miyabi
๐ช ๐ข๐ฎ ๐ง๐ข๐ญ๐ญ๐ช๐ฏ๐จ, ๐ช ๐ข๐ฎ ๐ง๐ข๐ฅ๐ช๐ฏ๐จ
โLORE.
- Tell me, friend. Have you ever heard of the Age of Beasts? LINK TO MAIN LORE DOCUMENT
In the monsters that plagued Drasira, was the first coming of magic.
Upon a land unlike any other, across the expanse of Drasira, comes the calamities of war; the Gods against humans. What used to be a land full of bounty, rivers and lakes so large they stretch far beyond the greenery; now littered with the remains of ruins, lost cities, and monsters plagued unto thee.
Above all, Drasira is a land filled with beasts far and wide -- built of clay, fire, brimstone, and vengeance itself. The surface, however, has only been scratched; far and wide, as if new monsters arrive, humans have been terrorized by the product of their own foolishness.
Magic flows through this land, as does darkness -- consuming and all powerful.
It began with the first wave of humans, the Godsโ gift to this Earth; in human idiocy, they spoke foul of the Gods. Misinterpretations and lies, the Gods were displeased. I fought my battle, now it is your turn: whomever is reading this passage, I beg of thee, find the artifacts and rid this land of devastation--before it is too late.
- AESTANTIS
Deeply admired for their prestigious architecture and culture, Aestantis remains one of the more prosperous nations. Practically adorned in ivory alabaster and outlined with gold trims, itโs home to the worldโs most prominent creators, sculptors who often allude to the many tales passed down by the elders of Aestantis. Echoes of heroic figures and defiant villains traipse over the imaginative plains, but are only ever offered to those bred and born by Aestantians, in Aestantis. For, if thereโs one thing the country lacks, itโs respect toward outsiders. Described as a closed high society, to learn of Aestantisโ secrets and delve deep within the culture, one must belong to a similar lifestyle. And so, exclusive in nature, Aestantians only really take kindly to those whom descend from their same luxury or are at the very least, as polished and clean-cut as they present. After all, Aestantians only ever offer the very best of the best, and they take much pride in doing so.โ A daughter of Ancient Greece, Aestantis is a wealthy country; especially rich in intricate architecture and mythology. Through storytelling, theyโve curated a culture based upon generations of creativity and divinity, resulting in beautiful representative sculptures and artworks all around. However, these fables are not to be shared with just anyone- for Aestantis, like most high societies, only themselves to those they deem worthy.
AL VISAR
Derived from the words ุงูุชุตุงุฑ (rom. as intasar, Arabic for victory) and เคตเคฟเคฐเคน (rom. as Virah, Hindi for absence), The kingdom of Al Visar is the desert heart to dwellers both far and wide. Ordained by a caste system, Al Visar, as scientifically & systemically progressive as they appear, is not particularly kind to individuals dwelling amongst the poverty line. Should one be so lucky enough to escape the castes however, may come across a lifetime of opportunities containing the best education, resources and entertainment awaiting their arrival. Heavy believers upon astronomy and the wonders of natural science, Al Visar has been home to several breakthroughs in the world as we know it. With common streets constantly bustling despite the scorching heat and sandy terrain, Al Visarians live by two words and two words alone: Make. Do. For in their eyes, their gods can only do so much, human independence is the root of all survival. Beneath the veil of mortal triumph however, lies the inhumane actions of the ruling society. For itโs been rumoured that magic once roamed the very cynical streets in which they stand. Echoes entailing shamans, witchcraft & the likes, all living harmoniously before terror had scorched their plains. And now, well now they live in secret, concealed within the turbulent mountains where no Al Visarian dares enter. For they still exist, but exist only at a price.โ Al Visar is a mix of Indo/Arabian/Islamic cultures. The plains are desertous, lacking in well-nourished soils. Al Visarians value knowledge & hard work beyond religion & luck, they also abide by a caste system upheld by an aristocratic oligarchy. In other words, the rich are the most favoured. Magic or anything faintly relative has long since been pushed out and banished from the mainlands.
HESTEA
A kingdom doomed since the beginning of time, Hestea can only be described as a circle of grifters. Riddled with muddied slums and snot-nosed children, Hestea is best for turning away ripe noses with the putrid scents it often emanates. Soggy, cold and more than uninviting, Hesteaโs riches and culture seem to remain for the most part, absent - especially to those who are unwilling to prevail beyond the rugged exteriors. For, what lies deep within the countryโs cobbled paths, is a unity unlike any other. Suffering at the hands of the government (or lack thereof), Hesteans have since learned to turn to one another in times of great need, curating a sense of community like no other. And their government? Laughably unjust and only a resource to those dwelling in aristocracy, the various disparities have since created a large divide between classes. And with the lack of support from either the government or charity from the rich, it seems that they have no one to rely on but one another. There is no one coming to save them, only themselves. And no matter what they do, they do together.โ Greatly inspired by Middle Age England + The French Revolution, much of Hestea dwells upon the poverty line. Due to inadequate funds from the government and high taxation upon the second class, common citizens lack the resources to provide for and maintain healthy and well-nourished families. Henceforth, living conditions and general public health are in smooth decline (plagues are a regular occurrence every few years at best). However, despite the inadequacies, Hesteans often bind together to either demand cooperation from the government or, should things get incredibly desperate, seek other means of survival. For what they do, they do together.
ITUTHIA
One of the oldest of the kingdoms, believed to be one of the original kingdoms blessed by the Gods, its people are proud of their culture, origins, and spiritual pathways. Wealthy as it is old, Ituthia is a thriving country covered in ancient, yet thriving architecture, as well as sacred temples, and rich and diverse cultures. With its streets decorated in lively colors, the kingdom is known for its colorful cities and equally as vibrant landscapes. The royal family live privately, a ways away from the main cities, but will often show their faces to the public. Their cultural clothing features fine jewels, metals, and intricately woven designs. This kingdom, of the 7, has one of the more advanced militaries and have become the prime distributors within the lands for weapons, instruments, and ornate art. Above all, music is of the utmost importance in the kingdom of Ituthia; known as storytellers through music, Ituthians are a people whose stories are translated through musical notes. As for religion, the nation is split between its shamanistic practices as old as time, as well as the newer religion that has become wide spread amongst Drasira. However, itโs been said that the world is ruined with empires that once believed that they were eternal- Ituthia being one of such. Recently, rural villages have been subjected to monstrous torment, bodies being discovered, crops drying out. As if the seven plagues had been festering, preparing its attack. Itโll only be a matter of time until this cruelty reaches the capitol, until then, no Ituthian is safe.โ inspired by the cultures in Benin and Angola, with landscape inspiration mainly taken from sub-saharan Africa. Most of Ituthia is thriving, even as farmers and lower occupational fields; there is, however, underlying secrets hidden within the forests that most are unable to uncover given how thorough Ituthia is with hiding them. Please choose faceclaims accordingly.
LIKHA
On the endless expanse of the sea lies the country of Likha; a land said to be the sacred grounds of Nebove -- the kingdom is regarded as the legendary birthplace of healers and shamanistic practices whose worship revolves around the moon and its phases. Their prayers, thought to keep plague and most devastation away, rituals are often performed to ease the destruction that formerly wreaked havoc amongst Likhaโs land. Infested by sea serpents, Likhaโs jagged waters are not often traversed; most often only the most foolish of travelers, if not the bravest, dare set sail against its depths.Reached by only boat, the kingdom is one of the more isolated countries despite being the peace bringer among the nations; its people are sufficient healers and dauntless warriors and are willfully ignorant to the dangerous sea serpents in their waters. Their nationwide religions vary, but most Likhanos are shamanistic practitioners--also known as Katalanas.For the most part, this kingdom is one of the more mysterious ones on the list. There is little known about them, however this does not warrant underestimating.Synopsis; Matriarchal society, heavily spiritual and highly superstitious, main exports are fish and crops. Cultural Inspirations are: pre colonial philippines, cambodia, and thailand. Please cast faceclaims accordingly. Common foods: dishes containing fish, pork, beef, and even insects.
NAI SIE
The realm of heroes, Nai Sie is a mass of land occupying the eastern region of Drasira; thick rainforests covering a wide expanse of hills and mountains, with raging rivers across. Itโs forests are dense, damp, and warm: the perfect climate for humans and creatures alike. Its primary exports include ink, silks, herbs, and paper. A large country whose belief system is built upon old folklore and superstition, talismans can be found around every corner. A monarchy, the country of Nai Sie is led by an emperor whose rule has favored the wealthier people over anything else; known for the multitude of discoveries, mainly sundials, paper, and the development of seismographs, the Kingdom of Nai Sie is thrives off of its achievements that are often widespread. They are, however, known to cover up many of their downfalls--such as the infestation of beasts in the northern mountains, the loss of population outside of the larger cities, and much more. Nai Sians are known for their bravery and intellect, but are often secretive.In its depths wages war between humans--Rebels against the monarchy have risen up, angered by the treatment dealt by its emperor. This war, although devastating, has lasted 3 years and continues to be present--especially near the Southern Border.Synopsis; Monarchical society, heavily spiritual and highly superstitious, main exports are ink, silk, herbs, and paper. Cultural Inspirations are: Primarily Han and Tang Dynasty China, but are not restricted to only this era and country. Please choose face claims accordingly. There are different Ethnic groups that resemble other east asian cultures and ethnicities. Common foods include: fish, duck, egg, chicken, rice. Confectionaries are mostly consumed by nobles.
SREDZYM
There is no land quite like Sredzym, the elders will say; no land quite so lonely, so firm in its dedication to survive against all odds. Carved into ancient ice and built by freezing sea, Srezdym is as harsh as winter winds to its inhabitants. The wastes are unfriendly and their forests filled with beasts; and yet, the kingdom of Sredzym has thrived in these dark conditions for centuries. Rich in ballad and dance, Sredzym's culture is a boom of colors and light, a strong contrast to the gloom they live in. With a tradition of group celebrations and singing by giant fires, the Sredzymi are a strong, close people, used to the most vicious of nature - yet holding on to a sense of community. That was, until the plague came. Once freely trading wood and minerals from their snarling mountain range, Sredym was suddenly ravaged by a terrible illness two centuries ago. Seemingly magic-borne, it destroyed entire populations. Only the most remote of villages remained unharmed. The plague, nicknamed the 'Steppe curse' after the steppes it first appeared in, changed symptoms with every person; as if conscious. While the plague has somewhat lost its grip over the years, there are still a few outbreaks in the over-packed cities. You can still find mass-graves of the plague dead out in the wastes, forever frozen in their horror. The culture of Sredzym has changed forever, turning them into suspicious, cold people. Outsiders are hardly allowed inside. What used to be a friendly country, opening its arms for anybody visiting, has been turned into a society of the overly-polite and formal kind. The masks Sredzymi commonly wear are not much help. Every Srezdmyi, no matter the location, will wear masks of various designs around strangers - to prevent common shapeshifters from taking their form and doubly, prevent plague spread.โInspired by slavic Medieval Russia and various indigenous cultures of Siberia, Sredym is an once glorious kingdom that's been harshly ravaged by an unknown plague (inspired by the Black Death.) A mysterious kingdom, ruled over by a royal family nobody has actually seen in person, Sredym is now a shadow of the culture it used to be. Superstitious, highly suspicious of strangers and known for their odd masks, their society is one marked by high formality and lack of warmth around unknown people. Their landscape is characterized by large, overpopulated towns and isolated villages, miles away from civilisation. A few hunter communities thrive in the bitter forests, keeping the beast population in check.
- Enemies
- Bandits: One of the more common enemies across Drasiraโs expanse, bandits are nomadic people that often appear in groups -- inhabiting most caves and forts, as well as wandering the roads. Be wary of these groups, as they wield weapons and will not hesitate to take that of which you have worked for.
- Bears: Fierce beasts that often dwell in caves and thick forests; a dog-like creature that feasts on flesh, they are highly aggressive and should be aware of. Their roars span across the lands, instilling fear in even the bravest man. Powerful and quick, bears are unafraid to approach humans and other beasts alike.
- Feral People: Spread across Drasiraโs expanse are feral people -- neither man nor monster; formerly nomadic people, they have taken home deep within forests and cave systems, away from most civilizations. Highly aggressive and known to attack without provocation, tread cautiously. Unlike regular humans, their saliva is toxic, strength far surpassing the natural strength of a human. Often skinny, their joints look as if they protrude, hair messy, scraggly, and disturbingly thin; stomachs have a bloated appearance and their feet have thick bottoms, accustomed to the outside environments. With loud, guttural screeches, feral people let their presence be known when on the hunt.
Ghouls.
- Rotghoul: Perhaps one of the more repulsive creatures in the Monstrum Liber, risen from the remains of humans, they are a creature that many have had the displeasure of meeting. A humanoid monster that walks on all fours -- limbs seemingly backwards, its presence is known due to the putrid stench it exudes; parallel to that of a rotting corpse. With no real mythical power, this creature relies solely on physicality; aggressive with highly toxic saliva, itโs best to keep distance. Often found deep in the forests spread across Drasira, these creatures are invasive and prey on livestock rather than people -- this does not, however, mean that they will not attack humans. Nocturnal, these creatures will only prowl at night, circling around farms or awaiting any unfortunate soul that crosses their path on the roads.
...MORE WILL BE UNLOCKED AS THE STORY PROGRESSES.
Shapeshifters.
- Aaras: a creature that can shift into any animal, often found in woodland areas; luring in unknowing travelers, they most notably take the form of livestock and game. Although taking the form of an animal, they can be quickly identified by large, black eyes upon close analysis. Unlike their humanoid counterparts, they let off no identifiable scents and do not only prey at night. These creatures are, for the most part, more calculated and hunt in packs rather than alone. Quick and agile like the Straras, however easily trackable due to the footprints they leave behind; often large, hooved, with deep ridges that mimic that of small mounds in the soil. โ??? The rest of this entry has been smudged.
- Irkras: the more powerful of the shapeshifters, these creatures can take the shape of another beast; however, only limited to the lesser ones. Stronger, faster, and far more adaptable than its counterparts, Irkras prove superior to the rest of the shapeshifters. Completely independent and highly aggressive, but inhabitants of more barren areas. ??? โ??? The rest of this entry has been smudged.
- Straras: a creature that can shift into a human, often mimicking the interactions around it in order to pass as so. Highly intelligent, often able to speak its way out of situations -- fairly difficult to detect in the sea of people within the city. With bloodlust, the creature preys at night, opting for lone wanderers -- drunk or sober; incredibly opportunistic. When on the hunt in its creature form, it can let off a scent that is easily identifiable, but not as easily trackable. Quick and agile. โ??? The rest of this entry has been smudged.
...MORE WILL BE UNLOCKED AS THE STORY PROGRESSES.
(A few loose and missing pages, there are no more entries that are found.)
- ( A collection of books and letters in the library of the Black Order. Some of them are moth-eaten and covered in dust. Obviously old. )
( An incomplete translation of an ancient script. It's filled with missing words and destroyed segments. )
- so the Holy Ones spoke, 'let there be an Earth!' And so it was, for the Holy ones are mighty in their strength.
An Earth there was, but it was barren and lifeless, and a great darkness drifted along it's surface. The Gods pondered and pondered and decided they could not decide on what to put first on this creation of theirs. Then rose Yioclai, the eldest of the Gods. ''Let me lay down the first seed,'' He spoke, ''and we will have something to grow on the lands.''
So it was. A seed was placed in the empty earth, and from it grew a tree. But the tree was thin and dry, and nothing grew from it. Again the Gods mulled and mulled, and then rose Ivatan, the second god. ''Let me give it water,'' He said, ''so it may have something to quench its thirst.''
From Ivatan's eye came a tear, and from the tear rose the ocean. The tree drank from the ocean, and it grew large. It's seed fell into the earth, and from them were created the forests. But soon there was no more land, for the Earth's trees climbed too high. Too much did they grow and again the Gods thought and thought. Then rose Amir, the third god. ''Let me destruct those we need not,'' He offered, ''so we may have new ones.''
From His mouth came a great fire, and that fire brought down the tallest of the trees. It burned and ate everything in its path, from the grass to the vines, and left behind a soft black soil. It nourished the Earth and when it became too tall once more, it was burned down.
But it was too empty and the darkness only hovered thicker. There was no light and there was no Sun and there was no Moon, for there was nothing but shadow. Again the Gods thinked and thinked, and then rose Nebove, the last god. ''Let me draw it a sky,'' He breathed, ''so it may have an up and down, a day and night.''
So strung Nebove together a sky, and stars drifted along it. The Sun and the Moon swam in their home, never quite agreeing when to appear together. So was the night and so was the day, and the Gods were satisfied.
Then rose the humans.
( A badly ripped page. You can't quite make out the words. )
- and so rose the kingdoms, and so rose the villages and towns and cities. So rose the slaves and soldiers and kings. Together they lived in one land, with one tongue and one belief. Together they built the first temples, and dedicated them to the Gods. They were buildings of wonder, with fifty floors and fifty towers and fifty roofs, and built from gold and white bone. There was peace and there was warmth and they wanted for nothing.
So rose the first war.
No longer did they want a common tongue, nor a shared castle. The humans fought and destroyed and so they split, each to their own part of land. So came to be the kingdoms and the food and the clothes, for no more were the humans of old.
From this new order came the Massydians, the first nation, the first to abandon the ways of old. They built great cities at the edge of waters, so tall they reached past the tallest tree and tallest temple and tallest mountain. No kingdom on Earth could match their power, nor their amazing wealth. T'was them that casted the first wicked stone, the mothers and fathers of Sin. No longer did they need gods or creators. There was no fear of Gods, nor any man alive.
(This section is badly ruined from water damage.)
-- the Gods were enraged, and decided to punish Massydians and all the humans on Earth. They reached down and turned the Massydians into horrible creatures, monsters of unspeakable traits, forever cursed to remain this way. Casted so away was the first nation to forget the Gods, down to the land filled with weeping and gnashing of teeth. Humans were given everlasting destruction and shut out from the presence of the Gods and from the glory of their might.
Tired of humanity and tired of Sin, the Gods fell to slumber. Still they watch us, from dimensions unnamed, waiting to rise again and bring forth a new age. The reckoning is coming.
May we pray for those first souls that brought the monsters on us, and may we pray for those trapped in those unsightly shells of Sin. May we pray for us and for the second death that awaits us.
As it was before, let it be such now.
(A small piece of paper, hidden behind the rest. It looks more recent, it's lines barely readable as if whoever was writing them was in a great hurry.)
-- they will not talk about Her, but I have seen Her. Not only in my dreams now, but in everything there is. She comes to me at night, when I struggle to fall asleep. I can scarcely describe what I see at those times! Humans words fail to come close to what She is. How do you describe something so profoundly ancient, so terrible it makes my heart beat to think of it?
The Archaic Mother we called her. The Queen of monsters. The womb of which those things grew, the reason we have the damned Black Order in the first place. Yesterday morning I woke up and my tooth had fallen out. There were rats near my bed when I rose. I think they were laughing.
I can hear her even now, as I write this. There is no escape from her anymore now that I know, and I truly believe there is no saving me. I came too close and so did the others. I burned what I could, but the knowledge is still gripping all the corners of my brain. There is a reason we don't know what happened. It's better we don't. Humans were never meant to venture so far, never this close to things older than creation. There is a greater evil than death or wrath of Gods. I know this now.
If you find this, whoever you are, I have to beg of you. Do not try to find out what happened to me. Do not try to decode the ancient language. The moon is growing larger, or is it just me? I can't sleep anymore. There is a black dot on my forehead, right between my eyebrows, and it's growing. I feel sick. Do not try to find out the old secrets. You are still safe. Ignorance is freedom. You were never meant to know.
I beg of you. Destroy this letter. Forget you ever read anything. Live your life as you want to and don't think about this again.
May the Gods take pity on your miserable soul.
penned by @malks
Major Gods.
YIOCLAI.
The Firstborn of the universe.
The Father of Earth, the Mother of humans. Yioclai goes by many titles, none of them enough to truly describe a being from which everything came. His vastness, his inhuman strangeness is indescribable. Not that humans will not try to wrap their hands around something so terrifyingly primal. There are ballads, stories, songs dedicated to the Creator of All, explaining every geographical feature and mountain born from him.
His shrines are hidden deep beneath the green, in caves or jungles or forests. Tearing off the vines or plants growing on them would be considered an act of disservice; instead, nature is allowed to take it's hold, growing unbound by humanity. There, under miles and miles of packed dirt and layers of stone, pieces of Yioclai lie - waiting for the day of awakening to come.
IVATAN.
The Secondborn of the universe.
The womb of the sea, the creator of water. Lakes, oceans, rivers, rain; all the children of Ivatan, ruling both the land and heavens. Sleeping in some unknown depths, Ivatan represents life as much as destruction. Tsunamis and floods are just the beginning of what their wrath can do. Do not trust a still lake, nor light rain; very quickly it can lead to disaster, wiping all of humanity along with it.
Some god-fearing people might throw a sheep to sea, or a weak child not long for this world, to bring sure weather and protect the ships sailing on the waves. As if a drop of blood is anything to something so deep and unknown.
AMIR.
The Thirdborn of the universe.
The mouth from which fire came, the most capricious of the Gods. No matter the devastation their fire brings, it also allows for new growth - you need ashes to rise from to start again, like saplings growing from the dust of trees twice their age. The old is destroyed, along with the progress and dreams of humans. But the soil left behind is fresh, unmarked by the ages; something to build from anew.
Fires rage in jungles and fields and forests, their blazing heat bringing fear into anybody's heart. To keep the fires calm and satisfied, some priests will offer sacrifices - straw houses built for this purpose, or effigies of people. It wakes Amir not from their deep sleep under volcanoes and caves - if the prayers and hopes of such rituals reach them at all.
NEBOVE.
The Lastborn of the universe.
The weaver of the heavens, the throat of the sky. Nebove is the spine keeping space from leaking into Earth, stars and heavenly objects dancing only above it. Look up, to see the stretch of their skin - there is where Nebove found their rest, in skies unknown. The stars and moon and sun are the scars, torn into it from battles eons ago. Their skin leaks and rages, filling the ground with water or devouring rivers in deserts.
In some places, people will leave their dead atop mountains and fields - for their soul to go up above. Birds, the flying children of Nebove, will take their physical bodies away - for the vessel is empty, to be returned to nature.
Minor Gods.
MALU.
The God of War.
A daughter of Amir, she is the matron of all glory and bloodshed - many a general wishing a good battle, or a soldier scared for what lies ahead have prayed to her name. Might and bravery in battle is what she offers to those who sacrifice, and protection against strikes to those who beg. An inherently blood-thirsty god, she is honored by heads of slain enemies, or prizes collected from duels. Putting everything you have into a fight and coming out victorious is a sure way to catch her attention; many a great hero or legendary general have been said to be her lovers, falling into the furs of her bed. Some have even tried to muzzle her with a wedding right; as if anything less than blood would satisfy her.
She is usually depicted as a half-tiger woman, snarling in half-nude from temple walls.
PALI.
The God of Agriculture and Fishing.
His godly parent, Ivatan, has had their share of influence of him; Nali rules over the beasts of the blue depths, in every lake or sea or river. Fishermen, farmers and water-side towns will plead with him, to beg in their names when there is a flood or drought. Before the morning hunt, fishermen will whisper a prayer into the cold water, hoping to bring back a large haul. Those living on the far edges of the world, in the frozen islands, sometimes witness the true strangeness of Nali's beings. Giant angler fish, human-shaped shadows, beasts that defy explanation - those are the children he commands. Gentle and elegant, yet easily offended, Nali as quick to lavish his worshippers with gifts as he is to sink fields and cities.
He is often depicted as a miles-long, always staring water snake of jewel eyes.
NANA.
The God of Mischief.
The daughter of the great Yioclai, Nana embraces all the primal sides of humanity that rose as a result of her parent; the ancient calls of violence, pleasure, hedonism in it's most extreme form. Thieves, criminals and satisfaction-seeking daredevils find their place in her arms. Paid killers will ask for their blade to strike true, while lazy nobles beg for the night of their lives. She walks freely among humans, taking on mortal skin to drink and laugh and dance during celebrations. During those visits to the human worlds, do not be surprised to see your socks turned inside out, or your livestock painted green. The most finickly of all the gods, she loves a good prank - but loyalty and stability, not so much
Her figure is often seen as a human-faced lioness, forever rotting - until she is born anew each year.
IUER.
The God of Mystery.
A son of Nebove. The most peculiar of his siblings, Iuer is as unknown as the cosmos above; not many will find themselves in contact with him, and those rare few that do will come out of the conversation more confused than before. Scholars and all those in pursuit of knowledge might be visited by him during their dreams, whispering terrifying secrets as they slumber. Some might remember the visit, recalling inhuman shapes and a whispering voice. Others might not remember at all, left only with suspicious dread that they now know something they shouldn't. Hidden, unknown corners of the world is where he is said to thrive, rewarding the few that stumble across them.
What his true form is is strongly debated - a few report he is a handsome young man clad in silks, while some remember him as an angel-like figure. Others will say Iuer has no form at all, but only appears as a sort of void-space in the corner of an eye.
RULES.
(note: characters aren't actually expected to follow these rules 100%! These are only the moral codes the societies in Drasira are built around.)
01. Do not dishonor the god's names.
02. Practice modesty in all aspects of like - curb the hand that starves to take more than it needs. Dress as to not expose yourself. (Nana's practicioners will often overlook this warning.)
03. The major gods are not to be depicted. A human hand cannot hope to draw their brilliance, nor their truth.
04. Do not steal. Do not lie. Kill justly and mercifully.
05. Avoid that which is diseased and filthy. Rituals of cleaning and health should be practiced daily.
intro.
nations.
beasts.
mythos.
gods.
code by low fidelity.
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