Saturday, January 21, 2017

Nation Spotlight: Northire

History


The nation of Northire was a powerhouse on the southern half of the continent for thousands of years. The human population was divided into two classes: The Arcane, who ruled by the power of their spells, and the mundane, who had no magic. Though the ruling class of the Arcane squabbled amongst themselves for any advantage or power they could, they would always band together against the aggression of the Imperium to the north. Though they were conquered, they bided their time and once again became autonomous due to their arcane might and careful strategies.

At the time of the war, the Northirans were lending their might to both sides of the conflict, as their lack of a unified government meant their ruling class simply sided with who they personally chose, or remained neutral in the war.

When the great volcano was raised and erupted, the populace was forced to flee the centre of Northire and head to the east and north. When arcane magic died and the Maenad were born into the world, the eastern section of the divided land was conquered easily by the armies of Maryx to give rise to the Hobgoblin nation.


With the Imperium in the grips of the Rotting, the survivors of western Northire pushed northwards, claiming new territories to recoup those they lost. Now, Northire comprises the northernmost sections of old Northiran holdings, and the southernmost portions of the old Imperium.


Northire was a nation built on the primacy of the arcane. With their civil war between the arcane and the psionic during the war, the nation became bitterly divided. When psionics emerged as the only true power left in the shattered nation, there was a chance that a new culture would be born. However the victors had used their power to ensure that Northire survived, and simply supplanted the arcane practitioners as the new government. What started as a revolution for equality ended with a return to a status quo.


Northire now exists as a psionocracy, where those that are naturally gifted or rigorously trained in psionics are at a social advantage and "mundanes" are mostly expected to contribute in more traditional ways. Northirans have kept their opinion that those powerful in esoteric arts should rule those that are not able to wield such power.


Culture


Northiran culture has a strong focus on psionic talents and power. Those that can manifest powers or abilities are considered of a higher social class, and the government is mostly a loose alliance of individuals that have amassed power and influence. Those that are able to use psionics are called "Gifted" and those that are not are called "Mundane".


Other races that are naturally psionic, especially Maenad, are welcomed with open arms in Northire, though also monitored closely lest they try to wrest power from the existing human Gifted. It is not uncommon for a non-human to rise in prominence in Northire and gain influence.


Northiran culture has a strong focus on family, with an important distinction. Those that have shown promise in their childhood towards the psionic can be taken away from their mundane families and adopted by other Gifted to foster their talents. Those that are born into a gifted family but show not aptitude or gifts are often quietly sent away to live with distant relatives and live a more mundane life.


Northiran dress is sharply divided by class. Mundanes tend to wear drab colours in browns and other dark colours that are easily manufactured. The Gifted wear bright colours to denote their abilities, and tend to wear more ostentatious clothing. Northiran dress is also sharply divided along gender lines. Males tend to wear knee length skirts called Mbala during the hotter months, whereas women wear veils called Lomba over the face year round. These traditional garments vary from drab and simple through to ornate and colourful depending on social status.


Language and names

Northiran is a lyrical language, and is vastly different from the neighbouring languages of Imperial and Technocticlanese. Ophiduan scholars point to fractured records that dark-skinned humans began colonising the lands that would become Northire from across the sea approximately 3000 years ago, which would imply that the Northiran language is a transplant from another land.


Northiran names consist of a first name chosen by the mother and a patrilineal last name. Both given and family names consist of three syllables. For both genders, names are always pronounced in a staccato fashion. Male names often contain the letter U, and for females they are more likely to contain the letter I.


Male names: Abasum, Abdalluz, Amanum, Badriku. Benoka, Chatundam, Dirwesham, Fanakum, Ferasham, Gomasut, Hanifum, Hodarum, Ikunu, Janbika, Kumaru, Mahodum, Makotu, Nemokum, Okupa, Rahabuj, Safirim, Sulkanam, Ujima, Yahbutuz.

Female names: Adhami, Aishi, Bakari, Chanua, Dikina, Elawi, Endani, Firaji, Hadiya, Imaru, Jahira, Jehlini, Kaneni, Lishavi, Maliki, Niwarni, Ridiyu, Sanuri, Therani, Ujani, Ziwini.

Family names: Abona, Chamara, Dizamu, Gumaki, Inaku, Jizala, Kemfutu, Mnenware, Nzufura, Remkalbi, Selmenu, Uronoo, Zenbama.

Thursday, January 19, 2017

Nation Spotlight: The Reborn Lands

Northire was shattered by the breaking in 2 different but equally destructive ways. The death of Uthirian killed many arcane practitioners and mutated the remainder, and Vanur raised a massive and powerful volcano from the depths of the sea on the south-western edge of the continent. This volcano, known as Mount Vanuras, has erupted sporadically over the last 200 years, though a trend has emerged that it is becoming less volatile.

Though large sections of Northire became uninhabitable for over a century, in the last few decades nature has reasserted itself on the nutrient rich volcanic ash, with lush soil starting to form in patches of the continent. Northire remains to the north, and Maryx now controls the old holdings of the east. But the central part of old Northire, the south-western corner of the continent, now belong to those that are willing to make a new life for themselves on the frontiers of the Reborn Lands.

The major powers that are starting to rise in these sparsely populated lands are the druidic circles and ranger orders looking to reclaim the lands as a lush and natural paradise. They vigorously defend their forests, jungles and plains that they have nurtured over the last few decades. These circles and orders vigorously defend their holdings against any that might defile them.

Maenads are flocking to these new lands, as many of their race believe it to be their race's birthplace, and the best chance to establish a homeland for themselves. They have established a small settlement of over ten thousand called "Maenar" and work each day to build upon this settlement and turn it into a thriving community. They have settled near the trade road that runs around the centre of the continent, and recently caravans have begun to stop for shelter and trade. Many slaves that have escaped Maryx settle here for mutual protection.

Several other races have begun to make inroads into these new lands, but as yet, this frontier remains a wild and unsettled place, full of ancient northiran ruins, dangerous beasts and lost treasures.

Culture

Their is no unifying culture as yet in the Reborn lands. It is a land of opportunity and of great danger. The Maenad that have begun to settle the area show the inherent politeness and volatility of the Maenad mindset. Maenad have volatile minds and emotions, and work constantly to keep them in check. Maenad will talk out their differences to exhaustion to prevent any chance of offence and emotional turmoil. Even then, Maenad can lose control of their emotions quite easily. Those that visit Maenar speak of an uneasy air of politeness interspersed with violence.

Druidic circles and ranger orders also impress their values on visitors, but these are so varied and enforced sporadically that it could not be called a unifies ethos.

Languages and names

The only unique names to the region are those of the Maenad. The maenad have no language of their own, still speaking the Northirian tongue of their ancestors. However, Maenad have adopted a new naming convention, which has begun to spread amongst all Maenad, even those that are enslaved in Maryx.

Maenad names use northirian conventions, With tri-syllabic names for both first and last names. However, Maenad combine both the first and last names into one unified name. In addition, names are not patrilineal, but matrilineal, as Maenad tend less toward monogamy than humans and have mostly begun to do away with the concept of marriage.

Tuesday, January 17, 2017

Nation spotlight: Maryx and Free Maryx

For centuries, the Hobgoblins lived in conflict with the tribes of orcs, goblins and others in the Hordelands. Unlike the other races, the Hobgoblins banded together, sensing the benefit of co-operation against these other races. The hobgoblins formed a council of chieftains, which slowly evolved into a hierarchical military over the decades, ruled by a council of Generals. They carved out the meagre fertile lands in the west of the Hordelands, driving the other races out.

The fledgeling nation of Maryx was in a precarious position. The Hordelands lay to the east, the walled nation of Thehn to the north, and the powerful arcane nation of Northire to the west. With nowhere to expand, there was a high risk that the Hobgoblins would fall into civil war over their dwindling resources. All of that changed with the breaking.

The breaking shattered Thehn, but left no opportunity for the Hobgoblins. What truly gave Maryx the chance to expand was the death of Uthirian and the end of arcane magic. With the power of Northire shattered, the Hobgoblin horde swept in, forcing those that could not flee into slavery.

Maryx viciously defended its borders for the last 2 centuries, and has cemented itself as a new power in the south. Though the population of Hobgoblins overall is low, almost the entire population is militarised in some way, and their number grows each year.

A decade ago, the eastern peninsula that juts towards the frozen sea to the east seceded from Maryx under the order of General Zerxyx. His claim is that the High Command was under the control of Maenad psions, and that Maryx had to purge the race from their lands to be free. The high command branded him a traitor, but many flocked to his banner. Civil war has not yet broken out, but both sides have fortified their side of a disputed border. In Free Maryx, Maenad are forbidden to enter, and are either executed as traitors or exiled.

Culture

Both Maryx and Free Maryx have very similar cultures. The one defining difference is the attitude towards Maenad slaves. In Maryx, they are considered valuable property, and treated well. Human slaves are less valuable, and treated more harshly, but still valued. In Free Maryx, Human slaves are valued, and have recently begun to earn their freedom if they also join the military ranks.

In both nations, the military is the core of the society. It forms the government, and also societal structure. Your place in society is easily determined by your rank, and those that are excluded from the military are either pitied or loathed depending on their circumstances. All young adults are trained in some form of combat, whether it be martial, psionic or other. The Hobgoblins do not see physical strength as the true mark of a warrior as their ancestors did, but rather see skill and ability as markers of one worthy of advancement.

Ranks are organised in a strictly lineal structure, with several corps that a member can fall under. These corps are:

Infantry
Cavalry
Hospitalers
Engineers
Assault
Secrets
Security
Sea

Those that leave Maryx are usually given leave, or an honourable discharge from their service depending on their circumstances. Many others are given covert missions to learn more of other cultures, and foster trade relations with other nations, or to investigate possible opportunities that Maryx can take advantage of. Free Maryx also does this, but has also used a high amount of loyal human operatives to infiltrate the other lands where Hobgoblins are treated with suspicion.

Clothing is usually formal military attire in browns and reds, the colours of Maryx that denote the brown dust of the Hordelands and the spilled blood of those who have made the ultimate sacrifice to Maryx. The same is true in Free Maryx, but with white headwear to denote that their minds are free of Maenad taint.

Language and names

The Hobgoblin language is guttural and harsh, with long drawn out vowel sounds that seem out of place with the rest of the language. It has a surprising amount of detail when it comes to matters involving combat and military life; It is a utilitarian language, and does not easily lend itself to artistic expression. It is considered an easy language to learn by most other races, as it has solid rules of grammar and syntax that are rarely broken.

Hobgoblin names are also utilitarian. Male and female names differ wildly, with male names constructed of short syllables of guttural sounds, and female names with long vowel sounds.

Hobgoblins do not have family names, but rather use a naming structure as follows: (Rank) (Name) (Corps). The fledgeling hobgoblin navy uses the same rank structure, finding the idea that their navy ranks should be different from their army absurd. They simply call their navy the "Sea Corps"

Ranks: Golbar (Trainee), Moknard (Recruit), Iknard (Full), Shaktakir (Blooded), Omkarakna (Branded), Nabrath (Thinker), Nohroth (Commander) Arnohroth (High Commander) Krakornir (General) Arkrakornir (High General).

Male names: Ar, Azta, Belz, Cor, Dalk, Ez, Fik, Gurk, Juz, Kik, Kurz, Mak, Mur, Ok, Ozr, Rak, Rorc, Tak, Turg, Zug.

Female names: Aamaa, Anooa, Bemaaroo, Caanira, Eeneeri, Enyaara, Fiiraa, Heeri, Iinuu, Laaza, Moorno, Niiloo, Ooni, Raamee, Seevia, Unlee, Vaanee, Zyuura.

Nation Spotlight: The Hungering Lands

For millennia, the dwarves live in isolation behind their great stone wall in the nation of Thehn. Ophiduan records indicate the dwarves came to the surface thousands of years ago from a cavern, adjusting to life on the surface and driving out the fractured human tribes and erecting their wall. The wall was a towering edifice, 800 feet tall and made of various stones, reinforced with arcane power. The wall was 30 feet wide at the top, with various watch houses and small keeps. The only break in the wall was upon the waters of the crystal sea, though the island keep of Morval kept any foreign ships from entering their natural harbour. Through vigilance, Thehn remained an isolated kingdom for the dwarves for thousands of years.

Inside were cities separated by lush farmland. The dwarves had turned Thehn into a paradise that gave them all of the resources that they needed, with the occasional catch of fish from the crystal lake. Internecine conflicts between the clans were arbitrated by the Ranokan, law-keepers and advocates that tried to keep the peace. There were conflicts, but for the most part, Thehn had not experienced true war or hardship for centuries. For many other races, it would have been easy to slide into decadence and indolence, but not for the dwarves. They maintained military training as a matter of cultural pride, with a fear of the barbarian races outside the walls also kept alive through the generations.

The dwarves had no gods of their own, having come to the surface after untold years of toil under a royal line that presented themselves as living gods. Having turned against these false gods, they refused to follow the edicts of any others, despite their power. The war was a conflict, that like all things, they stayed out of behind their wall.

Still, like so many other races that lacked faith, they were punished. Clan Dralkhan was the first to report a madness amongst some of their members, which their healers could not treat or understand. The true turning point was the night that some of these patients escaped, and began to bite and devour dwarven flesh. They had turned into foul and ravenous undead, and their bite spread the disease to those that survived the attack. Clan Dralkhan controlled the central lands of Thehn, and the monsters began to spread out, multiplying and devouring faster than most could flee.

For months, the dwarves desperately battled against this horror, until it was clear they had no choice but the most dire: Fleeing Thehn. The evacuation was not an orderly affair, and less than 1/5th of the dwarven population escaped Thehn before it fell.

Now Thehn is a hellscape that belongs to the dead. The hungering do not decay as normal zombies do, and are as dangerous as ever. The hungering rule this land now, mindless undead that occasionally escape the walls of Thehn to terrorise the lands surrounding them. Clan Marek patrols the walls, taking the duty upon themselves to keep the hungering inside, a duty that is not always successful.

Culture

The culture of the dwarves is no longer located in Thehn, as the dwarves have moved throughout the continent. Their own culture is split between the three core cultures:

The Dokari consider themselves "True Dwarves" and attempt to keep old traditions of isolation, family loyalty and clan culture. Though they deal with outsiders, they resist integrating fully into their new cultures, trying to keep their culture alive.

The Vetakis are the wandering traders, and their caravan trains are renowned for security and reliability. Each caravan train is almost a clan unto itself, and each has their own unique traditions and quirks.

"Imbrukar" began as a pejorative slur for those dwarves who abandoned the old ways. Now many such dwarves use the term with pride.

Traditional dwarven attire was long robes in clan colours. Now most dwarves wear some form of this attire, but depending on their subculture wear it in different ways. The Dokari keep to their clan colours, the Vetakis go with brighter and gaudier colours, and the Imbrukar dress in more modern ways but often with some dwarven influence.

Language and Names

Dwarven names usually consist of hard consonant sounds. Soft consonants are rarely used, and the language itself follows suit, sounding like a series of short syllables strung together in deliberate and cautious ways. Dokari often only speak dwarven and trade tongue, refusing to learn the languages of lesser races. Vetakis are quite polyglot, usually learning several languages to better facilitate trade.

Dwarves have slight differentations on first names. All names are technically male, with female names simply adding an open vowel sound to the end of male names. Clan names always have an embedded "L" sound. Dwarven names have a traditional structure that the Dokari still utilise:

(First name) (Adult name) (Clan Name)

Vetakis use a slightly different structure, Removing the Clan name and replacing it with a second adult name.

Imbrukar often simply use first and Clan names, but this is not always the case, as some will use just first and adult names.


First Names (Male form): Arkad, Azrek, Beltan, Borek, Duram, Ferkat, Gabin, Giram, Jakan, Jirok, Kamek, Kurik, Makun, Merak, Muztar, Rikor, Rogen, Terak, Tomar, Varek, Vomor.

Adult names are chosen by the Dwarf at the age of majority, and are personalised to them.

Clan names: Bralhen, Dralkhen, Furklon, Glaruk, Haklir, Jonlak, Klarvok, Marlek, Norlek, Relnur, Torvorlk, Viklir.

Wednesday, January 11, 2017

Nation Spotlight: The Hordelands

History

The Hordelands was the traditional homeland of the goblinoid and orc races. It was a brutish land in a constant state of conflict for thousands of years, and avoided by most humans of Technocticlan and Northire, providing a natural buffer between the two human lands. When the breaking occured, the militant hobgoblins formed their nation of Maryx on the south-western fertile lands, driving the other races from their to establish their nation. The remaining races began to squabble over the barren lands, scrub and rocky steppes that remained to them.

A new power has begun to rise in the Hordelands, as the Blue have begun to carve out a small goblin protectorate at the Broken Fangs. The Blues and their Goblin kin have settled this area in the last few decades, carving the stones at the base of the ruins of the mountains with psionic power and goblin labour. Their settlement, Nivath, is still growing, just as the ruling population of psionic Blues is growing every day. Nominally, the goblins claim the area around the fangs, but they are still small in number, always in danger of attack

For the most part, the Hordelands remains a wild a dangerous frontier. Marauding bands of orcs, vicious trolls, murderous bugbears, feral Goblins, as well as a variety of beasts roam the Hordelands. However when the Gods destroyed the Fangs, they rained the stones down on the Hordelands, depositing large stones filled with precious gems and minerals, including resonant psionic crystals. Many prospectors hire mercenary companies to protect them as they search for these precious resources, and the Guild of Psionics often pays handsomely for resonant crystals.

Culture

The only unified culture of the Hordelands is the fledgeling Goblin nation, which at this stage centres around the city of Nivath. This city is directly carved into the caverns of the eastern Fang, called Sharp. Before they were broken, the eastern fang had a sharper and taller peak than the western Fang, Worn. Almost every fractured goblin tribe has joined the nation, finally having a place to be protected from the dangers of the Hordelands, and a place to thrive and become more than they were.

Goblin society is segregated from the Goblin working class, and the Blue ruling class. With their greater intelligence and psionic gifts, Blues see themselves as the natural rulers, though usually with a benevolent viewpoint. Blues do not see themselves as better than their brethren, but rather see their talents as an obligation to protect and nurture their race.  Intermarriage between the two classes is common, as the offspring are equally likely to either be mundane or Blue. Prior to the breaking, the Blues were pariahs amongst the goblin tribes, and driven away to die in the wilds. Now they are seen as the saviours of the goblin people, a small and bullied race in the Hordelands.

Nivath has a small population of non-goblins, as the Blues first allowed trade, and eventually settlement by other races. Goblins are naturally fearful of the taller races, but the Blues work to integrate the other races, to show the Goblins that there is nothing to fear from them. Some say this is a deliberate attempt to civilise the Goblins, which have long been seen as vicious, stupid and cruel. For the most part, the Goblins have given up their old ways, and now are becoming industrious craftsmen and laborers. For the most part, Goblins stay within the walls of their city, but Blues now venture out into the world, seeking knowledge and power to take back to Nivath, to begin the dawning of the first age of the Goblins.

Language and names

The Goblin language was originally rudimentary and harsh. When Delan met a small tribe of a dozen Blues, he joined with their Chieftain telepathically, spending a great deal of time broadening their horizons and psionic gifts. When he left them, their minds had expanded in scope, now needing new words for concepts they had never considered before. This tribe began to collect other young Blues as they fled or were exiled from their tribes, and soon a polyglot of different tribal languages began to form, with new words being invented daily and recorded.

Now, the Goblin language is on par with Hobgoblin in complexity, and thanks to the Blues, is beginning to surpass it. Mundane Goblins tend to use simpler phrases and words, but the Blues teach them their language alongside their own gifted offspring.

Goblin is a language with shorter words, where words an have entirely different meanings depending on intonation. The word "Clenth" Means "Boot" when said in a low tone, and "Blade" when said in a higher tone. Words tend to be shorter, and names follow suit. There is no distinction in naming conventions between Blues and Mundanes, as the Blues believe that separating themselves would only foster discontent.

Names are separated by gender, with male names always beginning with vowel sounds, and female names always with consonant. Goblins used to have tribe names, which they have abandoned to show their commitment to their new society. Now, they use their trade, craft or psionic path as a last name.

Examples: Almag the Potter.  Suvuk the Gazer.

Male names: Abnarl, Almag, Ashnak, Azlarn, Ebrot, Edruk, Egtar, Ekarn, Etram, Idnorq, Ifnaq, Ilnort, Iprag, Odran, Oklark, Otret, Ozmic, Uknaq, Uquek, Uspak, Utnar, Ybnar, Ydrol, Ydruk, Yznor.

Female names: Belath, Churaz, Delkar, Gakrol, Jekor, Kelak, Kovak, Martuk, Nezra, Reknaz, Saknar, Suvuk, Telzak, Trakna, Varuz, Vreka, Vyklar, Waknuz, Wezlak, Xirtzak, Yovik, Zarknet, Zurbaq.


Tuesday, January 10, 2017

Nation Spotlight: Umbrachtlan

History


For centuries, the cult to the god Harichtlan ruled over Technocticlan. The Priests and Priest-kings ruled over the land, offering tribute to the God of the sun and moon. Slowly, worship focused on Harichtlan's Sun aspect, and only in the other human nations was he still seen as the dual deity of day and night.





The priest class eventually became more concerned with their own power rather than the worship of Harichtlan, and slowly began to openly defy his edicts. Harichtlan still granted them spells and power, as their worship still pleased him, even if their actions frustrated him. The priest-kings even found a way through Magical crowns to siphon power from the sun itself to fuel their magic, making Harichtlan more and more of an abstraction and tool for control rather than their master.





When the war began, the Priest-Queen Ihuicatli had discovered a way to store the very power of the sun in crystals, and showed her priests and priestesses how to access this power as long as they were near enough to these "Sun-Diamonds". With this, the true service to Harichtlan ceased, and instead his true followers and agents became a small minority amongst the clergy. When Harichtlan ordered the nation to join the war as members of the faithful, less than 1 in 10 of the clergy took up his call, and they could only muster a small force of warriors to go with them.





As the war began to turn on the Faithful, the Priest-Kings were not concerned. They had found a way to connect their Sun-Diamonds into a network, meaning that those that had learned to fuel their divine power from the sun were incredibly strong during the day, but weaker during the night as the stored power began to wane. The Priests began to use this stored power for every minor task, assuming that their power would be as eternal as the sun.





During the Breaking, Harichtlan expended a great deal of power to summon forth a small moon, tidally locked over the nation, plunging almost two thirds of Technocticlan into darkness. The diminished amount of Sun-Diamonds able to funnel their power into the network caused the link to collapse, deactivating every single diamond when Priest-King Zipaclotl pulled forth too much power in an attempt to light up the great Ziggurat of Tziltlatoc to prevent civil unrest. The power still existed, but it could not be accessed.





Suddenly cut off from both there god, and the power they had forsaken him for, the priest class experienced open rebellion as the people panicked. The greatest Theocracy of the modern world was torn asunder in a matter of weeks, as revolution against the oppressive priest class spread like wildfire.





For over two decades, small factions and nascent nations rose and fell in the chaotic lands that were once Technocticlan. Refugees from the Eternal Night flooded into the areas that still received bleak sunlight, speaking of horrors that had come from the shadows, birthed of nightmares.




The saviour of the desperate people of these lands came 40 years after the Breaking from a humble and surprising place. Nihopitli, a wilder born with minor psionic abilities, sensed what she described as a vibration deep under the central Ziggurat of Zoniplt, the only major city that was still bathed in the sun. Though only 9 years old, she ventured into the crumbling catacombs and found a secret chamber, and within she found a large crystal, the last Sun-diamond, that had been constructed but left hidden before ever being bathed in the light of the sun. When the crystal was brought from the catacombs and the first rays of the sun touched it, the connection between all sun-diamonds was reactivated, and all of them flared to life, bathing their cities the glow of artificial sunlight for a full month.









Culture

The breaking shattered the culture of Technocticlan, their former customs and ways of life falling away under the harsh realities of survival. Formerly, their was a ruling class of clergy had an iron grip over the lower classes. Their entire culture centred around the worship and veneration of Harichtlan in his sun aspect. Over the centuries, this slowly changed to simple lip service to the deity, with the clergy instead controlling all aspects of daily life and acting with near impunity. After the priests lost the connection to their power, the revolution was swift and brutal, with the clergy and their families fleeing or slaughtered by mobs.


Umbrachtlan now exists as a series of loosely allied city-states, each with slightly different forms of government.  The most powerful of these is Zoniplt, the city with the only Sky-Diamond feeding sun energy into the network. The other states pay tribute to Zoniplt to ensure the safety and continued maintenance of this critical Sky Diamond.


Each city state has a slightly different culture, Ranging from the co-operative nature of the city of Techniplt to the city state of Nilzhipotl that runs of a ruthless mercantile structure. The one unifying theme of all the city states is an intense hatred of the divine. In saying that, there are secretive cults dedicated to the Echo-god Harichtlan, that believe that the eternal night is a just punishment for the hubris of the priest class.


Before the Breaking, the nation was a lush and hot mix of jungles, plains and fields. Now, it is a mostly barren tundra, though dangerous dark dwelling creatures have rapidly adapted to the sunless landscape. Umbrachtlan clothing tends towards warm layers, and items that provide light and/or warmth are prized. One distinctive item is the plizl, a layered coat lined with fur.




Language and Names

Umbrachtlanese naming conventions follow the old Technocticlanese naming conventions, which are agendered. In old Technocticlan, the lower class had simpler names rarely longer than two syllables. Those that were selected to enter the clergy had their old names replaced with high names that indicated lofty titles and concepts. Nowadays, high names are not reserved for the clergy, but rather those that rise to a lofty place in society. The grand council in Zoniplt has exclusive right to elevate individuals to high name status, an agreement that the other city states allow due to their need for Zoniplt's sky diamond.


Surnames do not exist in Umbrachtlan, but usually those with low names will say "Of (city of residence)" to denote where they are from, or state their occupation. Those of high names do not do this, as the distinction of a high name is more than enough.


In Technoclin, the language of Umbractlan, some letters are pronounced independently of one another at some times and combined in others. Example: The combination of CH in a word or name does not necessarily have the same sounds (K) (Sh) (Chah)  as can be expected, but rather each letter is pronounced. This quirk marks the difference between a native speaker and a foreign speaker. Repeated consonants


Low names: Almt, Arn, Bapzl, Butl, Caql, Cor, Enq, Eztl, Haptlz, Hin, Ir, Izl,  Ka, Kletzl, Luzt, Nat, Nokzl, Omzl, Ozlt, Quetz, Sltli, Szliml, Takl, Tetzl, Tzltl, Yzliml, Zatl Zemzl.


High names: Achcauhtli, Ahuizlitlilt, Chechatlitzl, Cipltlitziltalz, Eloxplitlizt, Etaplalzicz, Huitlzplzhuitlztz, Iccuahltzlimptlzp, Icnoyotlzli, Malzlinalxoxhitl, Mictlantecuhtlzltn, Nezlahaulcotyotl, Quetzltloztli, Tzlentzlcoatlzh, Xachiqueltlilz.

Friday, August 12, 2016

Nation Spotlight: Quesaras

History

The forested lands around the Quesar mountains have been the homeland of the Elves for millennia. The Ophiduans have records of the Elven people prior to that, speaking of graceful people with angled eyes and pointed ears. The elves settled into the region as the Ophiduans withdrew from the cooler forests for the warmer jungles of the north.

The elves began to settle the region, slowly leaving the forests for the safety of the plains around the base of the Quesar mountains. over time, elven culture branched off into three subcultures that have managed to stay aligned. Elves do not seperate themselves into societies, they consider themselves as one society of people walking different paths.

The elves were almost completely untouched during the breaking, as no natural disasters struck them, and they took no part in the war. Why the dwarves were so completely decimated, and the Elves remained free of divine retribution is something that has puzzled scholars for the last few generations.

Culture

Describing Quesaran culture is to describe three distinct subcultures that are slightly blended. It is not unheard of elves to leave their home and instead live amongst on of the other cultures, or to blend the two cultures into one of their own. Elves do not believe in tradition over ones own needs, and the one unifying theme of each culture is the belief that each individual must walk their own path.

The elves slowly split into three distinct groups. First are the Ilthunwé, who are traditionalists that have stuck to ancient ways of tribalism and druidism. They inhabit the Ilthun forest which surrounds the Quesar mountains, and they are the wardens and first line of defence of the Elves. Most outsiders consider them primitive and animalistic, but in reality they have a deep connection with nature and their lands, and are fiercely protective of them.

The second and most numerous group is the Quesaran. These elves have made beautiful towns and cities of the plains that exist in the spaces between the forest and the base of the mountains, as well as carving settlements into the base of the mountains themselves. The Quesaran are the type of elf most commonly encountered outside of Quesaras, and have even begun to spread into the world.

The final group are the Ascetics. They are the smallest in number, and leave high amongst the peaks of the mountain range in the bitter cold, their monasteries carved directly from the stone, hanging over precariously in some instances. The Ascetics have a monastic tradition that has recently been coupled with new psionic influences, and the Ascetics are some of the most gifted and focused psions in the world.

Language and names

The language of the elves is called Queshtallan, a breathy and flowing language, often described as somewhat musical. The Ilthunwé tend to sound more gruff, and the Ascetics tend towards a more soft and breathy accent, but the language is otherwise unchanged between all cultures.

Names are a more complicated affair. You can easily tell the culture an elf was born to by the name they bear, as each subculture has different naming conventions.

The Ilthunwé have given names, tribe names and place names. Their given names are chosen by the tribe, the tribe name is simply the tribe they were born to. The place names are a name chosen by the individual on maturity, denoting a place that holds their spirit, and where their spirit will live in the afterlife.

Quesaran names follow a simpler convention of first name and last name, similar to humans, except the last name comes from the month of their birth or holiday they were born on, rather than being linked to a family.

Ascetic Elves have one name, preceded by a title to denote their progress on the path to enlightenment (represented by their level in certain classes). Those that do not follow the path to enlightenment simply have the title "Follower" in front of their name.







Male Names (Ilthunwe): Alham, Banad, Bhaval, Dhalhev, Eloham, Hamal, Ilehal, Jhaham, Kalehv, Mhanal, Rhaval, Vhalan.






Female Names (Ilthunwe): Anhali, Aelhora, Bhenama, Evhala, Ghellana, Imharim, Jhellesi, Lhiamari, Lhomora, Maharem, Naharem, Yalhalla.






Tribal names: Ashelltara (The broken river people), Ashellmhar (River runners), Callazhatar (Tree singers), Dhomharav (Mourning wanderers), Ellamhash (Warrior Hunters), Holhamah (Stonebringers), Ilvhunara (Dream walkers), Jhamosh (Death bringers), Khovhalla (True-seers), Lonashta (Plains tender), Mharhallash (People of the cave), Ollahar (Knives and bow),  Queshanna (Those who returned), Rahameld (The silent), Yonhllarna (Ever Bonded).






Male Names (Quesaran): Amhan, Bhoshan, Cadhal, Ellanon, Hlan, Hemhan, Ivhanar, Jharosh, Khallam, Ohlam, Queshtam, Rhaniv, Tlanhon, Umar, Zinhav.






Female Names (Quesaran): Amarhaea, Anathae, Beravhae, Dhelvaea, Ellha,  Ghelhraea, Inathae, Jhamhalaea, Lhahrashi, Mhoramaea, Nhairae, Rhinnihalhae, Tlhynhylae, Ynhlavae.


Male Names (Ascetic): Anshou, Barvhanum, Dharmhav, Elhavor, Ghandorhu, Hlanathtar, Ilvunhar, Ishlhunar, Khaaniv, Lhosadan, Mhorovhum, Palhashtar, Rhojonhar, Thlhanthar.


Female Names (Ascetic) Aanhura, Anhavari, Bharvara, Dharmana, Elhomhira, Ghanari, Hlondi, Illhunara, Khelharma, Lasvhani, Nhavhala, Rhanvili, Vhaneera, Zharhamani.