Setsu-P
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Post by Setsu-P on Apr 14, 2019 3:37:27 GMT -5
PART 1 Welcome to my world. Well, the main one; others have sprung up since, but this one I come back to every now and then and flesh out a little bit more. It's had a huge jump in development recently, but we'll get to that. It's had a name for...maybe half as long as it's existed, weirdly enough. It took me forever to come up with one. Above is the first map I managed to cobble together. This was my first attempt at putting a land mass around the collection of places and people I'd thus far had set down. You may notice half of it has...nothing there. It's been only half a world, really, since its conception, and I was more or less waiting for someone to come along and claim the rest. I have a bunch of notes which will be added in future posts. There were some Q&As which I have since lost, because I am a dumb sometimes and neglected to back them up when I left Tumblr, so if anyone has questions, do feel free to ask As a general overview: Tech level is steampunky, though there is no air travel (yet). There is no magic use (among the human population), and alchemy is treated as sound science. Society is vaguely Edwardian-era US, more pastoral in rural areas.
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Setsu-P
Affable Antagonist
Resident Filthy Casual (tm)
Posts: 69
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Post by Setsu-P on May 9, 2019 2:42:48 GMT -5
PART 2So every now and then, I'd come up with random little tidbits to add, or think of something neat and try to find a way to work it into the fabric of what I had already. This usually would happen every spring, for whatever reason. It started with various races.
Humans - The most widespread of the races, having settled in just about every corner of the continent. As would be expected, in appearance and behavior they differ widely depending on what region they hail from and what culture they live in, though generally the south and east of the land are populated by fairer-skinned and -haired people. Old Shansa natives and their descendants are shorter, have uniformly dark, straight hair and rounded features, and the people in the Desert and its bordering areas are darker of skin.
Despite their diversity, humans are actually the minority in Aios.
Himati - A race of feline beast-people unique to the Shansa area. The average Himati stands as tall as, or slightly shorter than, a human. They appear from a distance to be human, in fact, save for their feline ears, tails, paws, and short fur. Himati have vaguely feline facial features - flattened catlike heads, feline slit-pupiled eyes, sharp teeth with elongated canines, and short whiskers. They have four toes per foot, four fingers to each hand, and opposable thumbs. Fur colors cover a range as wide as that of the domesticated house-cat, and some may have longer or thicker fur than others.
Himati are in general standoffish, keeping much to themselves and their own, though they do have ties to the current Emperor of Shansa. Occasionally a few may be seen in towns, trading or selling homemade wares, or even in the employ of some entrepreneurs. The younger generations in particular are more likely to venture beyond their home territories. Himati originally settled in the deep forests of Shansa, and eventually spread from there to the plains.
As a whole, Himati are fond of personal decoration. Females will sport shiny beads or rings in their hair, bracelets about the wrists, ankles, or tail, and occasionally necklaces. The males, while not as liberally bedecked, will wear earrings or bracelets. Warriors advertise their prowess in hunting by wearing trophies such as feathers, claws, teeth or skins of their prey and foes. The average life span among the Himati is around a hundred years. Tales are told of a few who have lived beyond that age, however. Adolescence is reached at about five years of age. Offspring are produced one at a time, occurrences of twins being very rare. An Elder is appointed by each Himati settlement to govern trade practices, head diplomatic missions, and settle disputes.
The culture is not as primitive as some would think on first examination. They have a complex social structure, strict laws, and a heavily reinforced code of honor. Himati are known throughout Shansa for the complexity of their pattern designs in fabrics and jewelry. They are regarded as masters of the forests, and may be sought out by the adventurous willing to learn the secrets of the land. They speak a language similar to the general Shansa dialect.
Barra'ku - A diverse canine race almost as widespread as humanity, the Barra'ku are almost everywhere. They are generally nomadic in nature, found in small camp settlements wherever they happen to stop. A 'camp' may consist of three to ten family groups, usually with less than five members each at any given time. Barra'ku adolescents are encouraged to leave their family camps at an early age and strike out on their own. They seem to name themselves according to region, nationality or sometimes occupation. Whatever name a group may take, it is always prefaced with 'Barra'.
The Barra'ku are not, as a whole, as close to the land as other natives of Shansa are, though there are several camps scattered throughout the wilderness. The most well-known of these are the Barra'tai, self-proclaimed Keepers of the Rasatai, the pass through the mountains bordering northern Shansa. Seldom mentioned are the Barra'grr, individuals who have become scavengers and pariahs, usually found in more urban areas, and who live alone without the protection or community of a camp. Barra'ku are quite likely to be found in cities or human settlements, working closely with the citizens. They have a natural aptitude for mechanical pursuits such as building, assembly, or engineering, and have made advances in steam and clockwork technology. Barra'ku who show a talent for magic are usually kept closer to their family camps, serving as healers or thaumaturges.
In appearance, the Barra'ku are overtly canine, their doglike mouths inhibiting what we would consider normal speech. As a result, their dialect is heavily accented and consists largely of guttural consonants. Most tend to wear heavy, durable clothing. Physical appearance varies from camp to camp, depending on what environment the Barra'ku are from. Those in colder climates generally have thicker, longer fur, and so on. Barra'ku society focuses heavily on hard work, earning respect and one's position in life. Their leaders are chosen for their skills in certain areas rather than by divine right. The leader of a camp is known as the 'alte'. Parents, elders, and other notable community members are given the title 'metia'. 'Urka' is used to address children, and as a term of endearment. Socially, the Barra'ku are easygoing, sometimes rowdy, and enjoy a good party. Do not accept a wrestling challenge from one unless you are sure of your own skills.
Asala'ri - The elusive and currently unknown-to-Aios people inhabiting Sen Postte. They are best described as humanoid frogs, though heavier on the humanoid appearance and lighter on the frog. They are cold-blooded, with brightly colored and patterned skins, and they live the primitive tribal kind of life most people suspect the Himati to have. The Asala'ri are notably capable of shifting their physical sex as needed. Once a year they hold a fertility ritual in which participants may select the sex they wish to be until the following year. Unfertilized eggs laid prior to this are traditionally shared and eaten at this time to ensure fertility to the breeding pairs.
Marros (pronounced 'mavrosh', plural Marro'dim) - The name translates loosely to 'Created Ones', because as a race the Marro'dim have simply sprung into being. No records exist of how or where or when they came to be, and no Marros itself ever seems to remember being 'born' or growing up. Marros come in a wide variety of physical shapes and sizes, though the general configuration is human or humanoid. More of them seem fashioned to resemble Divinities than either of the anthropomorphic races of Aios. The quickest way to tell whether one is dealing with a Divinity or one of the Marro'dim is to study their wings, if they have any - the wings of a Marros never attach directly to their body, instead being magically or mechanically tethered there, and are often fashioned of inorganic material. Those Marro'dim who have been catalogued bear a brand identifying them for what they are. Reactions to and treatment of these creatures varies widely from place to place, and can depend on how human the Marros in question appears. In some places they are simply called the Created. Entirely-artificial Marros, or those visibly powered by an Engine, are considered borderline abominations, and very few people will associate with one. Marros do not have souls of their own and have only one lifetime corresponding to the 'life' of their Engine. All are sterile, and while many are obviously of one gender or the other, none have reproductive organs. They tend to be a little out of touch with humanity emotionally.
Divinity - Of these there are several different types, recognizable by the number of pairs of wings they have. Most common are the Lesser Divinities - humanoid spirits with a single pair of wings hovering just behind their shoulderblades, who seem to enjoy walking among the people of the land and will often converse or treat with them. Hardly ever seen with the naked eye and usually spoken of almost as deities are the Greater Divinities - opinions of their appearances differ, though general artistic representations depict them as having animal aspects and at least three pairs of wings. Almost mythological in reputation are a single known pair of Divinities known only as Muses - by all accounts one of these is male and the other female, though opinions and tales differ. The Muses seem somewhat contrary in nature, and are only documented as appearing during times of great importance or strife in the land, showing their true nature (and their four wings) only to certain individuals of their choosing.
Fera - Would probably be seen as what we call fairies, though at first glance they look more like multicolored fireflies, or alarmingly sentient embers. They seem to have a sort of intelligence, though they don't speak any known language and in fact seem to be completely mute. It's a common practice in some of the more rural parts of Aios to bargain with a Fera for a bit of its light, or lusse. Feralusse do regenerate, so the removal of the light doesn't kill its source, but taking a lusse by force is something of a crime. Lusse thieves quickly find themselves hounded into near-madness. Conversely, receiving a Fera's full lusse is seen as a blessing.
Fedjatt (pron. 'fejath') - Comparable to what we know of as djinn, Fedjatt are spirits of the atmosphere. They live mainly in the upper air and seldom come down. Having no solid physical forms, they can't be seen unless surrounded by fog, low cloud, smoke or mist. Though - or perhaps because - they are intangible, Fedjatt are mischievous creatures known for their rampant curiosity and sometimes-inappropriate playfulness. Along the Desert borderlands a common joke is that one must have a 'jatt up their ass, a comment made in response to a particularly inopportune fart or belch. They're not malicious at all; in fact, Fedjatt have a healthy interest in living a life of flesh down among the land-crawlers, and love to touch people and animals and be touched in return when possible. As such (again, mostly in the borderlands), once a year willing young adults are gathered to participate in a ritual involving fasting and the inhalation of specific herbs to induce a lucid dream state. Fedjatt deemed worthy and ready by their own elder class also attend to choose one of the youngsters for their own. Each pair journeys through the human's dream to meet up, and the dreamer then absorbs the Fedjatt partner to draw them out into the 'real' world. This is the only known way for a Fedjatt to gain a solid body, and physical perceptions of their race are based entirely on the results of these rituals. Fedjatt-bound humans awaken changed - their skin is more golden-tan, their hair is much longer, and their ears are much longer and sharply pointed. The remainder of that human's particular lifespan then belongs to their Fedjatt, who is encouraged to live it in the best manner possible. Due to their tactile nature, they have a reputation for breeding almost indiscriminately, and are responsible for several well-known crossbreed species. A Fedjatt cross can be easily identified by pointed ears (if any are present) and wings, since Fedjatt have a natural affinity for creatures of the air like themselves. For all their frivolity and spontaneity, Fedjatt do make great friends, excellent lovers, and good parents. They're very affectionate, and as those who bond with humans are carefully chosen, tend to be reasonable and not prone to violence.
One good example is the race that closely resembles harpies - while harpies themselves are entirely female, they can occasionally reproduce with humans and will most often make use of their long-standing alliance with the nearest settlement and request children from among its residents to be fostered by their clan and sent to the Ritual when their time comes.
There is mixing between the major species, with the most striking blends being found at the edges of the northern desert. Normally the dominant parent's race is most physically apparent at first glance, but as the bloodlines thin over time, offspring tend to fall into a general classification of 'fer'. Those termed as being fer usually have very pointed ears, or oddly-colored eyes, or slightly off-colored skin - any number of traits that place them just outside the definition of any of the races' 'normal' appearance.
Perhaps ironically, while very accepting of the various non-human races in Aios, its native humans are extremely distrustful overall of other humans, especially those from Antos. Travellers or immigrants from beyond the Wall are well advised not to reveal their origins, lest they face some prejudice. Airships tend to be shunned and their pilots or other occupants viewed with alarm, and even sailors from Antos are kept to their own portside districts when docked. These prejudices are less apparent in the border areas such as Fenlay and the Great Desert; Kashwal in fact runs a side business in relocating immigrants and helping them to blend in with new identities.
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Setsu-P
Affable Antagonist
Resident Filthy Casual (tm)
Posts: 69
Mood: ಠ_ಠ
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Post by Setsu-P on May 9, 2019 3:33:22 GMT -5
PART 3
And some NPCs: Kashwal Dadikhan - The portly and cheerful proprietor of the oasis at the northern foot of the Mara'hata, between the Rasatai Pass and the Desert itself. His business has no real name, but the cluster of large tents, staffed by Kashwal's wives and children, is a landmark in its own right and almost a town depending on the time of year and how many people are passing through at the time. Kashwal claims direct descent from the Peaceable Emperor, which is not true even if it is good for business. It’s far more likely he’s an immigrant from Antos. Tabbish Mackalasdare and Brindal Padraigh - Long in name and conversely short in stature are the owners of Tag End. They're also a fine example of the adage that opposites attract - Tabbish is of Himati stock and Brindal is Barra. They have a habit of finishing each other's sentences and often seem to be sharing thoughts, which has the net effect of confusing travellers unused to their ways. Overall they run a pleasant place of business and seem to be doing quite well for themselves, though they tend not to answer questions about where some of their wares come from. Fayre - Shopboy at Tag End. A Marros, designed to appear humanoid, but very obviously operated by clockwork. Deferential and accommodating, he runs errands and does small work around the place. The Oracle - An item and not really a person, since once chosen, the vessel gives up their human name and identity. The Oracle itself is the only known Living Engine, an Engine with sentience. It requires a human vessel in order to communicate, however, and will make its choice of vessel only after careful consideration. Vessels can be either male or female, but are usually young adults and seldom unattractive. The oracle does have a marked preference for pure-human vessels. Bonding with it extends the lifespan almost indefinitely, as the Engine takes in trade all the years of one's soul (lifeTIMES, as opposed to simply their remaining life years). The vessel no longer ages, contracts illness, feels pain or hunger or discomfort...but they're tethered in place to the Oracle itself (which in turn is chained in its own location), must be cared for by others for the remainder of their life, and sacrifices all of their possible turns in the cycle. Those seeking the counsel of the Oracle are required to pay with a year of their own soul; a price which doubles for representatives from the Comlegium seeking to study the Engine itself. The current vessel is well over 200 years old. The theory is that the Engine seeks out humans who still possess a rogue talent for natural magics, thereby claiming them for itself and removing any harm they may have done from the world to replace it with useful service to the people. It may well be the only being in Terraestris that possesses knowledge of the world's origin, but extracting that information might well kill the seeker before they got an answer, as the Oracle is devilishly clever with its replies.
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Setsu-P
Affable Antagonist
Resident Filthy Casual (tm)
Posts: 69
Mood: ಠ_ಠ
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Post by Setsu-P on May 9, 2019 4:58:48 GMT -5
PART 4:
Of course, a place needs creatures as well... Silk Goats - One of the more common animals seen in Aios, mostly found in the forests (the white variant) and the grasslands (black variant). They most closely resemble small, spindly unicorns with twisted horns. Silk Goats are quite territorial and can be dangerous in the breeding season, but their hair is valuable as a base for textiles, which gives them their name. Great Sandgoat - A much larger and somewhat distant relation to the Silk Goats, living in the desert north of the Mara’Hatas. Sandgoats are about the size of a small horse and specialized to life in arid conditions, this coupled with their docile nature making them popular as mounts or beasts of general burden in the desert. Sandgoats have two horns, rather than one, and near-nonexistent fur covering their rough, striped skin. They aren’t fast, but have great endurance. Fenlay Cat - Not actually a cat, and not actually from Fenlay, although they do live that far south. Fenlay Cats are so named because the residents of that region popularly use them as hunting companions. They are large-eared cat-sized climbing lizards native to the forests around Shansa. To be tamed they must be caught and hand-raised as babies, as the adult lizards seem to resent human contact. Marshgaper - Crocodilians native to the marshes around Fenlay, and in a few isolated places across the bay in Antos. Easily mistaken for floating logs at first glance as they cultivate a layer of moss on their backs once they reach adulthood. Man-eaters if given the chance, and known for capsizing boats. They also make for good guard dogs, as they have developed a habit of living and nesting under the elevated dwellings the marsh-clans build. Temple Moth - Unusually large moths unique to the grounds of the Temple of Perfection. While a plain and unassuming brown during daylight hours, their eyespots and other markings glow at night, most brightly under the light of the full moon. Temple Moths are considered special, killing one is a capital offense. Fan-Dragons - Brightly-marked crimson-and white gliding lizards from the Mantefuera area. Seldom seen and named as sacred by the acolytes of the Temple for their resemblance to the patron Marros of the place, they prefer the hottest temperatures and are never seen far from the volcano. Their bites are mildly poisonous, causing a burning sensation in the blood. Greatfish - Only seen on rare occasions in the farthest reaches of the ocean, and so named because of their comparable size to the largest greatships. They aren’t dangerous, and only seem to come close to the surface at night, when they can be spotted as a series of moving lights beneath the water. Pygmy Kraken - Not really pygmies, the size of an average shoreboat, and seen much closer in to shore than the Greatfish. Very brightly colored, and from all accounts very friendly with any humans they encounter. They seem to follow ships, gathering in small schools around them as they sail or clinging to the hulls to ‘surf’ along the surface behind them. Pygmy Krakens are particularly drawn to steam engine powered ships, and fishermen looking to attract one or two of them will sometimes beat a drum when out on the water. Flowering Maw - Large, carnivorous plants native to Sen Postte. Not known on the mainland. Dangerous when encountered mostly because they are ambulatory, even if their movement is slow. Flowering Maws spend the day slowly crawling through the jungle, and plant themselves in the ground at nightfall, along the beaches.
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