as well as recreationally for general music. 

  • Following the River of Stars: The Antols are nomads by nature. Similarly to how the Khaamuk and Khutsi raise Dhegram’s sheep and rams, the Antols raise kinky horses and 


    DANS:

  • Land of Flowers: Perhaps one of the most beautiful places in all of Kerdia, Dans is most renowned for its sweeping hills of flowers and mountain passes speckled with bright, vibrant colors. As Dans is on an island strip, the volcanic activity around it has created a sort of rich basket for unique flowers to grow, thermal winds carrying flowers far and wide. Hence, Dans was thought to have been blessed by the star Gods (or now H’Ster) to have beautiful spring months.

  • Intense Natural Disasters: That, however, did nothing to speak of the absolute power of the natural disasters in Dans. Plagued by earth-tremors, volcanic explosions, massive storms, and tidal waves, Dans was as beautiful as it is deadly. It was described by Androsi missionaries as “the last sight to see before death, and likely the cause of it.” Still, that does little to frighten the citizens who live there. 

  • Home to Genius: Dans is known to have a high population of geniuses, most of whom live in the isolated village of 

  • Shorter Populations: The people of Dans are more typically on the shorter side, although this has been known to not always be the case. Primarily in the Eastern part of the Shivers, there are a smaller group of people called the 

  • Owners of Prized Pets: Perhaps known to house some of the most amazing animals, Dans is known for incredible populations of fauna- those who were native to the island before evolving to be larger and those who were introduced to the island from the mainland being smaller. Some examples include the Giant Parrot, the miniature elephant, and the first lap-sized domesticated cats. 

  • Fine Wines and Fun Times: The nature of Dans’ volcanic activity had initially coated much of the land in ash. Farmers took the opportunity to plant wine grapes in the moisture-retaining soil. There were many methods of doing this, though one of the more popular options involved braiding the vines together. Dans is known not only for the unique flavor of their wines, but also for the novelty of how they are produced. Between the natural and widely unfamiliar beauty of its geography and the taste of its renowned wine, Dans is one of the most popular tourist destinations in the world.

  • Cliff Diving!: Indeed! As mentioned before, many individuals flock to Dans for a memorable getaway. An attractive pasttime activity for many- initially for the native Dansish- is cliff diving. 

  • Navigating the Churning Waters: The ocean is not always kind to the people of Dans. Therefore, the Dansish people have found creative ways to navigate the waves. In their first explorations to various islands, a few villages invented sailed canoes to help traverse into uncharted territories. To this day, small ferries help carry passengers across the waters and into other parts of the land. This is also a popular method of getting to the mainlands.


DEHMER:

  • Origin of the Name: Some members of human societies translate the name of these people as “Dehmer”, the prefix “deh-” meaning “to give” and the suffix “-mer'' referring to the word “death”. In this respect, the dehmer are, therefore, “those who give death.” The thought process behind this comes from the old story of Ishu, the first Dehmish person to confront archaic humans. Though the Church argues this point, it is actually more likely that the name “Dehmer” is actually translated as “Dhemur”, which in Dehmish tongue translates to “Earth-person”. This is derived from the fact that The Dhemur came from Sunter kinships in ancient Kerida that lived alongside Dhegram and acknowledged their place as ground-dwelling people. The dhemur, therefore, are those who are born from the earth.

  • A Definition of “Dehmer”: The word “Dehmer” refers to a group of hominids who have been systematically and mainly feared by a majority of humans for a very long time (orcs, ogres, trolls, and goblins), while the “dhemur” are a specific subcategory of peoples within that group (orcs). Because dhemur are not only more common to Kerdia but also have very close relations with humans, it is a popular concept for most heartlanders of the Empire to label any hominid that is not an elf or dwarf as “Dehmer.”  

  • Varied Viewpoints: The treatment of the Dehmer peoples throughout the history of Nassavra has been varied in reception. They have been feared and rejected by most societies, and have been celebrated and welcomed by others. Oppression of Kerdian clans has existed for a very long time, ever since men formed kingdoms. Some tribes have taken to this by behaving in a violent fashion, cutting their ties to sentimentality and focusing solely on survival. Other tribes have taken to trying peaceful tactics in the hopes of keeping their people alive. As such, the two main divisions are the Urgadag (the confederation who believes that preservation will come through a strong offense) and the Yalzmag (the group that believes that pacifistic methods will help keep the Kerdian cultures alive). 

  • Uneasy Alliances: Just because some Dehmer peoples have banded together against a common threat of the Empire does not inherently mean that clans get along. There are many hostile relationships that still exist between groups, some of which have lasted for hundreds of years, and some of which still currently threaten those feuding societies. But there is always a bigger fish, and fighting two wars at once is hardly an easy task. Some groups have called for ceasefires, others for aid. Whether these relationships will last is anyone’s guess.

  • Rites of Passage: The Dehmer in the Urgadag faction often have ways that they have to prove their strength and ability to kill without flinching. These methods include raising animals in youth to killing and supping on them, enduring hazing and remaining conscious, and being sent out into the mountains to survive for weeks on end. Many of these practices are the influence of the Ulkrûn, a northern faction who have helped found and lead the Urgadag Confederation. 



DHEMUR:

General:

  • Heroic Mythos and Buried Kingdoms: It is said that in days of old, before the great wars befell all of mortalkind, the Goddess Mera contacted the Dhemur hero, Ishu, speaking to her through a grain of sand in her ear. She delivered her son Dhegram (known also as the Dhemok, or the Nass-Son) to show the Dhemur the impermanence of their structures by splitting in twain and casting it below the stones of the planet. No longer blinded by greed, Ishu realized that the best way for her people to live was in harmony with those things around them. She learned from the Khaamuk, a tribe of pastoral people who had lived in the region long before the Dhemur kingdoms ever rose to power, in the ways of living in harmony with the land. She helped to build the first Salkek- a kind of sanctuary for hunters and gatherers- and encouraged her people to follow her in a new way of living. Other kingdoms of Kerdian Dhemur soon followed suit, giving up their own homes to Dhegram to bury. These kingdoms became lost to time, and soon were covered up by humans that followed Phures and other Oinos. The dragons- consumed by desire for the protection of the Duwos, wealth, and worship- built up new civilizations. They eliminated competition for their affections, punishing those who built idols to any but them- including kings and mortal rulers. In particular, the fire dragon Phures founded a new empire of men and women to be ruled by her and her children. Those of the Empire branded others incompetent and lesser to further establish the reasoning for their totalitarian control. Some Kerdian Dhemur have not forgotten their old ways, but many choose the alternative of a harmonious lifestyle. Most of these structures live in story alone, else slumbering in their catacombs below the Nass. There are still those Dhemur living in Esnes and Anteros with kingdoms of their own, however, who consider the Followers of Ishu to be queer and “barbaric” in their lifestyles. The ancient Kerdian kingdoms still have denizens, however, though forgotten by time. These children of the tribes of Hurr and Ba’lu have long dwelt in the old keeps that sleep in the ground. 

  • Transhumance in the North and East, Nomadic Pastoralism in the South: While the northern and eastern parts of Kerdia are more often afforded arable land from which herders can reliably bring sustain their livestock, the nomads of the south must continually seek out spots for their beasts to graze. Permanent housing is more a staple of the eastern tribes, whereas the people of the southern tribes more often than not establish semi-permanent residences. Some have taken to moving from salkek to salkek, finding a reliable spot to settle down for a while, though the hesitation in doing this is accidentally preventing other tribes from having enough good grass to feed their own animals.

  • Underground Kingdoms: Although most have forgotten about those who followed their great castles underground, the children of these old kings and heroes still remain. Sometimes called “Hurrur” (meaning “people of Hurr”) in the Balite tongue, or known more colloquially as “Burrur”, “burrowers” or “troglodytes,” these subterranean dhemur have been around for thousands of years, rarely making an appearance outside of their underground dwellings. Hurr warned of risking cataclysm if the Dhemur abandoned their keeps, claiming that disobeying the will of Dhegram and following their castles underground would be the only thing to keep his people safe. He sensed change on the wind, and the tides of war in the future after the birth of the first Duwos, the stone half-dragon Thenn. When a parent has a child, they will naturally want to provide the best for them, even at the detriment of others. Downwards the Hurrur went, carving into the stone and still practicing the arts of magic against the will of the Oinos. They believed that it was the only way to keep themselves safe. After the death of Dhegram and the Fall that Shook the World, the Hurrur truly did believe that the end had officially come. The surface world was all but forgotten over the years, becoming a mythical wasteland that was feared and loathed. 

  • Passing Along the Stories of the Ancients: To the Kerdian Dhemur tribes, keeping the stories of those that came before alive is essential to their identity. While most dhemur keep historical accounts, epitaphs, and numerical records on tablets, they recognize the importance of keeping secrets. There are some stories that must be told by tongues alone, lest they lead to dangerous consequences. Those tales of the old kingdoms- of where they were buried and how they were built- are known only by a few who have sworn never to reveal the information to those who cannot be trusted with such knowledge. Many stories of morals and heroes live in songs told around the fire. These are important foundations for bringing the tribes together, building a sense of community and heritage. 

  • The Dhemish Cycle: The Dhemish Cycle is a phenomenon in which the various tribes of Kerdia cycle through the land. This is mostly done at the turning of each season. For the tribes of the Steppes and the Savannas, the route leads south in the fall, northwest in the winter, east in the spring, and then to the center for the Semes. For the tribes of Sneigh, the route leads them east for the fall, south for the winter, west for the spring, and north in the summer. The Cycle has been observed for many years by hundreds of different cultures. Though each tribe travels a different path, they are meant to eventually meet at one location at the end of the year: The Heart Tree. The tribes have picked routes to travel for thousands of years. It is thought that these paths have not changed in all of that time, though exceptions have been made in recent history with the divisions between the Yalzmag and the Urgadag. The Dugu continue to embark on the same journey as their ancestors, however, almost step for step.

  • Worship of Living Things: The Followers of Ishu hold a special reverence for all living things, believing that all life holds the essence of Hehn. Many groups have taken to identifying themselves with traits of animals, plants, and natural features. 

  • Marriage, Bondmates, Kinships, & Other Partnership: Within Dhemur societies, the ways that tribes perceive how social structure is organized varies from tribe to tribe and clan to clan, though the original laws laid down by the hero Ishu have established some aspects. The role that marriage plays in a tribe is largely dependent on what the society deems appropriate, necessary, or beneficial. Political marriages exist, with mothers giving away their children (most often their sons) to find exogamous partnerships. In many tribes, there is a standard practice of having “lifemates” or "bondmates"- individuals that you choose who are your closest relation outside of family. This relationship is not quite as binding as a marriage. Ishuite lifemates gather food and resources together, eat together, and live together. Lifemate bonds can strictly be strong friendships, though they are often permitted to engage in coitus that does not result in impregnation. In some societies, this practice is shunned- considered antiquated- and a lifemate partnership simply equates to marriage and impregnating partners/rearing children is left to one partnership. What standards are acceptable vary from tribe to tribe and person to person. The Khurin, for example, choose exogamous partners for life and stick to a monogamous lifestyle, emphasizing a moiety for the tribe. The Khutsi, Khaamuk, Aldamorg, and Shakula all allow for multiple partners, although individuals are expected to remain faithful once they’ve entered a marriage. The Gar-Asga operates in matriarchal polygamy, where men are considered necessary only in small numbers for reproduction and have next to no relationship with their descent group, and often has an alpha individual to whom a pick of partners is permitted (oftentimes for the purposes of pleasure, but also to continue one’s legacy). As most Kerdian Dhemur groups are either fully egalitarian or matriarchal, the act of choosing suitable partners and initiating courting is viewed, societally, as the woman’s responsibility. In almost every Kerdian Dhemur societal group, the responsibility of raising a child is largely communal, though it is primarily attributed to the parents. A female of the Gar-Asga tribe might have several husbands and wives to look after her children, for instance, even if the child is not biologically theirs. There are clan systems within many tribes, with some tracing their lineages back to founders of the tribe. This is not inherently determinate of positions in the social structure of the tribe. Most Kerdian Dhemur groups have- at least traditionally- operated in such a way that clans come together and discuss what needs to be taken care of in 

  • Salkeks & Other Shelters: The Dhemish “Salkek” is a structure that is designed to be a safe haven for hunters and gatherers go enter when either they are being chased by a predator, are in need of food and drink, or are trying to outlast a storm. They are often constructed of stone and have carvings of animals on their pillars. Most are guarded by a heavy portal with windows allowing for easier access. Fountains inside collect rainwater from a hole in the ceiling and allow hunters to take respite. There is often space for a fire pit to be built as well. 

  • From the Earth: Dhemur call themselves this based off of the mythology that originated in Hostian tribes, where the humble beings of the Nass were called “dhem-ur”, which literally translates to “ground-people.” This is partially what inspires the Han-Dhemur to return to the deep below as they believe that they will find safety in the place from which they originated. This is in juxtaposition to the largely human, elven, and dekur creation myth which purports that people came from the World Tree.

  • Strong Traditions: For Kerdian Dehmer, the idea of keeping the lifestyle of harmonious existence with the land alive is considered to be honorable. This idea was popularized by the religion of Ishu and Mahra Mera spreading throughout the heartlands a long, long time ago after the heroic mythology of Ishu traveled about the continent. Though there were old, vast structures in antiquity, the Dhemur sacrificed the complexity of their old lives to save the world from destruction.  Some ascribe to this idea, though thoughts have shifted over time and the concept of unity has begun to falter throughout Kerdian populations due to disagreements between tribes. This division became even more defined in the aftermath of the Oinos Wars, where many Dehmer died protecting smaller human civilizations and fighting in Dhegram’s armies.

  • Friend of Death: Traditional Dehmer belief states that death and life are essentially one in the same. Life itself is viewed as zoophagous. Death, from this perspective, is not something to be feared but rather embraced. Funerals where the dead are buried or burned do not exist in most Ishuite cultures (unless with specific purpose, such as dealing with plague). Rather, the dead are honored practically, their bones becoming spears, tent poles, bowls, and fuel for fires. Practically only instance where the dead are cremated is when they are ill. 

  • The Hyenas of the Steppes: This they are known as for a few reasons: It is believed in Dhemur creation myth that for the society to be the strongest of the children of the Sunter, the Dhemur were created about equally in terms of innate physical size. The women are inherently larger than the males in terms of height, while the men are often times more stout than the women. The second reason is the cannibalistic practices which some tribes share. Although some of these tales are mostly exaggerated to frighten Hegresian children and alienate dhemur, there have been some stories that bear fruit. (Though civilizations of men- such as the ancient Arésians- have also been observed eating Dehmer in the past as well) Some believe this is due to Kuru, where the disease also causes spontaneous bursts of laughter. 

  • Body Paints: Dhemur tribes, in all parts of Kerdia, have a tradition of wearing what they call “Tatûks,” which are body paints that are worn in preparation for an excursion. A tatûk will often times compliment the patterns of pigmentation that dhemur sport on their backs, arms, and necks. The colors and patterns have different meanings depending on what one is going to do. For instance, huntings paints almost always consist of bonemeal and some kind of local earth colored fruit, such as sandthorn or gooseberries. This prevents flies from bothering hunters. War paints are painted in jagged stripes and are almost always vibrant and bright, a mixture of red sandstone (chalk in the north, ground shale or peat in the west and Esnes) and fruits that sport attractive colors, like sandthorn or gooseberries in the southeast, mullberries or snowberries in the northwest, and bayberries in the east. Each tribe has a unique face paint that they wear at the end of the Cycle to help more easily identify one another by tribe and status. 

  • Funerals & Honoring: The Kerdian Dhemur of the East and Grasslands have interesting methods regarding how they hold their funerals. While they do honor the dead, they do not often do this by keeping their remains preserved or by burying them. Rather, communities make use of a deceased community member’s body by stripping it down and tanning their hide, using the bones, and- if the food sources are scarce- devouring the body. The special instance in which certain great and influential figures are preserved is by taking the head of the revered person and shrinking it. Most often, these heads are collected in a mass catacombs, or a Spirit Garden, where members of the society can come and take a look at the greatness of their past tribe members. It is not uncommon for family members to wear necklaces, knives, or adornments that are fashioned from the deceased’s bones or other body parts. Perhaps the most common accessory made this way are the prayer fetishes. 

  • Sacred Animals: For many Dhemur, the crow is considered a symbol of camaraderie and unity and is therefore an animal of good luck. There are even special positions in many tribes called perches (sometimes perchmaid or perchlad) that carry tall poles on their back specifically for the birds to rest when trained. 

  • Different Horns for Different Threats: Often times a Salé hunter will carry with them a set of two horns with multiple holes for different pitches, while a Nalé hunter will carry upwards of four with two simple tones. Different combinations are often used to convey complex signals. The idea for using this among the Urgadag came from the Khurin tribe, known for their impressive calls and birdlike structure. 

  • Friend or Foes: 

Tribes that get along include-

    (Traditionally) Khaamuk and Khutsi, with the Khutsi acting as protectors for the Khaamuk


Tribes that don’t get along are-

Northern Tribes:

  • The Clans: The Dhemur tribes of northern Kerdia are the 

    • Makuk:

      • The Boars of War: The name for this particular group of people, the Mermakuk (often shortened to “Makuk”) have a proud history of military might and ancient halls filled with the names of warrior poets. 

      • A Permanent Place: Unlike the majority of the tribes, the Makuk do not move at all throughout the year, save for the end of the Cycle when all the clans and tribes come together. Rather, they ascribe to the traditional practice of having a dedicated place to stay. While they do not have their old kingdom, they do still keep modest villages and stick to a relatively agrarian lifestyle.

    • Bargaan:

      • Trappers & Survivalists: The Bargaan are known for their skills in hunting, fur-trapping, and bushcraft. In the northeastern highlands of Sneigh, being well-prepared for wintertime come fall is very important. The Bargaan are often contacted by local people for aid in maneuvering through the mountain passes, surviving the harsher winters (especially in the further reaches of the north), and purchasing food and furs for long treks through the valleys.

      • Masters of the Mountains: For years, clans of the Bargaan tribe have prided themselves on navigating various ranges. From the Teeth to the Talasha, there are few mountains that have not known the Bargaan. One key source of the tribes income, in fact, is delivering travelers safely to their destination. Those members who have taken to travelling elsewhere often put these skills to use outside of their homeland. 

      • Guardians & Giants: There is an origin story for the creation of the tribe that has featured in many related myths in legends to peoples in the region. According to Bargaaninan myth, it all began with the still-surviving 

    • Ulkrûn:

      • Chiefdom & A Culture of Heroes: Unlike many Kerdian groups, the Ulkrûn have a form of social stratification that has increased competition within the society and also led to successful expansion of their influence. Since concurrent viewpoints among clan members are not necessary to make decisions, there is more that can be accomplished by force. The leader of a group often comes from a lineage of heroes. Those who have proven themselves in some way (most often in combat) may be considered worthy enough to inherit the title of belak. The Ulkran structure of governance has greatly influenced the Urgadag organization, as many of the practices and beliefs of the Urgadag are directly derivative of Ulkran values.

      • The Deirne: Sometimes called “the Deirnmen” (the hidden river men) by the folk of Tír Duine, the Ulkrûn are famously known for their incredible guerilla tactics and ability to seemingly come from nowhere. Typically inhabiting the forests at the base of the Teeth, the Ulkrûn have spent years mastering the art of disappearing into the forest, for the sake of hunting and war alike. Since they are highly competent raiders, the Ulkrûn tend to like hitting hard with as few casualties as possible.

      • Raids & Strikes: For the Ulkrûn, opportunity is everything. When resources are limited and the climate of Sneigh is fierce, the Ulkrûn do whatever they can to ensure that their tribe survives. This includes raiding, which has become a large part of Ulkran culture. Ambushes are not uncommon in the boreal forests where they reside. The Ulkrûn do not aim to kill every time, but those who refuse to surrender are expected to fight to the death. The tribe has gained an unsavory reputation of kidnapping and enslavement. Because of these provocative tactics, the Ulkrûn have a very bad reputation among all of Kerdia, particularly in Sneigh and the northern parts of Ager. 

      • Code of Honor: Despite this, however, there is a distinct code among the Ulkrûn regarding treatment of kin and strangers both:

        • Respect the Dead: Do not disrespect someone who is dead unless they perished as a coward. If you do, whatever consequences that come to you are well-warranted. It is believed to be ill luck to speak negatively of the dead, and is even thought to bring grave misfortune on the tribe. 

        • Prisoners of War: While an Ulkran can take enemy warriors as prisoners, one is expected to treat them as dignified fighters and not slaves. This courtesy is extended to everyone, no matter their origin. 

        • Brethren Come First: If there is a dispute between your kin and a stranger, you stick up for your kin, no matter what. 

      • Fierce Warrior Culture: While many Dhemur tribes are falsely identified as warrior peoples by men of the Empire, this claim holds true for the Ulkrûn. The Ulkrûn believe that the ultimate strength comes from cooperation, but they also believe that this strength gives them greater jurisdiction to take from those who are weaker than them. This mindset has led to hostility from outsiders, though it is not difficult to earn respect from the Ulkrûn if a society proves that they are willing to fight back. 

      • Drink the Blood of Your Enemies: Literally consuming the blood of foes that they consider to be worthy adversaries, this particular Ulkrunian tradition is known to scare off many of their fellow dhemur and many other groups. The intention is to absorb the powers of their opponents while also mocking their defeat, threatening them with this display. Ulkrunian de facto custom states that while consumption of the flesh of non-dhemish enemies is permitted, only the consumption of blood is allowed when it comes to inter-dhemish warfare. To eat the flesh of another dhemur is considered taboo and is punishable by death. 

      • Well-Traveled: The Ulkrûn are perhaps most well-known as the tribe that first encountered the Trinurians. Their influences are quite visible, as though there are a few distinctions between Trinurians and Ulkrûn, so too are there many similarities. The Ulkrûn have a history of wanderlust, even travelling the channels and venturing to eastern lands, isles, and even supposedly going as far as Doru. This habitual desire to explore has led them to becoming one of the most advanced civilizations for celestial navigation. This has greatly aided in the construction of cairns across the northern region of Kerdia. As they are one of the most notorious tribes, they have also become one of the most infamous. Though their practices by no means reflect every- or even the majority- of the Kerdian clans, they have come to be the examples that those opposed to dhemish citizenship often point to. 

      • Landmarks and Cairns: The stacking of stones to indicate different landmarks has been in practice for thousands of years. Every Cycle, the 

      • A Fascination with the Exotic World: This wanderlust was largely sparked by a curiosity of the world. The wealthiest individuals in the tribe have vast collections of diverse treasures, bits and baubles that they have pillaged from merchants and towns. Yeet. 

      • Famous Distaste for Non-Nalé Dhemur: While relations with several Trinurian clans and Ogrish tribes are famously friendly, the same cannot be said for other races living in the north. The Ulkrûn have a long history of disliking those from other regions of the world. Many ideals reflect concepts of supremacy. They view themselves as the ideal Dhemur, strong and enduring in a world that Ishu promised the strongest would inherit. The Ulkrûn perceive the southern tribes as weak, the southwestern tribes as foolish, and the eastern tribes as cowardly. Interactions between many Ulkran people and the rest of the Kerdian dehmer, therefore, are often strained. That is to say nothing of the Ulkrûn’s relationship with other races, which often result in the hunting and consumption of elves, the enslavement of humans, and the raiding of Dekur settlements. 

      • Having a Bit of Fun: With a long lineage of pranksters dating back to the twins Elig and Malig, the Larig clan of the Ulkrûn have upheld a tradition of mischievous  levity and are most likely to have fun at another’s expense. Imprinting their family insignias and lewd sayings on town walls, pulling pranks, and stirring up trouble is a habit that many young wolves have. On the equivalent of a Dhemish Valentine’s Day, Ardlig’s Day, pulling small pranks on the person an Ulkran is interested in is considered apropos. Gestures like giving saddles so that people may “ride easier” or blankets in the offers of “warming someone up” do not go amiss. 

      • The Family that Hunts Together…: The most important aspect of an Ulkran dhemur is loyalty, and the most important relationship is that of one’s family. Similarly to Trinurians, the Ulkrûn operate in such a way that there is a precedent for clan leaders to have large families. There are large populations of half-dhemur in the Ulkrûn due to the fact that warriors have been taking foreign bondmates for centuries. The concept of spousal exclusivity exists in Ulkrûn culture, though explicit acts that do not result in childbirth are often permitted between individuals (though this is largely dependent on the bondmate). Polygamy and polygyny is permitted for the clan leaders, though not for average members of the chiefdom. 

  • How many are Urgadag?:

    • Ulkrûn, almost all, around 9/10.

  • How many are Yalzmag?:

    • Ulkrûn, nearly none, perhaps 1/35. 

  • How many are Dugu?: 

    • Ulkrûn, somewhere around 1/14.

  • Harsh Societies: The north is known for having more warrior-centric traditions. Raiding, pillaging, and tests of dominance are all traditions that many northern tribes upheld long before the Urgadag was ever formed. This is where many of the ideologies of fighting back with cruel but effective tactics originated. 

Southern Tribes:

  • The Clans: The Dhemur clans are 

    • Khutsi

      • Transition to Chiefdom: While traditionally a tribe of clans, all of whom would share communal responsibility and power, it soon became that there was a shift in power when the 

      • Origins of Siblingry: The Khutsi originated a long time ago when the archaic Khaamuk bélak Khaama-Sugara struggled to keep her tribe safe against attacks from killer plainbears. Sugara’s sister Khuli decided to take formal action to protect her sister. She gathered strong warriors from around the Grasslands- Dehmer and human both-and kept watch over the encampment, promising her sister that she would defend her tribe and keep the people safe. This strengthened relations with the Antols in the region, who were also plagued by these bloodthirsty bears. One night a sleuth of giant ursine came. The united Steppe people were ready. Together, they managed to kill the beasts. From that day onward, Sugara gave her sister the right to establish her own tribe. Khuli did just that, letting those who wished to stay become her most trusted khurgas and vowing to protect the Khaamuk from that day onwards. Unfortunately, differences of opinion have torn the two tribes apart, rending this once sacred union asunder on behalf of the Khutsi for fear of losing their Dhemish identity. The Khaamuk have been assimilated into the Yalzmag, where they have given up certain liberties in exchange for protection. 

      • Establishing a Pecking Order: Unfamiliar dhemur that wish to become part of the tribe are expected to undergo a ritual hazing before they “earn their place” among the Khutsi. They are, for lack of a better term, bullied upon introduction. It begins with the bélak sizing the newcomer up, sometimes spitting on or shoving them to display dominance. Next come the elders, then the khurgas, then the agnahki and the gadurak, and finally the okhs (the children). It is believed that this hardening can help encourage toughness and build respect for those willing to take the initiative and prove themselves. As the Khutsi are focused on helping those in the very tight-knit community, one has to earn their right to stay there by looking out for her or his fellow person. 

      • Protecting the Herd: The Khutsi abide by a kind of code that has been the established law since their creation alongside their sister tribe, the Khaamuk.

        • Respect the Elderly: There is a reason why the elderly have lived so long. They have done their time looking out for others in their youth and deserve to be treated with respect. 

        • Protect the Weak: In traditional Khutsi values, the weak were those who Khutsi swore to protect. The Khutsi were meant to be defenders, never attackers, and protected those who did not want or know how to fight. It was a mutually beneficial relationship, with the Khaamuk tending to food management, community hygiene, homemaking, and other positions of service. Unfortunately, ever since joining the Urgadag, the concept of pacifism and other displays of “frailty” was highly frowned upon, leading to a disjoint in the once prominent part of the Khutsi ideology. However, the idea of protecting the elderly, ill, and young is still a prominent virtue in modern Khutsi society. 

        • Show Some Grit: If you want to be an ideal protector, you need to be willing to tackle danger and pain head on. There are some rituals designed to help emphasize this point, though they have gotten far more extreme ever since the Khutsi joined the Urgadag Confederation. Pressure to make future soldiers had driven the tribe to have their children endure tests of might, which has led to the deaths of many initiates. 

      • Good Leader, Good Servant: In Khutsi belief, the best leader is a servant to her people. The Ram is hardly any different than the sheep, but they have been given horns to protect the flock. While the community is more inclined to treat a leader better, as they are willing to step up and serve the community, there is no precedent that they should be treated any better than another member. 

    • Khaamuk

      • One of the Oldest Tribes: The Khaamuk remains one of the oldest established tribes in all of Kerdia. Lending its origins to shepherds living in the Grasslands even before Ishu sacrificed her kingdoms, the Khaamuk were the first to help introduce the concepts of a solely pastoral society back to the Dhemur. In ancient days, they even suffered from Ishites trying to push them off their native land to expand their kingdoms. When the Goddess Mahra Mera delivered her word to Ishu, the Khaamuk were revered for their respect towards nature. 

      • A Traditionally Peaceful Tribe:  Steering themselves away from almost every conflict that has erupted over the years, the only violence that the Khaamuk ascribe to is ritual sacrifice to feed the land, but even this is done voluntarily. A few Khaamuk were instrumental in guiding people to safety through the narrow passages of the Maw, no matter which side of a war they fell on. This has led to their persecution over centuries, as their refusal to take a specific side in wartime has led some to blame them for enemies making it safely into certain domains. 

    • Aldamorg:

      • Mounted Mastery: In Aldamorg society, the bond shared between horse and dhemur is considered sacred, even more so than bonds with other animals. This mutual trust between rider and mount is similar to that of the Brelethaads in the northeast, where it is believed the two shared some cultural influence in ancient times. 

      • Ride for Your Lives!: There is a custom to deal with those who would bring shame to a queen, either through birthright or infraction. The individual is tied by the foot to a horse and dragged along until they find the strength to pull themselves back atop of it. Only if they can manage to make their way back to where they came from are they worthy enough to be considered for reentering the group. 

      • Notable Techniques: Some of the Aldamorg’s more famous techniques include the Morgian pass, where a host of riders pass a target from either side and assail them. 

      • Great Advancements in Cavalry: The Aldamorg are responsible for the creation of the stirrup, the chariot, and are attributed the credit of perfecting the art of mounted archery. The chariot was particularly feared in ancient days, used primarily by nobles and riders of great renown. 

      • The Horse Choses the Rider: Despite a mount being broken in, if it is obvious that the horse declines their prospective partner, then that horse is turned back out into the wild. 

      • A History of Heroic Proportions: The glory component of the tribe’s name calls back to a past of great conquerors and kingdoms, specifically the Southeastern Kingdom of Sado-Agar (or “The Kingdom of the Seven Fields”) which was ruled by Alduru Horseborn. It is said that he made the first perfected Morgian saddle from his enemies’ hides and decorated his horse’s mane with their fingerbones. Alduru had amassed a great amount of land in the time that he had ruled, even at one point giving Ishu’s people a run for their money before she personally beheaded him in a legendary battle. His skalag/skalbok (castle) was considered one of the largest and most extravagant in Kerdia before it was buried with the rest.

    • Gar-Asga: 

      • Lion’s Pride

      • Nobility and Honor: The Gar-Asga have a long history of emphasizing the importance of maintaining an honorable community. 

        • Be Honest, Be Brutal: A strong and reliable member of the community does not need to hide their intentions. Be honest, even if it hurts. Deception only serves to hinder the pride. 

        • Embody Power: Training in skill and might is viewed as necessary to the Gar-Asgans. Swordsmanship, prowess in hand-to-hand combat, and self-discipline are all skills that are honed from a young age.

        • Face of the Pride: When it comes to presentation, members of the Gar-Asga tribe are expected to represent themselves as they would represent their nation. As such, they are expected to be respectable (no deceit, cowardice, or cruelty) and earn the allegiance of others. Strengthening ties with outside communities that are deemed worthy by the Gara (Gar-Asgan term for belak) is essential to the pursuit of power and nobility.

        • Live as a Warrior, Die as a Warrior: There is a creed that states that a Gar-Asgan’s death should come before she ever forsakes her people. A lionheart is expected to go down swinging, and there are no exceptions to this rule.

  • How many are Urgadag?:

    • Aldamorg, about 9/10 of the population. 

    • Khaamuk, about 1/16 of the population.

    • Khutsi, estimated 6/8 of the population.

  • How many are Yalzmag?:

    • Khaamuk, nearly ⅞ of the population.

    • Khutsi, around a ¼ of the population.

  • How many are Dugu?: 

    • Aldamorg, about 1/10 of the population.

    • Khaamuk, about 1/16 of the population.


Eastern Tribes:

  • The Clans: The Dhemur clans are 

    • Tsutahk:

      • The Right to Rear: It is part of Tsutahk tradition that parents prove their worthiness to raise a child. Five of the tribe’s warriors are pitted against them. Each of the warriors have an object on their person (in Eastern Hegros, this is often a feathered band and wishbone. In Shun, this is a ram’s horn.) The mother is given a weapon in turn. She must be able to defend herself and the child, cutting off the bands/items of each of the warriors before she has won the right to have her child. If she fails, then she must give the child to another worthier to raise them. Raising children is commonly a communal responsibility. 

      • Crockers on Top: In the Tsutahk community, crockery is a very important part of the culture, as are other methods of making earthenware. The name “Tsutahk” means “Bloody-Hand”, but it is not in reference to anything violent. In fact, the name has origins in the creation of pottery and the stains that residual clay would leave on the palms of potters. 

      • The Body, A Vessel: Similar to certain western Duinian and Laede traditions, the art of turning one’s body into a masterpiece is a tradition that the Tsutahk people ascribe to. It is not uncommon for a Tsutahk person to undergo body modification, in essence being “shaped like clay” through a process called tarumé. This can often be done for either aesthetic purposes or in deference to higher beings. (See “Cranial Deformation” below.)

      • Cranial Deformation: This is a practice that is widely used in Tsutahk culture, said to have derived out of reverence to one of Dhegram’s daughters, whose head was of an oblong shape. The process begins during infancy and results in an almost cone shaped brain case. 

    • Kital:

      • The Cunning of a Fox: The motto of the Kital people is “outsmart to outlast,” and this mindset has helped to keep their people alive for hundreds of years. 

      • Famous Artists: The Kital are renowned for their contributions to the artistic world. Their forms of storytelling are some of the oldest and most influential theatrics that exist in Nassavra. Nagayag, or the “Art of the Hidden Face,” is a form of masked opera that has imparted many traditions on styles of Shunin theatre. Elaborate costume pieces and makeup, eccentric movements, and engaging storytelling are all staples of Kitali performing arts. Theatre is not their only claim to fame, however. The Kital are believed to have been the first to create the modern canvas, the first blue paint, and to have invented silk. 

      • Lavish Lifestyles: Unlike many Kerdian Dhemur tribes, the Kital are not egalitarian. Although they follow aspects of Ishu’s Creed, the majority still ascribe to old traditions, choosing to live in semi-permanent households where they visit every year over the course of the Cycle. With a power disparity, there are those who can afford certain luxuries that others cannot. In the good faith of Mahra Mera, many of these nobles share what they have with the community, knowing how difficult it can be to make a living as a performer- especially as a dhemur living in Kerdia. 

      • Artisan People: Much of the craft of the Kital people relies on performative arts. Some of the most successful nobles have made their living by telling stories to those willing to lodge and pay them. Because adoration for Dehmer in the modern age is somewhat skewed, this has presented some danger for those seeking a living this way. But those that make it tend to reap lucrative rewards. 

      • Old Traditions Make New Enemies: Although the lifestyle of the Kital people reflects a picture of times long past for the Dhemur, there are many who despise and distrust them for “clinging” to the past and not following the exact plan that Ishu had laid out for the Dhemur. As such, the Kital seldom receive any assistance from the more zealous tribes that surround them, especially those traditionalists that brand their behavior as exploitative to the situations of their brethren living off the land.

  • How many are Urgadag?: 

    • Tsutahk, nearly ¾ of the population.

    • Kital, ½ or so of the population.

  • How many are Yalzmag?:

    • Kital, about a ¼ or so of the population.

  • How many are Dugu?: 

    • Kital, about a ¼ or so of the population.

Subterranean (Han-Dhemur)-Tribes:

  • The Clans: The Dhemur clans are 

    • Hurrur

      • Venturing Beyond the Bounds: There have been certain boundaries put into place for the Hurrur for millenia, erected with the intention of keeping the populace safe from the horrid things living on the surface. Although the surface world mostly lived in stories, those who venture further to the surface rarely have the guts to make it particularly far. (Note: Think of the situation like someone being afraid to dig too deep on Earth lest they fall into Hell.)

      • A Distrust of Dragons: Unlike Ishu, who believed that the Dhemok was sent to help the people see the will of Mahra Mera, Hurr believed that he saw only darkness in Dhemok’s decision- a desire to eliminate competition for his strength and the strength of his new child. From Hurr’s perspective, Dhemok was stripping the Dhemur of their protection because he knew that they would be the only ones capable of destroying his son. Therefore, Hurr (alongside Ba’lu) rallied a few tribes of the Dhemur people and encouraged them to follow him underground. To this day, it is believed that the dragons shall bring on the end times and that they are deceitful creatures who learned greed and became dangerous. 

      • A Hero is Forged: Ascribing to the belief that the surface world is a hellscape, the Hurrur have spent their lives living in fear of the dragons one day discovering their existence and either enslaving them or eating them. But it is believed that one day a hero will be born who can challenge the beings that dwell up above and return home to liberate her brethren. Every hundred years, a child is chosen to be taught extensively in the way of the Hehn. They train from birth to be able to vanquish even the mightiest of foes. 

      • Perceived Threats from Below: Those who see a Han-Dhemur (subterranean dhemur) often render them as demons. Those who have come to the surface have been greeted as such, being attacked on sight and written in history books (by all manners of mortalkind, including surface-dwelling Keridan Dehmer) as monsters. Because the heroes are so rare to encounter and so well-versed in the arts of combat, magic, and endurance, they are often perceived as evil spirits who have been sent as curses or as punishment by the gods. Funnily enough, with so few surface dwelling Dhemur (or Shal-Dhemur) that know of the Han-Dhemur, it is believed that these troglodyte people are Dhemur who fell into the Hreud and were corrupted or otherwise possessed by the spirits of Rahkshams. 

      • No Return Home: Unfortunately, because of the circumstances listed above coupled with a great unfamiliarity of the landscape and a sensitivity to the sunlight, all of the Han-Dhemur that have been sent to the surface have not made it back to reunite with their families. Luckily for the Han-Dhemur, this also means that they have not been discovered by other civilizations yet.

  • How many are Urgadag?: None

  • How many are Yalzmag?: None

  • How many are Dugu?: Practically, if not certainly, all of the tribes living below the surface of the Nass are considered Dugu. This is not because they willingly wish to remain neutral in the war (although they likely would) but because they do not know that a war is transpiring in the first place.


DEKUR:

General: 


Northern Tribes:

  • The Clans: The Dekur people are 

  • How many are Urgadag?:

  • How many are Yalzmag?:

  • How many are Dugu?: 

Southern Tribes:

  • The Clans: The Dekur people are 

  • How many are Urgadag?:

  • How many are Yalzmag?:

  • How many are Dugu?: 

Eastern Tribes:

  • The Clans: The Dekur people are 

    • Khurin

      • A Lyrical Life: The Khurin are recognized throughout Kerdia as experts in the linguistic arts. The tribe often emphasizes the importance of communication. They have seven forms of speech- Dehmish, Rini, Signed Rini, Chanter’s Cant, Laede, Sadesh, and altered Antolian. 

      • Fonts of Knowledge:

      • Hidden Libraries: Since some of the information is deemed “heretical” by neighboring peoples, the Khurin have made it a point of keeping these locations a secret, only allowing for pilgrims and scholars to enter these dens. They are guarded day and night by ambushers and mages. 

      • Disciples of Hehn: Similar to the henzhi, the Khurin have a group of great scholars that master the art of the Breath. The Hespiri are a specialized group of scholars who protect the haven of their library. 

  • How many are Urgadag?:

  • How many are Yalzmag?:

  • How many are Dugu?: 

Western Tribes:

  • The Clans: The Dekur people are 

  • How many are Urgadag?:

  • How many are Yalzmag?:

  • How many are Dugu?: 


OGUR:

Northern Tribes:

  • The Clans: The Ogur people are 

  • How many are Urgadag?:

  • How many are Yalzmag?:

  • How many are Dugu?: 

Southern Tribes:

  • The Clans: The Ogur people are 

  • How many are Urgadag?:

  • How many are Yalzmag?:

  • How many are Dugu?: 

Eastern Tribes:

  • The Clans: The Ogur people are 

  • How many are Urgadag?:

  • How many are Yalzmag?:

  • How many are Dugu?: 

Western Tribes:

  • The Clans: The Ogur people are 

  • How many are Urgadag?:

  • How many are Yalzmag?:

  • How many are Dugu?: 


PISKUR:

Northern Tribes:

  • The Clans: The Piskur people are 

  • How many are Urgadag?:

  • How many are Yalzmag?:

  • How many are Dugu?: 

Southern Tribes:

  • The Clans: The Psikur people are 

  • How many are Urgadag?:

  • How many are Yalzmag?:

  • How many are Dugu?: 

Eastern Tribes:

  • The Clans: The Piskur people are 

    • Uls’Nier

      • Riders of the Storm: These seafaring people have incredible meteorological practices that help them predict when waters will be dangerous to cross.

      • Brelathaads and Waterhorses: The connection between these animals and their riders is considered sacred, like the sharing of one mind. The tidemares 

  • How many are Urgadag?:

  • How many are Yalzmag?:

  • How many are Dugu?: 

Western Tribes:

  • The Clans: The Piskur people are 

  • How many are Urgadag?:

  • How many are Yalzmag?:

  • How many are Dugu?: 



DUHWIN:

  • Cultures in Sneigh: The Duhwin living in Sneigh are

    • Dulliman:

      • Private Matters, Internal Affairs: Known for their secretive and somewhat shy practices, the Dulliman tend to keep to themselves, isolated in the forests of Duille Nadur. Nadurian Duilliman tend not to have much opposition in the ways of their practices, as they are the ruling body there. Duilliman living abroad in enclaves, however, are 


            GLOBAL:

  • Symbols of the Universe: Eternity is something that is pondered by almost all civilizations. For instance, the mythos and origins of many of the deities remain the same or similar, but there is a significant difference, at times, in how those concepts are interpreted. In Trinurian culture, the symbol of duality is represented by a half-moon, which helps to determine what sort of person a soul turns out to be. 

  • A Dispute of Power: Each of the countries on the continent of 



Ethnicity

Hegros

  • Old Ageran of Ager 

  • Illycian of Illytzia 

  • Ghoffs of Dans 

  • Rujabese 

  • Rekya, the folk who ford rivers, 

  • Nórasian of Aré

  • Sakanian of the Central Steppes

  • Rukanians of Rukania

  • Antols, people who occupy small settlements near the northern lakes cresting into the mountains.

  • Aldamorg

  • Khaamuk


Shun

  • Mavron of Naiba (A group of Naibans who banded together to wander making music. They are also found in Southern Hegros Steppes)

  • Altah of the Dunes 

  • Naibans of Naiba

  • Felidani (Cat People; Most often are like the Kashi)

  • Arthyans of Vahara 

  • Kashi (pronounced “kawsh-ee”)

  • Vira

  • The Painted Ones of the Jaws

  • Khutsi, a group of individuals who often share kin relations with the Khaamuk people


Sneigh

  • Trinurians of the Trinelands (Wolf People)

  • Leamir of Tir Duine

  • Ferran of Tir Duine

  • Manderküste of Strande 

  • Sammars of Sammarland

  • Bythons of Byth and Tìr Duine  

  • Rhoks of the Highlands

  • Rukanians of Rukania (Mostly migrants, though some Rukanian tribes actually originated from the Rhoks in Sneigh)

  • Grimmaws of Byth, who tattoo beastly mandibles onto their jaws

  • Glyphicts, a group of people who tattoo their bodies with names, symbols, and codes. They are also known for communicating almost exclusively in sign language, believing that a voice should be reserved for special occasions. 

  • Marmen of Skiris

  • Deirnemen, also known as Ulkrûn

Across Kerdia

  • Dehmer (Called this from the words “mer” meaning “to die” and “dehm” meaning “to give”. Essentially, they are the people who “give death”. This collective identity originated from a desire to band together against the empires in opposition to these peoples. The Dehmer identity was born in the land of Hegros.) 



Races:

  • Sunter, an ancient group of hominids who are believed to be the proto-peoples of Nassavra. 

  • Humans, pretty much just, yknow, humans. 

  • Dhemur (Orcs), a folk known to be tall and physically strong beings with large canine teeth, bifurcated noses, pointed ears, and reflective eyes.

  • Ogurs (Ogres), which are essentially similar to dhemur with the exception that they are even taller and hairier, and are also more closely related to humans as opposed to the strepsirrhini related dhemur, goblins, and elves. Therefore, their eyes, noses, and other aspects of facial structures are more similar to these humans.

  • Dekur (Goblins), smaller individuals who have long digits and squirrel-like feet. Oftentimes dekur will have white sclera, contrasting to their dhemish and weiselven cousins. 

  • Piskur (Trolls, Central Kerdian Piskur tribes are now extinct) a semi-aquatic dwelling people who stand at an average size, slightly smaller than some humans, and have large probiscouses with nerve clusters, fewer digits, and slick membranes over their skin. Piskur are also known to possess amazing stem cells that can regenerate parts of the body remarkably faster than most bipedal peoples.

  • Weiself (Light  elves, otherwise known as “light beings.”) Luminous and mysterious, Weiselves are a type of fey known for their longevity. Note that the color of a Weiself’s features are not innately lighter, but rather the potency of magic around them causes a sort of “glowing” effect. Physical characteristics include large and reflective eyes, bioluminescent markings, and vine like growths on the surface of the skin. 

  • Dourelf (Dark Elves, or otherwise known as “dark beings.”) Considered closer to humans weiselves, they bear more humanlike features. The “dark” part of their name is more in reference to a lack of luminosity than pigmentation. While many still bear connections to their ancestral trees, there is less of a dependence on them, allowing for them to travel greater distances from their homes of origin.

  • Naga (Snakelike beings who vary in appearance, but mainly have humanoid features above the waist of their bodies.) It is thought that this alteration to their bodies either happened through magical manipulation to honor the Desert Drakes or was the result of mating between drake and man. Some even believe the Naga people to have been cursed into their forms for dishonoring their religious duties and trying to overpower dragons a time ago.

  • Raptoran (Raptor birds who first came to being after feeding on dragonflesh.) Females are bigger than males, as is custom in raptor birds. Includes owls, hawks, falcons

  • Raksham/Rakasha/Merasga (Race of maneating people on the continent of Esnes that appear in certain mythologies.) They are thought to have been created by the Duwos to clean the corpses of those slain in war. Most are thought to be dead, and some do not even believe that they existed. Believed to perhaps be a clan of the Dehmer in certain parts of the world in a time long ago.

  • Héyos/Dankána/Talusin (Not technically a sentient race it is believed, but rather a group of automata native to Wedor.) The majority of their conceptualization and creation occurs after the disappearance of Hehn.


Clines:

  • Central Hegros, predominantly Ager: 

    • Humans: Average height populations, olive and golden skin tones for humanoids most common among populations, dark hair ranging from dark auburn to warm black, moderate hair coverage overall, epicanthic fold/monolid eye shapes more common, dark eye colors (mainly brown, amber or dark red) more common, 

    • Duhwin:  Tall to slightly above average height populations, red and orangish scale coloration for duhwin more common, gold and red eye color most common, sharp scimitar oryx like horns or slightly curved thick horns or twisted antler like horns, jaw spikes and ridges more common, tail feathers and spikes common, ear fins, back spikes common, cranial tendrils more common for those living around volcano

  • Doru

    • Humans: Average height populations, less hair coverage overall, 

    • Dekur: Green skin tones more common, 

  • Further East

    • Humans: Smaller height populations, warm medium golden skin tone, hair colors ranging from strawberry blond to raven black (black being more common), straighter hair more common, darker eye colors (mostly brown and amber) more common, 

    • Duhwin: Hues of muted blue, sea green, or grey are most common, frills more common among populations, longer necks and faces, elongated limbs, nose tendrils common, headfins and facial fins more common

  • Central West, primarily the Hakiman lands:

    • Humans: Average to smaller height populations, medium dark skin tones more common, dark hair colors more common, 

  • Middle East, particularly Aré

    • Humans: Average to smaller height populations, light warm and golden skin tones for humanoids more common , straighter hair, light hair colors ranging from blond to light chestnut, epicanthic fold/monolid eye shapes more common, light eye colors (particularly blue and blue-green) more common, 

    • Duhwin: Golden and orangish scale colors most common, muted earthy tones also common in more eastern-central region, hues of light brown eye color most common, ram-like horns and quills/spikes for duhwin more common, broader foreheads and nose horns, clovenish four-toed feet/hippo-like toes, often have wide nostrils and septums, strong jaws very common 

  • Dans

    • Humans: Smaller height populations, occasional dwarfism, cool deep dark skin tone, dark hair color, coily hair more common among populations, individuals with less hair overall, almond shaped eyes more common, dark eye colors more common with the exception of rare purple or grey eyes

  • Central Far North, particularly Himayeshi

    • Humans: Taller to average height populations, dark skin with cool undertones for humanoids more common, medium hair coverage overall, wavy and coily hair more common among populations, darker hair from warm to raven black more common, almond shaped eyes more common among populations, light eye colors more common (particularly blues and light blues, especially in duhwin),  

    • Duhwin: White to bluish scale tones with bluish or brown dots common, hues of blues from dark to ice blue common, tall thin horns and antlers more common, facial spikes and horned brows more common 

    • Ulfur: Larger sized populations, grey and/or white fur coloration more common here, larger upper canines, exaggerated facial and head horns, thicker keratin deposits on the arms and back, more bent-backed and digitigrade 

    • Dekur: Exaggerated hair covering on appendages and digits, lighter skin tones more common, 


  • Middle Northwest, predominantly Tír Duine

    • Humans: Average to smaller height populations, warmer and pale light skin tones for humanoids most common among populations, variants of brown hair from light to dark most common, wavy hair more common, individuals with more hair overall,  downturned and almond eye shapes more common, dark eyes more common (mainly brown and amber), 

    • Duhwin: Green to yellowish scale tones for duhwin, brown or green stripes, bright green eyes or yellowish eyes most common, long deer-like ears, coarse manes that are mostly light green or blond, antlers and pronged Ram-like horns more common, feathered tails and/or tufts on the elbows 💕and face more common

    • Ulfur: Brown and grey fur is most common

  • Further Northwest, predominantly the Trinelands and Skiris

    • Humans: Taller populations common in Highlands, smaller to average on Skiris, cooler light skin tones for humanoids more common, lighter hair colors more common (most notably ginger on the small isles), wavier hair or curly hair more common, individuals are quite hairy overall, deep set and hooded eyes more common, lighter eye colors (particularly grey and green) more common

    • Duhwin: Eyes that are ice blue for duhwin more common

    • Ulfur: variety of fur colors for Trinurians, 

  • Further Northeast

    • Humans: Taller to average height populations more common,  

    • Ulfur: Longer teeth more common, brown to reddish fur coloration more common, rounder ears more common, lighter colored torsos and undersides more common

  • Further South: Taller to average height populations more common, 

  • Further Southwest, predominantly Sammerland: Average sized populations, cooler very dark skin tones more common among populations, less hair coverage overall, hazel or brown eyes more common, black or white hair most common, round or upturned eyes more common, 

  • Far South, Shun: Average sized populations, cool to warm dark to very dark skin tones more common, amber to brown eyes more common, hair is wavy and coily, less hair coverage overall, black hair from raven to warm most common, upturned eyes more common


Influential Houses/Clans/People:

    Here are a few groups and people of importance categorized by the faction that they are a part of.


Ageran Empire & Close Affiliates

  • Rakarahn- An Norasian house whose long history of kinship with ancient Arésian krazals had made them highly influential. Despite being of Norasian influence, the patriarchal lineage traces its origins back to the southern Grasslands on the border of Shun and Hegros, hence the thematic sigils and banners. Lord Rhygan, third of his name, is famously opposed to the Magia, believing them to be corrupting influences on the state. He has support among much of the populace, though because the oligarca is so subdivided and the economy relies so heavily on the Magia’s institutions Rygan has not made much progress in turning over the government into a servant state of the Empire. There are many of the oligarcha that support him “on the side” because he is a popular figurehead and mounting insurrection. Some of the wealthy statesmen are willing to privately pledge loyalties to him, however much those promises truly mean, in an attempt to be spared the potential wrath of the masses. And because Rhygan would then have the power to enforce policies that serve the new loyal members of his team in terms of wealth and status, these “breakaways” have tried to curry favor with the popular lord, though in reality many are keen to dispose of him at their earliest convenience, intending on using him for as long as they can before restoring the previous order of things. Unfortunately for them, Rhygan’s followers are dogmatic and loyal, preferring to follow the man and cull those whom they consider his enemies.

    • The family includes:

      • Ran (Lord) Rhygan, third of his name

      • Rani (Lady) Raen

      • Takal Rahkaran, eldest son

      • Ad’an Rahkaran,  the younger son

      • Tira Rahkaran, daughter of Rhygan

      • Little babe Sheikra, youngest child of Rhygan, infanta.

      • Sir Lipiso Arzalia, four orange sandcats with rats in their maws

      • Sir Serebino Sasani, the Second Talon, grinning bald ibis with a fish in its beak “Silent Waters, Still Fish” 

      • Sir Emiri Kaczenti, The Third Talon, white fish splashing in ten rows

      • Lady Justa Morgeni, The Fourth Talon, black peregrine hawk overlooking golden hill

      • Sir Gasteir  

  • Gance

    • The family includes:



Architecture:

Ager

  • Romanesque Columns: Primarily using alabaster and 

  • Xie Shan Roofs: 

  • Chinese Decorative Dragons: Similarly to Chinese decoration, Ager has plenty of dragon statues on the rooftops of their buildings. 

  • Raised Pavillons

  • Fancy Gardens

  • Wat-like structures of worship


Kerdian Shal-Dhemur

  • Akkadian Ziggurat Temples with Ivory Archways and Cloth/Hide Canopies

  • Painted Walls: Whether on the temporary moving shelters or permanent buildings and structures, painting intricate patterns and stories onto the walls of a space has been a long admired and practiced art for a Kerdian Shal-Dhemur. This has been an object of great beauty, including the famous gates to the Forgotten City, which are stark blue, white, gold, and black. 

  • Carvings and Zoomorphic Shapes: Carvings have also featured on these walls. Animals and nature have featured in tribal life for ages, being of great importance for the Shal-Dhemur people. 


Tír Duine

  • Round/Conical Roofs: Made from thatch and 

  • Stout Frames


Sammer

  • Strong Karst and Coquina Keeps: Perhaps known for having some of the most aesthetically pleasing castles and keeps, the architects along the coasts put the naturally abundant rock to use. Those keeps that overlook the coast are known to be both enduring and beautiful, home to many of the noble families that occupy the region. 



Geography:

  • Kerdia: The “Heart Continent” of the world, known as this for the presence of the Heart Tree in Doru (the fourth offspring of the original World Tree). This is the landmass on which all other continents are thought to have originated from, before dragons severed the land to separate into their own empires. the place where the majority of Nassarva’s draconic artifacts and temples are found. 

    • Hegros

      1. Ager: A wide and prosperous kingdom, known as one of the most influential kingdoms still-standing of men. It holds dominion and commands fiefdom over the houses of Hegros, namely  . Ager is home to the cities Imber (Raincloud City), Dumerica/Alterica (City of the Long Heather), and Petramos (Rock City)

        • Urbs Imber: A sprawling city that is home to temperate rainfall and montane forests. This is known as the “raincloud region” due to its high altitudes and thick mountain mists. Imber is situated further north in the Ageran territories.

        • Urbs Alterica: One of the largest farming cities. Alterica is a beautiful landmark, surrounded by acres of woodland, shrubland, wheat and heather which the city derives its name from. Alterica is in the Western-Central reaches of the Ageran territories. It is an important landmark for the people of Ager. This is part of the reason why the Trinurian potentially claiming it is so egregious. 

        • Urbs Petramos: One of the most outstanding places in Ageran society, Petramos, or the “City of Stone”, is a city whose structures are largely comprised of granite, white marble, and alabaster stone. It is said that the city sparkles when the evening sun shines upon it, though any Hegrand tourist will tell you that this is only true in the Opulent District. The main palace is decorated in a fashion that has changed throughout the years- from simple and practical to decked out in gold. Two things that have always remained are the painting of the Firmament on the ceiling of the Dome and the statue of H’Ster which adorns the highest point on the palace, overlooking the city. It is also known as the home of the Church of Andros and the Genverum. 

      2. Aré: The sister kingdom of Ager, Aré is responsible for the majority of the horsing in the country. They are known for having the Magia, an upper class of mage-descendants who rule over their people and act as merchant princes. In days of old, men of Aré used to celebrate the Oinos for good harvest and fertility. The people of Aré also have the most notorious bad blood with the Dehmer, who live in very close proximity with them. This tension has partly been exacerbated by their alliance with the Saurisian Church. They have a long history of slaving and leading armed conflicts against the Dehmer. They justify that the land is rightfully theirs. It is home to the cities 


      3. Laeland: The home country of the none but beasts and one of the biggest isles in Hegros. It is a land of white rocky bluffs and temperate landscapes, as well as the home of old druidic followers of Woid (Witan) in antiquity. The Laedeman tongue has become one of the most common languages in modern verbal usage, as it is the second language of Ager after the original Empire was reformed. It is home to the cities Broadford, Hofeshire, Feadan (), Briveland, Welk, and Clara to name a few. 

      4. Dans: The “land of the flowers,” Dans is one of the great beauties of the world. One of the cities here, Aistaide, is most popular for its great comeliness and rolling island hills. It is also called “Mother’s Land” for how the native Ghoffs of Aistaide believe that the land was blessed with great beauty by H’Ster herself. Known for its many colorful jungles, steep volcanoes, blue skies, and delicious wines.



    • Shun:

      1. Naiba: One of the largest cities in Kerdia to be connected to the continent of Esnes. Currently in conflict with the ethnic group; the Kashee. Is the only culture on the continent of Kerdia to have mastered the art of wvyernry. Due to their close connections with Hóstia, Shun has much of the same cultural influence as parts of the other continent. It also shares great similarities with Esnes, though the country does not always look upon such times favorably, as it still bears the scars of war. It is neighboring with the Esnesian Kingdom of Kah, their competitor in antiquity. 


      2. Aitho: The “Kingdom of Bronze,” Aitho is noted as one of the most beautiful places in the world. Settled along the southwestern border of Shun and Hóstia . It is home to the Ivory Palace, which is made from the bones of the Dunedrake, Othui. Since the Empire’s conquering of the region, it has become a manufacturer of armaments and armor for the soldiers. Still, many of the old native Duhwin remember the days when the country made beauteous crafts in times of peace. 



    • Sneigh:

      1. Hima:

        • Himayehshi (Translates to “ice bridge”): Also called “the Great Shelf” or “The Bridge at the Beginning,” Himayehshi is quite a sight to behold for any traveler in the land of Sneigh. Home to a great swath of dangerous beasts that are thought to have come over when the natural landbridge to the Moonlands was still formed. This is also where the City of Himayehshi is housed, known for being one of the great wonders of Nassavra. It is a place of great beauty and magic.

      2. Spés:

        • Havir: The haven of native Kerdian Duhwin seeking safety after the end of the Kin war. Havir is a large bastion that lies in the far reaches of the north, isolated from other lands. Havir is notable for the large College overlooking the Shelf at the End of the World. It is responsible for housing, teaching, and training individuals from all around about how to use the breath. Unlike Doru, the haven of Havir has remained a secret to most except for Duhwin and the neighboring peaceful region of Hima. It has a vast collection of draconic artifacts from the various cultures from around the continent, trying to restore and preserve draconic heritage. Though most access is restricted to duhwin only, there are exceptions of admission that are made. Those wishing to train in the way of the Hehn come here, should their intentions be just. Havir is also known to have connections to other communities that still thrive, such as the protected glen haven of Duille Nadur. 

      3. Trine Lands:


        • Skiris: An island off the mainland of Sneigh which is home to a large population of diverse fauna and flora. It is one of the main places where seals and puffins are found, as well as a popular home for whalers. This is where some of the oldest Ulfur (the Gammauld) live as well as the Trinurian Clan of Selka (The Seals) and Kennit. The Valen (whaling) Clan also has strong historic roots here.

      4. Tir Duine:

        • Ballygans: Known for its large population of mute swans. This is where the Clan Gance hails from.



  • Anteros: Known as the “Second Continent”, this is the second migratory space where Kerdian humans made their home. It is not as extensively developed as many of the places on the continent of Kerdia, but that makes it an excellent spot for exploration and discovery. It is known for having large deposits of valuable resources. It is not well-known or well-documented as to whether or not the land of Anteros holds any surviving native cultures, nor whether or not dragons still exist there. Unbeknown to the rest of the world, there are populations of Kwa (or beast-people) that live there.

    • Iamt: A land of wild magic and beastfolk, Iamt is a haven for several Kwa looking to share sanctuary together. There has been a peace agreement between many of the people living in the area to not shed one another’s blood, abiding by certain laws that protect herbaceous creatures until they die of natural causes. The sheer raw magical presence here has caused widespread changes in the land, making the landscape unique and wonderful.


  • Esnes: “The Blood” Kingdom, called as much for being the origin of mankind’s many cultures, bodies of water, and the first war. Esnes is one of the continents with the largest variation in biomes and landmass. A home to many intersecting rivers, the land is known to flourish even in times of drought. It had been a center of peace once upon a time, though the dragon feuds rendered it a bloody battlegrounds for many people, none of who can quite forget the scars of the past. Esnesians have worked hard and long to repair the civilizations that once thrived there, and have even created new ones from the ashes of conflict. Unlike Kerdia, which focuses mainly on conquering and expanding like the Oinos before them, much of Esnes currently holds a policy forbidding outside exchange with other kingdoms and municipalities for fear that it will open old wounds. 

    • Vahara:

The original homeland of the Arythan people.

  • Terenghet

Located on the second landbridge stretching from Esnes to Hostia, the subcontinent of Terenghet has become a dangerous place as of late, or so it is believed. Dangerous parties playing with necromancy have swarmed the area, making it nigh impossible to leave. This coupled with an increasing infestation of 



  • Hóstia: The “Bones of Narsavva,” Hóstia is a land that has been enduring steady desertification since the disappearance of the Twins. Some postulates even consider the civilizations of Hóstia to be older than those of Kerdia and Esnes. Eastern Hóstia has evidence of supporting the earliest human civilizations, and it is thought that this is where H’Ner and his wife first settled. It is the home of drakes and wyverns, and Dwarves as well who live in the indomitable mountains. The dragons of Hóstia were far more revered than the kinsmen of Kerdia as they coexisted with their followers. Dhegram’s death is heavily mourned here. The continent is also home to the Walking Mountain, a city which is moved annually by earth mages.


  • Hwento: The “Land of Wind.” Hwento is home to a large amount of plainlands and valleys in its northern parts, as well as chains of islands along its belt. It is a large landmass that encompasses parts of 


 


  • Shepnos: Also called “The Land of Dreams”. Shepnos has a mysterious reputation for losing wandering travellers and evading all attempts at scholarly study. No one is sure if it is a physical location at all, for it seems almost as though the location of the place changes every venture. There are still plants, animals, and peoples who have not been encountered as of yet.



Highest Appointments to Lowest Appointments, by State:

  • Rukanian:

    • Kalazar

  • Arésian:

    • Krazal/Kózal

  • Antolese:

    • Kralgak/Kwemak- Meaning “king/queen,” this position refers to the highest form of leader- essentially the commander of the

  • Rujabese:

    • Reile

  • Andarusian:

    • Greiniya/Greimiya

  • Hatasuan:

    • Raiji

  • Naiban:

    • Sharyar/Sharyana

  • Ageran:


    • Capral

  • Trinurian:

    • Halfar/Halhar 



Ager Politics & Controversy:

  • Political Positions: Hegros itself is a complex melting pot of many different cultures and ideas on how to run individual regions. It is a feudalist system, though there is one recognized power that serves as the country’s figurehead. That is Ager, the land that inherited much of their own history and structure from neighboring lands and the ideas of Phures. Though the hands of power have shifted, some traditions of control have remained the same. Ager used to be an Empire before it’s diminishing control caused it to slip and lose its hold over the Men of the West and the people of the Southeast. 

    • Capal (Emperor/Empress): Highest established ruler under a feudal monarchy. Commands other lords and their vassals below them. Grants titles, land, and ownership of regions and responsibilities. The bloodline of the Emperor is said to be descendant of H’Ner himself, and is incredibly powerful. It is also said that there is draconian fire in the veins of the House. It is believed that the purported Oinos Heuswe mixed blood with Emperor Neos II. Scholars quietly agree that the two were comrades in war and were steadfast friends. This has been dismissed by the Empire, who expresses a common distaste alongside the public for the dragon kind, however the rumors have lasted for several years.

    • Sanga: The member of the council entrusted with key military command. All regis defer to him when it comes to questions of war and conquer. The Sanga is almost always the child of the Emperor, although nepotism has ebbed away over the years. 

    • Regis: Individual family heads who govern territories within the Holy Ageran Empire. They come together to elect a new Ageran Emperor from one member of their collective body.

    • Prince/Princess: The royal descendants of their parentage, the Emperor and Empress (or consort), or on rare occasion cousins/adopted children from the Opulent. Though socially more prevalent than the Regis, their responsibilities and birthrights are overshadowed by the other class. 

    • Prime Minister/Grand Duke: Notably a powerful person, especially in the eastern parts of Hegros, the Arch Duke serves to help designate duties and monitor the happenings of Hegros with great influence over how orders are carried out. Though the Emperor’s rule is absolute and unquestioned, as the government has very close ties with the Church, Hegros is large and requires additional hands to help maintain it. As such, there is a Duke for every region, and an Archduke for Ager serving under the royal bloodline. 

    • Opulent: The noble class of Ager. These are the followers and vassals of the Emperor, including the Ministers/Dukes,  Marquises, Counts, Viscounts, and Barons in that order. The lords and ladies of 

    • Knights: The followers of the lords and ladies, mostly knights and other high ranking servants of the household. They can obtain the rank of Baron, though they cannot advance much further than that.

    • Dux Civis: The “chief citizen,” the Dux Civis is the established head of a peasant village. They are the one in charge of managing the community on a local basis. 

    • Mercae: The merchant class, artisans and craftsmen who specialize in supplying riches and goods to the surrounding cities. 

    • Subviri (Peasantry/Sowers): The class of the peasant people, mainly farmers and horse breeders.


  • Controversy: There is quite a bit of controversy held in the country of Hegros. Whether it be the lynching of heretics and supposed “Wyrm-Blooded” individuals, the long standing history of political corruption and extortion, the fact that the Ageran Empire was responsible for the death and dwindling numbers of several races, or even the current politics of Hegros’ various small wars and intrigues that sprout up even between its own people, Hegros is home to gossip and trouble.

  • The Emperor is also hiding massive truths from his own people, a direct violation of the Doctras. If learned, this would spark blatant fury in his mostly Androsian supporters. 


Naiba Politics & Political Scandal:

  • Politics of Naiba:

Naiba operates on a ministry that governs the local aspects of the state. They, in turn, take their directions/influence from the Empire. There are Sharas who are state-sanctioned figureheads, but they do not possess a lot of power beyond diplomatic relations with foreign nations.

  • Controversy: Aunt of Amira and Saladin has taken over the place of Naiba’s policies in the aftermath of the loss of magic (one of the only ways that the desert dwelling people maintained their crops and protect themselves from the volcanic firestorms) and has begun involving herself and her team into international interactions via the siblings to begin influencing foreign governments and get more resources to cover their southern border connecting them to Esnes. She has made a deal with Western Hegros to help with a feud (and religious divisions) further along the border. Hegrand soldiers have been causing some problems for some of the small villages, leading to excessive bullying and rioting. Meanwhile, this landgrab also means that Naiba grows to be in peril. Lady Shatika sends her niece and nephew off to make connections with others while furthering the influence of her son, Hami. Lady Shatika’s personal knight, Imari Jassid, uses what tactics he can to look out for his country.

  • Amira and Saladin are sent off with the expectation of making peace with other countries. Unfortunately, the knight 

  • Without hydroponics, the land that was once maintained through magical means is no longer arable. This has led to famine and drought in some locations further south in Shun and into Hóstia.


Sneigh Politics & Controversy:

  • Politics of Sneigh: The regions of Sneigh are divided between two main factions: The Men of Tir Duine, and the Trinurians who are stretched out across The Teeth to the Weald. The people of Tir Duine have a system that looks like this:

    • Elder:

    • Princess/Prince

    • Chieftains: Although powerful in their own right, a Duinian chieftain has significantly limited power in concerns of the eastern-influenced state. In the law of villages, the title of chief is considered the highest rank. In the law of provinces, it is an honored but practically powerless position. 

    • Aldermen: The Alders symbolize the white birch, bringing balance to the societies of which they are a part. 

And the people of the Trinurian lands have a system that functions uniquely (see page 2 above for more details on that stuff.)


Dehmer Politics & Political Scandal:

  • Politics of the Dehmer:

Much of the Dehmer population exists in scattered tribes throughout the continents. Though there are dedicated Dehmer kingdoms in the lands of Esnes and Anteros, there is no known remaining officially sanctioned domain for Dhemur populations living in Kerdia. Rather, a collection of tribes in conjunction and opposition with one another exist sprawling throughout the continent. The majority of these tribes are situated in Hegros, though they have reaches in Shun and Sneigh as well. The Empire controlled parts of Hwento has far fewer Dehmer residing there than the Esnesian half. 


 Fundamental values are largely dependent on societal stigma and how communal behavior is regulated. Some of the tribes rely more heavily on principles laid down by Ishu. The extremely pious openly condemn the idea of returning to a lifestyle that is viewed in their eyes as destructive. This includes the construction of social hierarchies, reliance on agriculture alone, and overextending their influence and destroying the land. Others have stuck to traditions that have been long held- there has even been a resurgence in the “Pursuit of Ruling Peace” where physical kingdoms and their respective political structures are becoming favored once more. It is unfair to classify the Dehmer people as one group, as they can be broken into several distinct cultures, some of which directly oppose one another. The moniker of “Dehmer” itself is of human invention, a corruption of the original namesake. However, this perceived identity as being an enemy of mankind (in the Empire) has made some tribes band together for the sake of their survival, leading to cultural shift and blending of some customs into others. As such, it has become more common to see dhemur tribes with the following traits. 


Those groups who have agreed to be a part of the Urgadag Confederation have a specific order of how they live. The organization of the tribe in many structures are thus:

  • Bélak/Chieftain: The leader of the tribe. The bélak takes on the name of their tribe, a title which represents their loyalty and the pledge they swear to their people. When it comes time for a chief to give up their position- due to age or some other reason- the chief’s khurgas (or generals) come together to fight for the right to become the next chief. This can be done verbally through debate or physically through combat, sometimes being a mizxture of the two. Traditionally, different factions have different ways of handling this and it usually boils down to who is most unanimously agreed upon to be the most suitable leader. Under the Urgadag Confederation’s guidelines the process is often streamlined to whoever has proved to be most successful in making choices that lead to the advancement in their goals of restoring old traditions and claiming land. Leaders are best exemplified as those who take care of others, a servant of their people. If someone feels as though the chief is not fulfilling their job or is a weak leader, any member of the tribe can come to challenge them so long as they bring forth their wish to duel. The winner is then the new bélak. 

  • Khailaz: A word meaning “healer” or “one who cures” in Dehmish, these individuals serve as priests/priestesses for the tribe and specializes in the knowledge of life and death. Essentially an eclastic parallel to the bélak, the Khailaz of a tribe is responsible for carrying out the sacred rites and rituals of blessings. More warlike tribes focus more on the aspects of a Khailaz as a zealotus figurehead as well as a first-aid specialist. The role of a Khailaz is especially important because, in the absence of using Hehn for Dehmer society (as it disobeys religious laws of nature), the Khailaz is the only one who is specifically trained in keeping the dying alive.

  • Khurga: The generals that aid the bélak in keeping order and engaging in skirmishes and hunts. The khurga are responsible for keeping the tribe safe and happy, protecting the borders of their current grounds. To become a khurga, a Dehmer must show exemplary loyalty and courage in protecting their kinsmen. Khurga are expected to be steadfast companions into death, laying down their life and all aspects of it in the name of their chief. If a khurga or group of khurgas do not agree with how a chief is treating the tribe, they can issue a challenge. A khurga is well-experienced in all weapons, though they may have a specialty, and are expected to excel in everything from the bow to hand-to-hand combat.

  • Agnakh: The hunters and soldiers of the tribe. Agnakh are regarded as essential parts of the system. They are purveyors of death and skilled most often in the shield, bow, spear, and javelin. 

  • Darkhan: The ones who specialize in the craft. Essentially, the Darkhan’s job is to perform tasks of handwork to help the tribe along. Their responsibilities include tanning hides, stripping flesh, working forges, carving bone, and sewing with sinew to make shelter, weapons, furniture, and tools for others to use. In ancient days, the Darkhan was a position called the  There are typically no more than three or so Darkhans in a given tribe. The Darkhans take apprentices to pass on their knowledge to.

  • Gadur: Harvesters of the fruit, both of the trees and of the body. A gadurak is responsible for collecting bodies from the field, game that has been hunted and left behind for the pursuit of other beasts, and herbs, fruits and vegetables found in the land. 

  • Khandaga: The ones who tend to the homestead.


Kerdia has a unique congregation of tribes native to the land. Tribes themselves debate on how best to conduct their business and practices in the day-to-day. Some opt for peaceful solutions, finding violent retaliation abhorrent and being opposed to lashing back at the cruelties that have been inflicted on them. The Hegrander tribes that believe in this principle, notably, include the Baargan (Bears of Heart), Lukus (Mules of Burden), Khaamuk (Sheep of Union)


Others have seen violent employments of similar human/duwhin tactics to be favorable, such as the Tsutahk (Hands of Blood), Khutsi (Rams of Power), Khruka (Hawks of Hunting), Gar-Asga (Lions of Fire), Tal-Hós (Mountains of Bone ), Ulkrûn (Claws of the Wolf) and the Aldamorg (Horses of Glory).


There are some who are currently unaffiliated with either tribe, called the Dugu, or the “Voiceless.” These include the Akula (Sharks of Prey), 


Regardless of the tribe, however, most of the Dehmer people still face persecution from those living in Hegros. Therefore, some have resolved to take shelter in the far reaches of the northern borders or in the safety of the southern steppes. 


  • Controversy: Aside from the differences between Urgadag and Yalzmag, the tribes themselves still squabble for resources. The Urgadag have conflicts that have been roaring on for years. In one specific case, the compassion of a particularly powerful human healer caused some problems for the Khutsi tribe. One of the Khuga (General) has taken to this woman. Some members of the . In the region of Sneigh, the Uluun are both competing and working with the native Trinurian there (this is choice dependent too).


Elven Politics & Controversy:

  • Politics of Elves:

    • Politics of Sneigh Elves: The elven people of Sneigh conduct the majority of their business in a druidic council. Their conclave is ever-changing, but meetings are heralded by an impregnable mist that misdirects unwelcome adventurers. The elves of Sneigh are mainly of the Frost tribe, and 

      • Elder:

      • Princess/Prince

    • Politics of the Shore Elves:

And the people of the Trinurian lands have a system that functions uniquely (see page 2 above for more details on that stuff.)

  • Politics of Doru Elves


Geography:


Shun:

Naiba:

  • The Southern Vhettum: “Vhet” meaning “white” and “tum” (short for “Tumi”) meaning “land”, the Southern Vhettum is the expanse of saltpans leading from the western horn of Shun to the northern stretches of the land ridge. Back in the days of heavy rains when Varsa and Vasan still walked the Nassa, precipitation in Shun outweighed the evaporation rate. Now, those two values have flipped, leading to the water drying up and creating a large bed of minerals. It is sometimes referred to as the “Glass Dune” for its reflective quality. 


Sneigh:

Hima:

  • The Northern Vhettum: Similarly to the Southern Vhettum, this land was named for its extraordinary white color. However, it’s starkness is taken from the heavy banks of snow that land there rather than the leavings of salt. 


Music:


INSTRUMENTS BY CULTURE


Shun, Hima, & Veda:

  • Pretty much everything! :D But specifically… Bansuri, Ney Flute (Southwestern), Nyatiti (Southwestern), Guzheng, Guqin, Oud, Sitar, Koboz, Komuz, Cura, Guitar, Tambura, Balafon, Hurdy-Gurdy, Qanun, Afghan Rubab, Hammered Dulcimer, Hang Drum, Riqq, Kamancheh, Tabla, Surbahar, Kithara, Flute, Hand Pan, Lyra, Adeudeu (Northwest), Chelys Lyre (Northern & Northeastern), Kokles, Mandolin, Cymbalum, Duduk, Koto, Violin, Erhu. 

(An important fictitious instrument in Naiba is the triana, a three-stringed spike lute based off of the sanxian. Look to the Naiban page for more information.)

https://www.youtube.com/watch?v=y_26kcxrURM 

https://www.youtube.com/watch?v=zW3qG1Hjxkk,

https://www.youtube.com/watch?v=CdIoaxIB1KE

https://www.youtube.com/watch?v=bZ7_6wentf8

)

Hima:


Hegros:

https://www.youtube.com/watch?v=y_26kcxrURM , https://m.youtube.com/watch?v=n5F7eV7zHpk


https://m.youtube.com/watch?v=ND-uvTG6L-o

https://m.youtube.com/watch?v=Y8Hpyov3Tt8

https://youtu.be/ksiM1wRcutQ

https://m.youtube.com/watch?v=zv8PgukSLX0

  • Morin Khuur (Steppes), Tonkori, Bagpipes, Pishik, Bandura, Tumbi, Aulos


Ager: 

  • Erhu, Guzheng, Flute, 


Sneigh:

  • Hurdy Gurdy, Lyra, Rebec, Bodhran Drum, Chelys Lyre (Sammerland), Hammered Dulcimer (Sammerland), Adufe, Flute, Erhu, Morin Khurr, Tagelharpa, Harp, Double Recorder, Fiddle, Tin Whistle, Shakuhachi, Violin, Duduk, Gjallarhorn, Bouzouki, Shaman Drum, Cittern, Crwth, Pibgorn (West) Tagelharpa Cello (North & Northwestern), Kantele, Carnyx (Trinelands), Grass Flute, Singing Bowls, Rainsticks, Rattles (often made from bone or nuts), Kamancheh

(Here’s a good example: https://m.youtube.com/watch?v=KFrMSW-hJ-M, https://m.youtube.com/watch?v=FhzukOm5lxc , https://www.youtube.com/watch?v=KFrMSW-hJ-M , https://m.youtube.com/watch?v=ND-uvTG6L-o , https://m.youtube.com/watch?v=sC9v4DCFdcM , https://m.youtube.com/watch?v=KTmatjyd4KM#searching ,

https://www.youtube.com/watch?v=Bu9PyoiArys

https://www.youtube.com/watch?v=LUth0YplJR4


 )



Wedor:


Dances by Culture


Hima:

  • Sword Dance: Can be performed in a duet, solo, or group dance. The sword dance combines fluidity of movement, isolation of certain parts of the body, extensions of movement (like holding slow lunging positions), and teamwork (between the musician and the dancer or between dancers). Similarly to the Yunya dance, the sword dance is often used as a form of meditation and training. It can be slow, almost tedious, then burst into sudden bouts of energy. This unpredictability is part of what makes it excellent training in awareness, as it is seldom choreographed. 

  • Yunya Dance: A dance that exemplifies balance. The purpose of the Yunya dance is to represent the creation of the world by Jaina, bringing the cosmic balance through calamity, peace, and harmony. 



Games & Sports:


Tir Duine: 

  • Coastal

    • F

  • Crálka: Meaning “crál (insect) fight,” this game is a broad term for bloodsport


Hegros:

  • Southern/Grasslands

    • Teka Matches: Also known as “goat hockey”, the goal of Teka is to try and kick a ball into a net- often made of wicker- that is guarded by a goalie. Players are divided into four teams. The goal is to kick the ball into your home goal, wrestling it away from other individuals. Players are equipped with mits and wear goat-skull/iron goat shaped helmets. Part of the object of the game is to “ram” into other players to obtain the ball. 


Dehmer:

  • North


  • South 

    • Dumassé: A race where pairs juggle two balls with one another while running, progressively distancing themselves more and more from their partner. The object of the game is to work on coordination and teamwork, as the opposing pair will try to disrupt the racers as they go.

    • Forgiveness Duels: Among the people of the Gar-Asga, it is common to settle disputes and maintain honor through the art of the duel. In forgiveness duels, tensions are settled with a fight. The most common form of combat among the Gar-Asga people is a form of martial art called “Asgriesh,” which in the language of the Gar-Asga people means “lionblade.” The weapons involved in this are long single-edged blades (similar to katanas). While forgiveness duels are most commonly performed in situations where parties feel as though they have been wronged, they are also held for the purposes of entertainment.

    • Morgo, or Horseback Wrestling: For many of the plainsfolk that live in the grasslands, breaking, riding, and training horses or other mounts is essential in culture. Morgo is a game where opponents try to grapple each other on horseback and toss the other to the ground. Both opponents are often naked, or at least naked from the top, as to prevent grappling of clothing. There is occasionally a consequence to falling off the horse that involves a small melee afterward, as the fallen player has to battle a “keeper” to determine whether or not they can mount up and try again. If the player is successful, they can try to fell the other player again. Whoever loses to the keeper loses the game. If both players knock each other off the horse, then they have to each battle a keeper. Both can lose, and both can win if they call a draw. 

    • Talmorgo: An invention of ogurish origins, Talmorgo is a variation of Morgo in which one rider passes by a standing opponent (most typically an ogur) and tries to knock them out of their circle. The circle is often made of flint or stone pieces or drawn with chalk. The objective of the standing player, or the “mountain”, is to stay strong and remain upright throughout the game. The rider only gets a certain number of passes before the two change sides. The mountain can gain extra passes by either ripping the rider off the back of his horse or felling the horse itself. There are penalties for taking down the horse, as it could wound the animal, and rewards fewer passes. With every three rounds, the circle gets smaller, making it more difficult to dodge the rider. There are typically five rounds that are played. A die is often cast to see who goes first and, therefore, gets the choice to have more standing rounds or riding rounds. 

    • Khaama 

  • East

    • Aldarin Races: Indeed, perhaps one of the most popular past times for Ralésian dekur are the “alda-rin” (“horse bird” or “fast bird”) races. In these, Dekur mount up on the aforementioned lightning quick fowl and race through checkpoints, designated by brackets or hoops. The races pass exceptionally quickly and circuits can sometimes loop around entire cities just to make the races longer. It is an incredibly fast-paced, not for the faint of heart sport. 

  • West



National Celebrations!:


Hegros


Ager:

  • St. Marck’s Day: A celebration that is held to promote the ideals of charity and giving. There is a feast that begins its preparation at morning and commences at eve. This is often a meal that is prepared by the entire household to some degree. A house’s door opens for the less fortunate to come and dine. 

  • St. Iris’ Day: A day of grand singing, the choir of Hester travel through the town singing songs. All are welcome to join in the music, being in fact encouraged to do so.  As they pass by, the altar youths present donation bowls to spectators to offer coins. 

Aré:

  • Weddings and Exchanging Vows: When an individual is single, they wear a pair of bands on their ring finger. When they exchange rings, the new ring goes on the opposite hand so that either hand has a ring. 



Tir Duine:


  • Warbling: A specific activity around winter time, warbling involves a band of singers- often orphans and the less fortunate- who go from home to home singing through the midwinter im exchange for háldrinc, or mulled cider, and a warm meal. 



Shun


Naiba


  •  Weddings: As it has often been noted by scholars, a Naiban wedding is one of the most beautiful experiences that a person can witness in their lifetime. An exciting assortment of colors, music, dance, food, and celebration, Naiban weddings are known for their extraordinary beauty. The first part includes the engaged individuals wading into the sacred river together. They baptize one another, washing away the person who they once were and emerging from the depths in their lovers embrace. The second part has the two each take a handful of dyed sand, combining them into a bottle and offering them to the cleric. Once the final vows have been exchanged, dyes are placed into waterhorns which are used by hydromancers to spray a prismatic rain down into the crowd. This is why no wedding outfit ever escapes cleanly! The new colors and patterns are emblematic of a new life together, with both partners subjects to change- both discordant and harmonious. (Note: For Amira and Iona, somebody puts bloody red dye in the cannon- though it is not known whether or not it is a Naiban or Trinurian that does it. It startles the crowd, but they move on with the celebration and shake it off. It turns out that it was less of an act of symbolism, saying how the two shouldn’t be together, and more of a prank on behalf of two ulfur pups at the wedding. They get in trouble later. All are startled at first, Iona and Amira protecting each other, assuming that it is dangerous but then revealed that it’s not. Amira points out that it’s the fact that their minds even went to that place that is part of the problem. The pair resolve to fix the issue.)


Dhemur Nation (Excluding the Han-Dhemur):

  • Ardlig’s Day: A day of great romance, Ardlig’s day is named after the pompadour Ardlig, who is known for being a bondmate of almost every chieftain in the Heartland. On this day, each band celebrates love and expresses to their partners (or prospective partners) how they feel. This is expressed in a variety of ways. For the 


Burial and Funerary Traditions


Shun


Naiba:

  • Ascensions: Close relations recall the way that a person was in life and relay this to hydroillusionists- people who use water to scatter light and make images appear. Hydroillusionists then take the water from their vessels and use their powers to create misty images in the likeness of the deceased. They ascend the mountain up to the Massika overhang, where the crowd follows behind them and spectates. The spectral form of the deceased approaches the edge of the cliff and faces the setting sun. With their arms aloft, their image slowly and symbolically climbs into the air to become one with H’Ster. It is believed to be one of the most beautiful spectacles in all of Kerdia. 

  • Lavish Afterlife: Displays of material wealth are believed to bless a family with certain boons, as it means that they have more to give to the gods. This applies to the afterlife as well. Crafts of jewelry, art, clothing, and more are all gathered to be given to the Triasa alongside the mortal vessel of a person. Their bodies are brought to the uppermost point of the Temple, where it is believed that their souls can more easily ascend once they are claimed. Speeches pertaining to honoring the dead are followed, most typically, by celebrations of a person’s life. This is especially true if the deceased in question was well-accomplished. As the Twins would sometimes revive the reverent who offered them great treasures (at least in the tales of great heroes), the dead are kept with whatever precious materials a family member can offer. 

  • Protection from Graverobbers: With exorbitant wealth comes the need and desire to protect it. For the denizens of Naiba, this is done via two methods: First, several illusions are kept in Naiban necropolises. Mages and inventors with particular skill sets are hired by families often and it has led to the job being quite desirable in the state. Skilled illusionist architects have even been known to make thieves go mad with their tricks, leading to them being taken in by the government. Secondly, as a tomb is often tiered, there are several obstacles for intruders to overcome. One of the main ones would be the presence of guard drakes, who are fed regularly by those they are familiar with but who are none too keen on those whom they do not know. 



Currencies

(Sorted from lowest highest value to lowest value currency)


Ageran Empire:

Phurian Currency (antiquated)

  • Ember (Embers): Small round coins with beveled edges and a sunburst hole through the center. Lightweight copper coins. 



New Empire Currency

  • Embers 



Naiba:


United Shuni City States Currency

  • Remex (Remiges): Representing the city-state of Naiba, the remex is the image of a wyvern’s flight feather on a round coin, the other side bearing three liquid starbursts for the Triasa and the symbol of Unity in the middle. Made of rose gold. 


Views on Marriage/Partnerships, Gender, and Familial Relations


Hegros

Ager

  • Concept of Marriage: Marriage is seen as a contractual engagement between two individuals of the same class- specifically between heterosexual couples who can bear children. It binds families together and has partners share expectations of income and responsibility. Ager, which prioritizes patrilinear lines of inheritance, sees that partnerships between men and women are not wholly egalitarian but rather that men have the expectation to increase the standing of their factions.

  • Gender: There is a slight propensity for inequality in Ager, though only in terms of familial inheritance. In war, women still play the vital role as soldiers and medics. Some of the most well-known celebrities in Ager are gladiatrices. 

  • Relationships Outside of Marriage: Because marriage is prioritized for advancing in certain social circles, it is considered favorable to a family to restrict relations regarding romance to those arrangements which may have been predetermined for their progeny. Many times young couples will engage in a courting period. While the Opulenta and the other higher ranking classes of Ager have spousal partners largely predetermined for them, members of the peasantry and merchant-folk are not always bound by the same restrictions.

  • Homosexuality: Permitted only between members of the same class, with the exception of royals who seek out relationships with lower-ranking members/members of the servant class. Engaging in relations with a member of another class is seen as scandalous and even so far as to be considered unclean. Warriors are encouraged to find intimate companionships with one another, especially during their time at war. That being said, marriage is not permitted between those who cannot bear children, and so even the favorite companion of the emperor cannot expect to inherit anything unless he is adopted into the family.

  • Adoption: Adopted children are viewed as legitimate for all intensive purposes, including inheriting land and being able to operate in the same manner as blood relatives. The ideal is that if someone is deemed family, the bond matters more than the blood. 

  • How many partners?: Almost all interactions are monogamous, though the emperor is permitted to have multiple concubines. 


Aré:

  • Concept of Marriage: In Aré, the concept of a marriage is that of a contract between two families represented by one son and one daughter. Families of in-laws are often expected to become close. As community is a very important thing in Arésian culture, these connections form lasting friendships and mutually beneficial arrangements between members of multiple households. 

  • Positions of the Household: Men are the head of the household, responsible for keeping his wife and children in line. Sons inherit their father’s land and belongings and are expected to follow in their father’s footsteps, be they peasants or merchant princes. Women are mothers, their duties are to provide a good hearth for their spouses and rear children. Daughters are exchanged for connections with other families, their hands offered in marriage to solidify these bonds. They then become mothers, and so the cycle continues. Folk often have quite a few children to carry on their namesakes, the average Arésian family having around five children. Noble houses differ in the sense that both men and women are expected to be educated, though mostly so that interactions don’t become stale. 

  • Gender: Men are expected to lead the household and command all those under his stead, including his wife. Women are expected to obey the man of the house, doing their upmost and sacrificing whatever necessary to take care of him. This has included some rather extreme rituals. In antiquity, there was a third gender that was acknowledged called the trcezi. These individuals were considered holy people of great beauty. Most trcezi were half-elven.  Because of their mystic nature, engaging in amorous relationships with a third one was considered good luck. They often became kumpelé to the king, who would revere them as their most cherished.

  • Relationships Outside of Marriage: The social elite (specifically the Magia) will often have mistresses or paramours who are professionally trained to be called upon (even to the point of being specifically trained to fulfill the role that suits that noble’s desires.) Though there has been a long history of concubinage and prositution in Aré’s history, the introduction of the teachings of Sauris have quashed much of the old ways in the eyes of the religious population. Brothels are not uncommon, though the Church looks down upon them and condemns those who use them. Most average folk- who are largely pious- refrain from engaging in such relationships for fear of their souls. Chasteness is a virtue that is admired in young women, and the expectation is that they will remain “untouched” until their marriage. 

  • Homosexuality: Homosexuality is largely condemned by modern Arésian society, who believes that interactions outside of those that merit children are immoral. Though this was not always the case, the view of masculine figures taking the passive role in a sexual relationship was always condemned. Women in Arésian culture are viewed as child-bearers, and so the expectation is to have them maintain strict sexual and romantic allegiance to their husbands. Any relationship that is not fruitful is not considered in the best interests of the community, who seeks to expand its influence over the continent. 

  • Adoption: Adoption in Arésian society is viewed as a morally good thing to do, though adopted children receive no benefits of inheritance and are considered on par with illegitimate children. Because of this, orphanages will often hold onto children, as few families are willing to take in additional members without the benefit of having their child become their heir. Those who take in children are often clerics, who have either promised to have only one child (in the case of priests) or who have sworn vows of chastity (in the case of priestesses). 

  • How many partners?: In ancient times, polygyny was a common practice in Aré. As time wore on and the introduction of Saurisian thought integrated into society the idea of monogamy became more popular, as it reflected the same sorts of relationships that were seen in the Empire.



Shun


Naiba:

  • Concepts of Marriage: Marriage is viewed as a construct that is rather loose in terms of legality and is more intended as proof of a person’s love. It is an important aspect mostly to those who wish to share their lives together, and is designed by nature to help make the process of living with one another easier. While a married couple is together, their . A common practice, though not particularly 

  • Positions of the Household: As a largely egalitarian society, parents of a household split responsibility pretty evenly. There is not a great divide between heads of the household, only expecting that any children show great deals of respect to their wise and more experienced elders. 

  • Gender: There are three main genders that are recognized by Naiban society. Gender fluidity is not uncommon, as the people believe that shape and form changes like the river if the gods are so willing. It is seen as a person’s destiny to follow their heart, as is ordained by the Triasa.

  • Relationships Outside of Marriage: It is encouraged for people to court one another before agreeing to marry, and it is commonplace for couples to spend time getting to know one another before committing to anything solid. There are no punishments (aside from interpersonal conflicts between spouses) that are enforced for sexual promiscuity. That being said, rumors can fly rather quickly, and public shaming is a practice that Naiba is no stranger to.

  • Homosexuality: Homosexuality is common in Naiba, with practices being something that few people even bat an eye at. Some of the most prominent historical figures (including Princess Wuzi and Haika) identified as such and have inspired works of their lives and doings. Marriages between same-sex couples are permitted and these individuals receive the same rights as any other partners. 

  • Adoption: Adoption is accepted in Naiba, and most children who are orphaned are taken in personally to foster homes almost immediately after an incident occurs. There are not really any dedicated orphanages, but the Temple is always willing to look after those who have lost their families. Aside from adoptions from non-blood relatives, genetic families are expected to take in youths when their parents or guardians pass on. 

  • How many partners?: Naiba is one of the rare places where multiple-partner unions are legally recognized, though not particularly common. The most common form of polygamy is a three-person companionship. There was once the case of two sharyars and a sharyana living together, with one of the sharyars being a foreign prince and apprentice to the Naiban rulers.  


Sneigh

Tir Duine:

  • Concepts of Marriage:

  • Positions of the Household

  • Gender

  • Relationships Outside of Marriage:

  • Homosexuality

  • Adoption

  • How many partners?


Trinelands

  • Concepts of Marriage: Marriage is an engagement that is honored until pups that are had in a marriage come of age. Once any

  • Positions of the Household

  • Gender

  • Relationships Outside of Marriage:

  • Homosexuality

  • Adoption

  • How many partners?


Hima:

  • Concepts of Marriage: Marriage, to a Gamirian, is one of the most important aspects of life. Marriage is a strict contract in Gamiri culture. As resources are scarce and life can prove to be difficult, a marriage is a decision that is carefully planned out and considered before any action is taken. A common practice in Hima is apprenticeship, which is widely viewed as a form of marriage. One individual- typically an older figure- takes in another for the purposes of teaching them the customs and responsibilities of the kingdom. This form of relationship has been most common with partnerships between a native Gamir ruler and a foreign sovereign or between a king/queen and a member of a lower class (such as a soldier, lower ranking noble, or even in some cases a merchant). Because the tenants of Varsa are so integrated into Gamiri society, the teachings exchanged between sovereign and apprentice are largely religious and arcane in nature. 

  • Positions of the Household: Just as with Naiba, there are few differences in treatment between men and women. The only main difference is what expectations are had for looking after children. Because the world in Hima is cold and harsh, a mother is expected never to leave her child under any circumstances aside from death itself. A father, on the other hand, may need to venture outside to seek out resources. As such, it is not uncommon for mothers to be left on their own with children for weeks on end. 

  • Gender: Treatment between men and women is roughly the same. Women and men are expected to gain an education and learn some school of magic before their adolescence. 

  • Relationships Outside of Marriage: Relationships outside of marriage are practically nonexistent in Gamirian society. Those that arise are highly condemned by society, which reserves the right to shame and even lawfully exile those who would threaten the status quo. Courtship preceding marriage is expected for youths, especially those who are predetermined to be married (which is almost everyone in Gamiri society) and the courtship period is expected to last between three and five years to determine compatibility. If the couple can manage to stay together and work alongside one another in that time, then they are deemed fit to be a couple. Once a couple is wed, there are no ways for them to separate. Partners have no alternative choices for romance, unless in the event of widowing. 

  • Homosexuality: Homosexuality is viewed as Homosexual practices are found predominantly among the clergy, who have already taken vows to abstain from having children. 

  • Adoption: Although there is a precedent for rearing two children in a household, there is no limit on how many children can be adopted. Unfortunately for many orphans, families are hesitant to bring new members into their home for fear of being unable to take care of them or their other children. As such, orphans are often forgotten about or else live in the monastery. 

  • How many partners?: Hima is very strict on who they permit to marry. There is a very firm stance that only monogamous relationships are acceptable.


 

Doronis


Dans


  • Gender

  • Relationships Outside of Marriage:

  • Homosexuality

  • Adoption

  • How many partners?


Neros


  • Gender

  • Relationships Outside of Marriage:

  • Homosexuality

  • Adoption

  • How many partners?



Views on War


Aré: 

  • Boastful energy when it comes to military might, especially with the aid of the Empire 



Ageran Empire: 

  • Strong military culture

  • Prioritizes strategy 

  • Has several divisions for units, even breaking down roles to having people look after development of specific kits of equipment

  • While some are very concerned with the economic, social, and human ramifications of war, there are others that essentially have a “who would dare to mess with us” mindset

  • Very tolerant and welcoming nature to soldiers regardless of their backgrounds

  • Formal and composed and renowned for this behavior. Some find it off putting with the military tradition but others embrace it and appreciate it


Views on Diversity


 


Fashion


Shun:

Male-

  1. Head: Wyvern crowns (headband with two antlered protrusions and feathers), simple cloth headwraps, dangling headband with long side, hairpins

  2. Upper Body: Tasseled/Belled vests, robes, Hasa

  3. Lower Body: Cotton or banana fiber skirts, loose satin pants, Sama

  4. Feet: Beaded boots, sandals, bronze sand sifters

  5. Accessories: Feathered armbands, earrings of precious gems or metals, eyeliner and eyeshadow (especially green/aqua scale patterns under the eye), bronzer for the skin, Beja hairstyles, dot markings on the left side of the neck for Varsa, bangles (includes single wedding bangle), rings, henna markings


Female-

  1. Head: Halo tower crown (nobility), hairpins

  2. Upper Body: Hasa (kind of like hanfu), 

  3. Lower Body: Sama cords, loose patterned  pants, skirts or robe bottoms

  4. Feet: Beaded shoes, silk shoes, 

  5. Accessories: Earrings of precious gems or metals, stripe markings on the right side of the neck for Vasan, moles below eyes for Vasan, locs and buns/braids, braids with beads, rings, bangles (includes single wedding bangle), parasols, henna dyes, ketara (ivory or wooden clasps that also hold small items, such as a needle and thread- often made to look like animals or flowers)


Notes: Clothing is often unrestrictive and flowing. “A flower cannot grow if hidden in the shade.” Naibans believe that freedom and expression of beauty is important, and therefore have few limitations to their fashion trends. 


Khutsi:

Female-

  1. Head:

  2. Upper Body:

  3. Lower Body:

  4. Feet:

  5. Accessories: Dark woolen mantles

Male-

  1. Head:

  2. Upper Body:

  3. Lower Body:

  4. Feet:

  5. Accessories:


Khaamuk:

Female-

  1. Head:

  2. Upper Body:

  3. Lower Body:

  4. Feet:

  5. Accessories: Woolen single-shoulder mantles (light colored)

Male-

  1. Head:

  2. Upper Body:

  3. Lower Body:

  4. Feet:

  5. Accessories:


Aldamorg: 

Female and Male-

  1. Head: Tall conical helm with feathered or tasseled mane (note: the ends often have wicks that are lit for intimidation purposes during battles or speeches), knit headband

  2. Upper Body: Chiton-like dresses (worn out of combat), brocade silk robes, 

  3. Lower Body: Hempen pants, 

  4. Feet:

  5. Accessories: Bronze armbands, ornamental shoulder-length capes (often with beads or metallic baubles along the neck)



Gar-Asga:

Female-

  1. Head: Maned headdress (note: Bélak, often made of a bronze casted lion’s head, upper teeth hanging over the eyes), knit headband, 

  2. Upper Body:

  3. Lower Body:

  4. Feet:

  5. Accessories:

Male-

  1. Head:

  2. Upper Body:

  3. Lower Body:

  4. Feet:

  5. Accessories


Tsutahk:

Female-

  1. Head:

  2. Upper Body:

  3. Lower Body:

  4. Feet:

  5. Accessories:

Male-

  1. Head:

  2. Upper Body:

  3. Lower Body:

  4. Feet:

  5. Accessories


Talé:

Female-

  1. Head:

  2. Upper Body:

  3. Lower Body:

  4. Feet:

  5. Accessories:

Male-

  1. Head:

  2. Upper Body:

  3. Lower Body:

  4. Feet:

  5. Accessories


Ulkrûn:

Female-

  1. Head: 

  2. Upper Body:

  3. Lower Body:

  4. Feet:

  5. Accessories: Wolfskin and wool cloak

Male-

  1. Head:

  2. Upper Body:

  3. Lower Body:

  4. Feet:

  5. Accessories


Baargan:

Female-

  1. Head: Woven Rowan headband, 

  2. Upper Body:

  3. Lower Body:

  4. Feet: Fur and hide boots, 

  5. Accessories: Heavy plaid cloaks, bearskin cloaks/parkas, mitten-gloves, 

Male-

  1. Head:

  2. Upper Body:

  3. Lower Body:

  4. Feet:

  5. Accessories



Aré:

Male-

  1. Head: Floppy caps, coif and peasant hat (farmers), conical farmer hats (farmers), Hussar-like helmet (military), slicked hair with lavender or mint extract and vegetable oils (nobility), 

  2. Upper Body: Cotton tunics or robes, Hussar-like armor (military), ruffs (nobility)

  3. Lower Body: Hose, 

  4. Feet: High heeled horse boots, long laced boots (nobility & military), 

  5. Accessories: Curled mustaches and muttonchops, extravagant facial hair, wedding bands, written character (runic/hanzic) finger tattoos of blessings, scarification (sometimes used to brand criminals or shame prostitutes/servants)


Female-

  1. Head: Woolen headscarves (peasantry), kokoshnik, fengguan-like headdresses (nobility, wedding), wreaths and ribbons (maidens)

  2. Upper Body: Silk dress (nobility), sarafan 

  3. Lower Body:

  4. Feet:

  5. Accessories: Wreaths, scarification (for owned women, sometimes used to shame prostitutes), 


Tir Duine:

Male-

  1. Head: Medallion-headdress, headcloths, woven twigs (medicine men), dangling loose headband , samo-looking hats, bokdu looking hats, thin kasa hats, (https://m.youtube.com/watch?v=rUDoMLVLggg), 

  2. Upper Body: Deep-necked tunic, kerescen, jacket with braided ends, animal skin cloaks (snow 

  3. Lower Body: Fur-cuffed pants, elk hide breeches, puttees, thermal leggings and waistwrap 

  4. Feet: Chainmail boots (soldiers), wolf fur boots, clogs, 

  5. Accessories: Beard sheaths or horns (similar to Egypt), eyebrow studs, ashen paints, mustache loops, daira (accessories made out of branches or woven twigs, “daira” meaning “of the tree”), wristbands (oftentimes made of leather), neácha (neckscarves or shawls, soldiers), arm-scarring in the shape of leaves (nobility) 


Female-

  1. Head: Woolen headwraps, 

  2. Upper Body: 

  3. Lower Body:

  4. Feet: Doeskin shoes, clogs, medallion chain boots, lace shoes

  5. Accessories: Painted nails, finger cuts (small incisions in ring finger after marriage), henna-like colored dye markings (many times for celebration), patterned/tartan shawl, kertch, 


Trine Lands: 

Male-

  1. Head: 

  2. Upper Body:

  3. Lower Body:

  4. Feet:

  5. Accessories:

Female-

  1. Head: 

  2. Upper Body:

  3. Lower Body:

  4. Feet:

  5. Accessories:


Hima:

Male-

  1. Head: 

  2. Upper Body:

  3. Lower Body:

  4. Feet: Snow-sifters, 

  5. Accessories:

Female-

  1. Head: 

  2. Upper Body:

  3. Lower Body:

  4. Feet:

  5. Accessories:




Neros:

Male-

  1. Head: Metallic headbands, circlets, headscarves or bandanas (civilian), reef helmets (soldiers), Phrygian helms (soldiers), clothen headbands with adornments (nobility). Hair is often cropped short and well-groomed. Beards are similarly well-kempt and maintained or shaved off entirely. Elders, who wear long tailed beards, often curl theirs to look like seaweed. 

  2. Upper Body: cork vests (soldiers), scalemail (soldiers), blouses, poet shirts, doublets, brocade jeonbok

  3. Lower Body: Ankle-banded pants, breeches, 

  4. Feet:

  5. Accessories: Makeup that emphasizes the eye


Female-

  1. Head: Veils, tiaras and circlets, 

  2. Upper Body:

  3. Lower Body:

  4. Feet:

  5. Accessories: Hairpins, pearl necklaces and wrist bracelets, makeup like blush to convey healthiness, coral earrings and finger rings, albatross neckwear. 




Armor, Weaponry, & Fighting Styles


Grasslands:


Weaponry

  • Kranna, a type of bladed gauntlet that is fashioned to look like a predator’s paw. The underside of the krânna, sometimes referred to as the saluk (or “sleeve”) occasionally has small holsters sewn into the leather/cloth where vials of pit viper venom are stored for application on other weapons, mostly arrowheads or crossbow bolts. 

  • Daru, a type of curved blade (sort of like a hook) that is often used for pulling riders off of their horses and beheading.

  • Kûr, a type of axe or sickle sword used in harvest by Gadurak or in single combat. Good for clearing paths in tall grasses and thicket. The kûr has largely gone out of use in modern Kerdian combat but remains an important agricultural tool. 

  • Kesh, a basic word for the common Steppe sword. A slightly curved broad blade with a clip point tip and a small round guard. Some Steppe groups, such as the Antols or the Khutsi, have incorporated a serrated edge on their keshes. In central Dhemish tribes, the kesh is a weapon that is often reserved for use by trained khurgas, as the average aghnak only really needs to know how to use a spear and bow. 

  • Trikesh, an almost ornamental blade that is similar in shape to a real-world Falcata. The trikesh is primarily used by eastern peoples, though its influence spans further than that for its beheading capabilities.

  • Asgriesh, a long cutting blade with a hexagonal guard. Called a “lionblade,” the asgriesh traces its origins back to the Gar-Asgan people. In ancient days, the sword was wielded only by high-ranking members of the Garagur people, such as queens and their vassals. Since the Garagur followed Ishu and became the Gar-Asga tribe, they have dismantled much of the social and wealth inequality that was once present. Therefore a lionblade could be wielded by anyone in the group that was fit enough to use one.

  • Onstraka, a type of knife that is forged out of a single piece of metal. Usually meant for ornamental purposes, the onstraka is often the project of a young forger’s first try at metallurgy. It is both practical, simple, and visually appealing (if done correctly). There is no specific design for this kind of knife, so blades vary greatly from person to person. It could be blocky and thick, or thin and curved, or straight and serrated, or even have a gut hook. Whatever the case, it remains an important part of Talésian culture. 

  • Kuba Kûr, or a “big axe,” is a name for a type of war scythe that is commonly used in the Steppes. It is a good infantry weapon against mounted cavalry combatants and has become a popular choice for native Antolans and Rukanians. 

  • Dorkûr, or “tree-axe,” is a two-bit axe that is generally used for splitting wood. It has encountered a few modifications over time that have helped it become better for combat, such as in the case of the tsukûr. 

  • Kuba Kesh, the Dehmish word for “big sword.” Similar in size and shape to a falx.

  • Gadrahook: Designed in part by the Aldamorg and perfected by Ogur might, the gadrahook is a type of polearm that has a razor sharp edge on one side and a point that curves into a hook on the other. The purpose of this weapon is to be able to combine the chopping power of a poleaxe, the thrusting ability of a spear, and the hooking power of a daru. The gadrahook is especially useful in taking down mounted combatants, grabbing them off of their horses with the hook and dispatching them with either the blade end or the spear end of the weapon. 

  • Skelig, a small shield that is used by mounted combatants to knock away spears and deflect other infantry blows. The skelig is a good defense against infantrymen when mounted, but not so great for a warrior on the ground. It is light enough to be able to be carried while supporting a heavy weapon like a thlengri. 

  • Thlengrish, a very long pike-like weapon that is designed to pierce enemies from afar. It is often wielded by Katak (armored) Aghnaki, heavily armored Aghnak troops who stand at the frontline of battles. 

Fighting Styles

  • Khurtak, which essentially translates to “knife hands”, is a style of takedown where combatants focus on chops and targeting pressure points such as those on the side of the neck. 

  • Khutsaga is a style that emphasizes offensive technique and using unexpected movements to overpower your opponent. Headbutts, low tackles, leg sweeps, and charges are important in khutsaga. 

  • Kangaroo style involves an emphasis on the lower body, eye gouging, and jump kicking. It is an extreme form of combat that can result in internal injury. 


Sneigh:


Tir Duine: 


Weaponry:

  • T


Fighting Styles:

  • Taglon, a style of mixed martial art that involves upright wrestling and boxing. Opponents are lathered in tree sap and root water to ward curses away. 


Trinelands: 

  • Bruggard Blade: Known as the “bridgeman’s blade,” the bruggard (pronounced brew-guard) is a powerful two-handed sword that is designed to help defend areas like bridges and doorways from advancing enemies- particularly pikemen. On average, one of these blades weighs upwards of fifteen pounds. 

  • Ulvan Pike is a massive type of pike that is designed to be wielded by the long-limbed ulfur. Most ulvan pikes have two sharp fins just below the head of the longarm. 

  • Hombalg Spear, a type of simple bone throwing spear used in Ulvan antiquity. The hombalg is often constructed of barbed and serrated bone or flint heads tied with sinew to an evergreen haft. In modern usage, hombalgs refer to javelin like weapons with a barbed spearhead. The honbag (honthag) is often thrown by a larg. 

  • Larg, a sling that is designed to act as a lever, throwing spears farther and spending less energy doing so. The larg is, similar to the honthalg, an early ulvan invention. 

  • Klottir, a small knife similar to a dirk. The klottir often has a serrated edge (in true ulvan fashion) and is designed to wound prey and cut through the tough scute hide of a fellow Ulfur.  

  • Skinniv, a thin and sharp blade that is designed for skinning animals. Seldom used in warfare except in the case of emergencies. 


Economies


EXPORTS (by order of lucrative gains) 


Shun:

    Naiba

  • Textiles, Rugs, and Fabrics

  • Wyverns Services and Wyvern Eggs

  • Art, Pottery, and Ceramics

  • Minerals and Gems, especially lapis lazuli 

  • Metals (Mainly gold)

  • Jewelry

  • Coffee

  • Crops (wheat, figs, pomegranates, dates, etc.)

  • Ivory

  • Bakhoor Incense


    Aitho

  • Metals (Copper especially, also gold and iron)

  • Wootz steel goods (weapons, mostly)

  • Mushrooms

  • Coffee

  • Crated goods of metal, like jewelry, now armor and weapons as well

  • Ivory and Leather

  • Spices

  • Ebony

  • Domesticated Arrowcats




Hegros:

    Ager

  • Religious texts and goods

  • Grains and other crops (namely potatoes, apples, pears, peaches, apricots, and plums)

  • Wine (made from the above fruits)

  • Animal products, like milk, honey, and eggs



    Aré

  • Horses 

  • Beer

  • Silver

  • Iron and iron goods, such as nails and cookery

  • Agriculture (wheat, onions, barely, rye, sugar beets)

  • Animal products, mostly eggs,  ham and cattle

  • Instruments


   

    Dans

  • Wine

  • Oak wood and products (barrels, chests, chairs, etc.)

  • Honey, flavored from exotic flowers

  • Knights and horsemen

  • Weaponry

  • Silver

  • Wool


    Laeland


  • Metals, such as iron and silver

  • Wool

  • Wood

  • Minerals and gems, such as amber


    Elven 


    Steppes

  • Weaponry (mainly bows and arrows, also Damascus steel-like knives called  “chuurti” and chariots)

  • Animals (Hawks, sheep, cragcats, Khurkut rams)

  • Silks

  • Jewelry

  • Medicines

  • Cloth goods (blankets, robes, rugs, tapestries)

Sneigh:

    Trine Lands

  • Metals, such as tin and iron

  • Blubber and oil

  • Ivory

  • Pelts and animal hides

  • Fish

  • Mead


    Tir Duine

  • Oil and Blubber

  • Salt and fish

  • Silver

  • Animal products, such as wool, eggs, and aurochs

  • Jewelry

  • Wood



IMPORTS, by demand





Shun:


    Naiba

  • Crops (especially vegetables)

  • Livestock, like cows, chickens, pigs, and horses



Crime & Punishment:


Shun: 

Naiba

  • Rehabilitative Apprenticeships: Much of Naiba believes in the fact that people, when in desperate situations, will resort to desperate actions. In the case of theft especially or in the case of property destruction, the Naiban government assigns criminals to a monitored apprenticeship. This apprenticeship is typically owed to the person that they wronged. Sometimes individuals are presented with an option of which profession they would like to enter. If they do not pick one, one is chosen for them. They go through the trade- typically for at least about a year- and then come out of the program with a new skill. While they do not have to go into this profession when their time has been fully served, mentors are required to have a position open for at least one day. 

  • Disfigurement: While Naiba is lenient on some crimes of small degree, there are others that they do not tolerate nearly so lightly. As beauty is an important ideal of Naiban culture, ugliness is often feared or repulsed. As such, some punishments for those who have severely erred (multiple times) are often intended to make individuals appear “uglier.” For instance, repeat murderers can expect their noses to be cut off. Someone who has committed treason can expect to have their lips removed, and on occasion their tongues. Sexual assailants are typically castrated or otherwise mutilated in the genital area. Repeat offenders are subject to facial disfigurement and are cast out. Having these disfigurements turns criminals of high caliber into pariahs, as they cannot be well-hidden or ignored. 


Tir Duine:

Trine Lands: 

  • Trial by Combat: Most punishment is conducted by trials of combat. The more severe that the crime is, the more warriors and competent combatants are pitted against the accused. Still, if a fighter proves to be skilled enough to endure the trials, they are considered welcome back into society. This can sometimes result in very vicious bandits being the subject of fear and folktales. 

  • Shaming: Pride is a valuable commodity in Trinurian society, which relies heavily on social bonds and the idea of kinship. The worst punishment that a Trinurian can endure is exile, and this is followed by reduction in the caste system. For a Trinurian that commits egregious crimes- even he who successfully survives his trial by combat- it can be expected that he will lose his tails. Minor crimes by Trinurian standards (petty theft, sexual misconduct, property damage) are often handled interpersonally. When the law is involved, it often results in the breaking of digits and limbs, and time locked away in a cell/wagon. When it comes to serious crimes (murder, harm to pups or elderly, or cowardice in battle) this calls for action among Trinurians. The offender is captured and brought to a public hearing, where upon his tails are docked. Having one’s tails removed is considered the greatest shame imaginable for an Ulfur. 

  • Community vs. Accused: Sometimes in cases where the public does not believe justice has been rightfully served, or where the crime is minor enough to not warrant physical punishment but harmful enough to spark outrage, the community will sometimes come together to bully a target. Similar to wolf packs, the clan will band around the individual and take swipes at them, nipping and battering enough to leave an impression. There have been cases where this has led to extreme issues, sometimes resulting in death, though this practice has been disused more since Trinurians began interacting with their human neighbors. It is, however, still known to happen among the clans. 



Healthcare & Treatment:


Shun:

Naiba

  • Mental Healthcare: In Aitho and Naiba, there is great fascination with how the brain works and its impact on everyday functions. Naiba emphasizes that the mind is an unexplored tapestry of potential. As such, mental health is approached in a “creative”, experimental manner. This is not often a good thing for the patient. Treatments that doctors and the Kerta (“the ones who cut”, or surgeons) approach a patient with are seldom helpful. They have involved shock by sudden stimuli like submerging into water, exposure to extreme temperatures, depravation of senses, craniectomies, etc. 

  • Physical Treatment:  Doctors are in no short supply, though most medical professions have been lumped into one. For instance, wyverns aides aside, most healthcare specialists are responsible for knowing how to perform minor surgery, dentistry, and grooming. As most Naibans are expected to know how to sew, keeping wounds clean and sutured is a first aid skill that most folk can boast. Cultivated botanical knowledge from ages past helps to identify which plants are safe for use on the body. As the use of certain plants to induce mental effects is considered a holy act, these substances are metered out and prescribed mainly by clerics. 

  • Hygiene and Self-Care: The body is considered a vessel, and potentially a work of art. Therefore, self-care is of great importance in Naiban society. Nearly every home is expected to have private bathing basins. There are also public bathhouses to go into and are known to be quite remarkable and lovely. Because water is not as abundant as it once was, the use of public bathhouses has fallen in popularity, though washing oneself in the Eternal Wellspring is considered acceptable and is even encouraged. Although Naibans do not use alkaline soap, they do bathe with plant oils and soak in baths of salt and flower petals. 

Aitho

  • Mental Healthcare: In juxtaposition to Naiba’s policy of trying everything until something works, Aitho handles the mentally ill with great trepidation. As Aitho emphasizes the importance of family, most mentally ill people are sent to be taken care of by their closest relations. This can sometimes result in a lack of proper medical aid, but greater freedoms for the person suffering from these afflictions. 

  • Physical Treatment: Aitho is regarded as the best place in all of the world to receive surgery. Doctors believe in the power of proper hygiene, and while others scoff at them, they have risen to the top in regards to non-magical means of healing. 

  • Hygiene & Self-Care: The people of Aitho often emphasize the importance of brushing teeth, as they have very dairy-heavy diets. 


Sneigh:

Trinelands

  • Mental Healthcare:

  • Physical Treatment:

  • Hygiene & Self-Care:  Due to the presence of hot springs, cleaning oneself is a relatively common practice. It is typically done semi-privately, among family members most often, for the springs themselves mostly hold up to five or so Ulfur at a time. Larger hot springs can be found on the isle of Skiris, and more in the southern parts of the Highlands. In the far reaches of the north, the use of soap is thought to have come into practice first through combining animal fats and ash. Cleaning of the ears is very important, keeping mites and other pests away in the process. Above all things, however, an Ulfur prides themselves on their tails. While the rest of the body is treated with some degree of varying mediocrity, the tails are treated with scented oils, lavish combs, and pieces of jewelry. 



Ager:




Hegros:

Aré

  • Mental Healthcare: Lending ideas of Shunin mental healthcare, Arésian slave drivers have actually employed some similar methods when breaking their slaves during Pólateme. The mentally ill often end up being used as guard dogs or alarms of sorts for wealthy landowners who want to protect their belongings. Options for the mentally ill are either being conscripted into a branch of the armed forces, being taken into forced servitude, or being abandoned on the street. 

  • Physical Treatment: Aré supports a surprisingly good healthcare. With a culture that emphasizes a tight-knit community (if you are the “right” kind of person in that community), hometown doctors are often hailed and well-reputed. Many people rely on religious healthcare workers to aid them, performing acts of healing magic. The position of the várnir, or the men of war

  • Hygiene & Self-Care: Unless you are a peasant, appearance is important in Aré. Combing of the hair is a daily practice for men and women, especially of noble stature. Keeping the nails clean is considered polite- this is especially true for the farmer folk, who clean themselves before attending Mass. 



Drinks & Other Culinary Specialties


Shun:


    Naiba

  • Kankawa (whose name is derivative from the spinetree), a type of palm wine that is often made more flavorful with additives like 

  • Tura Bara (called spice bread), a breaded and fried mash of beans, peppers, and yams that is often combined with pepper. Its spiciness complements the cool sweetness of kankawa well.

  • M, a mesquite smoked squash recipe that is often favored 

  • Ueiea, a pudding made from the waterbead plant (like chia seeds) and camel milk. It is flavored with sweeteners many times, accomplished by adding sweet yarima (sand) berries, dates, or honey, though some enjoy it plain.

  • Farumuna/Matuama Bara (called fruit bread), a bread that is made from 

  • Mut-iea, or Oat Milk. Coconut milk mixed with oatmeal, typically flavored with dates and figs. 


Hegros:

     Ager:

  • Ericas, lavender wine, described as a semi-sweet floral taste that is popular for its strong flavor. 

Aré:


Grasslands: 

  • Maruluuk, a tangy, naturally fermented alcohol made from the luwa drupe. Maruluuk 


Wedor:

       Neros:

  • Yupis, or fermented fish juice, is a condiment that is created by combining salt, fish, and lemon and allowing for fermentation in a warm place. It is often used in cooking, but can also be used to top a mound of olives. 


Tir Duine:

Ferran:

  • Háldrinc, literally “hale-drink,” consumes around wintertime to help stave off the cold. A type of cider that is spiced with cinnamon, cloves, nutmeg, pine needles, and usually some kind of ground insect. Often warmed mead or a cider made of apples. 

  • Médbrew, or honey-brew, or simply known as mead. Médbrew is considered the best on the continent of Kerdia, as Duinian bees are bred to produce many kinds of honey. Comes in many flavors and is consumed for all sorts of occasions, though it is most notably consumed during celebration. Ferran mead is often flavored with flowers and ginger. 

  • Cherry Wine, a delicious brew found in the places along the southern coast where cherry trees grow. 


I can wield a sword, wear a shield, and skin a drake


A Bit of History




Oinos (The Dragons of the World)

    In order to learn more about how the world works and why certain divisions exist today, it is important to know the history of the Oinos, or the “First Beings” to ever walk Nassarva. It is said that no living being knows the true origin of these mysterious deities, only that they have the ability to breathe the essence of Hehn- or the Breath- and change their surroundings almost instantly. It is also said that they can change themselves just as adeptly. Here is one theory of how the Oinos came to the world. (I detailed some of the information in a separate doc that I’ll work on later)


The Oinos were the first children of H’Ster- angelic beings who served H’Ster and followed her in the aftermath of her slaying A’Ster. They served as her vassals of a sortand helped her to create Nassavra. They helped H’Ster in forming the planet and making life able to spring. 


They were surprised when H’Ster (supposedly) took particular interest with the Sunter, an ancient primate born from the great Heart Tree of the planet. They took notice that she gave the animal a great deal of attention. When they asked her what was unique about the creature, she answered that it had the unique power to create from what they had been given.


The Sunter were different from the other creatures that dwelled in the land. It began evolving at a much faster pace than others around it. 


The Oinos initially tolerated the Sunter, playing with them and giving them resources so that they might survive. They lived around the tree, and the dragons helped to cultivate the fruit of their knowledge and life. Woid wound magic into the roots, Wesser made fruits bloom on the branches, Gheim made it so that even the coldest seasons could not wilt its leaves, Dhegram carved protective mountains around the great tree, Phures made the roots of the tree impervious to fire, and so on. The Sunter began making things of their own, things the dragons had never seen before: Music, art, houses, castles, and even places of worship to pay tribute to the Oinos themselves. The dragons were enthralled (for the most part, with a few exceptions). They still did not think very highly of men, as their achievements did not shape the very place they existed in quite the same way, but they had the power of imagination were the dragons did not. 


The beautiful things that the Sunter made soon became objects of desire for the dragons. The praises that they received meant that they were becoming more powerful, and they soon wished to outdo their own brothers and sisters. Hunger was slumbering inside of them, and when the first castle dedicated to draconic rule was built, the sensation devoured them.


The Oinos began warring with each other over the great beauties that were made for them. They spent years and bountiful efforts raising kingdoms in their names. They split the world into pieces, both physically and symbolically separating the dragons into factions. They kept the upright people at their heels, forcing their hands against one another. This killing made them weaker, and their lifespans grew shorter. The only ones to survive very long were those imbued with large amounts of Hehn, and so the Oinos had forced some of their most powerful servants to subsist almost solely off of this power alone.


The Oinos saw the children of the Sunter as tools and worshippers. They had them build powerful artifacts that could help give advantages to their dragon masters. These later became known as the Archaisms, and were gifted to the representative champions of the gods. The inclusion of these dangerous objects became the tipping point for the carnage. Entire cities were wiped out in a flash of fire. Great and ancient groves were uprooted with the flick of a tail. People were dying by the scores, and the dragons began taking heavy blows. (Might keep this?)


H’Ster, deeply saddened to see the children She loved so much fighting, fled from the Cosmos in search of another home. All were heartbroken to see Her leave, as Her presence was the comfort that brought them some semblance of peace. Now, with only war remaining, the people of the world had a choice to make: They could lay down and submit to their extremely powerful lords, or they could fight back. They had already amassed great amounts of knowledge on the Oinos


The weapons that the Children had built for the Oinos became their point of inspiration. After the sacrifice and martyrdom of Andros, the people of the world truly began to question their place beneath the dragons’ heels.


The Oinos now faced a great foe of nearly equal measure in their own right. Those that remained were whisked into hiding by their brother Woid, some banding together in secret and others keeping their mantles of Nassarva’s protectors from the shadows until the return of H’Ster brought them home again. The others remained to inherit the world they created, and it is believed that they still walk among the people, living hundreds of lifetimes and having lines of half-human children with which to carry on their legacy. 


The Oinos were gone, but in their place, new and powerful empires rose in their absence. With the knowledge of how dragons once ran their kingdoms, men rose to power across the world- chiefly in the continent of Kerdia. Continuing the prophecy of war, the Children of the Empire continued to think in the mindsets of their demigod brethren and fought for land, disputing the amount of blood spilled and the rewards which were justly reaped by the deserving survivors.


Several factions did not want to relinquish the bonds they had built with their draconic masters, especially those who still coexisted or were ruled by Duhwin. They deified them, and wanted to seem them mortalized. It came to a point, however, where the dragons sensed danger in lingering in their forms as they were on Nassarva. It was after the death of (-) that they truly made up their minds to change their tactics. Still wanting to watch over the world and build their empires in the dark, the dragons went into hiding.


Or so it is believed. In truth, the Oinos Woid was the one who sealed his brethren away to protect them from the world and from themselves. This is the reason that the Heart Tree is guarded so fervently by the Academy there.


The people of Hegros believe that dragons are still out there and need to be stopped. The people of places like Shun and Esnes believe that the Oinos are still great influences in their lives, watching over them from afar and protecting them. They continue to celebrate them and, most of all, the Starmother. The Oinos are still highly revered in many places around the world. Anteros as a whole celebrates them greatly. Ever since the conversion of several places in the continent of Kerdia to the Ageran Empire, the people have practiced their devotion to the dragons in secret for fear of being tried by the Church for heresy.





Duhwin:


The Oinos deigned to make a creature of such influence and global magnitude in the image of themselves. They took a chosen few Men and made them into the Duhwin-Mhe, or the “Second Selves” of Nassavra. The Duhwin could create as Mankind could, but they also had control over the Hehn, as the Oinos did. With this, Duhwin were treated in draconic civilizations as the superior species and first-class citizens. Others were demoted, even becoming enslaved in some cases, at the behest of the Duhwin and the Oinos.


Over the years, Duhwin accumulated a fine amount of pride. They suffered from the same condition as the dragons, however, being overly competitive and intrinsically hungry for more: More knowledge, more land, more time, everything. Being fed the mantras of superiority that the dragons gave them, the Duhwin grew comfortable in their positions as the world’s leaders. They underestimated Mankind because of this. They did not anticipate Man to rally against their draconic masters, nor did they expect them to rise to power so suddenly. The shifting of roles swept through like a strong wind, and soon Duhwin were led into exile. Those that remained kept a exhonarbale vigilance about them, defending their homelands as best as possible. In the land of Hóstia and Esnes, the Duhwin are still largely embraced. Their presence is tentatively tolerated in Hwento and Kerdia, less so the former than the latter. In Kerdia, they are practically considered criminals by nature most of the time. This has not stopped several prominent families from remaining on the continent, however, though they maintain their bloodlines from the shadows. The Ageran Empire, notably pro-human nowadays and for the past few decades, was once all-but controlled by the Duhwin lineage of 


Encountering a Duhwin that is warmly welcomed in the continent of Kerdia can be a rare sight. Though there is an innate distrust of the Duhwin by some of the native people, such as Hegresians, there are also several people who remain fascinated and appreciative of the wisdom and mastery of the Hehn that the Duhwin possess.


The continents of 


Dwarves:


Dwarves are a race that believes in the strength and fortitude of the mind and body. One sign of a strong mind is the power of keeping secrets, a practice which they have kept alive for centuries. Dwarvenkind is known for their great works, creating masterful bastions of . They represent the masculine side of the universal scale. (Kenny Babel, 01/06/20)


Dwarves honor strength and might, but also the ability to hone one’s wit. They are clever craftsmen, making enduring wares as opposed to the fading beauties of the natural world . Though they are considered coarser in mannerisms than Men or Elves, they are by no means less refined. Dwarves, on the other hand, value honesty and willfulness both. They believe that the key to an unbreakable mind is a selective tongue.


Elves and Dwarves both keep secrets, though the way they covet them is far different. Weiselves conduct their business in a far more clever manner, full of wit and deception. Dwarves, on the other hand, have the cunning of stone. They don’t air their private affairs to their community, and rather keep a firm hold on them.  


Dwarves operate in tight-knit communities who are heavily involved in the business of those around them. There are always rumors about one clan or another, though such conversations are conducted cleverly and oftentimes in secret. Some families have powerful influence due to their connection with the Hehn. The Dwarven House of Stonehide, for instance, is highly revered for their work with Geomancy and magma manipulation. Their close ties with the Hehn has led to a sort of dependancy on reserves, which has given them Stonesick, a condition that gives them magma-like marks on their skin and thickens the layers, but weakens their overall constitution and leads them to bouts of fatigue and, in some serious cases, fainting.



Elves:


If Dwarves represent the masculine aspect of Mankind, Elves are conversely the feminine aspect. Tall beings of unnatural beauty, these races were born of the need to sow life. They excel in magics and practices relating to life, healing, and growing. They are mainly known as protectors of wellsprings, forests, and groves, and they use the resources in such places to help aid those who are in need. The Elves are like the Mother of Nassavra.


There is a distinct difference in the cultures of the , though they both serve the same purpose. 


Weiselves live in the unbridled wilds, alternating between feats comeliness and trickery to help guard their groves. They are known to get bored far more easily than their Dourelf cousins. They are masters of manipulation, highly intelligent and keen on picking up the insights of others. Weiselves pride themselves on being beautiful creatures and can sometimes come off as bodacious and occasionally haughty as a result. Though more prone to vanity than other cultures, Weiselves still have an impeccable sense of honor, putting their duty to protect and heal above all else. 


Dourelves, like their fellow Dwarven denizens, live in underground dwellings and are prone to clandestine habits. They are gentle beings for the most part, soft-spoken when encountered, though they are deadly if trifled with. Dourelves are equal in beauty with the Weiselves, though they are far less luminous, instead sporting pigmentation that is relatively the same as humans. Though they are more feared and unknown, Dourelves are actually significantly kinder to Menfolk and travelers than the Weiselves often are and often lend a hand to those who are lost in their domains. Dourelves do not often like being out in the daylight, as they do not like openly consorting with others. Like Dwarves, they value privacy. Himayan Dourelves and Khrezk Dwarves often speak to one another in runic languages and in Leh.



Weiselves specialize in knowledge of surface flora and fauna, while Dourelves are far more knowledgeable in the details of fungal plants and underground beasts. Likewise, Weiselves have a far better understanding of the surface-dwelling cultures of the world and have a distaste for the bluntness of Dwarves. Dourelves, in contrast, have an appreciation of the subterranean people, but a general dislike of the boisterous cultures of the surface.


Some elven ethnicities that exist include the Xin people in Western Hwento, the Pheri in Shun and Hóstia, 


Why is the Hehn so important?


In Shun, especially in Naiba, the people depended on the Hehn for many aspects of their lives. This includes the Hydroges mages, or the arcane hydrologists that helped to improve water flow and nourishment through arcane means. This also includes the Petrem mages, who used shield spells to protect the cities from the blast of “Phures’ Fire,” a phenomenon in which firestorms form in the aftermath of volcanic eruptions from the Jaws. This would occasionally lead to mild “nuclear winter” effects as well, but those, too, were warded off by the Petrem spells. Now, however, the city remains exposed to the natural elements and the magic fire. 


In Wedor, the power of the Council’s “Farsight” has now waned into nothingness. The royal family of Wedor maintains its ability to manipulate the Hehn, but even they cannot help but fear for the loss of magic in their homelands. Luckily, they still have brilliant inventors who are hoping and willing to make machines to compensate for this loss of magic. The ruling family has also proposed the idea of integrating their own blood magic into the system for testing and potential replication. All things that are being investigated, but it does not stop the matter of situations like the standing army of Hehn-powered automatons losing their seed of conscience. This can cause some serious problems for the safety of the townspeople in areas where they operate.


For Hegros, the disappearance of Hehn means a great destabilization of noble families in the regions. Hehn was seen as a force that could only be wielded by a select few of the strongest that the world had to offer. It gave many civilizations an excuse to claim themselves as leaders, and Hehn was lorded over a great many common folk as the aspect of the opulent that made them superior. Now that it is gone, that leaves a large gap between those who do actually still possess it (as that implies that they have draconian lineages, which many do not like) and those who claimed to have bloodlines that have since been disproven, especially lords further south. A lack of magic also means that there is less protection for the sacred groves against Dehmer and Human deforestation. 


For Sneigh, the people of Tír Duine no longer have a potential weapon that is guaranteed to be highly effective against the advancing Ulfur clans. The Trinurians are not knowledgeable in the ways of magic, and the druids and casters of Tír Duine counted on that fact to drive the invaders away. Now, however, that will be far less effective. 


For the Dwarven Kingdoms, a handful of the Houses who have relied on connections to the Hehn for countless years now face the problems of poor constitutions and magic-related reliance/addictions/diseases. It has led Houses like the Stonehides to practical ruin. It has led others into danger of facing similar fates. While the pragmatic among the dwarves also craft without the employment of magic, it does not mean that their way of life is not affected. Magical runes and seals were the ways that many dwarves protected their city boundaries against threats such as Ruins, powerful creatures that dwell in the caves.


For the Elven Congregates, the disappearance of magic means that there is a rift in the ancestral connection between the memory of flora and the memory of their people. While once they could divine positions based off of Rootsight and Rootspeak, they no longer have that option. Instead, they must rely solely on their ability to scout and observe. The protections for these groves and fungal masses have also abated significantly. The most elves can do now is protect their grounds through natural means. Elves have not lost magic entirely, as it is innate within them, but they have lost it considerably. The disappearance of Rootspeak and Rootsight means that elves no longer know which tree specifically is theirs if they have otherwise forgotten or are too far away. This could mean their deaths depending on whether or not that tree is destroyed. The biggest problem, however, is the loss of their


For the Dehmer tribes, the loss of magic is actually a great equalizer. It puts Mankind, Elves, and Dwarves on the same pedestal as it does the Dehmer, whose lack of connection with the Duhwin and religious doctrine meant that they were unable or unwilling to manipulate Hehn. Dehmer, with their considerable strength, are now needed more than ever. It has opened up avenues for peace for some of the more willing tribes… and an opportunity for rebellion and invasion for the more volatile ones. For the first time in years, Dehmer feel the power to be able to strike back in retaliation for all that has been dished out to them over the past few centuries. Such a chance is not passed up by everybody.


For the Duhwin, this gives an opportunity to potentially be welcomed back into human society. While the Duhwin are not universally hated, and are in fact still either revered or considered equal in many parts of the world, the Duhwin native to Kerdia find this disappearance of Hehn as a blessing and a curse for their kind, an opportunity for things to go either disastrously or extraordinarily well. They are relied on for their magical capabilities, but that can lead them into disaster as well. Some people have tried taking Duhwin in as slaves, while others maintain actual respectful relationships with them. It is all dependant on the culture and the times.


For mages of any culture that have subsisted off of the Hehn for prolonged periods of their lifespans- especially those over a century old- it means that their systems are not used to not having the power of creation inside of their veins. Without this literal life support, people are succumbing to illnesses and dying by the scores. This is part of the reason why nobility is in dire straits. 


Eye color (though this is a fact known to few, as not many people were alive to witness the Twelve themselves) is a great indication of Oinosian ancestry. For instance, Dusk’s eyes are red because they hold the blood of Phures inside of them. The same goes for the prince. Amira’s, likewise, are green because of the influence of Wesser. Iona’s are yellow partially because of Deghram’s influence, though that is a distant relation shared by all Ulfur and also has to do with her own Ulfur ancestry. Serenity and the rest of the female Anastases have bright blue eyes because of Gheim’s blood within them, though their practices of mysticism stem from H’Ster’s influence. 


Oinos blood, of course, means that an individual possesses some innate ability to manipulate the Hehn. This cannot be siphoned or unlearned, though it can be difficult to control or channel if not properly trained in the arts.


Patiperitus