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M4F: Literate Plot Driven RP: NC, Dom. Custom Worlds + Fandoms / History

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-Still being updated consistently with new homebrew worlds, as I convert them to the the appropriate text

Good morning, afternoon, evening, or night, or whenever this threads finds you. I am E404UserNotFound, but you can call me E. for short.

Who am I? I am a person who wants to write with you. I am literate, friendly, and most of the time a punctual RPer who enjoys depth, immersion, and world building. Most of all, I really like to cater toward the needs/wants of my writing partners. RP is not a one sided relationship - I want to write for you, just as much as I want you to write for me.

That being said, lets talk about what it is that I do and I expect to find in potential RP partners. Obviously this next section is flexible, as I cannot predict everything that I like, or ideas that you will come along with! I hope the following entices you well enough to join me in writing several stories.​

Note: In addition to these custom worlds I am willing (and happy) to RP in the following settings: Everquest, Fallout, Mass Effect, Star Wars (Old Republic), The Elder Scrolls, Forgotten Realms as well as these Historical Settings, preferably: Bronze or Iron Age Rome, Greece, North Africa, or Western Europe.

E404UserNotFound: Roleplay Paradigms

Genre: Fantasy, Science-Fiction, Mystery, Horror, Adventure, Romance (sometimes), Historical.
Note: I do not RP in our contemporary world. I live there, I've had enough of it. The most modern setting I will entertain would be WWII/just post WWII.

Themes: Plot (yes I consider this a theme, as it is lacking from a lot of adult RP), Power Dynamics, Complex Relationships, Arraigned Marriage, Slavery, Domination, Rebellion, War, Underworld Adventure, Noir (on occasion), Action, Political Intrigue (sometimes), etc.

What to Expect: In general I prefer to play dominant characters, though this isn't always true. I am immersed in my character and will delve deep into its culture. In general all of my characters and stories will have intricate and important backstories that will come up in play. I do not RP just for the smut, though, but this is adult RP, it should be there, and plenty of it. I RP for the story and the characters - the world, the characters, and the plot will drive us there when we need it. I have VERY FEW limits as far as smut goes and, if you do, that is fine - I will conform to your needs. I will RP anything from Humans to Animals and anything in between.

What I Expect: I expect my partners to at least run their posts through spell check. I would like responses to my posts to be appropriate in size. I don't expect a novel, but I want to see effort. I will get bored incredibly fast if there is little description or, it seems, that you did not put any effort into the work. That being said, however, everyone has off days - I know I for sure do. I am open minded and VERY open to suggestions from you - I want to hear your ideas for stories, characters, and events. Please give them to me. If we RP in one of my homebrew worlds, (which I would love) I expect you to at least read what I send you so that you can become familiar with the concepts, cultures, and various peoples, or else we will both be lost!

What is Homebrew? A Homebrew world, as the simplest explanation, is probably a world I have created for another purpose other than RP. It is likely to be a world which has been developed for Dungeons and Dragons (see Pathfinder) and is played in by groups of people who sit around the table with me every so often adventure in these worlds. I often build characters by RPing with people like you in these worlds that I have created - often times, events of these story lines that we would create shape my ever growing world and my gaming party will hear of it, sometimes. A Homebrew world is going to be incredibly distinct from you real world - I will have detailed races, cultures, countries, continents, people, events, cataclysms, and strife. If you are interested in writing with me in something that I have put a ton of effort into, I want to hear from you.

You will find my F-List Here

Potential Pairings Within These Worlds[/color]]

Your potential role will be on the left side, mine on the right. I often play multiple characters.

Z'ar Edar: Domrin[/color]]

These RP's are in no way limited to these pairings.

Captive x The Tribes of the Northwood
Captive x Chieftain of The Chosen of Pholos or The Bray
Unwilling Bride x Ashromite Warlord
Rolda Woman x Rolda Chieftain / Warrior
Escaped Rolda Slave: Hume x Ertonian Trader
Ashromite Noble x Nortenvark Chieftain
Dunnish Farm Girl x Ashromite or Nortenvark


Z'ar Edar: PROPTERINTERVISMARE[/color]]

These RP's are in no way limited to these pairings.

Dragon Priestess x Roma Legionnaire (Quest time)
Dragon priestess x Demi-God
Demi-God x Roma or Latiniri Legionnaire
Latin Plebeian x Demi-God
Sorceress x Dragon Sorcerer
Psejet Slave x Roma Pirate(s)
Roma Slave x Dragon Priest


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Homebrew Worlds

Z'ar Edar: Domrin - WARNING: A LOT OF READING AHEAD[/b]]

Maps[/b]]

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Genre: High and Low Fantasy, Adventure, Horror, Mystery
Theme: Varied
Year: ~AM 920
Comparative Year: ~1230 Western Europe

Domrin is a large subcontinental landmass with a temperate climate much akin to the eastern edge of North America. It's eastern edge is dappled with ancient mountains, most are low and worn down with age. In the winter the valley's fill with snow and the rivers freeze over, but in the moderate summers, the snow melt and run off from the mountains feed large raging rivers that flow through the land. To west, as you come out of the mountains, the hills turn to plains and giant fields of wheat, which the denizens of the land work to feed the rest of the great nations and cities of Domrin. But, all is not well - for the Humes of Domrin there is an race of beings which hold an ancestral hatred for their kind - The Northwood Confederation are beginning to rise up and start trouble once again!

I find the best way to give partners a basic description of the world is to provide you with the details of each race/culture and let you sort of fill in the blanks from there in your own imagination.

Each one of these races and cultures actually have D&D stats - so if you are interested in that kind of thing let me know once we start - it will help you get a better understanding of the groups.

CULTURES AND RACES

The Humes of Domrin[/b]]

When Longstrider sailed westward over the Serpent Sea he brought with him the folk of Domra to sow the seed of civilization upon fair Rolda. For all her virtue, Rolda submitted to the Domra and they peopled her valleys and peaks.
– Erton, the Teller.

As the most populous of all the races on Domrin, Humes make up around 65% of the population of the continent’s sentient species. Humes originally arrived on the continent of Rolda, which they later renamed Domrin, as one homogeneous group. While Humes are generally very like one another, minor differences in their temperament and abilities have emerged overtime as their cultures have diverged. Between war, cultural differences, and the settlement further westward, they now fall into four distinct groups.

Dunlander[/b]]

See the lines of the Dunnish march the fields of Elema, not to war, but to the harvest. No man or woman can best the hardy folk of Dunnia at the reaping or at the horse.
– An old Ashromite proverb

Hailing from the western zone of Hume influence, Dunlanders make their homes amongst the plains and are primarily concerned with the harvesting of crops rather than political and military machinations. Though the fertile fields of Dunnia have been the sites of bloody battles, the Dunnish do not love war. Generations ago they threw off the oppressive yolk of monarchy and now live freely in autonomous villages and towns. It is said that the Dunnish come together for three things: Good food and beer, hard work, and for the common defense. They are allied with the Ashromites, though they do not shy away from anyone who has goods to trade for their plentiful harvests, which they have in far excess of their need.

Ashromite[/b]]

I’ve seen the towers of Carrow, and I’ve beheld the fortifications at Drom. Truly no architect or army can best Longstrider’s children. The towers of Roma will fall and Rolda’s hordes will break before Carrow collapses and the keep at Drom is penetrated.
– Lucius Praetoria, Captain of the Explorator.

Led by the famed Harold Longstrider, the progenitor of their royal line, in the elder days the Ashromites sailed across the Serpent Sea to Rolda, the vast unconquered wilderness. Renaming it Domrin, a word in their language that means ‘domain’, they conquered the indigenous Rolda who lived and worked the land. Their Kingdom stretches from The Faded Pass into The South Ward mostly along the river Ruine. They tent to settle in the snowy and forested valleys that the river has carved out over the millennia. Their winters are hard and successful harvests are few. They rely mostly on trade from their Dunnish neighbors to feed their armies and people. They maintain a hereditary monarchy and their current Queen, Alixia III, traces her bloodline directly to Longstrider. They can field vast armies in times of need and fight often against the Northwood Confederation and their Hume rivals, the Nortenvark, though currently they maintain a peace treaty with the latter.

Ertonian[/b]]

What ho? Where there’s a will there’s a way I say. Say, I’ve got a load of Norten trinkets in the wagon and fine Dunnish steel ready for the wall? No? Look, I’ll take that horse off you for a company’s worth of spears. What do you say? Hey! Come back here!
– An Ertonian caravaneer.

They say Ertonians are born with an abacus in one hand and a ledger in the other. The consummate traders of Domrin, Ertonians live a semi-nomadic existence, only returning to Old Ertonia for holidays and festivals, if they come at all. Their lands, centuries ago, were ravaged by a blight which left the soil useless for growing crops or fielding cattle. They now brave the roads and trade goods between the cities and villagers of the three other Hume cultures. They are generally welcome by all though trusted by few. They are the only group to maintain an actual shipping network which crosses the Serpent Sea to bring goods from Propter Intervis Mare. They have no real form of government and usually, their caravan is their home. Some, however, have taken to operating out of the cities of the other cultures. The greatest possible achievement any Ertonian could make in his or her life would be to open trade with the Dwarves.

Nortenvark[/b]]

In the days of Longstrider they mingled with the mountain folk. A stout people, they rarely come down from the precipices of the mountains. They say that old King Rockleg won’t speak to any Hume but a Nortenvark. Who’d want to speak to a Dwarf anyway?
– Rota, an Ashromite historian.

Originally a sub culture of the Ashromite, the Nortevark were a religious minority that sailed over the Serpent Sea with Harold Longstrider. Their current King, Costa Dromwielder, claims to be the true heir to Longstrider’s realm. This, traditionally, has put them further at odds with the Ashromites and in Drom’s War they were defeated and exiled to the harsher east. Now they settle upon and around some of the more treacherous mountains on Domrin. In the early days of exile their Army happened upon the besieged Dwarf Citadel of Atuma, the then capital Dwarfhome. They charged the lines the monstrous Orc that had been holding the outside of the citadel. In this battle, they forged an ironclad alliance with the Dwarves and were given leave to settle outside of their mountain homes if they maintained this defensive alliance. This alliance has lasted the test of time and is the primary reason that the Ashromites think twice before starting a war with their eastern cousins. Their territories are particularly harsh and they only keep from starving through trade with the Ertonians and the Dwarves.


The Northwood Confederation[/b]]

Seeing with my own eyes the lines of great beasts arrayed before me I shudder at the thought of our lances meeting the flesh of so many monstrous forms. What could oak and iron do against the horn and the hooves of The Bray, how could we stand the charge of The Rolda, swift as the wind, and what pray tell, will our horsemen do against men who are one with their very mounts? No, I would not charge the lines of The Northwood, for the Darklight tribe waits on high and death waits below.
– Colonel Eorlun of Her Majesty’s Vanguard

The Northwood confederation is made up of several tribes, hordes, and herds of Fey and Beastfolk that once called Rolda home. Now, disparate, under siege by the Hume, and quickly dying out, the Confederation is the only hope for these races. The most populous race of the confederation is The Rolda, followed by The Chosen of Pholos, The Darklight Tribe, and The Bray. Though these different species often fight with each other elsewhere, The Northwood confederation has brought together likeminded groups of these species who have sworn to reinstate their dominion over Rolda.

The Rolda[/b]]

Harken to the sound of the bowstring, feel the clash of the spear upon shield, and understand well our plight. Our hooves thunder the deep places of the world and the great woods of Rolda will drink the blood of our enemies! Thunderclan, to arms, Moonsingers, to arms, children of the wood, we will break or be broken this day, the red day of reckoning for the race of Longstrider, we will stomp the bones of his children into the soil!
– Chieftain Rakka Thunderhoof

Known by the slang term Wilderling to the Humes, the proud Rolda are a strange crossbreed of fey like deer satyrs and Roma elves. In the early days of their birth it is said that a fleet of wooden ships crashed upon the rock eastern shore of the continent. Seeing the elves distressed, the fey creatures of the land pulled many bodies from the wreckage and gave them food, shelter, and friendship. Over thousands of years the two species interbred and the Rolda came into existence. Long ago they reigned supreme in Rolda, until driven out by the Humes. They now populate the forests of the land and fiercely defend their territory.

The Bray[/b]]

Bray horde gore. Bray horde crush. Bray horde graze on field of Hume bone. But you. Mor stomp you.
– Shaman Mor Gor’vor, the “interrogator.”

The Bray are named after the sound of their own war-cry. They are a simple group, relentless, hulking creatures that seem to be half bull, half man, but completely ferocious. When the Hume first arrived on the continent they thought they were hallucinating into existence the Minotaur of the old stories. It seems that their legend had some basis in fact. Standing near ten feet tall and weighing upwards of a thousand pounds or more, The Bray destroy anything in their path as they rage forward. They are dimwitted, but ridiculously strong. While few, they are devastating in battle when gathered together or when wading into a line of puny Hume.

The Darklight Tribe[/b]]

Fools! I told the Captain to steer clear of the woods too close to that mountain! Like shadows they fell upon us. The very ire of the trees, winged things with razors for claws and daggers for teeth! I barely escaped with my life, but not before they took some of me with them! No I couldn’t fight back! They were gone as fast as we could draw swords!
– Lt. Helmun Talbot, survivor

Small, quick, and intelligent, the diminutive Darklight Tribe are probably the most populous beast race aside from The Rolda, though no one really knows how large their number are. As diverse as they are odd, they live in vast caverns or in the tops of dark forests. Half man, half bat, they are rarely seen before they attack. They prefer to drop from the treetops en masse onto unsuspecting enemies and retreat into the trees to do so again, if they can. They speak very quietly and are not well trusted by the rest of the confederation, but they are seen as incredibly useful spies and are often utilized to pester enemy armies until they tire.

The Chosen of Pholos[/b]]

From a distance, I thought I saw salvation! Behind me the charging lines of Rolda thundered the earth, it was all I could do to keep my mare from spooking. She ran on, trusty old girl. But the lines of horsemen I charged toward were no friends, no, like nothing I had seen before! They had the bodies of great stallions and the chest and head of a man where the neck should be! They plucked me from my horse and set her free, I should have only been so lucky.
– Jara “No-Legs” Daneman, after his rescue

Another bestial race out of Hume legend, the Chosen of Pholos are a herd of centaurs that have devoted themselves to the destruction of Humes. Once they shared the fields and valleys with The Rolda, who preferred the forests and mountains, but they were driven out when the Hume came. They see it as their purpose in life to reclaim their grazing fields and release the horses that the Hume have enslaved for their own purposes. Devout in their religion, and fierce in their battle, The Chosen worship Pholos, their god, and will plunder, harass, and destroy any enemy in their path in his name.


Rockleg's Domain[/b]]

Strange is Rockleg’s domain. Them Nortenvark may as well be a part, ‘cept they don’t live underground. I was trading, month after last near Flamepeak and I swear I’d seen a troop o’ Dwarves marching three abreast towards the Volcano itself! What be more, lad, I saw a few grubby folk with ‘em, taller than Dwarves, but not as wide – their flesh looked to be like the very earth! Who’d be daft enough to march in there, do ye wonder?
– Damian Goforth, an Ertonian trader well into his pint

The Dwarves of Underrock[/b]]

Ye don’t know th’ struggle of me people Humey. We’ve been battlin’ them deep things with th’ rock and stone since ‘fore ye were riding them water carts. I’ven seen things that’ud chill yer hide and wet yer britches. No I won’t show ye, yer best not knowin’. Trust ol’ Rockleg, he’ll steer ye right, right outta Dwarfhome where yer safe.
– A Dwarven soldier to a Nortenvark trader

Mysterious, hardy, short, and quick to anger, the Dwarves of Underock are some of the best warriors in all Domrin. They dwell underground in the deep places of the world, but often make their homes in the sides of mountains, or at the peaks of mountains where it is safe. They know much that the other races don’t and until the Humes came, they didn’t even know that the Rolda existed. But they know what is coming, the vengeful wrath of the Underking cannot be capped forever. They perpetually guard the seals of Regur Rockfist, the seals that they created to keep the forces of evil out of the world. But, as the Dwarves say (only to one another) “It’s like cappin’ a volcaner’ lad, someday it’ll burst, and we won’ be ready.” The hordes of demons that the dwarves have kept from entering the world are hidden behind many of the seals scattered throughout the continent, underground. They are all weakening, the Dwarves know they are a doomed race – their numbers are not what they once were and they don’t have enough warriors to push the Underking back into his hole. Led by the King Rockleg, who is sometimes called “Doombeard”, the Dwarves are a race preparing for the apocalypse and the destruction of their world. As such, they are experienced and hardy warriors and they combat the foul leakage of demon spawn that rises through the earth all times. Powerful: Dwarves are forged in the heat of battle and in anticipation of the apocalypse.


The Stonewardens of Underrock[/b]]

What hell forged these creatures? Their very flesh is of the earth and it is of the earth that they protect. I’ve seen ten of them build a set of stairs in a day, leading all the way up the mountain, less, I’ve seen dig a tunnel from the back of the village into the very heart of the Citadel! Sturdy, slow, and not talkative, stay back from the Stonewardens son, but trust them to our defense when the citadel is attacked!
– A Nortenvark soldier of the Citadel.

Long before Longstrider led his men across the sea the Dwarves fought alongside their allies, The Stonewardens, a strong and wise folk who, it is said, spring from the very earth. It is said that long ago a race of men discovered Rolda before Longstrider and wandered into the caves of the mountains for shelter from a blizzard. There they spoke with the very rocks themselves and became one with the earth. The Stonewardens are a race of humanoid earth elementals who rise from the very earth in its defense. They are strong, wise, and quiet – and will defend their territory from the Underking until the last man. They are essential in maintaining the seals.

Z'ar Edar: PROPTERINTERVISMARE - WARNING: A LOT OF READING AHEAD[/b]]

Genre: High and Low Fantasy, Adventure, Horror, Mystery, Politics, Magical Worlds
Theme: Conquest, War, Epic, Dragons (yeah it’s a theme, deal with it!)
Year: ~AM 720
Comparative Year: ~50 B.C.E. Roman Empire

PROPTERVISMARE, or, for short, we shall call it Propter – literally means The Middle Sea or The Inner Sea. This is essentially an analogue of the Roman Empire, but with a different flair and a few changes. The homeland of the Roma, Byzia juts out into the central of the sea and is populated by a race of Elves who one day came out of the east to conquer the human population, the Latins. Now, growing and conquering, the Roma and their vast Latin armies control many regions and colonies on the edges of PROPTERINTERVISMRE and have long ago began their conquest of the west and the east, outside of the great sea. There are three primary groups of people who make up the populations of PROPTERINTERVISMARE, though there, of course, minor subgroups in the Empire.

The Roma are the elves who had come from the east and, like the Latiniri (the half Roma) come in two types: The Patricians and the Plebians.

The Latiniri are a race of half Roma Elves and half human Latin, they also may be born of both social classes.

The latins are a race of humans, the natives to this and many of the other lands around PROPTERINTERVISMARE – they are all considered Plebeians.

I find the best way to give partners a basic description of the world is to provide you with the details of each race/culture and let you sort of fill in the blanks from there in your own imagination.

Each one of these races and cultures actually have D&D stats - so if you are interested in that kind of thing let me know once we start - it will help you get a better understanding of the groups.

The Pantheon[/b]]

Though Roma is ruled by Romans it is the gods who hold true power in the world. Like the other ancient religions of the world, the Roman Pantheon is filled with very real, very powerful gods who interact with their people on a daily basis. The three primary gods of the Roman Pantheon are Arheno, Iterus, and Anetha, the patron gods of Roma. These three and the others show themselves to the people of the world in a form that is most suitable for interaction, a mortal form. It is known, however, that these gods exist in their true form as great dragons and the source of all divine and arcane magic in the world. They are often prayed to for advice and counsel in times of need, sometimes called up in times of war, or simply worshipped as the powerful and divine beings that they are. Juno herself lives in the city of Roma and often advises its rulers in their stewardship of the people.

All magic, even arcane sorcery (but not wizardry) derives from the gods of the world, though it is tapped into in a very different way. Witches have the gods and their servants for patrons, shamans, though usually more connected with one god, may associate with the spirits that serve separate gods when they see fit, sorcerers are those whose ancestry has been blessed by the gods in some way or another – the descendants of demi-gods or the gods themselves, sorcerers call upon their magical blood to manipulate the magical world. Oracles, though they have no choice in the powers bestowed upon them, often serve one god in particular. Clerics, druids, and priests are often scattered throughout the pantheon with their gods – some gods will entertain more than one of these devouts, some only one.

Gods rarely have divine champions such as paladins (they are mostly non existent in this part of the inner sea) they sometimes employ warpriests, though often times when confronted with tasks that need martial might they encourage their followers of any stripe to take up the cause, often times led by a cleric or priest.

Ollopa – God of the sun, poetry, music, and oracles. Weapon: Spear
Priests, Clerics, some Druids (domain, rare)
Domains: Celerity, Competition, Destiny, Fate, Good, Healing, Oracle, Sun
Patrons: Agility, Portents, Healing
Mystery: Life, Occult, Heavens, Solar
Spirit: Life
Bloodline: Celestial

Suyanus – God of wine and festivals. Weapon: Knife
Priests
Domains: Chaos, Charm, Community, Gluttony, Good, Sloth
Patrons: Trickery, Summer, Stars
Mystery: Wine, Heavens, Streets
Spirit: Slums
Bloodline: Fey

Serec – Goddess of agriculture. Weapon: Shepard’s Staff
Druids (domain), Priests
Domains: Cavern, Creation, Earth, Feast, Gluttony, Good, Plant
Patrons: Elements, Plant, Thorns
Mystery: Wood, Solar, Nature, Life
Spirit: Nature
Bloodline: Verdant

Simana - Artemis – Goddess of the hunt. Weapon: Longbow
Druids (domain or companion)
Domains: Animal, Chaos, Glory, Liberation, Moon, Passion, Planning, Pride
Patrons: Animals, Moon, Plague
Mystery: Nature, Battle, Wood
Spirit: Wood
Bloodline: Oni

Arehno – Goddess of marriage and the family. Weapon: Quarterstaff
Priests, Clerics, Warpriests
Domains: Charm, Community, Envy, Family, Healing, Law, Nobility, Protection
Patrons: Ancestors, Devotion, Peace
Mystery: Life, Time, Streets
Spirit: Ancestors
Bloodline: Martyred

Iterus – King of the gods, god of rain and sky. Weapon: Longsword
Priests, Clerics, Druids, Warpriests
Domains: Air, Balance, Charm, Law, Nobility, Pride, Sky, Strength, Weather
Patrons: Storms, Strength, Mountain
Mystery: Apocalypse, Wind, Winter
Spirit: Heavens
Bloodline: Stormborn

Seram – God of war. Weapon: Gladius/Spear
Warpriests, Clerics
Domains: Chaos, Courage, Destruction, Glory, Madness, Pride, Strength, War, Wrath
Patrons: Insanity, Spirits, Vengeance
Mystery: Battle, Metal, Apocalypse
Spirit: Battle
Bloodline: Orc

Semmer – Messenger of the gods, god of commune and finance. Weapon: Dagger
Priests, Clerics
Domains: Air, Celerity, Commerce, Greed, Luck, Rune, Trade, Travel, Trickery, Wealth
Patrons: Time, Endurance, Agility
Mystery: Streets, Wind, Flame
Spirit: Wind
Bloodline: Arcane

Anetha – Goddess of wisdom and the city, education, science, and war. Weapon: Longsword
Clerics, Warpriests, Priests
Domains: Artifice, City, Knowledge, Law, Meditation, Mentalism, Mind, Planning, War.
Patrons: Wisdom, Trickery, Boundaries
Mystery: Streets, Battle, Lore
Spirit: Lore
Bloodline: Starsoul

Uneidon – God of the sea. Weapon: Trident
Warpriests, Clerics, Priests, Druids (domain or companion)
Domains: Destruction, Earth, Ocean, Storm, Water, Windstorm,
Patrons: Storms, Vengeance, Strength
Mystery: Waves, Stone, Lunar
Spirit: Waves
Bloodline: Aquatic

Sedah – God of the underworld. Weapon: Morning Star
Clerics, Priests, Warpriests
Domains: Darkness, Death, Decay, Green, Law, Necromancy, Pestilence, Shadow, Undeath
Patrons: Time, Shadow, Ethereal
Mystery: Time, Apocalypse, Outer Rifts
Spirit: Bones
Bloodline: Undead

Vhendite – Goddess of love and beauty. Weapon: Rapier
Priests
Domains: Chaos, Charm, Envy, Good, Lust, Passion
Patrons: Peace, Devotion, Stars
Mystery: Time Heavens, Lunar
Spirit: Ancestors
Bloodline: Rakshasa

Atsev – Goddess of the hearth and the state. Weapon: Axe
Priests, Clerics, Warpriests
Domains: Community, Feast, Fire, Gluttony, Good, Pact, Protection
Patrons: Vengeance, Ancestors, Boundaries
Mystery: Streets, Stone, Battle
Spirit: Stone
Bloodline: Destined

Hevuleston – God of fire, the forge, and blacksmiths. Weapon: Warhammer
Clerics, Warpriests
Domains: Artifice, City, Craft, Creation, Fire, Metal
Patrons: Elements, Light, Strength
Mystery: Flame, Metal, Volcano
Spirit: Flame
Bloodline: Efreeti


CULTURES AND RACES

The Roma[/b]]

Forthcoming quote.
– Speaker.

The true descendants of the founders of Roma who crossed the sea in ancient times to settle these once wild lands. They share a common ancestor with the Insulam but see themselves as the true masters of the Inner Sea and the world. Whether led by the people and senate of Roma, dictators, or the gods themselves, the Romans see it as their destiny to rule all of the world and expand their empire wherever Apollo’s chariot may carry the sun. True Romans are tall humanoids with long pointed ears that extend just slightly past the back of their heads. They are strong, intelligent, and quick witted. They have a fierce loyalty to their republic and a strong sense of loyalty to fellow Romans. Roman’s come in two sub types. Romans make up around 30% of the population of the Republic.

The Latins[/b]]

Forthcoming quote.
– Speaker.

The original indigenous people of the immediate lands Rome has conquered for its own, the Latins are the conquered people who mostly inhabit the lands and cities outside of Rome though are ruled by true Romans. Latins make up around 40% of the population of The Republic and while about half have been granted citizenship they are still looked down as lesser in the eyes of the Romans. Latins can gain citizenship by either serving in Rome’s legions for a period of ten years or through some other special dispensation.

The Latiniri[/b]]

Forthcoming quote.
– Speaker.

The offspring of Latins and Romans, the Latiniri have found their place amongst Roman society oftentimes by being adopted by wealthy patrons, serving in the legions, entering priesthoods, and working alongside the Plebeians. Latiniri whose parentage comes from the Patrician class are immediately accepted as citizens of the Empire while those born into the Plebeian class must work for citizenship much in the way that the Latins must, though sometimes they are afforded a higher social standing.


The Craftsmen of Z’ar Edar (Gods)[/color]]
The following are the actual deities of Z’ar Edar – any others are pretending. Several cultures worship these deities, several worship false gods, like the gods of PROPTERINTERVISMARE or the gods of The Shengdi Valley – though these other gods are more material, they are just powerful entities.

Deities of Edarl

The hierarchy of the deities of Edarl is as diverse and as complicated as the people who inhabit this world. For each race, continent, and nation, there are a number of gods who come into play. Some of the gods are the spirits of heroes long past, now revered by their nation or people while some of these gods are living beings who inhabit the realms of the people and either rule or guide them to glory, greatness, or through hard times. Others are the myriad gods that inhabit different planes of power and work with, against, or on behalf of those who inhabit the world. These gods are called the Craftsmen, those who created the world and its people and usually at least one of the craftsmen is revered by each race.

Each “Plane of Power” is associated with one of more craftsmen who rule, control, and shape the physicality of that plane and its influences upon the world. There are greater craftsmen and lesser craftsmen as well as their own divine servants.

The Planes of Power

The Plane of Darkness
In most cultures darkness takes on a negative connotation, but, in Edarl darkness has long been respected as the driving and creative force behind the universe. Before Edarl and the Craft there was darkness and within it rested the Master Craftsman, who, by its will, thrust the world into existence and speckled its sky with stars to provide light. In this way, darkness gave way to light and created the world.

The Master: Edar, the creator
The Apprentice(s): (Edar has no apprentice, in the beginning there was only Edar)
The Servants: (Edar has no servants, in the beginning there was only Edar)
Domains: Edar has no domains as there are no priests or clerics of Edar, no cult or established church exists in the world to Edar and it provides no divine powers to any.

Most in the world revere and respect Edar as the creator of the world but it is often not worshipped. The Plane of Darkness is known only to have Edar as its denizen and it neither desires nor needs the worship of mortals. However, often shrines to other Craftsmen hold, on their altars, a single candlestick which has never been, or never will be lit, in reverence to Edar.

The Plane of Light
The plane of light, aside from the actual planet itself, is the only creation of Edar and therefore, being inhabited by powerful beings, these beings are generally the most revered, respected, and feared of the Craftsman of Edarl. All of the other planes and craftsmen which exist have come as a direct result of the Light’s own creation or through the separation of divinities from the Light.

The Master: Daenloth, the light bringer
The Apprentice(s): Istar, the law crafter and Ostar, the Healer
The Servants: The Servants of Daenloth are its apprentices. Istar commands legions of The Infalli, the truth servants, who it commands in battle and to keep the peace between the nations of Edarl. Ostar is accompanied by the 4 divines, often invoked to help heal the sick. They are the servant of water, the servant of blood, the servant of nature, and the servant of death.
Domains: Sun, Law, Healing – Players may ask to incorporate a sub domain

The Plane of Punishment
The twin of Daenloth disagreed with the Craftsman of light on how best to handle law and order on Edarl and instead of holding toward ideals of redemption for the accused and healing the sick the Craftsman of Punishment sees fit to slay the foes of law and order and punish them in the afterlife for all eternity. *Note* If a person is killed, justly (according to the faith), by a consecrated priest, paladin, or person doing the direct holy work of a Craftsman, the soul of the departed does not go to the plane of its worshipped Craftsman but is instead handed over to the Cratfsman of the one who passed judgment upon them. I.e. A Paladin of Punishment kills a bandit, he is subjected to the will of the Master of Punishment for eternity, however, if a Paladin of Light kills a bandit, he is subjected to the Will of Light for eternity, in an attempt to reform and later serve Light in whatever capacity the Craftsman sees fit.

The Master: Gorloth, the punisher
The Apprentice(s): Tillven, the truthseeker
The Servants: Along with Tillven Gorloth entertains lesser servants. The Justice, four great warriors who seek to bring punishment to the evil of the world. The Judge, the revered lesser Cratfsman of Judgment who, along with Tillven, knows the truth behind all.
Domains: Law, Strength, Knowledge

The Plane of Growth
Created by both Daenloth and Gorloth during the time of the rock, the Craftsmen that inhabit this domain exist specifically to care for and cause the growth of plants on Edarl. Farmers and everyday people often pray to these craftsmen or invoke them so that the surface might provide a bounteous harvest. The craftsmen who exist here are considered neither evil nor good and are instead ambivalent towards morality. They exist only for plants and growing things – the sentient species of plants that exist in Crok are considered physical manifestations of the will of these craftsmen.

The Master: Graldra, the soil crafter
The Apprentice(s): Laeruven, the rainkeeper, Erti, the seeds springer, Loral, the bright
The Servants: The servants of the craftsmen that inhabit this plane are not craftsmen in themselves but they are the elements and the weather. Fire, Water, Earth, and Lightning are considered sacred to Graldra and its apprentices – as well as specific weather events. They are said to be servants that carry out the will of their masters.

Domains: Plant (with growth subdomain), Weather (with sub domains), Sun

The Plane of the Deep
The lightbringer and the punisher, with the council of the soil crafter decided that it was not enough to have dry land but there must also be water on the surface of Edarl to support the life. The streams, the oceans, the lakes, ponds, and any other body of water or moving water is governed by this plane. Sailors and others often pray to the craftsmen of The Deep for safe passage. The craftsmen of the deep are known to be sometimes violent but at other times serene. They are quick to anger.

The Master: Kedge, the tumultuous
The Apprentice(s): Marle, the waverider, Tolos, the fish-herd
The Servants: Divine aquatic beings as a representation of all the different fresh and salt water creatures serve the craftsmen of the deep.
Domains: Water (all subdomains), Strength, Destruction – Subdomain, Rage

The Plane of Fear
One of the original denizens of the Plane of Light, one of the apprentices of Daenloth, separated out and away from his master and through sheer force of will constructed the Plane of Fear. The Plane of Fear and its master are responsible for the introduction of nightmares into the world in the sentient species – it was not until the Master of this plane created this realm that evil came into the world. He is often worshipped by evil beings and sometimes, politicians.

The Master: Argon, the terror
The Apprentice(s): - NO APPRENTICE
The Servants: - NO SERVANTS
Domains: Chaos, Evil (fear), Madness

The Plane of Hate
When Argon separated away from the Plane of Light the Master who became the Craftsman of the Plane of Hate also separated from his master in the Plane of Punishment. Murderers, Rapists, Evil Cultists, and any number of those who are interested in spreading evil throughout the world generally find time to pray at an Altar of Hate.

The Master: Yriddi, the vengeance
The Apprentice(s): Zargon, the desolate, Tarnak, the horror
The Servants: The servants of the Plane of Hate are the embodiments of all of the sins of the sentient species manifested into reality so that they can serve their masters.

The Underplane
Created by Daenloth to rule the denizens who dwelled under the surface of Edarl, The Underplane is ruled by Craftsman who calls himself The Smith – he is the forger of Stone, Metal, and Jewels and he is worshipped by the good and the evil alike. It is believed that in the subterranean homes of some of these species it is only through the will of The Smith that they are able to survive their harsh environment.

The Master: Tarin, The Smith
The Apprentice(s): Folgar, the Mountain, Yarwit, the Endless
The Servants: Tarin is served by earth and fire elementals alike

The Plane of Mischief
The plane of mischief was created by Hrotlar, a former servant of the Underplane (after his departure Tarin now only uses elementals, which he can control more easily) and this plane is generally invoked by thieves, the occasional bandit, and those who are generally up to no good – sometimes wizards too pray to the Craftsman of Mischief as in many places their craft is outlawed.

The Master: Hrotlar, the black
The Apprentice(s): Nightling, the quiet, Fartrani, the trickster
The Servants: Hrotlar and his apprentices are attended by the spirits of those worshippers who have died in service to the Craftsman. This service is called the Eternal Carnival where they party and revel for eternity.



EDIT: Several sections to come - feel free to contact me if you have questions or are interested. Not interested in something here? Let me know if you think I would be interested in your request thread!


Apparently there is a limit on the amount I am supposed to write here. So the following post includes two other cultures as well, the Arkivi!
 
RE: M4F: Literature and Story Driven RP: Custom Homebrew Worlds

Because there is a limit to the size that I am allowed to post in one message, the following is an addendum to the request thread that includes: The Arkivi who really deserve their own post anyway.


Z'ar Edar: The Arkivi Of Tersia - WARNING: A LOT OF READING AHEAD[/b]]

Genre: High and Low Fantasy, Adventure, Horror, Mystery, More smut than usual for me.
Theme: Arranged Marriages, Political Machinations, Adventure, Apocalypse, Magic, Major Quest
Year: ~AM830
Comparative Year: ~1100 B.C.E

The following is an account of the Arkivi of Tersia, an ancient culture and people who exist before many of the cultures listed above. Stories in this world would take part in the long and storied past of the world, in the early Bronze age and on a forgotten continent. What I have provided here is very old and was written quite some time ago. I am likely to update it later (especially the writing, as it is stylistically different from my old writing), but I wanted to go ahead and provide it for now.

Note: The following section will be amended later to have individual spoilers, for ease of access.

On Arkivi

Concerning the variations of Arkivi and their descriptions

If one were not familiar with the Arkivi or their ways and one happened upon them in their own lands, the first thing one would notice about this peculiar race (other than the spear that is likely being plunged through your gut) is their coloring. The Arkivi have adapted so that they are able to hide in their natural habitat as well as for use in mating rituals and to show status. The general low-born Arkivi male would find himself with a slight green twinge to an overall blue hue in his skin, the depth and shades of this colors can vary from male to male but the most low born males would likely find themselves wearing a lighter shade on their skin. While their coloring can change depending on the time of season (darkening in the summer and brightening in the winter) it is essentially uniform amongst the lower class of Arkivi. While the lower born are lighter colored in general the higher born breed specifically for those traits that can help darken the skin color of their offspring. Higher born males often have no green twinge to their skin coloring what so ever, most are a darker blue to navy color.

The females however are vastly different from one another and their coloring is not based on high or low born status. While in most species it is true that the males are the most flashy and have to compete for female attention this is not so in the Arkivi. Because males are allowed to pick their mate and the females generally have little choice they have adapted to be more flashy in their coloration so that they might attract a stronger male that can protect them in the Arkivi wilds. Females, while generally having a light blue to white color they often have small spots of stripes running across the protruding bits of bone that show slightly under the flesh. The spots or stripes are anywhere from white, to a dark blue, to a bright violet or yellow color.

Concerning the Arkivi anatomical structure

The Arkivi, while human or elf like in general appearance have a vastly different bone structure and some extra sensory protrusions and features that can change them dramatically from the former. When describing the Arkivi we will take a top down approach in starting with the males

The Male Arkivi usually sport a long mane of hair stemming from their head, anywhere from a white to yellow to teal color. Often and depending on the culture it is shaved or shaped into different styles or is braided in certain ways that can signify status or even tell a story. Their ears, which are elf-like in nature are two pronged at the end with a small split right where the ear hole begins. Each one of these small protrusions can be moved independently, so with their ears, not only do the Arkivi hear, but they can able to feel small vibrations in the air with these antennae like ear buds. The face, is slender and rigid in it’s bone structure in both males and females. The eyes however are more almond shaped because of the high wind found in the valley’s and mountains of their ancestry, keeping their eyes from drying out so often. In the mouth the Arkivi have two sets of canines on the top, side by side which are much sharper compared to humans or elves. Further down the body and to the shoulders is where the males begin to differ from the females. The shoulders of the males tend to be rigid and their leaf shaped shoulder bones protrude and are visible underneath the flesh. They act as a natural sort of armor that while the flesh can be cut, the structure or muscle of the shoulder or arms cannot. A similar leaf shaped bone structure exists on backs of the forearms, the shins, and up the back of the spine. The hands and feet of the male Arkivi are often lightly clawed, with stronger nails that are used often in mating and rituals. The rest of the creature however, are what one would expect when dealing with a humanoid.

Females however differ from males in several different ways. While everything above the neck is exactly the same the females lack the protective bone crossing over the shoulders, forearms, shins, and spine and instead around their middle have a more pronounced rib cage (which a very attractive sight to an Arkivi male) their breasts tend to be on the smaller side as far as humanoids go. Their ribs are not disgustingly protruded, but are well toned and in average females it is not a sign of sickliness or malnutrition. Their hips follow in the same fashion. They protrude slightly from around the waist and follow around the back just down the front and across the thighs. A females nails on their feet and their hands grow just the same as males but depending on the culture are trimmed very short so as not to be used as weapons.

Concerning Arkivi Language and Naming

While Arkivi names and titles may at first glance appear to be confusing, the construction of one’s name and title is actually more of a running document that explains to anyone who knows it, not only who they are, but in what order they were born to their parents, who their father was, and for the high castes, what clan they belonged to. But to understand Arkivi Languages one must first understand their structure, as well as the Arkivi numbering system

First we will start with the numbering system, as it carries quite a bit of weight in understanding the names. Arkivi numbers only go up to ten, there is no number for 11, 11 would be a combination of 10 and 1 in the language, and numbers are always used in the masculine form unless referring to a female.

Number / Masculine / Feminine
0 / Se / Sa
1 / Je / Ta
2 / Yi / Ke
3 / Ve / Na
4 / He / Ot
5 / As / An
6 / Ca / Ce
7 / Yu / Ko
8 / Al / Na
9 / Fe / Du
10 / Za / Zi

As explained above the numbers above ten would be a combination, however it is not a combination as you would expect. 15 would not be Je'as - (1 - 5) it would be Za'as (10+5)

These numbers are important to know because all Arkivi names will include numbers at some point in their life cycle. First let's look at the breakdown of a name. (Names are strange in Arkivi culture, as some members of a family would call a member by a different name entirely, depending on who they are.

The example below will illustrate the name of the third son of a man who is of high caste from a non family members point of view. (When numbers are paired with an individual's name, they no longer mean a number exactly, masculine 1 would become First son - Masculine 2 would become second son, etc.)

Ve'Dren Rask Jorrvask

Broken down, the name is simply -

Third son Dren(actual name) Rask(his father’s name) Jorrvask(Clan name)
So the format for someone’s name would be

#'Name Father Clan

For someone of low caste, they would simply drop the clan name as they do not belong to a family important enough to be named.

A female would continue to use her father’s name for the middle name, never her mother’s, but the numbering system between males and females are similar, but also different.

The number in front of the name is the order in which you were born, a male might be the second child born, but he would still be Je as he was the first male. A female could be the second born but she would still be Ta, being the first female.

The next two names are examples of siblings being referred to by someone who is not in their family.

Dren is fifth son born of his father yet he is the seventh child

Tuali is the third child born, yet she is the first girl.

As'Dren Rask Jorrvask
Ta'Tuali Rask Jorrvask

--------------------------------

Now, the above names were used in the framework of being said by an individual who is not family - when it is a family member the names take on different meanings and will be said differently. But to first understand how they are used you must understand the only titles that exist in Arkivi Culture

Male Mate = Zok'da
Female Mate = Lis'har
Chief = Kin'uk
Brother = Pur'Kar
Sister = Das'an
Father = Has'ruk
Mother = Sal'sis
Son =Tul'suk
Daughter = Luz'ul

You will of course have noticed that all numbers are two letters long, but all prefixes are three letters. This is used in particular to denote the difference when a name is written, one can immediately tell who the letter is written to and from.

Let us go back to Dren and Tuali once more, we remember that their names to an outsider are

As'Dren Rask Jorrvask
Ta'Tuali Rask Jorrvask

That is all fine, but for more intimate relationships one would use a different name.

If Dren's mother was speaking to him, he would no longer be

As'Dren Rask Jorrvask
He would instead be
Tul'Dren Rask Jorrvask

but if his mother was speaking to Tuali she would no longer be

Ta'Tuali Rask Jorrvask
She would instead be
Luz'Tuali Rask Jorrvask

One simply has to remove the numbering in front of the name and add the prefix of the title of which they using to refer to that person.

The chief will always have his prefix used by outsiders, family members will refer to him as father/mate/brother/ etc etc.

Cousins and uncles are referred to slightly differently, the word for cousin is literally second-brother or second-sister and uncle and aunt is second-father or second mother. Before an individual’s name one would refer to their uncle or aunt or cousin as ....

Cousins name for example = Male ( Arvi ) Female ( Gisal )
Uncles name for example = Venri
Aunts name for example = Anliel
Nephews name for example = Rask
Nieces Name for example = Hisa

Pur'yi Arvi etc.. etc..
Das'ke Gisal etc.. etc..
Has'yi Venri etc.. etc..
Sal'ke Anliel etc.. etc..
Tul'Yi Rask etc.. etc..
Luz'Ke Hisa etc.. etc..

(Note that the title uncle becomes a fourth word in the name rather than part of the first name)

When is it okay to drop parts of a person’s name?

A friend or family member will commonly drop the father’s name or clan name when speaking to that particular person, however if they are not speaking to that person it is only permissible to drop the clan name ONLY if they are familiar with the individual they are talking to.

Concerning Arkivi Society

While all Arkivi tribes have different laws and rules, the basic tenets of tribal law with some differences are listed in the following.

The Tenets of Tribal Law
As generally accepted by all tribes, footnotes added for differences

1. The Chief's word is law, there is no other law but the chief’s. The Chief is the distributor of all justice, all punishments and reward must be distributed through him or by any agent decided by him.
2. No punishment will end in imprisonment. Execution, public flogging, or gladiatorial punishment are the only punishments that will be distributed. A female may never be executed.
3. A male may punish his mate, a father may punish his child, or an eldest brother may punish his sibling female, the only time a female will be judged by the chief is if she has committed murder or sedition.
4. An unapproved act of war by any tribesman is grounds for immediate execution.
5. No man may have more than one mate
6. No female may have more than five mates
7. No female shall be forced to mate with any male that she does not wish to take as her mate, unless she is un-mated and there is only one male choice. Then he may act as he wishes. This does not account for her family's choice of mate. Pairings are generally arranged through choice by a father or eldest brother, or through combat. Note, during combat, there is no choice. In reality the only way for a female Arkivi to keep a male that she doesn’t want as her mate away, is to fight him off at the mating totem, or, to call on another for defense (the defender though, becomes her mate if he succeeds).
8. No un-mated female may move about any city unescorted
9. Any female may be punished by any male, as long as it does not result in her death.
10. Any incursion into tribal territory by any armed group of five or more is considered an act of war.
11. A female found to be barren will be banished from the tribe
12. Upon the death of a Chief, his eldest son immediately takes temporary power. If unchallenged by any member of the tribe for leadership, then he becomes chief in five days.
Exceptions -
(the number references the law change)

(1)The tribes of Iman's Hammer share power amongst a council of five, comprised of the Chief, his Shaman, and three Leaders of other clans.
(2) In Jorrvaskenvald they are known to imprison their criminals
(3) In the Umberlands the chief has no jurisdiction over females, even for the crime of murder
(5) The high castes of Fjorrland may have up to two mates
(6) In Jorrvaskenvald a female is not limited to any number of mates, in fact a female is considered public property
(7) Jorrvaskenvald being the exception
(8) In the Umberlands, Fjorrland, and Imandell no female may ever go about unescorted, regardless of age or status

Before going into further detail on the Arkivi society as a whole one major BIOLOGICAL QUESTION must be understood. Five in every Six children in Arkivi society is born as a male. This makes female’s EXTREMELY rare in Arkivi society. Because of this biological problem society for several thousands of years has not changed or improved. A constant state of war exists between tribes mainly for female stock and lands. It is very common for tribes to raid others, or even raid villages within their own tribal territory to bring females back to the tribe so that they may be mated and produce more offspring. The harsh treatment of females in Arkivi society stems from the males need to control and protect, but unfortunately because of the male personality, it is taken too far and protection becomes abuse and control. The Arkivi are a barbaric people.

To begin, we will observe the Arkivi political structure in a top down approach.
The clan that is in charge (and for which the tribe is named for) at the moment in the tribe is the one who boasts having the chief and is likely the most powerful in number of warriors. The chief or Kin’uk is for all intents and purposes the king of the tribe and everything he speaks is law. Once being chosen or rising to the position of Chief he cannot be removed until his death. The king administers law through a series of Wardens from each one of the elder clans in the tribe, the head of each clan is selected to enforce the laws in their own territory within the land belonging to the tribe. While a chief can be removed only by his death, it doesn’t have to be a natural death or against an enemy, a son may challenge him for his seat and if successful, immediately takes on the mantle of chief.

As is explained in the tenets of tribal law upon the death of a chief (if not killed by a son) the eldest of his male children will assume the mantle of chieftain. Within a five day period he acts as chief and if he is unchallenged by any of the clan families he will become chief on midnight of the fifth day. If he is challenged and defeated, the one who had defeated him assumes the same five day period in which his chieftainship is in question. Any may challenge him and slay him, but only a family member of one of the leading clans can assume the mantle of chieftain. If he is killed by a low-born it is likely that warfare amongst the clans will occur and this could last sometime. Not until one clear victor is announced can the chief be chosen…often times this creates a purge of almost all of the leadership and it is difficult for a tribe to survive such an event…but brave low-born warriors have been known to spark up such an event for political change, even though many lives may be lost.

The wardens rule much as the chieftain rules but they rule their territory and no other. If any control or powers are assumed by a warden that is not given to him by the chief it is the duty of any Arkivi male to kill him and immediately bring his head to the chief. Individuals who do these things are usually well rewarded with land or a title of thane, either one of these things giving them the ability to form their own clan.

Females are largely outside of any political realm, with the exception of shamans, mystics, priestesses, or wise-women. These females actually play very vital roles in the clan and usurp the powers of the Chieftains own mate who really has no power at all.

Alliances between tribes are rare but are often unheard of or non-existent. A general peace usually exists between neighboring tribes unless an act of war has been committed. However, some tribes have been at war and have held alliances for thousands of years. An alliance, as unusual as it is, is usually held by a common friendship between two of the leading clans in different tribes and any treaties, trade, or matings between those allied tribes must be blessed off by both chieftains or their eldest sons.

While an act of war may be carried out an fashion that the Arkivi see fit, from midnight incursions, to raids, to simply travelling into a different tribes territory, any battles after the fact must be ordained and agreed upon by both tribes. Battlefields are set and are never a surprise. The only exception to this rule is from Jorrvaskenvald, as they refuse to cooperate with any other tribes.

Iman’s Summit – Every four years there is a meeting held atop the hammer (the largest mountain on the continent) where the Chieftain of every tribe travels to in order to discuss political topics, make alliances, declare war, or arrange matings between powerful families (rare). It is a highly religious event to the Arkivi and even the Chieftain of Jorrvaskenvald will attend in deference to their gods. It lasts for five days, the Chieftain’s and their mates will not leave the top of the mountain for that entire time. It is held at the monastery atop the mountain (the very top belonging to no Arkivi) and is presided over by whatever Priest, Mystic, or Shaman is in charge at the time.

Concerning the family

The Arkivi family unit is an extremely complicated system with many ins and outs but the most simplified form of the family will be described here in starting with the higher caste of Arkivi

First, we define High Caste as someone with an actual clan name within the tribe. In general each one of these clans sports large houses or collections of houses or halls that everyone with that particular clan name lives in. Each clan has a head of household, which does not necessarily have to be the oldest male, but is the oldest of the true family for whom the clan was named after. Lineage, is extremely important to Arkivi and is never bastardized with passing down heritage to brothers, only to sons. Often if the head of a clan passes without an heir (extremely rare) the brothers of the head of the clan will create their own clans, making the political system in the Wraithland very complicated. Within clans it is very common to mate within the family, but never to a sister or brother, often times Arkivi males will take a cousin as a mate so that they do not ruin their bloodlines. (Brother sister matings are very rare but do happen when potential mates are scarce, though it is taboo in some tribes). Therefore, most often females or males of any clan usually will never leave the household in which they were born in
because of marriage.

The head of the clan is essentially chief within his own halls, ruling over his family by the will of the chief as warden. His mate, is considered mother to the entire clan and all females are underneath her (as well as her mate and their respective mates, she may never usurp the mate of another female) and she runs the domestic duties of the home, often delivers children, and helps females and males choose mates that would be a best fit for them (though we will get into this further as it is much more complicated than that)

This essentially covers the high caste family, now, moving on.

For the lower caste it is very different. Seeing as they belong to no clans mating can occur between any family and the female will always go to live with her mate. Often times females will take on several mates at once who are all usually brothers (as females are scarce and males become violent without mates). The entire group will live in one house and she will be wife to all, and in turn, all of the males will act as fathers to the children.

Families are important when dealing with warfare, when going to war a chief or a warden will call upon the families that live in his territory to fight. All but the youngest mated male will leave in order to fight. The other is forced to remain so that breeding can still occur without any interruption.

Concerning Arkivi Children

Arkivi children are regarded as completely gender neutral until they reach a certain age. They are treated exactly the same, retain the same duties, wear in general the same clothing. At age eight however male children are taken away from their families and forced to attend a commune for eight more years so that they can learn to be effective warriors. The commune is run by a warchief appointed by the chief and some of his own chosen soldiers. The boys learn the art of warfare, their proper place as males, what is expected of them in society, and how to treat females.

Females however, upon reaching the age of ten start learning from their mothers what is expected culturally of them as females, are shown a mating, are explained the finer points of raising a family and are treated as females in society instead of a gender neutral child.

Some males and females who are seen as especially intelligent or gifted will be sent to the top of the hammer to receive special training as shamans, mystics, wise-women, or healers.

The Religion and Spirituality of the Arkivi

The word Arkivi derives from two separate words in the ancient version of their tongue. Arko, the mean of which is Supreme and ieva, which roughly translates into peoples, or more literally, the masses. Therefore the ancient name of the Arkivi was Arkoieva which translates to The people of the Supreme. In their language when using Arko or more recently Ark, it means greater or more important. But when speaking of it in the name of the race of when capitalizing or putting emphasis on the word Supreme simply means The Pantheon of the gods. While it looks difficult, it makes more sense when used in the plural. Arkos or Arks are the gods, while Arko or Ark is the group of them altogether.

There are four chief gods of the Arkivi and many lesser gods, demi-gods, chieftains or kings who have been elevated to gods, and even some demi-gods (the off-spring of Arkivi mated with Arkos) The way in which these gods are to be revered will be explained later on, but first I will explain the Arkos themselves.

However, before naming them four words have to be understood. Danisel, Janisel, Untisel, and Tarisel, respectively North, South, East, West, or more literally, Rise-Sun, Set-Sun, Right-Sun, Left-Sun.


Great Gods

Danisel Arkos (Northern God)

Danisel Arkos rules over what is considered to be the plane of the sky and he, like many other gods, are not named in particular due to their area of worship (though due to their names they are worshipped more often in certain places than other merely by coincidence). He is worshipped primarily by farmers who believe that it is he that provides for the bounty of the earth through rain and his causing the sun to rise every morning. He is generally considered altogether benevolent and when there is a bad year for the crops it is blamed on his brother and chief enemy instead of him.

Janisel Arkos (Southern God)

Janisel Arkos is the brother of Danisel Arkos and is his opposite in all things. While Danisel is benevolent and helps the farmers and people of the earth, Janisel often feels their scorn. It is said that when a bad year for crops or a drought is had, it is him holding Danisel in captivity and keeping him away from his people. He is primarily the patron of those who work in shadow, thieves, rogues, and even politicians. He is called the Set-Sun god and his brother the Rise-Sun god because the movement of the sun is viewed as a power struggle between the two.

Untisel Arkos (Eastern God)

Untisel is most often considered to be the god of the seas and is the patron of sailors (a new occupation in Z’ar Edar.) primarily because eastward is where the seas lie off of the coast of the world. He is not considered good nor evil and it is believed that any who die while at sea live forever in his home beneath the waves and are cared for by his many wives and numerous slaves.

Tarisel Arkos (Western God)

He is the only god without an actual sculpture, depiction, or picture, and it is forbidden to carve him onto any stone. The western god is mysterious and they consider him to be the creator of magic and anything unexplained. It is sometimes rumored that he is exactly the same as Untisel, though these theories are only rumored by philosophers and other land-dwelling folk as they do not understand the sea and claim it to be one of the great mysteries as well. The land to the west is largely unknown to the Arkivi and it is said that he and his followers roam the mountains to the west to keep the Arkivi from knowing what is beyond, and to protect them from the dangers on the other side. One tribe, the Jorrvaskenvald, worship him exclusively of all other deities.

The lesser gods (knowing what you know already about naming conventions and Arkivi words, please take the word Ti to mean lesser, or in this case, Lesser than the Supreme)

Istavel Ti-Arkos – The god of soldiers and craftsmen
Selnull Ti-Arkos – The goddess of women and children
Yirduin Ti-Arkos – The god of the table and hearth
Hir Ti-Arkos – The god of mating and “love”
Z’irda Ti-Arkos – The goddess of the road and travel
Yintala Ti-Arkos – The goddess of birth
Walisa Ti-Arkos – The goddess of forests
Halija Ti-Arkos – The god of the plains
Visdun Ti-Arkos – The god of rivers

Any gods in the above list are ones officially recognized by all tribes, there are hundreds if not thousands of personal deities per tribe.

The worship of the gods in Arkivi culture is done primarily through the shamans and priests of the tribes they command worship at certain times at the different shrines and temples, order sacrifices, and tell when the omens for war are right.

The priesthood and the order of shamans are separate entities from the tribe’s own hierarchy and can only be from the lower classes. Women are usually Shamans, Priests are almost always men.

While the priest interprets the actions of the Arkos, the Shamans interpret the Ti-Arkos and it is generally these gods that are most important to the people.


Z'ar Edar: The Arkivi of New Tersia - FORTCOMING [/b]]
 
RE: M4F: Story Driven RP: Custom Homebrew Worlds

I have made a significant update: I have added the entire Homebrew World, Z'ar Edar: Domrin
 
RE: M4F: Story Driven RP: NC, Dom, Medieval Fantasy - Humans and Non Humans

Bump - Added the following worlds, PROPTERINTERVISMARE, Arkivi: Tersia, Arkivi: New Tersia
 
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