Monday, March 9, 2009

The Yetsheh


Read more...
History

For countless years and generations the semi-nomadic tribes of desert people in the Naxi desert warred with one another over land and over old slights. Tribe fought with tribe, sometimes several joined together against a common enemy, though alliances changed like the drifting sands of the Naxi. Occasionally the desert people would raid the towns of the agrarian people's on the northern boarders of the desert, such as the people of Atav. For the most part the desert people ignored the northerners, who were unable chase the raiders into the desert.

This changed with the rise of a great warlord and conquerer from the plains to the north of the desert. This great conquerer was Tarnost. Tarnost and his soldiers conquered all people north of the desert, he took their small towns and great cities alike. He then lead his armies into to deserts and slew the desert people as well. His swift horses chased down the caravans that passed through the desert. His armies took the oases and made them their own. He destroyed the great temples of the desert people and violated all of their holy places. The vile northerners even took the desert people's women to use as their playthings.

For many years the desert people lived in terror and their blood turned the white sands of the Naxi red. Countless numbers of the desert people were killed, many too were enslaves. Entire tribes of desert people perished forever. Tarnost's reign of terror lasted for almost sixty years, and the desert people barely survived it. With Tarnost's death his mighty empire crumbled and fell to infighting as his hundreds of royal grandchildren fought among each other for ruler ship of the empire. This allowed the desert people to recover and regain their strength as a people. It also gave them a chance to seek revenge for all of the wrongs inflicted against them.

With the Nostians fighting against each other, many of the foreign enemies used the opportunity to strike out against the Nostian Empire. Nostia was attacked from every side as its nobles and soldiers fought each other as well. The desert people were among the most fierce in their attacks against Nostia. They sacked towns and cities, killed civilians, and used torture and cruelty when ever they could. They also struck from the safety of the deserts and then retreated when major forces tried to attack them in return. Soon the once great Nostian Empire was in ruins, having been reduced to a few small territories on the banks of the Atav river. The attacks from foreign nations diminished over the years as the importance of Nostia shrank and the Nostian Empire faded from memory. The desert people still remembered the cruelty the suffered at the hands of the Nostians and continued to raid Nostian villages on the southern borders of the Nostian kingdoms. This continued for generations.

One particular tribe of desert people, one of the smaller and poorer tribes, made tentative contact with the much feared "barbarians" to the north. This tribe was the Yetsheh tribe. The Yetsheh were nomadic like their many of their fellow desert people. The Yetsheh held no land of their own at all, no oases to stop at and water their herds or strong soldiers protect them from the attacks of other desert people. This particular year, the Yetsheh were experiencing particularly bad luck as many of their animals had died and their food supplies ran low. They journeyed to Tarnost City in the southernmost part of Nostia, hoping to be able to trade or barter with the Nostians, knowing that they would receive no help from their kinsmen.

When the Nostians found themselves visited by desert people, they considered simply destroying or enslaving them all. It was Paxia Gharus, Patriarch of the Paxia family, that persuaded the Nostians to do otherwise. He suggested that perhaps the Yetsheh could benefit the Nostians in some way, that by helping and perhaps even allying themselves with the Yetsheh that they could profit or perhaps even strike back against the other desert peoples who so often raid Nostian cities. The Nostians allowed the Yetsheh to drink their water and rest in their city. They also traded with the Yetsheh. The Yetsheh, it turned out, had many interesting and exotic items that they had come across in their travels through the deserts and the lands beyond. In exchange for their exotic goods, the Yetsheh were fed and even received some money left over. The Yetsheh were allowed to leave in peace and planned to come back with additional goods with which to trade with the Nostians.

From that point on, the Yetsheh became regular traders with Nostia. This arrangement helped both Nostia and the Yetsheh. The Yetsheh began to grow in strength and wealth compared to the other tribes of desert people. Their wealth began to truly grow when the Nostians decided to begin trading opium with them. The Yetsheh would travel the deserts and the lands beyond selling opium to the people's they encountered. In exchange for opium, they got a product even more precious to the Nostians - slaves. They Yetsheh began incredibly wealthy through this arrangement. Because of addiction to opium and the steep prices that the Yetsheh could often charge, the people with whom the Yetsheh traded with experienced a sharp decline.

When the Nostians began to have an inkling about the damage caused by the sell of opium to those foreign peoples, particularly the desert people, they were delighted. They made laws giving the Yetsheh special privileges in Nostian territory, including the ability to enter Nostian cities as free men and to travel through Nostian territory unmolested as long as a tax was payed for goods being transported. This allowed the Yetsheh to have greater mobility and access to new lands and for the Nostians to get a greater share in the profits that the Yetsheh were generating.

After a while of this, the other desert peoples began to grow envious of the wealth of the Yetsheh. They also began to realize that the source of the Yetsheh's wealth was a close trading agreement with the Nostians - the most despised enemy of the desert people. Because of this many of the desert people began to attack the Yetsheh when ever they could. Many of the other tribes would not trade with them, sometimes multiple tribes would even join together to ambush the Yetsheh as they traveled through the desert. The Yetsheh suffered a great lose of numbers as well as money as the desert people seemed to unite against them.

At the same time, Nostia was experiencing troubles of its own. Some of the Nostian peasants had declared independence, while at the same times the Nostian nobility fell into civil war and foreign armies from the far north began marching on the northern boarders of Nostia. In retaliation for their interaction with the Yetsheh, the other desert people began stepping up their attacks against Nostian settlements and travelers. Things looked bleakest for both the Yetsheh and Nostia when Nostia fell into a full fledged civil war. The desert people united in a full out assault against Nostia in the hopes of finishing them forever. Unfortunately for the desert people, the Nostian civil war came to a rather quick and unexpected end - and a new unified Nostian Empire was reborn.

The new Nostian Empire was able to fend off its attackers fairly easily. It then began to expand rapidly, retaking areas that Tarnost had conquered many centuries before. Within a few decades the desert people had been pushed deep into the Naxi and the people of the far north had been crushed. The Yetsheh helped the Nostian army to find travel routes and hiding places of the desert people, and their raids against the Nostians were put to an end.

Over the next several decades the Yetsheh reestablished their trade routs through the desert and beyond. The other desert people were too afraid of reprisals to launch any major attacks against he Yetsheh or Nostians, but still struck out against them when they were able and never lost an opportunity to show their hatred for the Yetsheh. Despite this, the desert people are still occasionally forced to trade with the Yetsheh for rare foreign goods or for much desired opium.

As the new Nostian Empire expanded and grew in strength, so did the influence of the Yetsheh. The Yetsheh began traveling far and wide to the far corners of the known world, meeting new people and establishing trade with them. The Nostians with time became quite unpopular for their militarism, but the Yetsheh could trade with people who despised the Nostians. The Yetsheh would grow vastly wealthy from introducing opium to foreign people, who would have no where else to go for the rare substance. The Yetsheh would then gradually increase the price, getting richer and richer as opium use grew in popularity and addiction became common place. Some nations became so weakened by the use of opium that they became prime targets for conquest for the Nostian Empire.


Odds and Ends

Yetsheh tend to have dark caucasian skin, baring some resemblance to Dravidic Indians. Their hair is usually black or very dark brown and tends to be straight or slightly wavy. Yetsheh women tend to wear their hair long and let it flow naturally, sometimes in a pony tail. Men on the other hand usually cut their hair to shoulder length or slightly shorter, though they also tend to have natural hair styles. Men also usually shave their faces, though older men will sometimes grow a mustache. Some men prefer to adopt the Nostian style of growing a short beard along with short head hair. From frequent interaction with the Nostians, it has become a common practice for Yetsheh women to shave off their body hair. The Yetsheh have brown eyes that ranges in color from a medium brown to almost black. Their eyes have a slightly exotic look about them, perhaps like an American Indian or Meztico person. Their lips tend to be full and their mouths on the large side. Many of the Yetsheh have Nostian blood and bare a closer resemblance to them. Yetsheh tend to vary a lot in build and stand slightly short than Nostians at an average of about 5'7" for a man and 5'3" for a woman.

The Yetsheh have a tradition of wearing concealing clothing, mostly things that will protect their skin from the blazing sun in the day or the freezing cold in the night. They usually wear very dark shades of gray, green, or blue. Standard dress for a man consists of a long robe with slits up the middle between the legs to allow for better leg movement along with a cloak and hood and perhaps a face scarf. Women instead wear a two pice garment the consists of a long flowing skirt, usually of fine material and a long sleeved shirt on the top, along with the same cloak and face scarf. Usually in hotter weather more sheer clothing is worn, and often summer garments will contain numerous cuts in the fabric so that it can breath more easily. In the winter thicker materials are worn, often in layers. Of course, since the Yetsheh to so many places their clothing style can vary tremendously from place to place depending on the climate as well as the cultural values of the people they are interacting with. When in Nostia, the Yetsheh are required to wear a yellow sash to show that they are Yetsheh - no other race in Nostia has such an option.

The Yetsheh love to show off their wealth. Its not uncommon for Yetsheh men and women alike to have gold or silver necklaces, rings, bracelets, and other assorted pieces of jewelry. They also like to have precious metals and jewels sewn into their clothing. To the Yetsheh, wealth is the ultimate measure of a person's worth and showing your wealth shows your value as a person. For the most part Yetsheh clothing tends to be rather concealing of flesh as well as the shape of the wearer. The one exception are breasts - Yetsheh women usually do all that they can to emphasize and draw attention to their breasts, usually just stopping short of exposing the nipple. Bigger is better to the Yetsheh, so garments that squeeze and push up are very common. This fashion trend combined with the love of jewels has lead the Yetsheh have have interesting clothing choices - such as large gems sitting between the breasts or used as pasties to cover the nipples. Of course, when traveling in foreign lands sometimes more conservative garments are worn. While in Nostia, Yetsheh tend to wear less and/or slightly more revealing clothing as is the Nostian way, though they usually try to keep the gold and jewels to a minimum.

In Nostia, Nostian men are allowed to marry Yetsheh women. This is something extremely rare among the Nostians, most cases of a Nostian and non-Nostian marrying or having children is punishable by death. Because of the long standing alliance and close association between Nostians and the Yetsheh, this tradition has started. It can also be extremely beneficial for both the Nostian and Yetsheh who get married. Within Nostia, the Yetsheh people have limited rights and suffer from racism - despite being the most accepted non-Nostians in Nostia. By marrying a Nostian man, a Yetsheh woman gains a connection to a Nostian family - a family which has power and influence in Nostia as only true Nostians have. This allow the Yetsheh family to have privileges within the boarders of Nostia that other Yetsheh do not have, such as additional legal protections. For a Nostian, this arrangement usually means greater wealth and great prestige amount the Yetsheh. Typically it is poor Nostian common men who marry a wealthier Yetsheh girls - the man is then a member of a wealthy family and a big shot among the Yetsheh people while the girl and her family gain a true Nostian and the status that brings. The children of such a coupling are legally considered to be Yetsheh by the Nostian government.

The Yetsheh are divided in to clans that can trace their lineage back to the nomadic desert peoples from years ago. Each of these clans has sworn an oath of allegiance to one of the 17 noble families of Nostia. All members of the clan receive a tattoo showing which of the Nostian noble families they are sworn to. This arrangement allows the Yetsheh to have rights within the Nostian Empire - all other non-Nostian within Nostia's boarders are considered to be property. The noble family takes responsibility for the Yetsheh clan and provides legal protection of that clan and its members' rights, wealth, and property when in Nostia. Of course, the noble family also gets a huge cut of the wealth that the Yetsheh clan brings through Nostia. A Yetsheh must bear the mark of one of the Nostian noble families to be able to walk freely through Nostia - without it the Yetsheh is property for the taking.

The Yetsheh traders make most of their wealth by selling opium to various "barbarian" cultures - those who do not know the dangers of the substance. The Yetsheh buy opium from Nostian opium farmers and then transport it across Nostian roads and water ways to the edge of the Nostian empire and then travel off to take the opium to foreign lands. When making early contact the Yetsheh will sell the opium for almost nothing, or sometimes even give it away for free. Then as it grows in popularity they steadily increase the prices as the buyers become more and more willing to pay high prices. The Yetsheh prefer precious metals or slaves in exchange, but any valuable substance or rare good will be acceptable. Of course, any group of people can offer slaves and most poorer cultures do once they develop a taste for opium. Some people even sell their own children to the Yetsheh if the become desperate enough.

Some wiser nations, and those that have seen the effects of trading with the Yetsheh, will ban trade with the Yetsheh, prohibit them from entering towns or ports, sometimes even kill them on site. Of course, the Yetsheh will avoid such communities as they always avoid direct conflict when ever possible. Though the Yetsheh greatly resent being banned and will often bribe Nostian officials into putting military pressure on people who bar entrance to the Yetsheh. They also frequently ally themselves with pirates and smugglers.

The Yetsheh marry for money more than anything else. Marriages are arranged between a woman's parents and the husband to be. He pays a certain amount of money to the parents based upon the wealth of her family, her beauty and personal merits, and what every influence or benefits he may be able to offer the family as an in-law. If the groom's offer is satisfactory he is allowed to marry the daughter. She is then adopted into the husband's family and takes his family name. Sex before marriage is strictly taboo to the Yetsheh, as is marital infidelity on the part of the husband or the wife. A husband is considered the head of the household and is the one who has ultimate authority of the family's wealth, but women do have personal rights to come and go as they please and do not have to be obedient to their husbands - though public lack of respect for a husband or father is thought to be unseemly and scandalous. Daughters do not receive an inheritance from parents, the wealth of a family is split between the sons when a parent dies. A daughter who goes unmarried carries with her the stigma of being an old maid, and is usually given food and shelter by her brothers or their families.

The marriage between a Nostian and a Yetsheh woman is handled a bit differently. Instead of the husband paying the bride's family, the reverse is done, the Yetsheh family will pay the family of the Nostian groom. Then the Nostian will be officially adopted by the Yetsheh daughter's family and will be treated as one of their own sons. He will receive an inheritance like is wife's brothers and will be considered to be part of the family. Sometimes there can be some tension, since the brothers will feel unhappy about having to share their inheritance with a Nostian. Its can also cause trouble if the Nostian sees himself as superior to his new Yetsheh family or if he cheats on his wife, which is not uncommon in Nostian households but highly frown upon among the Yetsheh. For the most part, Nostians who decide to marry Yetsheh women know that it will involve a major change in lifestyle and realize that they will have to become a part of Yetsheh culture.

The D'Potri


Read more...

To the north of the Nostian Empire is the ocean and beyond that a large unexplored continent. Between the two great continents are a series of many small Islands. The planet's equator is just north of the coast of the northern continent, making the islands warm and tropical, covered with jungle and rain forests. The islands are home to many different races and nationalities of people; some hunting and finishing with simple stone tools, others utilizing agriculture and metal working techniques. The D'Potri are but one of many groups of people who sail the tropical waters around these islands, though they are one of the more notorious. The D'Potri are a people who hale from the Island of Pota, one of the regions larger and most easterly islands. Like the other islands nearby, Pota has lush tropical jungles, though much of the island has been cleared for agriculture and for development.

Much of the economy of the D'Potri people is based on piracy, raiding, and the labor of slaves. D'Potri use large galley style ships, much like ancient Greek biremes and triremes. The D'Potri sailors travel the known and unknown waters of the world, sometimes raiding and sometimes trading with peoples that they encounter. They generally attack those who seem weak and vulnerable, those who will not be able or willing to put up a fight. With more powerful towns, villages, or ships, the D'Potri will trade - sometimes trading their ill gotten gain from piracy or raiding. There are many small villages in the region who get regular visits from the D'Potri, who will usually demand tribute in the form of slaves or other valuable goods. Those who refuse to pay tribute will often see their populations decimated and the villages burned to the ground.

The D'Potri are ruled by warlords, those D'Potri man who has the greatest number of warriors and ships under his command is the "king" of the D'Potri. Wealth is often inherited, but the loyalty of soldiers often does not pass from father to son, and thus heredity is usually less important to becoming a king than is ruthlessness or charisma. Sometimes, however, a line of D'Potri kings can manage to keep the crown within the family through judicious use of wealth and power which was inherited. Despite this somewhat chaotic system of government, civil wars only happen occasionally because weaker D'Potri forces are usually quick to back down peacefully when their inferiority is evident.

The major position of power within the D'Potri nation is called a Gajzu, which effectively means the captain of a ship. Some Gajzus own the ship which they command, while others simply command ships belonging to a wealthier warlord called a Traejza. Traejzas are the movers and shakers of D'Potri society, what other cultures might call pirate kings. The D'Potri king, called the Diatram, not only the Traejza with the largest number of ships, but also the one which controls the city of Matti - the capital of the D'Potri nation and major port of the island of Pota. The regular citizen of the D'Potri is called a Faru and slave is Jziarpi.

In D'Potri culture, the men have absolute control in the household. According to D'Potri law, a man owns his wife and his children in the same manner that he owns his slaves, and may do anything that he wishes to his wife or children (including killing them) without facing and legal repercussions or even major social stigma. At the age of 13, boy children become legal adults and the father no longer has legal authority over the child - though often this is the age where additional burdens are placed upon males where they are expected to work for their food and shelter. Female children never gain autonomy - men purchase a girl from her father or current owner and then she is effectively a wife. Wealthy D'Potri men have many slave women (there is no legal or cultural distinction between wife and female slave) who they have sex and children with, while poorer men may not be able to afford even one.

Fathers often do not allow their sons to become free men, instead, they have their sons branded as slaves - making them slaves for the rest of their lives. This brand, a triangle upon the forehead, marks all male slaves. For females this brand is not necessary, though many free men brand their male and female slaves with a mark of ownership - much like cows are branded. If a father allows his son to become a free man, a Faru, then on that son's 13th birthday, the father gives the son his inheritance (what ever the father deems appropriate) and sends him out into the world. When a man dies, his free sons must equally split up their father's estate. This method of inheritance laws make it difficult for a single family to maintain its wealth and power unless most of the sons are turned into slaves.

Male slaves of the D'Potri hardly ever have children and seldom have sex for that matter. Female slaves, on the other hand, usually bare the children of their masters. There is no real distinction between a child born to a foreign captured slave girl or to the daughter of a wealthy D'Potri, though often there will be some degree of favoritism between children - especially since many will not become free men. Because of this, the D'Potri people have a great amount of diversity within their gene pool, since slaves from all over the known world bare the children of their masters and those children all have the potential to become free if they are male. Nostians find the D'Potri's lack of racial or hereditary awareness disturbing to say the least.

Its not uncommon for rich and powerful D'Potri to have hundreds of "wives" and for the D'Potri king to have thousands. The typical free man will not have more than two or three. Of course, since women are nothing more than chattel to the D'Potri, there is no such crime as rape. If a free man sleeps with another free man's woman (with or without her consent) then she is thought to be defiled and loses much of her worth. The man must then pay her owner the full market price of the woman. If she slept with the man of her own free will, then it is customary for her to be killed and if he forced himself on her then her life is usually spared - but in either case, its the choice of her husband/master. If a male slave has sex with any woman, he forfeits his life unless both his master and the master of the woman agree to spare him. Sometimes eunuch slaves are used for the purposes of protecting the harem, while other wealthy D'Potri men use free men soldiers as harem guards. Free men who betray their bosses with their bosses' wives tend to meet with grisly fates.

For free men who cannot afford to buy a wife, prostitution or rape is the only ways to satisfy their sexual urges. Rape is a common part of any D'Potri raid upon a village and is seen as perfectly acceptable as long as nobody damages any potentially valuable slaves. Prostitution is a thriving business among the D'Potri as well, since many D'Potri men spend much of their lives at sea where they cannot bring a wife along, so other D'Potri who own lots of slave girls will open brothels in port towns for the sailors who are on leave. Homosexuality is somewhat accepted among the D'Potri; men who play a less dominant role in homosexual intercourse are looked down upon as being unmanly, though technically it is not illegal or prohibited. What is more common, however, is for slave owning free men to have sex with their male slaves. Aboard many ships they will keep a slave or two, a women or younger boys, to sexually service the D'Potri sailors during long sea voyages. Lesbianism is completely unknown to the D'Potri.

Because the D'Potri are a mixture of so many different racial groups, its hard to make too many general descriptions about their appearance. In some ways the D'Potri bare a resemblance to the people of Brazil - combining features of Nostians, Gabebi, Etristi, Athavi, ancient D'Potri, and dozens of other less numerous ethnic groups from around the known world. Their hair is virtually always dark as are their eyes, though some exceptions exist. Their skin also tends to be dark, but varies from individual to individual. D'Potri hair varies in texture if not color, ranging from tight kinky curls to completely straight to everything in between. Their eyes usually have a slightly asian appearance while their noses tend to be broad and their lips are thick. Their facial hair tends to be sparse, usually only growing in a goatee pattern. Though no generalization about their appearance always holds. They vary in build and body type based more on economic status and lifestyle than genes. The men are on average about 5'6" tall and the women about 5'2" tall.

Male D'Potri tend to wear their hair extremely long in braids or dreadlocks depending on the texture of their hair. In the case when beards are grown long enough, they are often braided as well. Its fairly common for beads or ribbons to be braided into their hair, and in the case of wealthy D'Potri, this could include jewelry as well. The more well treated females tend to wear their hair in a similar manner as free men, including beads. Slave men and less favored women usually have their hair sheared short for greater practicality as well as a sign of lower status and less beauty. Because of the high heat and humidity of the region they sail in, the D'Potri wear relatively scant clothing. Slaves of both sexes usually go completely nude, though more favored women may often wear silk sashes or other clothing items that are considered beautiful or showy. D'Potri free men usually wear a linen wrap or kilt type of item that covers their genitalia and legs down to the knee and no shirt. Wealthier men wear additional clothing made out of fine materials which are often brightly colored, more to show their wealth than for any other reason. While aboard ship, free men usually wear the same type of clothing that they do on land, though some of the more elite fighting men will wear hardened leather breastplates and helmets. The wealthier men aboard a ship may wear metal armor as well, though most are reluctant to do so because of fear of drowning. Every ship has a set of colors that the pirates aboard wear to show that they are the ship's crew, Traejzas also usually have certain colors that they wear and that men under them wear to show their loyalty. Almost all D'Potri clothing is brightly colored.

When in battle, the D'Potri use a variety of different weapons. The primary military force of the D'Potri are the pirates and raiders or are usually lightly armed and armored for quickness, mobility, and the ability to swim if they need to. They usually don't wear armor thicker than a soft leather vest or perhaps a boiled leather breastplate and cap. They usually use small hacking swords that resemble a falchion, having a fairly thick blade and sharp only on one side. Though occasionally they carry gladius style swords as well, slightly lighter blades which are double edged. They carry small round shields as well, made of wood covered with hide. A ships fighting force also has a number of archers. These archers use short bows and carry a sword as a backup weapon. When attacking an enemy ship, they usually wrap oil soaked linen rages to their arrows and attempt to light the enemy's sails on fire. D'Potri ships often have a number of war machines designed to hurl containers of flaming oil at their enemies. On board every ship are special fighting forces called the Hattis. A Hatti is the equivalent of a marine, they keep the rank and file sailors in line and also form the spearhead during a raid or sea attack. They wear heavier armor, a iron scale hauberk and iron helm the covers the top of the head, and carry a long spear or pole arm of some kind instead of a sword and shield.

The land forces of the D'Potri are a little bit different. Soldiers who fight exclusively on land - such as those who protect D'Potri ports or who are gathered together for a major land raid - can get away with heavier armor and weapons. These land armies are all equipped with boiled leather breastplates and caps. Furthermore, they tend to use large round shields that allow them to form an effective shield wall. Also, they will often carry heavier weapons in case they have to fight better armored land forces; this usually means an axe or mace. Like aboard a ship, archers in land armies wear very little if any armor or even clothing. The D'Potri use very few horses in combat, and usually the men on horses are riding because they want a quick escape in the event the battle goes badly for them. These few D'Potri cavalrymen usually carry javelins or short bows they use to harass enemy light infantry more than to actually significantly effect the tide of battle. Hattis are also used in land battles, especially to take out heavily armored foes.

Whether on land or sea, wealthy D'Potri such as Gajzus or Traejzas will usually wear scale armor hauberks and iron helms, much like those of the Hattis. Unlike Hattis, rich men usually also carry medium or large round shields to protect themselves with and swords. On land, they usually take the field on horse back, often to act as leader and to provide moral more than to actually fight. In times of dire need, sometimes slaves are given weapons and forced to fight for their masters. They are usually sent into battle naked either with short spears and wicker shields or two handed clubs. These slave armies are placed in front of normal D'Potri soldiers so that the slaves will be killed if attempt to free or do not press forward fast enough. Sometimes the slave soldiers turn out to turn the tide of battle for the D'Potri, though its not unknown for them to turn upon their masters. This being the case, many D'Potri leaders consider it too risky to allow slaves to fight upon the battlefield.

D'Potri Religion

The D'Potri believe that there are millions of minor gods controlling each and event and object in the world. Each stone has its own god, as does each animal, ship, city, tree and mountain. They believe that each of these gods is a fully sentient and aware being and can be spoken to and reasoned with by people. Even people are thought to have their own personal gods, or more like guardian angels, or help to guide a person through life and protect them from harm. These gods, of course, don't have the powers that are often attributed to deities in other religions aside from a few very powerful gods that tend to receive special attention from the D'Potri.

The D'Potri do not have priests or religious leaders per se, generally each and every D'Potri man or woman offers prayers to the gods that are most important to him or her at any given time and acts in a manner which is most pleasing to the gods. There are a few individuals who make a point of their devotion to the gods, at least certain ones, and sometimes the D'Potri will seek such a person if they want some special favor from the gods.

The D'Potri believe that in order to please the gods, and thus have good fortune, that they must find out what sort of actions will please the gods. There are many traditions, taboos, and superstitions that the majority of the D'Potri follow which are believed to be pleasing to the most powerful and important gods. In the likely event that a D'Potri wishes to please a god whose desires are unknown, the D'Potri must use a skill known as Marsal - divining the will of the gods. There are many different ways to do this, but it usually involves some sort of random chance method - such as rolling dice, casting bones, smearing blood on the ground, etc. The profession of Marsali is an expert in using such methods of divination and they are said to be able to determine the gods' will from relatively subtle or esoteric observations. Anyone, at least in theory, can learn of the will of the gods, so it is fairly common for D'Potri to pay special attention to seemingly random events in an attempt to spot signs or omens.

Most often a D'Potri will focus on pleasing only a few gods at a time. Its always a good idea to keep one's own personal god happy - failure to do so is the cause of sickness and disease. When a D'Potri's personal god is happy, that man or woman will have good health and a strong mind and body. The gods of a person's city, ship, horse, house, valuable items, etc. all need respect of course. Sometimes D'Potri will even say prayers to the gods of other people, this is usually to gain the love and/or friendship of the person which that god governs or to heal that person from illness, but sometimes it can be possible to convince a person's god to make that person sick or even to kill them. Of course, it goes without saying that the god of the sea - named Raynu - is supreme among the gods and deserves respect from all people of the world.

The D'Potri believe that when they die, their minds become one with their personal god - making the deceased D'Potri a form of god. It is thought that these ancestor gods watch over their descendants and try to protect them - that is, of course, if the ancestors are shown the proper respect. Because of this, many D'Potri keep a list of names of ancestors who they will venerate in the hopes that the ancestors will bring them good luck. Is is believed that these gods usually only have the power to help and not to harm, meaning that soldiers need not fear their gods of their slain enemies.

Haruna


Read more...
Haruna is a large island with a temperate climate. The winters of Haruna are moderate and snowfall only occurs in the island's highlands and even there its generally rare. Haruna has warm and rainy summers with cool dry winters. The southern part of the island has many hills and short mountains, at most three thousand feet in height, while the north is flatter and turns into a number of smaller islands. The soil of Haruna is quite rich, and combined with the mild weather makes farming and agriculture quite easy.

The majority of people living on Haruna are the Senjo people, collectively called the Senjen. Many centuries ago, the Senjen were one of among many tribes who lived on the island. With time, they began to conquer and absorb the surrounding people until the unified Haruna under their rule. After the Senjen cemented their control of Haruna, their technology advanced along with the civilization. Their technology grew to astounding heights, they created rounds across the island that sped travel and great ships that explored the world. Their military technology advanced as well, they could field large armies of well trained soldiers equipped with iron weapons and armor when most other nations on the earth were using bronze or stone. With their advanced ships and powerful armies, the Senjen began to dominate other peoples with whom they made contact with as well, even conquering major sections of two great continents which their ships explored, along with numerous smaller islands.

Eventually, the Senjen controlled a mighty empire which included large swaths of both continents and numerous islands. The empire thrived on trade and on naval power, as they could project their force and move goods further and faster than any other civilization the world had ever seen. They sent their ships all over the known world, even establishing contact with dark age Nostians. The empire of the Senjen created, called Rana Senjo, became a center for trade and commerce as well as learning and cultural exchange as scholars and philosophers from all over the world came to Haruna.

As the empire has stagnated somewhat and they have lost much of their holdings around the world, the empire is still strong and quite influential especially as a naval power.


Rana Senjo

The Rana Senjo is not ruled by an emperor but rather by a council, called the Doryo, of representatives from the various domains of the empire. Each representative is elected by the citizens of the domain, called a jinji, from which he comes. Every adult male citizen above the age of twenty can vote. A representative, called a jinjirin, serves for five years until he must seek reelection. Each jinji is relatively small, so the council has several thousand members at any point in time, though the exact number varies as over time as new jinji are added. Because the council is so large, they need a complex set of rules to govern how they rule, including methods for votes being held and a number of comities whose job it is to deal with different issues.

For local government, there is another election, where community leader is selected by popular vote. This ruler, called the hira, serves only for a year and his primary duties are to enforce laws, organize local defense, and arrange referendums on local issues. Often the Doryo sends its representatives out to local jinji to give orders or set policies, these commands always take precedent over the will of the hira or the local citizens. Likewise, imperial military commanders are not obligated to obey any commands from a hira.

The citizens of Rana Senjo have a great many rights and freedoms for common folk, not the least of which being their ability to vote for representatives or on pressing local issues. They are also allowed to own personal property, own weapons and armor, or move freely within the empire. They can even freely criticize their hira, jinjirin, or the Doryo. They are even protected from unreasonable questioning or arrest by law enforcers and are entitled to jury trials. Because of the great personal rights afforded the the citizens of the empire, many immigrants have come to Haruna from around the world, especially from former Imperial holding as the empire withdrew. To be a citizen with full rights, one must be born within the borders of Rana Senjo, meaning that the children of immigrants become full citizens. In practice, non-citizen immigrants have most of the rights of citizens save for the ability to vote.

One of the main duties of a hira is to enforce laws, both as head of the local militia and as judge and arbitrator. To a large degree, the hira simply resolves disputes between various citizens, though they also arrange for trials for more serious crimes. Generally, there is no dedicated police force or town guard, but rather the hira calls on members of the jinji militia if order is threatened or violence is requires. Punishments are usually fairly light across the empire, with public humiliation being a common punishment along with reparations for the victim. Sometimes prison sentences are given for more severe crimes, usually this involves spending a number of years serving as an oarsman in a galley for no pay. Rape and murder do receive the death penalty however, usually carried out through decapitation.

The is no nobility in Rana Senjo in any official sense. There are, however, large differences in wealth with some families or individuals owning vast expanses of land and many trading ships while others have barely a penny to their name and must work for wealthy property owners as virtual serfs. Because some families own vast holdings of land, often including trading ships, businesses, or other means of gaining revenue while others must work for wealth land owners, there is a divide between rich and poor that sometimes creates a similar dynamic that other nations experience with their systems of nobility and serfdom.

A large part of the political dynamic of Rana Senjo are the numerous ethnic groups which occupy the island of Haruna. In the past, the Senjen ruled the empire with an iron fist, conquering other peoples and subjugating them. As time passed, numerous other peoples and cultures were assimilated into the empire and are now considered to be full citizens. Despite this fact, there are still numerous ethnic tensions within the empire based in part on historical conflicts, group loyalty, and disparate cultural traditions. Many individuals or groups have assimilated in large part, though others have not and political loyalties are often based on ethnicity. The racial divide is also strengthened by class as well, as virtually all wealthy land owners are Senjen and the niri are almost universally poorer than the Senjen.

Ethnicities of the empire who are not Senjen are referred to as niri, a term meaning outsider that historically carries a negative connotation. Roughly half of the population of Haruna is made up of niri. Many niri groups are interspersed through out largely Senjo communities on the island but there are many parts of the island where the population is composed almost entirely of niri, often a single group of niri, which is leading to some degree of balkanization within the empire. While no official political movement for independence has taken place, several regions across Haruna view themselves and act almost as autonomous nations with their own localized government which is separate from, but in theory subordinate to, the Doryo. These regions often don't use the jinji system nor do they have militias, making them less useful to the empire in times of war and generally more lawless - in fact many niri regions are known for rampant crime, including organized crime syndicates called yitso.

Some of the yitso are simply gangs of bandits, marauders, or highwaymen who strike at unprotected travelers of lightly defended villagers. Others are more sophisticated crime syndicates that smuggle goods, provide illicit services, or extract protection money. Still other yitsos have political agendas ranging from trying to gain independence from the empire to acting as law enforcers in particularly lawless regions to acting on religious grounds. Some are based almost entirely on piracy. For the most part, these yitsos exist only within the niri communities and virtually always have their strongholds in heavily niri regions of Haruna. As the niri have gained in number and the yitsos have gained in power and influence, it is not uncommon to feel their influence even in areas where the niri are a very small minority - especially if one is in the market for less than reputable goods or services.

Among most Senjen, there is an intense hatred for the yitsos that sometimes even extends to a dislike for the niri in general. There are some political movements with the empire that seek to expel the niri from the Rana Senjo completely, though since such a drastic action (if even possible) would throw the empire into chaos and civil war most people in power seek to prevent such a drastic course of action. To a large degree, the Doryo is inactive when it comes to putting a stop to the yitsos - some members of the Doryo are bribed by wealthier yitso gangs while others are afraid to spark civil war by sending Senjen soldiers into niri villages to destroy yitso stronghold, and some members of the Doryo even have sympathies to the causes that some yitsos espouse. The greatest acts against the yitsos come from independent action by local Senjen militias or by the semi-autonomous Ryken .


Senjen Culture

The Senjen people are the largest ethnic group within Rana Senjo. They are light skinned people with straight black hair and dark brown eyes. They have a generally oriental appearance, with fatty deposits under their eyelid and somewhat flat angular faces. Their skin tone varies somewhat, to a fairly pale to deep bronze coloration. Often the Senjen will have slightly varied features from mixing with other groups within the empire. Senjen men tend to be around 5'5" in height while women are about 5'1" tall, both have fine features and tend to be slightly built. The Senjen tend to have sparse body hair as well.

The traditional clothing of the Senjen men is a loose fitting belted cloth tunic that extends down to the knee, with fairly tight cloth pants. Senjen women, on the other hand, typically wear robes with an open front that overlaps when belted closed. Both genders wear sandals, usually with socks. The Senjen tradition is to crush plant material to create a green dye, so most Senjen clothing is green or partially green, though dyes of many colors exist in Haruna so green is by no means the only color worn by the Senjen. Many Senjen wear undyed clothing, as it is seen as a sign of humility.

Senjen men usually shave their faces and grow their hair to shoulder's length, then keep their hair tied into a short ponytail. Some Senjen men grow a mustache and goatee, particularly older men. Women usually grow their hair slightly longer and keep it in a tight bun, usually only letting it down when alone. In the past it was seen as scandalous for a women to let her hair down in public, though now the practice is more tolerated if thought to be slightly uncouth.

There is a great amount of gender equality among the Senjen. Most people marry for love and the male and female must fully consent to the relationship. Virtually all jobs are open to both men and women, though most often a Senjen couple will work their farm together sharing the duties almost equally. Divorces are allowed by Rana Senjo law, and are not uncommon among the Senjen. Many Senjen men and women prefer not to get married and instead live out their lives as bachelors or bachelorettes. Casual sex is somewhat frowned upon by the more conservative elements among the Senjen, but it is still quite common particularly among those who chose not to marry. Many years ago, Senjen scholars discovered an herb that functions as a reasonably effective abortificant, making unwanted births rare among the Senjen. Unfortunately, this has also lead to a decline in birth rate among the Senjen that has caused numbers to decline over the decades. Homosexuality is not uncommon nor particular frowned upon among the Senjen, it is practiced by both men and women sometimes exclusively but more often by single Senjen in addition to heterosexual activity. Marital infidelity is highly frowned upon among the Senjen, regardless of the gender of the partner. Technically, there exists no laws for homosexual marriage, but many Senjo live in what are effectively gay marriages with contracts and even religious ceremonies to bind the couple.

The Senjen are extreme believers in politeness. They will generally go out of their way to say please, thank you, excuse me, or similar statements of respect and deference. They will likewise take great caution not to bump into someone or touch them by accident, and if they do so they will generally apologize profusely. There are numerous rules of etiquette that the Senjo obey to maintain respect and politeness, including not bringing up any faux pas committed by someone else. In past times, when someone showed blatant disrespect, they would often be challenged to a duel - which consisted of a fight to the death with knives - though today dueling is a rarity though not entirely unknown.


Religion

The Senjen believe in a large number of gods, many hundreds in fact. Most priests and priestesses of the Senjen don't focus on a single deity, but rather try to appease all of the gods as needed. If the Senjen are preparing for battle, then a sacrifice is made to a god of war, while a Senjo man might pray to the goddess of love to win the heart of his beloved. There are numerous temples all over Haruna dedicated to the various deities, each with staffed by priests and priestesses, called sura, dedicated to those specific deities. There is an official state cult of Rana Senjo based on the worship of the Senjen deities, though many foreign deities have been accepted into the pantheon as well. In small towns, there is usually a temple for general worship of the gods. Animals are the most common sacrifices offered to the gods, though other things of value are are sometimes burned as a sacrifice.

The Doryo appoints a high priest or priestess, called the Musura, who acts as religious leader of the nation. The role of the Musura is not only to lead the nation in worship, but to define religious dogma and to regulate the ordaining of priests. The Musura is always a priest or priestess of the entire pantheon, and therefore not dedicated to a single god or goddess. Beneath the Musura are high priests of each deity, or at least those of the deities who are popular enough to have their own dedicated priesthoods. These high priests are chosen by methods decided by the individual priesthoods, though the Musura as the legal right to veto any selection - which requires a new choice on the part of the priesthood. Many priesthoods, called renaki, select their leaders democratically while others have the current high priest select an heir who is approved by the Musura at the time of the selection while some have entirely different or sometimes even random methods.

One of the most powerful and popular renaki is the priesthood of Saguro. Saguro is the king god, usually held to be the king of all the gods. He is depicted as an older man with a long beard and white hair, dressed in robes of gold. According to legend, it was Saguro and his wife Agami, who created the earth and humanity along with siring the other deities. Some members of other renaki will sometimes dispute the claim that Saguro is the greatest deity or that he created the universe, though among most people this is commonly accepted.

There are other deities as well who have quite a few dedicated worshipers. Kenta is the goddess of the sea of of oceans, a popular deity among sailors, pirates, and fishermen. Agami is the queen of the gods, a mother goddess who is thought to have created the earth with her husband Saguro. Some believe that Agami created everything herself, including Saguro, thus making her the eldest and most important deity. Masaru is the god of war, all soldiers and fighting men say prayers and give offerings to him - his priests virtually always train to fight and join the militias. Shiro is the god of joy, contentment, merry making, and alcohol. Sayuri is the goddess of love, romance, and sexuality. Suzi is the goddess of wisdom and knowledge. Hino is the god of the earth, including farming and agriculture. Akano is the god of the night and the day, including the sun, moon, and stars along with weather. Rikura is the goddess of life and death, including the afterlife. These ten deities are considered the greatest, the most important and powerful, of all the gods and some theologians would say that all other deities are descended from them.

According to the Senjen, particularly the renaki of Rikura, when a person dies, he or she goes to the realm of the dead, called Toshura. Toshura is much like the living world - people eat, they sleep, they work, they even feel pain and pleasure. Your profession in Toshura, along with your quality of life and general happiness, is based on your morality in the living world. If you were kind, just, polite, and honest in life then in death you will have great wealth, luxury, and ease of living. If your were cruel or deceitful in life, or were a criminal or pirate, then in death you are forced to be a beggar or even a slave. This punishment or reward lasts for all of eternity, so each act of virtue or of malice done while alive will have an eternal consequence. Some theorize that particularly villainous criminals will be tortured forever in Toshura while saintly people who gave their lives for others may become kings or queens after death or even be raised to the level of minor deities.

The Senjen observe numerous holy days, one each five day week dedicated to a different deity or special cause. Each major deity has at least one day set aside for him or her, while other holy days are dedicated to planting, harvesting, equinoxes and solstices, and state holidays. The most important holy day for the Senjen is called Shozume, or the beginning. This day corresponds to March 26 and is thought to be the anniversary of the creation of the world, it is also the Senjen new year. Each holy day is the first day of one of the five day weeks. Most people do not work on the holy days, and then attend a religious ritual in the evening, this gives most Senjen a four day work with one day for rest.


The Military

The heart of the Rana Senjo military are men and women called sakoyo. A sakoyo is a professional soldier with large amounts of experience either fighting as part of the militias, the navy, or the dragons. The sakoyos are the equivalent of officers, it is their job or organize other soldiers, command them on the battlefield, and to decide on strategy for the army to use. Generally, for every hundred soldiers in a Rana Senjo army there will be one sakoyo. The Doryo, after accessing the threat presented by an enemy, will decide on a certain number of sakoyo which will be required to command the army and then the selected sakoyo will vote among themselves over who will be the general of the army, or the sakoyodo. The general will then be responsible for recruiting the army from available soldiers, assigning other sakoyo for different roles, and deciding the army's strategy. Sakoyos themselves usually train with a variety of weapons so that they will be well versed in combat techniques, though they typically enter the battlefield on horseback steel split armor protecting their bodies and part of the arms and legs along with a chain mail hauberk and open faced steel helm and no barding for their horse. They arm themselves with slashing swords as well as composite short bows which can be shot from horseback.

Most of the army is drawn from the citizen's militia of jinji. The militia is organized by individual hiras, though there are standardized methods for training troops that exist through out the empire - the militia forces are broken down into archers and spearmen. The spearmen of a single jinji are trained to work together as a cohesive organized unit, they fight with large round shields and ten foot long spears. Archers on the other hand practice at being able to shoot quickly and accurately, while acting as skirmishers. They use bows of moderate strength, which can be learned without extreme difficulty and often carry a dagger as a backup weapon. Militia members usually only wear soft leather tunic for armor. A large percentage of male citizens train to be part of the militia of their local jinji, most as archers since the training is less rigorous. For wealthy citizens who wish to join the militia, they usually become horse archers and wear moderately heavy armor such as a chain mail hauberk and open faced helm. Usually the great bulk of most Rana Senjo land armies will be composed of militia troops, usually those from areas closest to where the army will be needed.

When the members of a militia are called to war, they are paid quite a respectable wage - several times the money they would make during the same time period as a peasant laborer. Likewise, wealthier militiamen who can afford to outfit themselves as horse archers are paid exorbitantly. The horse archers usually fight with the army's sakoyo general and harass the enemy flanks while the militia fights them from the front.

There is also a professional military, men who serve as full time soldiers who serve as the core of a Rana Senjo military force. There are two kinds of professional soldiers in the empire, the Guroken and the Ryken. The Guroken are the navy, they wear armor made from lacquered leather plates to protect their bodies, upper arms, and legs as well as lacquered leather helmets. Most are armed with short swords, medium sized round shields, and bows for use at a range. The guroken are very well trained soldiers and excel at close combat, they often fight on land as well as at sea as they are used for raiding coastal regions and as a fast attack force. When possible, the sakoyos will include as many Guroken soldiers as they can, since they are generally better trained and much more experienced than local militias. In either case, the rowing is done by professional rowers who are often healthier than the slaves who power many such galleys. Despite being there of their own free will, the rowers are often drawn from the most impoverished and disadvantaged people of the empire, often drawn from ethnic minority populations who in the past were forced to row. Guroken ships are also frequently equipped with a variety of war machines such as catapults or ballistas which can hurl flaming projectiles at enemy ships. Sakoyo operate a bit differently when it comes to the Guroken, usually there is one sakoyo who acts as full time captain of a Guroken ship with more senior Sakoyo being appointed to larger ships. Because the Guroken are professional soldiers and may serve aboard the same ship for many years, the Guroken have much closer ties with the sakoyo who command them than do the local militias and thus the Guroken are able to fight with much better tactical and strategic ability.

The Guroken use a variety of ships ranging from small fast biremes to huge and heavily armored hexaremes. The greatest ship ever constructed was a Guroken ship with twenty banks of oars which was 300 feet in length. Unfortunately for this huge ship, called the Diochu, it was sunk in a battle with the D'Potri who used much smaller biremes and triremes to outmaneuver the large and ponderously slow Diochu.

Unfortunately, perhaps the most numerous armed forces in Haruna are the yitso gangs. These gangs vary quite a bit from region to region. Tarush yitso tend to use modified scythe type weapons, where the blade has been bent so that it extends straight from the shaft of the pole, which is usually shortened somewhat so that the weapon resembles a falx. This weapon traces its origin back to the many revolts that the Tarush had using farming implements that it has become a matter of pride. Tarush yitso are often motivated by religious/racial hatred and zealotry as much as greed - they usually prepare for an attack by cutting religious symbols onto their flesh as they believe that the holy symbols protect them in combat. Qualaba yitso take a more subtle approach, preferring to carry easily hidden weapons so that they don't stand out - this includes work tools, knives, farm tools, hammers, walking sticks, etc. Winjo yitso are usually the most sophisticated in that they tend to use more advanced military tactics and weaponry to strike quickly and then fade away. Winjo yitso usually arm themselves with short bows and short swords, giving then tactical flexibility that melee armed gangs lack. Fortunately, the Winjo yitso tend to prefer to take money over lives and wont generally use more violence than is necessary, they also tend to be less numerous than other yitso. Only the Tarush yitso brandish their weapons openly, others either keep theirs concealed, at some hidden location, or use work tools.

Piracy is a constant threat in the waters around Haruna, so much so that only ships with soldiers can engage in sea trade. Many merchant ships serve as pirate ships as well, raiding or trading as in convenient. Despite there being virtually no Senjen bandits on the land, a good portion of pirates are Senjen, though the majority of pirates are Winjo with the D'Potri making up the second largest group. Senjen pirates equip themselves in the same fashion as the Guroken navy does, when they can afford to do so. The Winjo pirates usually prefer not to wear armor while at sea and instead carry both short bows and curved slashing short swords into battle, the most popular fighting style is to use a short sword in each hand though some Winjo pirates opt for the more conventional shield and sword style. Winjo pirates often use captured prisoners as galley slaves for their biremes. Because of the prevalence of piracy, most sailors aboard merchant ships keep makeshift fighting implements handy in case they need to defend themselves, some ships have a number of mercenary marines aboard to defend against pirates.

Mercenaries are quite common in Haruna. Often these are simply Senjen peasants who realized they could make a better living by being a paid fighter than by plowing the fields. In other cases, they are foreigners who have been hired to fight by the the Doryo or some wealthy citizen, in other cases mercenaries are just yitso strongmen hired to kill or to protect. What ever the case, wealthy merchants or business frequently hire mercenaries to protect them when they travel long distances because of fear of attacks by yitso bandits. Many mercenaries were once part of a jinji militia and are trained and equipped with either the bow or with shield and spear. More exotic mercenaries are common too, such as the D'Potri Hatti. The Hatti wear scale hauberks and iron helms and wield polearms or battle axes and round shields. The D'Potri are ferocious fighters and are known for their cruelty and brutality - enough that the mention of the Hatti are enough to strike fear into the hearts of potential attackers.


The Dragons

In addition to the local militias and navy, the Rana Senjo also has the Ryken, the dragons. The Ryken have always had a certain amount of autonomy from the Doryo. Several Ryken sanctuaries, called Rykuna, exist across the island where the Ryken are trained and equipped. These Rykuna receive a set percentage of the budget of the Doryo by an ancient decree, and while the wealthy available to the Doryo has declined over the years, the flow has never dried up and therefore the Ryken have still been able to maintain their traditions if not their numbers. Each Rykuna is a community with large number of workers who help to support the Ryken, including blacksmiths to make their armor and weapon, farmers and herdsmen to feed the community, and the wives and children of both the Ryken and their helpers. The Ryken themselves only make up a small percentage of the adult males of the Rykuna, though all of the men in a Rykuna train as part of a local militia and serve as support for the Ryken in battle in the rare cases when a Rykuna is attacked. Each Rykuna is ruled by the eldest living Ryken, called the Tukosa. The Tukosa rules the Ryken autonomously regardless of what jinji the Rykuna happens to be located in.

As time has passed, the dragon's armor has become more protective and well crafted. The Ryken of today are clad from head to toe in heavy scale armor while they wear steel helms that have monstrous looking face plates, their horses are also covered with scale armor as well, truly giving the appearance that these warriors are indeed dragons. Often this scale armor is lacquered to prevent rusting as well as to give the "dragon" a distinctive color. The Ryken usually carry a round shield, lance, and slashing sword into battle, though some prefer to use short bows instead of the shield. The Ryken are extremely well trained and selected from the most promising young boys of the Rykuna. They receive excellent training in riding and close combat and are feared warriors on the island and elsewhere.

Despite the general decline of empire itself, the fighting tradition and skills of the Ryken have only gotten stronger over the years, though their numbers have been in steady decline over the decades as less money is set aside to train and equip them and more promising soldiers join local forces instead of going off to serve the Doryo. Most Ryken now must be selected from the boys of the Rykuna and not from Haruna as a whole. Because the Ryken are so few and elite, they are seldom used in large numbers. Most of the time they are sent out in small groups to deal with conflicts between squabbling factions or to fight criminal gangs. The Ryken have a reputation in Haruna of being great heroes who come to the aid of those in and need and who fight against monsters or evil doers. The Ryken do follow strict codes of conduct, including oaths to protect the innocent, be always loyal to the Doryo and the Rana Senjo, to show bravery in battle, etc. The Ryken are required by law as well as by duty to obey the call of the sakoyos in times of war. The field of battle is a different matter, and the Ryken will often attack on their own despite orders of the sakoyos often ruining well laid plans of the army's general.

The Rykuna are bastions of conservatism in the Rana Senjo. Niri are usually not welcome in a Rykuna and in the long history of the Ryken, only a hand full of Ryken have ever been niri. As a result, the niri almost universally despise the Ryken and view them as representations of the oppression once suffered by the niri at the hands of the Senjo. The Ryken are also one of the only groups will will brazenly go after the yitso and even those who associate with them - sometimes in quasi-racist attacks that target whole niri communities. Many within the Doryo, especially the niri there, want to eliminate the Ryken as a whole, since they see the Rykuna as a threat to the Doryo and as an impediment to full assimilation of the niri - no action has been taken in this direction as there is fear that it could spark a civil war.


The Niri

The Winjo

The Winjo were the first people that the Senjen encountered outside of Haruna, the people who lived on the numerous small islands near Haruna. These people were fairly quickly conquered by the Senjen and easily assimilated into the empire. Because of physical and cultural similarities between the Senjen and the Winjo, they frequently interbred and quickly became citizens while others groups had even yet to be encountered. Culturally they are virtually identical to the Senjen, speaking the same language, worshiping the same gods, easting the same food, and wearing the same clothes. They have a slightly different appearance, a bit darker than the Senjen and more heavily built with rounder faces, though it is often difficult to tell the difference between the two.

Politically speaking, the Winjo are the most closely allied to the Senjen and are the most affluent group of niri. Sometimes for political expediency, they will side with other niri groups, though most often they identify more closely with the Senjen

The Tarush

The Tarush were the second people encountered by the Senjen when they left their island to explore the world, they are also the third largest ethnic group on Haruna. The Tarush hail from one of the two great continents which the Senjen explored and partially conquered. The Tarush existed as many small and waring bronze using kingdoms before the Senjen conquered the lands and subjugated the people. The Tarush were brought to Haruna in large quantities as servants and laborers, but also came to the island in search of a better life away from the harsh conditions of their homeland which was largely desert.

The Tarush are a dark people, with orangish brown almost copper colored skin. They have have tightly curly black hair and black eyes. They tend to have high cheek bones, thick lips, and small flat noses. Tarush men have no facial hair and both genders have little body hair. They have slightly oriental looking eyes as well. The Tarush tend to be short and lithe, around 5'3" for males and 4'11" for females. Men and women both usually keep their hair shaved or cut shorter than an inch in length. The Tarush of both gender wear long white tunics, white being a traditional color of goodness and purity among their people. They generally go barefoot, though some may were sandals or moccasins in the winter.

Many Tarush men have holy symbols carved onto the flesh of their upper arms. Usually these symbols denote membership in a yitso. When the wish to hide their membership in such groups, the men wear tunics with sleeves that cover their upper arms and shoulders. They wear sleeveless tunics when the wish to show their affiliation or when they are going into battle.

Despite years of living among the Senjen, the Tarush have kept many of their ancient customs as well as religion. They believe in a single deity named Rusha, who chose the Tarush as his most favored people. Rusha is among the many gods added to the Senjen pantheon, though the Tarush completely reject the other deities of the Senjen. Because of the religious values, the Tarush have been particularly resistant to Senjen rule and reluctant to assimilate. Over the course of their history in Rana Senjo, they have revolted and resisted many times, in the past such uprisings were crushed. The Tarush kingdoms of the mainland have long since gained their independance, and many of the Tarush living on Haruna seek independent and autonomous nations for themselves. Since gaining the ability to vote, the Tarush have been more subtle and political in their attempts to break away from Rana Senjo, electing their own jinjirins to push for the idea in the Doryo. The Tarush are also heavily represented among the yitso, sometimes such Tarush yitso will attack Senjen churches to kill the priests and loot the riches. Most of the leaders of the Tarush are holy men, rusi, priests of Rusha. In regions with a Tarush majority, it will be almost certain that both the that local leaders will be priests of Rusha. The leaders of Tarush yitso tend to be priests as well.

The Tarush believe in strict gender roles. A girl's father choses her husband for her in conjunction with the groom and his family. A woman's job is to stay at home and raise the children, to prepare food for her husband, and to satisfy his pleasure. Of course, with the liberated Senjo women as an example, some Tarush women demand for respect and rights, though they are in the minority. By Rana Senjo law, it is illegal for Tarush men to beat their wives or otherwise compel them to do things against their will, though this law is seldom enforced as most Senjen don't care what goes on within a Tarush home and Tarush law enforcers would never interfer with a husband exercising his marital rights.

The Qualaba

The Qualaba are a people who are descended from numerous different tribes and peoples from the hot jungle regions of one of the continents. Some were driven out of their lands by a hostile invading force called the Gabebi, and were forced to enter the Rana Senjo for protection. They are the most numerous niri group in Haruna. Like the Tarush, they were brought to Haruna to serve as cheap labor. Unlike the Tarush, what ever traditions or beliefs they held in their own homeland has been lost many years ago and they have adopted a form of the Senjen culture.

They have very dark skin, a shade of dark brown. Their hair is very kinky and tightly curled, both their hair and eyes are black. They tend to have wide flat noses and thick lips. Men tend to be around 5'7" in height while the women are about 5'2" in height. They wear similar clothing as the Senjen do, though they tend to favor brighter colors and almost always wear dyed tunics or pants. They are also fond of jewelry and like to wear rings upon their fingers, usually two or three bands on each finger and thumb for both men and women. Gold is the preferred material for rings, though sometimes silver, copper, or bronze rings are substituted for poorer Qualaba. Qualaba men usually wear their hair either in shoulder length dreadlocks or shave their heads, while women usually grow large bushy afros. Men who shave their heads usually have their faces as well, while those who do not usually have short scruffy beards. 

The Qualaba share much of the Senjen culture, but one aspect that they totally reject is the belief in politeness and respect. The Qualaba tend to be a bombastic and confrontational people, prone to rudeness, raucousness, and frankness. The Qualaba generally think nothing of insulting others, touching others in a friendly or aggressive way, or acting out in other ways that the Senjen consider disgraceful. Sometimes this leads to fights between Qualaba or fights between Qualaba and Senjen.

The Qualaba are among the poorest of the niri in Haruna. Qualaba tend to live in abject poverty with frequent famine, crime, and disease. It is also the case that a higher percentage of the Qualaba are members of yitso than any other group living in Haruna. The Qualaba yitso are also known for being particularly violent and sadistic, killing, raping, mutilating - often even children are targeted for such barbarity, usually to strike fear into the hearts any any who would resist the yitso.

The Qualaba embrace the gender equality that the Senjen have created in Haruna, though most Qualaba do not get married or seek long term romantic relationships. For the most part, a Qualaba's love life consists of relatively brief sexual encounters that often result in pregnancy. Most Qualaba do not who who their fathers are and have been raised by their mothers, one of the factors which creates the great poverty the Qualaba suffer from. Abortificant herbs are used to some degree by the Qualaba, but many are unaware of these herbs, unable to afford the price, or there are no Senjen herbalists in the community.

The D'Potri

The D'Potri were never conquered by the Senjen, but rather are a nation of people that seized many of the Senjen's old trading routes and islands. They sail the waters around Haruna as pirates, ready to attack vulnerable ships to take the crew as slaves and the cargo for sale. The D'Potri also occasionally trade with coastal cities of Haruna, sometimes with goods that they have only recently stolen. The D'Potri also sell opium to the people of Haruna, a product that has become increasingly popular in recent years among both the Senjen and the niri. Because the D'Potri are technically foreign citizens, many D'Potri soldiers, the Hatti, count as foreign dignitaries and occasionally they will hire themselves out as bodyguards. Sometimes D'Potri pirate ships are even paid to escort merchant ships through dangerous waters - ironic considering that the D'Potri are often the source of the danger.

For more information on the D'Potri, see their entry.

The Daziri

The Daziri are a group from on of the great continents, not conquered by the Senjen but rather people who moved into the empire willingly to seek wealth and acceptance. The Daziri are a dark skinned caucasian middle eastern looking people. They generally have black or dark brown hair, brown eyes, and swarthy or olive colored skin. Their hair is generally kinky, frizzy, curly, or extremely wavy. They tend to have larger down turned noses with a prominent arch, high cheek bones, and thin lips. The Daziri men are usually about 5'5" while women are 5'1" on average.

Unlike many of the other niri groups in Haruna, the Daziri are actually quite successful and actually wealthier on average than the Senjen are. They engage in a number of business endeavors, from acting as traveling merchants to lending money. Because they tend to be wealthy, they are in danger from yitso just as the the Senjen are. They often carry concealed slings and daggers to defend themselves from bandits, though many Daziri depend on hired Hatti mercenaries. There are a few Daziri yitso in existence, though they usually operate more like organized crime - engaging in smuggling, prostitution, and trafficking in stolen goods more than robbery or attacks.

The Daziri have adopted virtually all of the Senjen customs and traditions, including their religion and social morals. They wear the same clothing and style their hair the same way, usually treating their hair to make it straighter like that of the Senjen.

Some sketches of people from the setting


Read more...
Warning, adult material behind cut!

An Etristi man


A Nostian woman


Another Nostian woman


A Nostian man


An Athavi slave girl

Slave girl, version 2

A friend said that the slave girl should be looking down to show submission, so I changed her slightly.

A New Look at Orcs and Goblins


Read more...
This is not part of my main campaign world, just something different I was thinking about . . .

This is Daduchus, a setting I delevoped with Alex years and years ago, only recently have I gone back to examine it and develope it with any detail. Its much more magical and strange than anything else I have worked on lately.

Far to the north of the land of humanity, beyond high mountains and dense forests, is a land of eternal darkness. In Daduchus, the sun never rises nor do the moon or the stars, for the sky is shrouded by thick black clouds that swirl and flow but never leave. Not only is Daduchus forever shrouded in night, but it is eternally cold as the most brutal winter in the lands of men. Snow covers the ground perpetually, despite constantly being swept away by the strong wind that always blows in Daduchus, it is to be replaced by periodic snow fall. The northern reaches of Daduchus are particularly cold, so much so that no human could possibly survive there, most of Daduchus however, fluctuates between -20 degrees and 20 degrees fahrenheit.

In Daduchus the trees grow gnarled and blackened, completely devoid of leaves, flowers, or fruit. Along the ground grow thorns and brambles, with the occasional weed or in a few areas sparse brownish grass. The soil is dark gray and rocky. The only source of vegetable nourishment available to the denizens of Daduchus are the fibrous roots of some of the weeds that grow there and can be cultivated, and the red leafy vines that grow under certain conditions called blood leaf. For the most part the creatures that dwell in Daduchus prey upon each other.

The are a variety of dangerous fauna that inhabit Daduchus. The most prominent of these are the dire wolves, huge ferocious wolves the size of small horses. There are also rats the size of small dogs who at both plant and animal, occasionally hunting in packs to take down larger prey. Despite the low temperatures, there are insects of various kinds as well, often far larger than their southern counterparts. The spiders are particularly large, sometimes larger than a man. The only birds that live in Daduchus are scavengers. Large boars live of the weeds and their roots, or eat what ever else they can find, and are sometimes domesticated and used as a food source. Another creature common to Daduchus are large worms that borrow deep beneath the ground. Many of these worms can grow quite large (in excess of 6 feet) and are disgusting to look at, even for worms.

There are few if any humans in Daduchus, the few who enter usually don;t stay or last very long. The primary residents of Daduchus call themselves the Gornabag, but in the south they are simply known as goblins. Goblins are smaller than humans, usually around an average height of 4'8" tall and about 100 pounds. They have dull reddish colored skin, usually blended with gray or brown. The texture of their skin is tough and almost scaly, they have no hair either on their bodies or on their heads. The facial features of goblins are somewhat similar to those of humans, but are more feral. Their jaws are large and their faces distended, their teeth are long and sharp with particularly prominent cuspids. Their ears are small and semicircular, almost hard to spot, and their noses and short and upturned. Their lips are virtually non-existant. Goblins have bright yellow irises with no whites to their eyes, their brows are heavy and their eye sockets are deep.

All goblins have female characteristics, including wide hips, enlarged breasts, and somewhat fleshy builds - the reason for this is because all goblins are in fact female. All Goblins are born and grow up female, and any children they bare are also female. Goblins grow quickly, they have a 6 month gestational period and reach sexual maturity in about 10 years. After that point, its hard to tell how old a goblin is, because she doesn't really show any external signs of aging aside from a tendency to put on weight. Most goblins die fairly young due to violence, those that do not succumb to violence or sickness will typically die of old age from anywhere between 70 and 90 years of age. Those few who make it into their 90 will undergo a metamorphosis into a hobgoblin. At some point in a goblins 90's she will begin to become much fatter, also growing in height and build as well, after about of year of this her skin will begin to build up thick layers of dead skin until it forms something a cocoon around the goblin. In several months, this cocoon will break open and a male goblin will emerge. This male goblin, or hobgoblin, will generally be a full foot taller than it was before the transformation and at least 100 pounds heavier than the typical goblin. The fat that built up before the transformation will be replaced by dense muscles after the hobgoblin emerges from its cocoon. In many ways the hobgoblin resembles a goblin, though his body is more masculinely shaped, his muscles are larger, and his skin is slightly darker and scalier. Hobgoblins also have even more prominent cuspids that protrude from the mouth almost like tusks. Hobgoblins will usually live another 40 or 50 years after the transformation, the most easily recognizable sign of aging being the thickening of their tough scaly skin.

Goblins are highly resistant to the freezing cold of Daduchus, though they still often wear furs and leather to keep themselves warm or as a sign of status. Goblins can see in the absolute darkness of Daduchus as well as a human can see in twilight, so they often go about with no forms of lighting, but in their homes or when in need of seeing fine details they use torches and candles to see by. In the light of day they are completely blinded by the bright light, and even at dawn or dusk they are uncomfortable because of the brightness of the sunlight. They also have a limited ability to tolerate warm weather; around freezing is most comfortable to goblins and anything warmer than 60 degrees will make a goblin feel ill. Temperatures greater than 90 degrees are debilitating and will cause a goblin to expire if it is exposed to those temperatures for more than a few hours. Goblins prefer to eat meat as they are primarily carnivores, but they can survive on plant material to a limited degree but will become malnourished if forced to do so for too long.

Hobgoblins rule over goblins, they are not only significantly more physically powerful than goblins, but are are older and wiser than the goblins, they are the ones who have proved themselves to the the smartest to survive as long as they did. Goblins usually live in large villages with several hundred goblins and 10 or 20 hobgoblins. The typical goblin usually has a variety of rolls in the community, most act as a combined farmer, hunter, warrior, and mother. A goblin household is lead by a hobgoblin who is father or mother to the rest of the family. In most cases several of the goblins stay at home and look after the young while the others go out to do labor or to fight, in the case of labor the hobgoblin generally stays at home to help protect the children and to command the family, but in times of conflict he usually leads the warriors to battle. In larger more organized goblin cities, the hobgoblins form something of a council that votes on major issues facing the community. In most cases this ruling council has an eldest member, chosen by the other hobgoblins, to act as ruler, to be decisive, and to make difficult decisions. Hobgoblins represent the only legal representation that goblins have, so a family of goblins without a hobgoblin member will have very little power or protection from violence from other goblins or hobgoblins.

The entire family and social structure of goblin life is based on the family units with hobgoblins as household heads. In a major sense these families are harems, all of the goblins in the family are more or less property of the hobgoblin, who is father and/or mate of the rest of the family. In many cases, the hobgoblin gave birth to many of the goblins in the family when he was a female goblin. When a goblin in the family becomes a hobgoblin, it is customary for him to take several of the family's goblins with it and some of the family's resources to start a new family. This break off family will usually maintain close ties to the original family. The only times that a hobgoblin will stay with the family is when the original hobgoblin is old and sick, meaning that the younger hobgoblin can take over the family soon. When a family's hobgoblin dies with no replacement, the family becomes very vulnerable because it effectively loses all status and legal rights. Usually such a family will either be absorbed by closely related families (such as break away groups) or the close families will protect the hobgoblin-less family until one of the goblins matures into a hobgoblin. If neither of these things happen, then unrelated families will probably capture the goblins and force them to join their family. Sometimes certain paranoid or jealous hobgoblins will kill elderly goblins so that they will not mature into hobgoblins and divide the harem. This kind of behavior usually spells disaster for the family eventually, since when the hobgoblin dies, there is no other to watch out for his family. In families where there is such a jealous hobgoblin, often a goblin will run away and hide so that it may live long enough to survive its transformation into a hobgoblin - in such a case the newly transformed hobgoblin will often return to the family for its fair share or to seek revenge and gain control of the family for himself. A change in leadership under such conditions is often welcomed.

Goblins have medieval technology. They can work iron and bronze, some fine items are even made of steel. They usually live in simple stone huts, but wealthier goblin families will often make more advanced fortresses that resemble castles. Most goblin villages or cities are protected by massive stone walls that rise 30 or 40 feet into the sky. There are usually also a number of other dwelling in a goblin town such as a temple, blacksmith's shop, etc. Most goblins are hunter/farmer/warriors but, just as in any village, there are some who are professionals. There are stone masons, metal workers, weavers, etc. Sometimes goblins who specialize in these professions share their money earned with their family, meaning it will ultimately go to the hobgoblin. Some goblin professionals, however, operate independently of a hobgoblin or family unit, surviving and prospering because of their unique and valuable skills. Goblin mystics in particular are known for their independence from the harem system.

Goblins raise a number of different animals for use as food, labor, or warfare. Their main war beast are the dire wolves. Goblins breed dire wolves to be as large and ferocious as possible, most reach the side of a small horse. Hobgoblins and the occasional elite goblin soldiers ride these dire wolves into battle. Another animal that is made use of by goblins are the dark boars - large (between 300 and 400 pounds typically) pig-like creatures covered with bristles and with large tusks. The goblins raise dark boars for food, for their milk, and also use them as beasts of burden to pull plows, carts, or occasionally to ride. Wealthier goblins or hobgoblins will always prefer to ride a dire wolf though. Goblins also keep domesticated buzzards for their eggs and feed them table scraps or allow them to feed upon corpses of dead goblins. Stone spiders are another creature that goblins keep. Stone spiders are named this because their mottled grayish coloration allows them blend in with the rocky landscape of Daduchus. They have rather bulbous bodies, not unlike a black widow spider, and are highly venomous. Goblins keep these spiders to harvest their silk, stone spider silk can be spun much the same way a worm's silk can. Some of the finest clothing available to goblins comes from spider's silk. Goblins also use the spider's venom to coat their arrow tips, making them particularly deadly. Perhaps one of the most common staples of the goblin diet is rat flesh. In Daduchus giant rats are extremely numerous and though goblins do not raise them, traps or hunting trips usually can supply a steady supply of rats for goblins to eat. Goblins are also known to dig up worms out of the ground to eat them, or more frequently since they aren't very tasty, to feed to their animals. Goblins are not particular or sentimental about their meals - they will eat just about any living creature, from insects to their own dead. When a goblin dies, it is either eaten by its family or is given to domesticated beasts to eat, which ever the goblin family is in the mood for. This practice also includes prisoners and casualties of war along with anyone who happens into a goblin village and is unwelcome or unable to defend themselves.

Most goblins and hobgoblins in Daduchus share the same religion, the worship of the god Gulaga. To goblins, Gulaga is the supreme deity, the creator of all things, all power and all knowing, and the goblins are its chosen people. Goblins believed that Gulaga created the world and all life in it, but deliberately left them flawed. It is only goblins who have a perfect design, one matching that of Gulaga for Gulaga gave birth to the universe as a goblin goddess and rules the universe as a hobgoblin god. Gulaga as the goddess gave birth to female life among all the creatures of the world, and then become a god and sired all life through his female children, becoming both father and mother to all living things. Only goblins became like him however, with the holy ability to transform from mother to father.

Gulaga is worshiped by almost every goblin, but there are priestesses to Gulaga who dedicate their lives to worshiping him. These priestesses - who are called "Gafa" - are the brides of Gulaga, part of his harem, and therefore are never allowed to mate or bare children with a hobgoblin, nor are hobgoblins allowed into the clergy of Gulaga. The priestesses have a special building in the center of every goblin village where they can go to preform rituals in worship and praise of Gulaga. Normal goblins and hobgoblins are bared from attending the majority of their rituals, though many outside of the clergy will pay priestesses for blessing or to offer sacrifices to Gulaga on their behalf. Though hobgoblins rule over goblin society, the priestesses of Gulaga have a huge amount of sway. It is forbidden for a hobgoblin to harm or even to touch a priestess, because she is seen as a bride of Gulaga himself and Gulaga is a jealous god; any who showed such disrespect would be killed by other hobgoblins and goblins in hopes of some personal blessing. To join the priestesshood - called Valagud - the goblin who wishes to join must attain permission from the elder priestess, called a Fergaf, of the community. Often goblins who find themselves in a family without a hobgoblin will attempt to join the the Valagud for safety and protection, though most are denied entry.

The Valagud is very militaristic in its customs and beliefs. The Gafa train to fight as one of the primary duties to the faith. Before a battle the certain Gafa will chant for hours and take a mixture of herbs and chemicals as part of a religious ceremony to work themselves into a frenzy of destruction before a battle. The Valagud is the only goblin organization that extends beyond the size of cities and villages, it has a supreme high priestess called a Ferfergaf who has complete control over the Valagud and as a result is perhaps the most powerful single goblin (or hobgoblin for that matter) alive. Despite having no official power within a goblin village, the Gafa there have a large amount of unofficial power because of the reverence they are given as brides of Gulaga and because of the blessings that can befall those who treat them respectfully or alternatively, the curses which befall those who would treat them with no respect. When a Gafa becomes old and starts to gain weight in anticipation of entering a cocoon to transform into a hobgoblin, instead of allowing the transformation to take place, the Gafa commits a ritualistic form of suicide, insuring that the Gafa will be forever female and forever a bride of Gulaga.

It is believed that deep in the earth is the dwelling place of Gulaga and that Gulaga's blessing spring up from the ground and thus to give offering to Gulaga, the offerings must be placed into the ground. Because of this, temples to Gulaga are vast deep tunnels set into the ground, topped on the surface by a stone castle-like structure. The most holy and secret ceremonies are preformed as deeply in the ground as is possible. Temples are constantly under construction, going deeper and deeper into the ground, the Gafa continually build new ceremonial chambers as the tunnels go further down, the very oldest temples in the largest of goblin cities are incredibly deep. When a Gafa commits ritualized suicide, her body is buried deep within the temple. The is a single great temple from which the Ferfergaf rules the Valagud, this great temple not only has a great stone building above ground, but has tunnels and chambers so deep that many think that one can encounter Gulaga himself by descending to the deepest levels - though only the Ferfergaf and her must trusted servants are allows to go the the very bottom. Goblins who are religious or wish to make sacrifices to Gulaga ceremonially bury meat as an offering.

Goblins believe that when they die that a number of fates can befall them. Is is believed that when a Gafa dies, she becomes an angel-like servant to Gulaga himself, joining his harem and being his mate for all of eternity. When a hobgoblin dies, it is believed that becomes one with Gulaga, sharing all of his knowledge and power, sensing and knowing all things and eternally one with the infinite. For a regular goblin, they believe that when they die that they will be born again into the body of some other goblin in the future, and will continue to die and be born again until eventually surviving long enough to become a Gafa or a hobgoblin. Goblins believe that non-goblins are doomed to oblivion, since their lack of a true soul mean they can never become one with Gulaga or to be a direct servant of him. Those who worship other gods, false gods, suffer the same fate as the lesser races, complete oblivion after death, as Gulaga devours their souls for as a punishment.

To goblins, all other races are seen as nothing more than animals. There is nothing wrong in mistreating them, torturing them, killing even helpless children. They have no souls and thus don't truly suffer or feel as a goblin does. Goblins view even goblins who do not believe in Gulaga with a similar level of distain. They are blasphemers, liars, fools, they fail to respect the holiness of the creator of the universe and father of all goblins and hobgoblins. As such, they are deserving of horrible torture, humiliation, and death. In past generations there have been many goblins and hobgoblins who have died because of their lack of faith in the supreme god Gulaga, but now only a rare few fall victim to such punishments. Though, an accusation of lack of faith, a direct act against the brides of Gulaga, or sometimes even a suspicion of practicing some other religion can cause tremendous trouble for the accused and may even cost the unfortunate its life. For Gafa who violate their vows (such as chastity) the punishments are swift and terrible as well, especially when combined with the believed loss of their souls as divine punishment.

In the more Northern reaches of Daduchus the black clouds that swirl and churn above southern Daduchus meet the earth, creating a thick unnatural dark grayish fog that obscures sight and chills the bones. Here it is so cold that even goblins must wear heavy clothing to survive, here goblins must carry torches if they are to see because the darkness hangs so heavily in the air that is suffocates every speck of light, here even monsters and the great beasts of southern Daduchus must fear for their lives. This is where the greatest enemy of the goblins dwell, the orcs.

Orcs have a humanoid shape with similar proportions to humans in most respects. They are about the same size as humans, perhaps and inch or two taller on average and usually about the same weight. Their skin is typically a grayish tint, about the color of concrete or a bit darker. Their eyes do not glow, but are luminescent and are usually either of red, orange, or yellowish coloration; though a few have purplish or violet eyes.

Young orcs, those who have not yet reached puberty, have a skin texture similar to that of humans, perhaps a bit rougher and coarser. As an orcs get older their skin tends to wrinkle very quickly and become thicker, and most young adult orcs have skin as wrinkly as humans in their eighties. Young orcs also have hair in similar patters as humans do - thick hair on their head, with sparser hair on various other locations of the body, this hair is almost always black or dark gray. As male orcs enter puberty they begin to develop male pattern baldness and by the end of puberty they are usually bald on their head, though they also develop a thick, coarse, bristly hair on their back, arms, and shoulders. Female orcs do not lose their hair during puberty, but they develop breasts like human women and, like males, they also grow hair upon their backs and arms but not to the same degree. As female orcs get older they usually start to lose their head hair as well, but typically not until middle or old age. Female orc hair is usually slightly wavy, they typically wear it in long braids or falling naturally and cut about shoulder length. As orcs approach old age, their skin becomes lighter in coloration and even a little transparent, sometimes allowing veins and even muscles to be seen beneath their flesh. Orcs reach puberty around the age of 20, but do not reach middle age until around 300 years of age, after that old age begins to show at around 1000 years. Orcs do not die of old age, they just gradually get wrinklier and more pale over the millennia - though their physical and mental abilities do not decrease.

Orcs faces have some similarities to those of humans, though there are major differences. Orcs tends to have broad, flat noses. Their mouths are very large as are their jaws. The entire mouth and jaw structure is distended slightly compared to that of humans, this in combination of the broad flat nose give orcs the appearance of a muzzle or snout more than a mouth and nose. Their lips are very thin, hard to notice unless they speak. Orcs tend to have thick bony ridges above their eyes and bony lumps beneath their scalps, they also have large bony knuckles, shoulders, elbows, and knees.

Orcs teeth are larger and more vicious than human teeth, and instead of four sharp teeth like humans have - they have twelve. Orc teeth, because they are strict carnivores, are more for ripping and tearing than for crushing or grinding. Orcs have very thick and hard fingernails, and if allowed to grow naturally would form sharp claws, these nails are not flat like human nails, but rather are triangular (like an epee blade) giving them more structural strength. Orc ears are like those of humans, though their earlobes are long and always connect to the sides of their faces and the tips of the ears are pointed - not like those of elves - but rather more like a cat’s or wolf’s ears.

The differences between orcs are humans are not just superficial. The blood of orcs is not red, but rather it is pure black. Not only is this blood black but it is thicker than human blood as well, and tends to slowly ooze from wounds rather than flow like human blood. The blood of an orc is a deadly poison, even a drop on the skin can kill an adult human and its said that once a blade has cut orc flesh that it will forever carry the poison. When exposed to sunlight, and orcs skin quickly darkens and cracks, causing it to bleed. Prolonged exposer to the sun causes orc flesh to wither, this will cause great pain and eventually death to the orc. Orcs are immune to most poisons that affect humans, though the touch of cold iron immediately causes orc skin to blister and peel. Orcs are immune to the cold but they become weak when exposed to temperatures above freezing. Orcs also can see in absolute darkness and even see through the thick black mists that enshroud northern Daduchus, but light is painful to their eyes, even a candle makes them uncomfortable though it will not significantly hinder them.

Orc society is more egalitarian and structured than that of goblins. Males and females have equal status and equal rights. Orc society is also strictly hierarchical, having different classes who swear fealty to the class above themselves in a very feudalistic manner. This extends all the way up to kings and queens of orcish kingdoms, and many orcs believe that one day there will be an emperor to rule over all orcs. Orcs view themselves as the nobility who are meant to rule over others, and even the lowest in the orcs hierarchy are the equivalent of knights in human society. The real workers and laborers among the orcs, the serfs of their feudal system, are not orcs at all, but goblins. Orcs often go on raids to capture goblins to use as slaves, but many goblins join with the orcs of their own volition. Goblins who fear oppression for religious reasons or who resent the rule of the hobgoblins will often seek out orcs as protectors. In such situations, despite their extreme cruelty, the orcs will swear an oath to defend the goblins from harm in exchange for lifelong labor on the part of the goblins. Orcs keep virtually never break such an oath, but an orc is betrayed they will spot at nothing to get vengeance on the oath breaker, this vengeance usually entails weeks of horrible torture.


Because orcs are sensitive to iron, they use neither iron nor steel tools or weapons, instead they use brass. Because brass contains no iron and is comparable to steel in its strength, it makes an ideal metal for orcs to use. Orcs are excellent metal workers and make fine quality swords and armor, the typical orc can be seen wearing a brass breastplate, chain mail, or a coat of plates for armor. Another metal that orcs use is called dark steel. Dark steel is not really a metal at all, but created from the essence of evil stolen away from another creature. Among the orcs there is a profession called shadow shapers, who have the ability to control the very essence of darkness. They will take a slave or prisoner and light a small candle nearby, causing the victim's shadow to be cast against the wall. The orc then sinks its talons into the victims shadow and rips it free from the body; this horrible act shreds apart the victim's soul driving them forever insane or leaving them as a drooling vegetable. It is said that the act of having your shadow stolen is the most painful experience that any sensient being can suffer. The shadow shaper can then use the shadow for any number of purposes, such as animating it into an intelligent servant, consuming it to strengthen the orc's personal powers, or forging it into dark steel. A dark steel weapon is highly prized among orcs and quite expensive, its is much stronger than steel and much lighter as well, even when it is damaged it will reform into its natural shape unless it is completely burned away or exposed to sunlight. When a dark steel blade pierces the flesh of a living creature, it also chills them to the bone, drawing out the warm and life from their bodies.

Orcs use their goblin (or sometimes other creatures) servants to build huge fortresses for them. These keeps are more than just defensive structures, they are castles covered with ornate carvings and with redundant structures which exist to only to please the orcish eye. Along the same lines, orc clothing is stylized and esthetically pleasing. It is usually significant to the individual orc in some regard, such as bearing some personal crest or family heraldry. Orcs favor large dark fur trimmed cloaks worn over their other clothing and even their armor, these help to conceal orcs from other creature's limited vision is the dark mists in their realm.

When orcs go into battle, they ride Worgs. A Worg is a creature than in some ways resembles the dire wolf to the south, yet is also different in a number of ways. It is larger, as big a a full sized horse, and has a slightly different build. Its shape is slightly more catlike in some regards, having hugely powerful shoulders and large claws upon its feet. Their jaws are massive and filled with rows of dagger-like teeth, their faces look like a grotesque mixture between that of a bat, a cat, and a hyena. A Worg's fur is as dark and night its eyes gleam an eerie red. Worgs were created by orcs using selective breeding and dark magic over the years, feeding dire wolves alchemical substances to make them larger and more powerful and well as subjecting them to other foul experiments.

Orcs worship no deity nor do they believe in an afterlife, they think that all things go into oblivion after death unless their souls are somehow preserved through magic. They do believe in gods and greater supernatural creatures, but do not think that such creatures are worthy of worship. Some orcs do occasionally preform a ritual here or there to seek favor from a certain greater power, but they see it as more of a business arrangement than any kind of worship. Orcs do tend to practice sorcery at a fairly high rate, it is not uncommon for them to summon forth creatures of darkness and evil do do their bidding or perhaps to make an arrangement with. Demonic pacts are the closest that orcs get to true religion, and they look down on those who dedicate themselves in service of gods who the orcs believe will ultimately betray the worshipers and allow his or her soul to go into nothingness. They view such things as prayer as pathetic begging and believe themselves above it.

In orc society, the first born child of an orc couple is destined to inherit all that its parents own. Sometimes this first born child must be patient because of the extremely long life spans of orcs, despite this fact and orcs evil nature, patricide is almost unheard of because of the orcs' sense of personal honor and family loyalty. The second born child in an orc family receives training in some form of special professional skill. For poorer orc families, this could mean that the 2nd born orc becomes a scribe, stone mason, or blacksmith; in wealthier families the 2nd born orcs can expect to become shadow shapers, alchemists, or sorcerers. The largest category of orc are those called the "3rd Born" who are orcs who have at least 2 older siblings. These third born receive nothing from their parents after reaching adulthood aside from a weapon, armor, and a Worg. The 3rd Born are the knights and warriors of the orcish populace. They go to battle toe earn their money and to achieve glory and prestige that was denied them by birth. Though some 3rd Born die in battle, others win fortunes and lands greater than those that their parents held and they too carry on the tradition with their children. Because of orcish inheritance, arranged marriages are the uniformly practiced in their society. Because first born males often wed first born female, it means that wealth is often concentrated over the years into extremely wealthy families. This tendency often leads to feudal warfare between different orcish families because of the dichotomy in wealth - with 3rd born orcs fighting both sides trying to win land of their own.