Welcome to the Lore page for Chronicles of Cre' Est!
This is gonna be a smaller RP (in terms of player count) and based on a story I've been developing since 2009... Yeah, I know. How does someone "develop" a story for that long? Well, when you start in 2009 knowing nothing about the craft of Creative Writing and then learn as you go things tend to change fairly frequently. Lol.
But yeah! This'll be the lore page which I will be developing over the course of this week and preparing to launch the RP officially maybe next week on Monday or Tuesday (hopefully)!
Let's get to it!
The continent in which this RP takes place in is called Cre' Est. But before lives began taking shape here, there was another location...
Mar' Valoa. A continent which lies far to the Northwest, across the ocean. The first settlers of Cre' Est journeyed from this land behind a figure known only to the panels of history as "The Trailblazer." This figure is known to have been female. But her name, likeness, and history have long since been ripped from the pages of historical texts. Literally. All texts surrounding her identity were destroyed by vandals leaving nothing of her legacy behind except for that title.
Behind this Trailblazer, the first voyage took place on board a pirate vessel led by a legendary pirate of the time, Lohran The Wicked. Lohran had agreed to ferry the Trailblazer and those who sought freedom in this new world along side her across the seas in exchange for any riches they may uncover either on the way, or upon landing. The voyage was tense with numerous verbal clashes between Lohran and the Trailblazer. But the worst arose during a vicious storm which ravaged the vessel and almost fittingly lit the physical conflict between the two as they crossed blades and fists. Lohran was eventually thrown overboard, and not long after the storm subsided and they beheld the land of Cre' Est on the horizon.
As they set foot upon the land for the first time the continent of Cre' Est was born.
The Trailblazer returned to Mar' Valoa and is said to have brought some 27 more groups of settlers to the land before her passing. But the voyages would continue throughout the centuries until at long last, in the year 834 BCE (Before Common Era), the continent of Cre' Est officially established itself as an international sovereign entity and trading center. The reason for this is because, thanks to the maps and records kept by the Trailblazer, Cre' Est was found to near perfectly split the difference between Mar' Valoa and the third and final continental landmass which lay far to the East.
With its place amongst its peers established, Cre' Est began a time of expansion and discovery. And thus the founding of the five nations began...
She was the first to be founded with borders drawn and a central Kingdom established in the year 826 BCE. The nation lies at the center of the continent of Cre' Est, bordering the Central Mountain Range which splits the landmass vertically up the middle.
It established a Monarchal government with a King and Queen serving as the pillars of authority. Surrounding them are a team of advisors and envoys which serve the capacity of meeting with hand-picked representatives of the people on a monthly basis to discuss how life is going for each major city represented, any grievances or concerns, possible resolutions to any outstanding conflicts, and suggestions for improving life for the citizenry.
Where Valkyom separates itself from its four peers is in its education system. Valkyom has twelve major academies of higher education which is more than double that of any of its sister nations. It also boasts the right to say it unironically has the best and brightest minds of all 12 areas of study each academy specializes in.
An example of this is Professor Sage Tilmund, a man of few words but near infinite philosophical artistry in both the spoken word and written word. He's written several books detailing various philosophies from around the continent which he learned of in his travels, compared and contrasted each one in soul-crushing detail, analyzed the intellectual strengths and weaknesses of each, and even went so far as to use each philosophy to psychologically analyze the people who follow them. Though he now nears the end of his life, being well into his 80's, he remains the most respected and decorated philosopher the continent has ever seen.
Valkyom's second claim to fame is the diversity of its flora. Though it's not the most densely forested landscape (a title belonging to Gweynura), the range of flowers, herbs, shrubs, bushes, trees, roots, mushrooms, and naturally occurring vegetables and fruits is unmatched anywhere else on the continent. This has led to a medical revolution in recent years which is being spearheaded by Doctor Lorraine Xe' Almna (one of my characters!), a recently established apothecary and clinical doctor operating out of the capital city.
Due to its central location Valkyom is also the king of trade. Three out of four of her sister nations border her directly and must pass through her expanses if they seek to trade with one another. Thankfully, Valkyom is very open and accepting of her sister nations and their people and places simple checkpoints at each major roadway, as well as the Central Mountain Pass, to serve as protectors of traders and travelers rather than inspection points which they consider intrusive and unnecessary. The only reason any guards at these checkpoints would actively search passers by is if they felt there was a legitimate reason, or they were under orders due to there being some sort of fugitive to watch out for who may be trying to escape the nation via hiding in a convoy.
Religion in Valkyom is monotheistic, and focused on the central figure known as Peur'tia. She is known by many names, but the four most common are: Holy Mother, Heavenly Mother, All Mother, or simply Mother. This religion has no universally accepted name but is most commonly referenced as "The Way of Peur'tia." In this religion the following are taught from a young age:
* To believe in the Holy Mother is to open one's heart and mind
* Prayer is optional but highly encouraged as it's believed to strengthen the personal bond one has with Her
* Attendance at a house of worship is required once per week either on Friday evening or Saturday morning, as to miss it is considered an insult to Peur'tia
* Kindness, empathy, and understanding are pillars of Peur'tia's teachings and an emphasis in many of Her hymns and poems
There are several lingual quirks and mannerisms which can help distinguish someone who grew up in Valkyom, and these are the most common:
Words/Phrases
Naming Conventions
The people of Valkyom have an optional suffix which sits between the first and last name to distinguish the first and second born children. Anything beyond this carries no suffix.
First Born - Xe'
Second Born - Xa'
Non-Binary Relationships
Culturally, Valkyom is fairly conservative and traditionalist in its views on marriage and the concept of life-long relationships. Non-binary relationships and marriages are allowed, as there are no laws prohibiting them. But the majority of the populace would either frown upon it, or find it something they'd rather stay away from. Regardless of which response they give most of the populace (like, 90-95%) would try to remain respectful and would keep their thoughts to themselves unless they were provoked into a response.
Architecture
Architecture in Valkyom varies by the size of the location. Bigger cities tend to be very similar to what one would see in Italy during the Renaissance including long lines of conjoined buildings with clay shingled rooftops. Medium sized towns are usually similar in their construction method but the buildings are not conjoined (though they are still built in close proximity). And smaller villages and Villas are built more conventionally with individual houses spread out with wooden flat shingled rooftops and a more modest and 'old school' vibe.
----------
The one thing Valkyom is not proud of is its proximity to Roda Valley, home of the assassin organization of Te'i Sai. For decades the organization stood as a symbol of fear in the criminal underworld due to their more brutal and straightforward methods of assassination. Whereas most would kill silently in the shadows, Te'i Sai operatives always make sure there's an audience before striking. They also commonly painted messages using their victim's blood hinting at their next target, or giving warnings to those who would dare to decry them.
But nothing about Te'i Sai was ever so frightening as the Red-Eyed Demon (my second character!). Among Te'i Sai's ranks he stood alone in skill, efficiency, and even clothing style. Te'i Sai donned themselves in gray robes with hoods over their heads to hide their identities whereas the Red-Eyed Demon clothed himself in black and wore no head coverings whatsoever. Additionally, strange symbols adorn the seams along the shoulder and down the length of the arms of his black hide jacket. But his greatest claim to fame is as his namesake suggests: His glowing red eyes. The origin of this feature remains unknown to all but a select few.
Recently, the Red-Eyed Demon underwent a significant change of identity. On the morning of September 28th, 574 CE (Common Era), he surrendered himself to the Cre' Itian Royal Guards and announced he would divulge all the information and knowledge he had on Te'i Sai to them. This coincidentally took place on the 3 month anniversary since he was originally captured prior to escaping five days later on the eve of what was to be his execution. What changed between his failed execution and this date of surrender? Only a select few are privy to this information. But what has been divulged to the public is that he indeed offered a wealth of information about Roda Vally and Te'i Sai in equal measure, as well as agreed to accompany the Royal Guards on their siege of the fortress leading to Te'i Sai's eventual destruction. As of October 24th, 574 CE, Te'i Sai was officially declared "destroyed" by the Royal Guards and what few surviving members they had following the siege scattered to the four winds never to be seen or heard from again.
For his cooperation and participation in the effort to annihilate Te'i Sai the Red-Eyed Demon was placed on a 6-month probationary observation period where he would be free to walk the streets of Valkyom, but would be on constant watch. Any signs of trouble like fighting with the citizenry or killing anyone, even if they were a murderer themselves, would revoke the offer and he would spend the rest of his life in prison.
Six months ago that probationary period ended without incident. The Red-Eyed Demon was officially granted amnesty for his past transgressions and is now both a free man, and an official citizen of Valkyom. Having spent six months as a free citizen of the nation the populace have grown accustomed to his presence. Many still fear him. Many still loathe and scorn him. And many still remain wary of his presence and think that there's been a mistake in letting him go free like this.
Either way, Valkyom now enjoys a quiet peace such as it hasn't known in decades since Te'i Sai arrived on the scene and turned the night into a time of nightmares.
Shaharan was founded almost 100 years to the day after Valkyom in the year 727 BCE, and is comprised of an organized Clan-based culture lacking a central government.
Each Clan is a small private government unto itself with a single ruling family at its center serving as the pillar of authority. They're respectively known as the Sheikh and Sheikkah of the Clan. And they're always addressed with respect lest you wish to find yourself in a duel against the finest warriors the Clan has to offer... Because that's what the Sheikh and Sheikkah are: The greatest of the male and female warriors, respectively, in the Clan.
Shaharan culture revolves around three forms of strength: Physical, Mental, and Spiritual.
Those who lack any of these areas will see themselves occupy a lower rung on the totem pole of the Clan's hierarchy. The Clan regularly hosts customary annual tournaments of strength in which everyone of age participates. This includes the Sheikh and Sheikkah (as they will not remain in their position if they don't earn that right). Should a new warrior rise to win the tournament they will take the role of the previous Sheikh or Sheikkah. In this way we come to another area of Shaharan culture: the lack of marriage.
Shaharan culture lacks any form of matrimony. When two adults find each other attractive they often engage in a pairing which heavily resembles a traditional relationship in most other cultures. However, there are several key differences to observe. The first is that the relationship almost always begins with a duel. The winner takes the role of Alpha and is the one to dictate the pace of the relationship, what they eat, when they eat, where they go, what they do together versus what they do apart, and whether or not any furtherance of the relationship will take place, such as children. If the Alpha of the pairing says it's time for children, it's time for children. If they say "I don't want kids," then they will not have kids.
In that case, how do relationships end? It depends.
If the Alpha wishes to end the relationship then it's over the moment the Alpha says it is.
If the Beta wants to end the relationship then they must either seek the Alpha's blessing to terminate it, or, if the Alpha doesn't wish for it to end, the Beta must defeat the Alpha in a duel to win their right to formally terminate the relationship.
Shaharan use oral communication to educate their children. Stories by the campfires at night. Reciting poems, stories, or family scripts to them as they lay in bed. Etc. As a result the Shaharan people are largely ignorant of the goings on in the world outside their nation's borders. Heavy culture shock is very common if and when they travel abroad. And it can often lead to problems due to the cultural misunderstandings which often arise. Efforts have been made by the other four nations to host some sort of joint education with the most established Clan Leaders to help bridge the gap. But so far no such efforts have been successful.
Within Shaharan culture the color red is symbolic of power. Numerous clothing dyes, body paints, tattoo inks, and hair dyes feature the color red and are granted if and when an individual achieves something noteworthy such as winning a duel, winning a tournament, participating in Clan Wars and establishing themselves as a dominant force on the battlefield, etc. To wear the color red is considered an honor. One which the individual must've worked very hard for and accomplished much to adorn. Anyone caught wearing red who didn't earn it properly is summarily subjugated to a full on beating by the entire Clan as a reminder never to besmirch the honor which comes with it ever again.
Shaharan has no central religion, nor do their people worship any Gods or Goddesses. It's very, very rare for people born and raised in Shaharan to adopt the religion of other people because of how big an emphasis on personal strength is in their culture. To "derive strength and comfort" from some invisible, non-proven entity from a book or some religious nut's preaching would get you laughed out of most Shaharan Clans.
Because it lacks a central government, and every Clan is a government unto itself, it's almost impossible to put labels or assign patterns to the nation's people as a whole. But there are a few exceptions:
Words/Phrases
Ethnically Shaharan's dominated by what would be considered Black and Middle Eastern complexions. Occasionally you'll find a Clan or two whose complexion is a bit lighter. But they'll still be heavily tanned living in the sunny deserts of the nation.
Non-Binary Relationships
In Shaharan, non-binary relationships are not a thing. Not because there are no non-binary people in the populace. But because it's simply not their culture. They're a warrior and strength-focused people. And traditionally have always been Male-Female Alpha-Beta relationships as is observed in the natural world around them. In fact it was the Alpha-Beta pairings of such creatures like the wolf and some species of birds and other reptiles found in the deserts of Shaharan.
If a non-binary seeks a relationship, they'll have to find one outside of their homeland.
Naming Conventions
Shaharan parents will often, though not always, name their children after great ancestors of their family line, or use a name that's very close to it in honor of said ancestor. Original names are rare, but they can and do happen.
Shaharan's architecture usually consists of either tents (which serve the more Nomadic Clan lifestyle), or Clay buildings (for Clans who prefer a sedentary lifestyle).
Triveila was the third nation founded. Her borders were officially drawn in the year 496 BCE, she lies in the lush and water-laden lands to the Northwest. As one might expect of the Nation of Water, the land is covered in wetlands and marshes. However, contrary to the bleak and boggy marshes of many old stories these wetlands are lush and vibrant with an abundance of both flora and fauna uniquely evolved to flourish in this landscape.
Along the coastline are the most pristine and beautiful beaches anywhere on the continent. And the people make their living on the bounty of the ocean. Staples of the Triveilan economy and trade include pearls, abalone, seaweed, coral, shells, seafood, and bones from the bounty of the sea.
Triveila was once a Monarchy. However, following a cultural revolution in the year 122 CE, they switched from a classic Monarchy to a Queendom. The Queen is the pillar of authority. There is no "second" in command. She does surround herself with advisors who function similarly to those in Valkyom who interact with representatives of the people and relay things to her. But it is up to the Queen what is to be done. Her word is final. There are no negotiations. There are no "but's."
Though they have seldom had issues with this form of government there is a growing discontent among numerous noble family factions in the nation. The current Queen is beloved by her people for her fairness and kind heartedness. But these traits have done little to settle or quash the greed of the nobility who seek another cultural revolution of their own design in which they hope to reshape the political landscape of the nation to further empower the noble class. Their ultimate hope is to return to a Monarchal system wherein which the King and Queen are more figureheads than actual bodies of authority. And the true pillar of authority becomes the highest ranked nobility in the nation.
The Queen-in-Waiting, Josephine Dezantro, is aware of this plotting and has tried to warn the Queen of the impending coup, but the Queen has assured her that these efforts will not see themselves to fruition. The Queen wants to believe her. But without evidence nothing can be done as acting on hearsay isn't a practice the Queen can endorse. This has greatly frustrated Josephine who loves the Queen as if she were her own mother. But, alas, there's little she can do as she doesn't have ties to any of the advisors or people of influence who surround the Queen. Her worries and warnings have fallen on deaf ears...
The Silent Anti-Coup Effort
Josephine has structured her efforts to counter the budding coup very carefully, and with compartmentalization in mind. There are 16 people in total within this operation so far.
1) Josephine is the head of operations and has the final say in all matters.
2) Her closest confidant/advisor is her second in command, and takes information from the information vetting team.
3) The job of the information vetting team (4 people in total) is to take the reports provided by the Handler and cross-reference all the submitted information to determine (as best they can) the validity of each piece of info they receive. If anything doesn't quite pass muster they alert the Handler to tell the informants to gather more. Anything that passes or is corroborated by multiple informants is taken as accurate and passed up to the Confidant/Advisor.
4) The Handler has direct communication with all informants who are carefully hand-picked people of impeccable standing in their respective lines of work and who have at least some loose ties with the royal court.
5) Informants (9 in total) are the grunts of the operation. These are primarily normal folk, some noble, some commonwealth. But all are carefully vetted and hand-picked by the Handler to join the operation. Their job is to go about their daily lives in as natural a manner as possible while keeping their ear to the ground for any chatter or signs of trouble which could be linked to the coup. Once any such information has been attained they document it and submit it to the Handler under the guise of an everyday meeting over lunch or some other similar occasion.
Culture
Triveila is a land of serenity and tranquility. The culture revolves around a sense of oneness with both the land and sea, and seeking a sense of inner peace regardless of the hardships life may throw one's way. Rather than get angry, they prefer to seek the calmness at the center of their being and seek truth and enlightenment. Why did this happen? What could I have done to prevent it? How can I turn this to my advantage? How can I use what happened to help myself and others? Questions like this drive the mindset of the people of Triveila and help reinforce their peaceful nature. Even the most egregious criminal offenses such as murder result in rehabilitation efforts rather than prison time or other physical punishments like losing a hand.
Though not as advanced in their education system as Valkyom, Triveila nevertheless has several esteemed academies of study. The greatest of which is their Academy of the Arts (which includes traditional art, music, and dance), as artistic expression is a central staple of the culture. Almost everyone you meet in Triveila is a born singer, dancer, or artist, and has done at least something creative to help identify themselves as unique among their peers, neighbors, and even amongst their family. For example, both men and women will commonly create their own dances, write their own songs, design their own body paint and tattoo designs, carve masks for artistic performances/appearances, and even design their own jewelry.
Religion in Triveila is polytheistic with a God/Goddess for many common elements of life including the sun, moon, sky, stars, earth, sea, life, death, love, mischief, etc. However, there is a single Goddess at the center of the web, so to speak, named Auxereilla. She is the Mother of the Gods, and the progenitor of all that exists in this world. The rest of the Gods essentially were tasked with being overseers to their respective aspect of life by Her, and they refer to Her as 'Mother.' When people pray, they most commonly pray to Auxereilla and give thanks to the other Gods afterwards.
The religion of Triveila is known as "Riithu'mm." It teaches the following:
* The Mother of the Gods is the progenitor of this world and all of its wonders
* Her children are the arbiters of life's numerous elements
* Prayer upon waking and afore retiring for the evening are standard practice
* Regular attendance in a house of worship is requested, but not required, at least once per week
Words/Phrases
Ethnically, Triveila is home to what would be considered Asian complexions. Lighter, pale skin and many feature the traditional features of Asian cultures such as more rounded facial features, jet black hair, etc. There are sometimes other ethnicities which pop up here and there. But for the most part this is the Asia of the continent.
Non-Binary Relationships
Triveila is by far the most accepting of non-binary pairings, and have even adopted polygamy in some circles (though it's usually something only done in the nobility).
Because they live in harmony with the ocean, and the ocean itself is neither male nor female, Triveilans see no reason to question the boundless possibilities of love in all its forms. To love someone is to accept them wholly, as they themselves accept the wrath and bounty of the sea which fuels their way of life and their beliefs.
Naming Conventions
- Triveilans have full first, middle, and last names which is a unique feature to this continent's various cultures.
Architecture is appropriately Asian in its approach as well with many of the religious and more important political buildings featuring a Pagoda-like structure, sliding doors, mats similar to tatami mats for interior flooring, etc.
Veilbrand was the fourth nation founded, borders drawn in 188 BCE, and has become the central hub of all metalwork, stonework, and harvesting of precious metals and gems thanks to the numerous mines dug into the mountain range which nearly encircles the entire landmass.
A key feature of this nation is what's known as "The Arm." It's a mountainous reach which extends through the center of the nation and ends in a five-point split known as "The Hand." At the center of the hand is a mysterious oasis which few have visited, but many have coveted as a potential location for treasure or other potential historical significance. The trek to reach it is incredibly perilous as there are no established paths to its location. One must climb the sheer mountain faces and find a path all their own to reach it.
Another key feature of the land is its capital city, Valoc. It's a fortress city which has been carved directly out of the mountain face, and half of it lies within the mountain.
Veilbrand has always been known for its military might, boasting some of the most rigorously and well-trained soldiers anywhere on the continent. The reason for this lies in the ever shifting government of the nation. It began with a dictatorship led by a military man as the self-proclaimed "King." And true to the title of "dictator" he punished, imprisoned, or killed any who disagreed with him. Upon his death all who shared his bloodline were executed by the populace who refused to remain in such a system. A new Monarchy was established, then abolished after only 60 years and returned to a Dictatorship. 100 years later, in the year 28 BCE, it once again became a Monarchy which has stood the test of time to nearly the present day.
Keyword: "nearly"
Twelve years ago, in the year 562 CE, a man named Eagon T'housen staged a coup and slaughtered the royal family. Establishing himself as the new Emperor, his first act as ruler was to lock the inhabitants of Ortusk, a village on the border between Veilbrand and Valkyom, inside their homes and burn the entire village to the ground.
None survived.
Eagon continues to torture and make life miserable for his people. He's hoarded the wealth of the nation in Valoc which has utterly decimated the economy. He's had his men poison water sources driving the people to water sources of his choosing which come with a toll to pay if you want a drink of fresh water. And he lets his men do whatever they wish which often include acts of violence including randomly choosing people out of the general populace to humiliate, beat, whip, or imprison for no good reason at all other than to satiate their own amusement.
A Revolution has risen in the last 6 years led by a mysterious figure known as the Maiden of Revolution. But due to the military might of the nation, all of which is firmly under Eagon's control, and due to the fear their people have of Eagon the Revolution has struggled to gain major traction and is currently in something of a stalemate. Eagon won't wipe them out because he finds their efforts amusing. But every time they think they're gaining ground he gives them a grim reminder of the difference in power by unleashing a more powerful force to crush them and drive them back to where they were before. The Maiden has grown increasingly frustrated by this lack of progress and is contemplating seeking help from beyond the borders of the nation.
Revolution Structure
The Revolution is a base-heavy pyramid in terms of its organization which looks something like this:
1) The Maiden of Revolution - the head of the operation and who has final say in all matters
2) Shor, the Founder - he started the revolution and hand-picked the Maiden to lead them forward
3) The Four Generals - General Sol (male), General Star (female), General Luna (male), General Sky (female)
4) The Eight Lieutenants - Two per General to help divide orders and operation instructions amongst each division's main body of troops
5) Divisions 1-8 - One led by each Lieutenant who serves as the bridge between them and their respective General. Each Division bears the emblem of the General they serve, and are their emblems are colored orange for Division 1, and blue for Division 2 respectively. Each Division is comprised of approximately 120-150 soldiers a piece. In total the current census for the Division count is 1,184.
Religion
Prior to Eagon's ascension Veilbrand practiced a Polytheistic religion known as Dua't Ema which taught the following:
* The Gods preside over light, darkness, the sky, the Earth, and the cycle of life and death
* Attendance at a house of worship is required twice per week on Monday and Friday respectively at whatever time you can make it as sermons are held throughout the day
* Community, respect, and hard work are the central pillars of happiness and prosperity
* Disloyalty (to either one's family or community), disrespect, and laziness are the triggers of unhappiness and depravity
* Marriage is a sacred bond; sexual activity is limited to life after marriage (though fornication is not a crime, it's heavily frowned upon)
Following Eagon's ascension, several changes were made:
* Atheism is now the law of the land, and all talk of Gods is punishable by public lashing or whatever other punishment the guards fancy at the time
* The central pillars of "happiness" are loyalty, duty, and work ethic. Do your job when the guards come through and they'll usually leave you alone. Shirk your duties in front of them at your own peril.
* Marriage is just another pairing, but almost ironically if you are caught fornicating you will lose your left hand ring finger so you can never wear a wedding band properly ever again, and if you're a woman you'll also have the back of your left hand branded with the symbol of infidelity
Words/Phrases
Ethnically, Veilbrand is dominated by the Caucasian complexion. Their borders have always been strict about immigration. And there have been some racial prejudices in the past which prevented the immigration of non-Caucasian ethnicities for many years. Every so often, usually with each change in rulership, those policies would change and other ethnicities were allowed to pass through their borders. As a result there are now occasionally small communities with varied ethnic groups who don't fit the standard Caucasian complexion. But with Eagon now in control of the nation their borders once again are closed and non-Caucasians are subjected to horrendous treatment by his soldiers whenever they roam in search of entertainment.
Non-Binary Relationships
Veilbrand is, second to Shaharan, the least tolerant of non-binary relationships. Doubly so with Eagon in charge as he's staunchly opposed to such "blasphemy."
If two men were caught holding hands, they'd both be publicly flogged (and potentially killed depending on the mood of the guards who apprehended them). Same for women (though they'd likely also be subjected to... Well, you know... Before they're imprisoned or killed).
But even before Eagon it was heavily frowned upon to see same-sex couples or any other non-binary persons together in a romantic capacity. It wasn't outlawed. But there were numerous noble circles pushing for it becoming outlawed. Eagon's ascension, unofficially, outlawed it though he's drafted no legal documentation, nor made any official declarations of it being so.
... And there's speculation that he is avoiding doing so as a way to give hope to those in the non-binary circles and give them reason to chase their dreams and spend time together which makes them more likely to get caught, flogged, and potentially killed.
Naming Conventions
Veilbrandians only use a first and last name. No middle name, no suffixes or prefixes. It's very rare for anyone to break that mold and give their child a middle name, prefix, or suffix. But it can happen.
Architecture is very similar to Greek architecture with a heavy emphasis on pillars, statues of important figures both historical and religious, and intricate designs carved into both wood and stone structures especially in and around doors, windows, and stair railings.
Gweynura was the final nation to be founded with borders drawn in the year 47 BCE.
With the bounty of the forest all around the people settled into a life living in harmony with nature. Homes were built into or onto the trunks of the largest trees, and constructed in such a way as to avoid harming the tree as much as possible. Many villages and towns are elevated tree houses all linked via intricate bridge systems. The highest known home belongs to a humble hermit known simply as 'Treebark' who chooses to live in isolation in the depths of the forest. The bottom of his home lies just over two hundred feet above ground level and has a series of ladders and ramps leading down to the forest floor.
Gweynura currently makes it living through trading for their bountiful lumber and animal skins and materials. With massive ranches where they breed livestock for this purpose, along with for food, they maintain a harmonious balance with nature and have a minimal impact on the local wildlife populations.
Gweynura's religious beliefs are monotheistic and focus on the Holy Father, Treantos. His teachings emphasize, you guessed it, oneness with nature in all its forms and respecting all its creatures both large and small. There is no house of worship as the belief in Treantos is something held within the heart and mind rather than externally showcased.
Education is nearly identical to Triveila's in terms of having a handful of prestigious academies of study. The greatest of these is the Academy of Agriculture. As a result of nearly six centuries of study and experimentation they've developed a method for farming high in the trees with the first of many advanced irrigation systems with pipes which run the lengths of the trunks of the tress which they call home. They're equally at home farming at ground level. But they much prefer life above the land.
Gweynura denounces violence and war in all its forms. However, for personal security they do have a military presence who prioritizes aerial combat in the trees using bows and arrows, firearms, bolas, blow darts, etc. If they don't have to get close to you, they won't.
Gweynura's architecture is what it's most famous for. Designed for life in the trees their architecture is highly unique and features numerous curves and soft surfaces with few sharp edges. Even the planks which make up the bridges linking tree houses are beveled and rounded off, sanded down, and covered in a thick resin which hardens and smooths over time to make the surface of each plank smooth and easy to walk on without worrying about splinters.
The people of Gweynura are very friendly and welcoming to foreigners, but are wary of those who carry many weapons with them.
Ethnically, Gweynura is home to primarily Latino/a complexions. They're a relaxed and peaceful people. So, the nation is indeed a blending pot similar to Valkyom. But it cannot be argued that the majority are of Latino/a complexions.
Non-Binary Relationships
Though they're very tolerant of non-binary relationships, Gweynura does have its more conservative circles (usually older and more traditionalist types in the nobility) who openly disparage it as being against the conventions of biological reproduction and thus worthless to society as a whole. It's usually the same people who push for political marriages over finding love in the first place.
Nevertheless, this is a dying mentality and has seen a steady decline over the decades. Over 65% of the nation now accepts non-binary relationships and would go out of their way to defend their honor from naysayers.
Naming Conventions
Gweynurans will often earn an alias from their community, friends, or family based on their personality, lifestyle, or accomplishments. If and when they do it's very common that they will adopt this alias as their given name for most of the rest of their lives. The only time the birth name is used is during more formal events such as attending noble/royal gatherings, marriage ceremonies, etc.
Gweynuran architecture features a focus on log cabins and other such wooden structures as it's the most abundant and renewable resource they have at their disposal. Similar to Veilbrand they like to emphasize intricate carvings into their door frames, window frames, stair railings, and furniture like chairs, sofas, beds, etc. They also tend to lean towards stained glass windows rather than standard glass.
Originating in ancient times as a coalition of peaceful monks who made regular pilgrimages across the five nations preaching peace and balance among the five nations, Te'i Sai saw a rapid and extreme shift of philosophy following a particularly bloody international war in the year 449 CE.
Who among them spearheaded this change, and for what reason remain unknown and lost to time.
However, by the year 452 CE they had completely shifted from peaceful monks to Assassins. And during this time they also shifted their mentality to exclude women from the operation as they didn't wish to taint the purity of the female spirit with the sin of murder. Over the years, however, this mentality would see a shift as well, and women were soon viewed as too nurturing to harbor a killer's spirit/mentality.
Initially they had no central headquarters and were instead a nomadic group who traveled solely by night. But after being discovered and nearly wiped out by a large and powerful bandit group led by the legendary Ghashar the Butcher, they knew they needed a central and well-shielded headquarters to train and hone their craft and skills so that such a destructive event could never befall them again.
Sometime between 452 CE and 457 CE they had discovered an entrance to Roda Valley and decided it would make the perfect home... until they encountered the ferocious apex predator known as the Gil Bear, a hulking behemoth of a bear standing as tall as a small single-story home and weighing in excess of five tons, roaming the land. Such a dangerous beast serving as the apex predator in such a place as isolated as this was a death sentence if they tried to make their home in the forests. So, instead, they set their sights on Mt. Heresta, the tallest peak in the Central Mountain Range which lay at the Southernmost end of the valley.
It took decades, but by the year 474 they had carved out their headquarters into the mountain and created a vast network of pathways both to and from said headquarters to the outside world which they disguised using nature's abundant resources so that they'd never be haphazardly discovered by wanderers from the outside.
With their headquarters fully established and their sights now set firmly on forcing balance through the art of assassination, Te'i Sai began its operations.
Any time a particular nation's rulers started feeling a bit too eager to start a war with a neighbor, Te'i Sai would 'convince' them to stop by assassinating either one of the two Rulers, or any number of people close to them in order to force them to realize that death was not the way forward. Any time an individual or group of nobles, politicians, etc, began preparing any semblance of a forceful takeover either of policy or rulership, Te'i Sai would eliminate the head of the snake and scatter the remnants to the four winds.
Despite death being their method, the goal was seen an honorable one which allowed Te'i Sai to more openly recruit its members from both the criminal underworld and the world which walked in the light of the sun. However, things took a turn in the year 544 CE with the rise of the latest Grandmaster, Te'Kai.
His vision for enforcing balance and peace was far less honorable in method than those of his predecessors. And as Grandmaster he forced a change in training focus from stealth to brutality and overt displays of violence. Though the stealthy ways of their past had been largely successful the organization was not feared by the majority and neither was it respected by its peers in the underworld. Te'Kai saw fit to establish Te'i Sai as the ultimate assassin organization. And they would attain respect through fear. And so it was.
By the year 540, Te'i Sai had become a name to be feared by all. And this became especially true with the rise of the Red-Eyed Demon in the year 560 CE when, as but a boy no older than 10 years of age, the Demon crashed a party of one Valkyom Senator, Csargil Virmonte, and assassinated him by slicing his throat and spraying his blood across his face. The image of a boy caked in blood with eyes glowing like a Demon from Hell was burned forever into the memory of those who witnessed the event.
With the Red-Eyed Demon as a central figure for their success and power Te'i Sai entered what is considered to be its golden age of prosperity and success. Their kills came at will, and the night belonged to them. Even other assassin organizations stayed clear of the nation of Valkyom for fear of crossing paths with them, or the Red-Eyed Demon.
Things then took a sudden and unexpected turn in the year 573 CE. The Red-Eyed Demon was successfully captured by the Valkyom Royal Guards and was subjected to torture and interrogation about the location of Te'i Sai's headquarters for four days straight which, unfortunately, yielded no results. On the fifth day it's rumored they brought in someone else to question him and that this yielded at least a few clues. On the sixth day he was scheduled to be executed but escaped his captors during transport from the prison. Approximately three months later he willfully surrendered to the Royal Guards and divulged everything they could have hoped for and more about Roda Valley's layout, Te'i Sai's hidden paths in and out of the valley and from headquarters, the layout of the headquarters, the number of assassins in the organization, and more.
The Royal Guards, along with the Red-Eyed Demon who agreed to participate on the front lines, stormed the valley and Te'i Sai's headquarters and successfully wiped them out. A handful of their numbers managed to escape the net. But the damage was done. The headquarters was destroyed using explosives and the side of the mountain caved in preventing it from ever being occupied again.
As of October 24th, 573 CE, almost 100 years after the formalized shift to assassination had been finalized, Te'i Sai is no more.
And thus their story ends with their few remaining survivors scattering to the four winds never to speak of their history within this organization again, lest they be killed for their involvement in the brutal history and their support and unleashing of the Red-Eyed Demon upon the land.
If you like what you see so far please hit me up in DM's to let me know!
Like I said at the beginning I'm aiming to maybe start this RP next week by either Monday or Tuesday! If you need any info for creating a character just ask and I'll do my best to provide the info to you!
Cheers!
~ GojiBean
This is gonna be a smaller RP (in terms of player count) and based on a story I've been developing since 2009... Yeah, I know. How does someone "develop" a story for that long? Well, when you start in 2009 knowing nothing about the craft of Creative Writing and then learn as you go things tend to change fairly frequently. Lol.
But yeah! This'll be the lore page which I will be developing over the course of this week and preparing to launch the RP officially maybe next week on Monday or Tuesday (hopefully)!
Let's get to it!
The History
The continent in which this RP takes place in is called Cre' Est. But before lives began taking shape here, there was another location...
Mar' Valoa. A continent which lies far to the Northwest, across the ocean. The first settlers of Cre' Est journeyed from this land behind a figure known only to the panels of history as "The Trailblazer." This figure is known to have been female. But her name, likeness, and history have long since been ripped from the pages of historical texts. Literally. All texts surrounding her identity were destroyed by vandals leaving nothing of her legacy behind except for that title.
Behind this Trailblazer, the first voyage took place on board a pirate vessel led by a legendary pirate of the time, Lohran The Wicked. Lohran had agreed to ferry the Trailblazer and those who sought freedom in this new world along side her across the seas in exchange for any riches they may uncover either on the way, or upon landing. The voyage was tense with numerous verbal clashes between Lohran and the Trailblazer. But the worst arose during a vicious storm which ravaged the vessel and almost fittingly lit the physical conflict between the two as they crossed blades and fists. Lohran was eventually thrown overboard, and not long after the storm subsided and they beheld the land of Cre' Est on the horizon.
As they set foot upon the land for the first time the continent of Cre' Est was born.
The Trailblazer returned to Mar' Valoa and is said to have brought some 27 more groups of settlers to the land before her passing. But the voyages would continue throughout the centuries until at long last, in the year 834 BCE (Before Common Era), the continent of Cre' Est officially established itself as an international sovereign entity and trading center. The reason for this is because, thanks to the maps and records kept by the Trailblazer, Cre' Est was found to near perfectly split the difference between Mar' Valoa and the third and final continental landmass which lay far to the East.
With its place amongst its peers established, Cre' Est began a time of expansion and discovery. And thus the founding of the five nations began...
The Five Nations
(There's a text error on the map labeling Valkyom as "Cre' Est" because this is an older version of the map, I'm working on a new one!)
(There's a text error on the map labeling Valkyom as "Cre' Est" because this is an older version of the map, I'm working on a new one!)
Valkyom - The Mother Nation
She was the first to be founded with borders drawn and a central Kingdom established in the year 826 BCE. The nation lies at the center of the continent of Cre' Est, bordering the Central Mountain Range which splits the landmass vertically up the middle.
It established a Monarchal government with a King and Queen serving as the pillars of authority. Surrounding them are a team of advisors and envoys which serve the capacity of meeting with hand-picked representatives of the people on a monthly basis to discuss how life is going for each major city represented, any grievances or concerns, possible resolutions to any outstanding conflicts, and suggestions for improving life for the citizenry.
Where Valkyom separates itself from its four peers is in its education system. Valkyom has twelve major academies of higher education which is more than double that of any of its sister nations. It also boasts the right to say it unironically has the best and brightest minds of all 12 areas of study each academy specializes in.
An example of this is Professor Sage Tilmund, a man of few words but near infinite philosophical artistry in both the spoken word and written word. He's written several books detailing various philosophies from around the continent which he learned of in his travels, compared and contrasted each one in soul-crushing detail, analyzed the intellectual strengths and weaknesses of each, and even went so far as to use each philosophy to psychologically analyze the people who follow them. Though he now nears the end of his life, being well into his 80's, he remains the most respected and decorated philosopher the continent has ever seen.
Valkyom's second claim to fame is the diversity of its flora. Though it's not the most densely forested landscape (a title belonging to Gweynura), the range of flowers, herbs, shrubs, bushes, trees, roots, mushrooms, and naturally occurring vegetables and fruits is unmatched anywhere else on the continent. This has led to a medical revolution in recent years which is being spearheaded by Doctor Lorraine Xe' Almna (one of my characters!), a recently established apothecary and clinical doctor operating out of the capital city.
Due to its central location Valkyom is also the king of trade. Three out of four of her sister nations border her directly and must pass through her expanses if they seek to trade with one another. Thankfully, Valkyom is very open and accepting of her sister nations and their people and places simple checkpoints at each major roadway, as well as the Central Mountain Pass, to serve as protectors of traders and travelers rather than inspection points which they consider intrusive and unnecessary. The only reason any guards at these checkpoints would actively search passers by is if they felt there was a legitimate reason, or they were under orders due to there being some sort of fugitive to watch out for who may be trying to escape the nation via hiding in a convoy.
Religion in Valkyom is monotheistic, and focused on the central figure known as Peur'tia. She is known by many names, but the four most common are: Holy Mother, Heavenly Mother, All Mother, or simply Mother. This religion has no universally accepted name but is most commonly referenced as "The Way of Peur'tia." In this religion the following are taught from a young age:
* To believe in the Holy Mother is to open one's heart and mind
* Prayer is optional but highly encouraged as it's believed to strengthen the personal bond one has with Her
* Attendance at a house of worship is required once per week either on Friday evening or Saturday morning, as to miss it is considered an insult to Peur'tia
* Kindness, empathy, and understanding are pillars of Peur'tia's teachings and an emphasis in many of Her hymns and poems
There are several lingual quirks and mannerisms which can help distinguish someone who grew up in Valkyom, and these are the most common:
Words/Phrases
- "Pray" - Used as both a means to say "please," or to ask someone to "pay attention"/"listen to me"
- "May Her light guide you" - Formal words of parting as both a means to wish the blessings of Peur'tia upon the recipient, and a means to say "I hope you have a wonderful day/night"
- "Live in Her light" - Typically words of mourning, a means of wishing the soul/spirit of the deceased to live forever in happiness in the Light of heaven alongside the Holy Mother
- "May you find Her light" - These are words you'll typically hear if the user believes the recipient has lost their way morally, ethically, or spiritually, but they can also be used as words of disdain when parting ways with someone you absolutely hate and insinuate that their hearts/souls are currently damned and in need of redemption
- "Codswiggle" - A word of frustration and sometimes pain, like when you stub your toe in the morning on the door frame or if you know you just said something stupid and it's too late to take it back
- "Fahln" - The Valkyom version of the word "fuck," and is always negative (try to use this in pillow talk at your own peril)
- Married women will usually walk shoulder to shoulder with their husbands, and always on the left side as it's symbolic of the fact that she now carries her husband's heart
- Unmarried women will usually walk one step away and one step behind men whom they are accompanying, or sometimes even if they're on dates together. It's a formal behavior used primarily by nobles and is not typically seen in the general commonwealth.
- Unmarried women who are devoutly religious will actively avoid physical contact with men in areas of bare flesh as it's considered sacrilegious to touch the actual body of a man who's not your husband.
- Men who find themselves fancying a woman and pining for her affection always make the first move by proclaiming their attraction and intent to woo her in some kind of formal manner be it a 1x1 confession, a public confession among family/friends, or full on public confession before as many witnesses as one can find. To profess one's attraction and intent to woo in an informal manner is seen as highly disrespectful, narcissistic, and showing no effort or actual care.
- Women, both married and unmarried, will typically stand or sit with their hands folded either over their stomach, or their lower abdomen.
- Men, both married and unmarried, will typically stand with both hands hanging at their sides. Though Valkyom is not an inherently violent place it is nonetheless taught to boys as young as 6 or 7 that there's always a chance that something could happen and that keeping one's hands loose and in a neutral position is both safer and wiser for self-preservation, or to protect those closest to you, the latter of which is an unspoken rule of manhood.
Naming Conventions
The people of Valkyom have an optional suffix which sits between the first and last name to distinguish the first and second born children. Anything beyond this carries no suffix.
First Born - Xe'
Second Born - Xa'
Non-Binary Relationships
Culturally, Valkyom is fairly conservative and traditionalist in its views on marriage and the concept of life-long relationships. Non-binary relationships and marriages are allowed, as there are no laws prohibiting them. But the majority of the populace would either frown upon it, or find it something they'd rather stay away from. Regardless of which response they give most of the populace (like, 90-95%) would try to remain respectful and would keep their thoughts to themselves unless they were provoked into a response.
Architecture
Architecture in Valkyom varies by the size of the location. Bigger cities tend to be very similar to what one would see in Italy during the Renaissance including long lines of conjoined buildings with clay shingled rooftops. Medium sized towns are usually similar in their construction method but the buildings are not conjoined (though they are still built in close proximity). And smaller villages and Villas are built more conventionally with individual houses spread out with wooden flat shingled rooftops and a more modest and 'old school' vibe.
----------
The one thing Valkyom is not proud of is its proximity to Roda Valley, home of the assassin organization of Te'i Sai. For decades the organization stood as a symbol of fear in the criminal underworld due to their more brutal and straightforward methods of assassination. Whereas most would kill silently in the shadows, Te'i Sai operatives always make sure there's an audience before striking. They also commonly painted messages using their victim's blood hinting at their next target, or giving warnings to those who would dare to decry them.
But nothing about Te'i Sai was ever so frightening as the Red-Eyed Demon (my second character!). Among Te'i Sai's ranks he stood alone in skill, efficiency, and even clothing style. Te'i Sai donned themselves in gray robes with hoods over their heads to hide their identities whereas the Red-Eyed Demon clothed himself in black and wore no head coverings whatsoever. Additionally, strange symbols adorn the seams along the shoulder and down the length of the arms of his black hide jacket. But his greatest claim to fame is as his namesake suggests: His glowing red eyes. The origin of this feature remains unknown to all but a select few.
Recently, the Red-Eyed Demon underwent a significant change of identity. On the morning of September 28th, 574 CE (Common Era), he surrendered himself to the Cre' Itian Royal Guards and announced he would divulge all the information and knowledge he had on Te'i Sai to them. This coincidentally took place on the 3 month anniversary since he was originally captured prior to escaping five days later on the eve of what was to be his execution. What changed between his failed execution and this date of surrender? Only a select few are privy to this information. But what has been divulged to the public is that he indeed offered a wealth of information about Roda Vally and Te'i Sai in equal measure, as well as agreed to accompany the Royal Guards on their siege of the fortress leading to Te'i Sai's eventual destruction. As of October 24th, 574 CE, Te'i Sai was officially declared "destroyed" by the Royal Guards and what few surviving members they had following the siege scattered to the four winds never to be seen or heard from again.
For his cooperation and participation in the effort to annihilate Te'i Sai the Red-Eyed Demon was placed on a 6-month probationary observation period where he would be free to walk the streets of Valkyom, but would be on constant watch. Any signs of trouble like fighting with the citizenry or killing anyone, even if they were a murderer themselves, would revoke the offer and he would spend the rest of his life in prison.
Six months ago that probationary period ended without incident. The Red-Eyed Demon was officially granted amnesty for his past transgressions and is now both a free man, and an official citizen of Valkyom. Having spent six months as a free citizen of the nation the populace have grown accustomed to his presence. Many still fear him. Many still loathe and scorn him. And many still remain wary of his presence and think that there's been a mistake in letting him go free like this.
Either way, Valkyom now enjoys a quiet peace such as it hasn't known in decades since Te'i Sai arrived on the scene and turned the night into a time of nightmares.
Shaharan - The Nation of Sands
Shaharan was founded almost 100 years to the day after Valkyom in the year 727 BCE, and is comprised of an organized Clan-based culture lacking a central government.
Each Clan is a small private government unto itself with a single ruling family at its center serving as the pillar of authority. They're respectively known as the Sheikh and Sheikkah of the Clan. And they're always addressed with respect lest you wish to find yourself in a duel against the finest warriors the Clan has to offer... Because that's what the Sheikh and Sheikkah are: The greatest of the male and female warriors, respectively, in the Clan.
Shaharan culture revolves around three forms of strength: Physical, Mental, and Spiritual.
Those who lack any of these areas will see themselves occupy a lower rung on the totem pole of the Clan's hierarchy. The Clan regularly hosts customary annual tournaments of strength in which everyone of age participates. This includes the Sheikh and Sheikkah (as they will not remain in their position if they don't earn that right). Should a new warrior rise to win the tournament they will take the role of the previous Sheikh or Sheikkah. In this way we come to another area of Shaharan culture: the lack of marriage.
Shaharan culture lacks any form of matrimony. When two adults find each other attractive they often engage in a pairing which heavily resembles a traditional relationship in most other cultures. However, there are several key differences to observe. The first is that the relationship almost always begins with a duel. The winner takes the role of Alpha and is the one to dictate the pace of the relationship, what they eat, when they eat, where they go, what they do together versus what they do apart, and whether or not any furtherance of the relationship will take place, such as children. If the Alpha of the pairing says it's time for children, it's time for children. If they say "I don't want kids," then they will not have kids.
In that case, how do relationships end? It depends.
If the Alpha wishes to end the relationship then it's over the moment the Alpha says it is.
If the Beta wants to end the relationship then they must either seek the Alpha's blessing to terminate it, or, if the Alpha doesn't wish for it to end, the Beta must defeat the Alpha in a duel to win their right to formally terminate the relationship.
Shaharan use oral communication to educate their children. Stories by the campfires at night. Reciting poems, stories, or family scripts to them as they lay in bed. Etc. As a result the Shaharan people are largely ignorant of the goings on in the world outside their nation's borders. Heavy culture shock is very common if and when they travel abroad. And it can often lead to problems due to the cultural misunderstandings which often arise. Efforts have been made by the other four nations to host some sort of joint education with the most established Clan Leaders to help bridge the gap. But so far no such efforts have been successful.
Within Shaharan culture the color red is symbolic of power. Numerous clothing dyes, body paints, tattoo inks, and hair dyes feature the color red and are granted if and when an individual achieves something noteworthy such as winning a duel, winning a tournament, participating in Clan Wars and establishing themselves as a dominant force on the battlefield, etc. To wear the color red is considered an honor. One which the individual must've worked very hard for and accomplished much to adorn. Anyone caught wearing red who didn't earn it properly is summarily subjugated to a full on beating by the entire Clan as a reminder never to besmirch the honor which comes with it ever again.
Shaharan has no central religion, nor do their people worship any Gods or Goddesses. It's very, very rare for people born and raised in Shaharan to adopt the religion of other people because of how big an emphasis on personal strength is in their culture. To "derive strength and comfort" from some invisible, non-proven entity from a book or some religious nut's preaching would get you laughed out of most Shaharan Clans.
Because it lacks a central government, and every Clan is a government unto itself, it's almost impossible to put labels or assign patterns to the nation's people as a whole. But there are a few exceptions:
Words/Phrases
- "Svi'ik" (pronounced "Sveek") - This is how you call someone a "snake" or a "weasel"
- "Ngok'a" (prnounced "knock - ah") - Basically "fuck you"
- "Hroth" (pronounced "Hh - roth" with a tongue roll on the "r") - "Come," mainly used to call a pet/mount like a dog or horse, but can sometimes be used sarcastically to call to people you have a shaky relationship with or want to start a fight with
- A Shaharan native, regardless of Clan or gender, will never, ever, stand or walk with their head and eyes down. To do so is one of the ultimate signs of weakness and surrender no matter the circumstances. And it will become a black stain on your honor that nobody will forget or let you live down. If you lose a much loved family member, you hold your head high. If you lose a duel, you hold your head high (and train harder). If your heart is literally torn from your chest by the shamed ghosts of your family's past, you hold your head high and destroy the spirits to reclaim your heart.
- Training is as integral to Shaharan life as breathing is to everyone else, and so even non-Warriors in a Clan will maintain a daily training regimen.
- Young men in Shaharan will wear a band around their dominant-arm's bicep until they complete their Clan's Rite of Passage to manhood, at which time the band is formally removed by the Sheikh in front of the entire Clan.
- Flirting in Shaharan is a bit of a stressful art form (to some, anyway) in that it typically involves sparring matches where the one who's interested in the other will slowly increase the intensity of the match and push their intended lover as far as they can manage until one of them either gives up or collapses from exhaustion.
Ethnically Shaharan's dominated by what would be considered Black and Middle Eastern complexions. Occasionally you'll find a Clan or two whose complexion is a bit lighter. But they'll still be heavily tanned living in the sunny deserts of the nation.
Non-Binary Relationships
In Shaharan, non-binary relationships are not a thing. Not because there are no non-binary people in the populace. But because it's simply not their culture. They're a warrior and strength-focused people. And traditionally have always been Male-Female Alpha-Beta relationships as is observed in the natural world around them. In fact it was the Alpha-Beta pairings of such creatures like the wolf and some species of birds and other reptiles found in the deserts of Shaharan.
If a non-binary seeks a relationship, they'll have to find one outside of their homeland.
Naming Conventions
Shaharan parents will often, though not always, name their children after great ancestors of their family line, or use a name that's very close to it in honor of said ancestor. Original names are rare, but they can and do happen.
Shaharan's architecture usually consists of either tents (which serve the more Nomadic Clan lifestyle), or Clay buildings (for Clans who prefer a sedentary lifestyle).
Triveila - The Nation of Water
Triveila was the third nation founded. Her borders were officially drawn in the year 496 BCE, she lies in the lush and water-laden lands to the Northwest. As one might expect of the Nation of Water, the land is covered in wetlands and marshes. However, contrary to the bleak and boggy marshes of many old stories these wetlands are lush and vibrant with an abundance of both flora and fauna uniquely evolved to flourish in this landscape.
Along the coastline are the most pristine and beautiful beaches anywhere on the continent. And the people make their living on the bounty of the ocean. Staples of the Triveilan economy and trade include pearls, abalone, seaweed, coral, shells, seafood, and bones from the bounty of the sea.
Triveila was once a Monarchy. However, following a cultural revolution in the year 122 CE, they switched from a classic Monarchy to a Queendom. The Queen is the pillar of authority. There is no "second" in command. She does surround herself with advisors who function similarly to those in Valkyom who interact with representatives of the people and relay things to her. But it is up to the Queen what is to be done. Her word is final. There are no negotiations. There are no "but's."
Though they have seldom had issues with this form of government there is a growing discontent among numerous noble family factions in the nation. The current Queen is beloved by her people for her fairness and kind heartedness. But these traits have done little to settle or quash the greed of the nobility who seek another cultural revolution of their own design in which they hope to reshape the political landscape of the nation to further empower the noble class. Their ultimate hope is to return to a Monarchal system wherein which the King and Queen are more figureheads than actual bodies of authority. And the true pillar of authority becomes the highest ranked nobility in the nation.
The Queen-in-Waiting, Josephine Dezantro, is aware of this plotting and has tried to warn the Queen of the impending coup, but the Queen has assured her that these efforts will not see themselves to fruition. The Queen wants to believe her. But without evidence nothing can be done as acting on hearsay isn't a practice the Queen can endorse. This has greatly frustrated Josephine who loves the Queen as if she were her own mother. But, alas, there's little she can do as she doesn't have ties to any of the advisors or people of influence who surround the Queen. Her worries and warnings have fallen on deaf ears...
The Silent Anti-Coup Effort
Josephine has structured her efforts to counter the budding coup very carefully, and with compartmentalization in mind. There are 16 people in total within this operation so far.
1) Josephine is the head of operations and has the final say in all matters.
2) Her closest confidant/advisor is her second in command, and takes information from the information vetting team.
3) The job of the information vetting team (4 people in total) is to take the reports provided by the Handler and cross-reference all the submitted information to determine (as best they can) the validity of each piece of info they receive. If anything doesn't quite pass muster they alert the Handler to tell the informants to gather more. Anything that passes or is corroborated by multiple informants is taken as accurate and passed up to the Confidant/Advisor.
4) The Handler has direct communication with all informants who are carefully hand-picked people of impeccable standing in their respective lines of work and who have at least some loose ties with the royal court.
5) Informants (9 in total) are the grunts of the operation. These are primarily normal folk, some noble, some commonwealth. But all are carefully vetted and hand-picked by the Handler to join the operation. Their job is to go about their daily lives in as natural a manner as possible while keeping their ear to the ground for any chatter or signs of trouble which could be linked to the coup. Once any such information has been attained they document it and submit it to the Handler under the guise of an everyday meeting over lunch or some other similar occasion.
Culture
Triveila is a land of serenity and tranquility. The culture revolves around a sense of oneness with both the land and sea, and seeking a sense of inner peace regardless of the hardships life may throw one's way. Rather than get angry, they prefer to seek the calmness at the center of their being and seek truth and enlightenment. Why did this happen? What could I have done to prevent it? How can I turn this to my advantage? How can I use what happened to help myself and others? Questions like this drive the mindset of the people of Triveila and help reinforce their peaceful nature. Even the most egregious criminal offenses such as murder result in rehabilitation efforts rather than prison time or other physical punishments like losing a hand.
Though not as advanced in their education system as Valkyom, Triveila nevertheless has several esteemed academies of study. The greatest of which is their Academy of the Arts (which includes traditional art, music, and dance), as artistic expression is a central staple of the culture. Almost everyone you meet in Triveila is a born singer, dancer, or artist, and has done at least something creative to help identify themselves as unique among their peers, neighbors, and even amongst their family. For example, both men and women will commonly create their own dances, write their own songs, design their own body paint and tattoo designs, carve masks for artistic performances/appearances, and even design their own jewelry.
Religion in Triveila is polytheistic with a God/Goddess for many common elements of life including the sun, moon, sky, stars, earth, sea, life, death, love, mischief, etc. However, there is a single Goddess at the center of the web, so to speak, named Auxereilla. She is the Mother of the Gods, and the progenitor of all that exists in this world. The rest of the Gods essentially were tasked with being overseers to their respective aspect of life by Her, and they refer to Her as 'Mother.' When people pray, they most commonly pray to Auxereilla and give thanks to the other Gods afterwards.
The religion of Triveila is known as "Riithu'mm." It teaches the following:
* The Mother of the Gods is the progenitor of this world and all of its wonders
* Her children are the arbiters of life's numerous elements
* Prayer upon waking and afore retiring for the evening are standard practice
* Regular attendance in a house of worship is requested, but not required, at least once per week
Words/Phrases
- "Seek the calm of the ocean's depths" - A phrase most commonly used to try and calm someone in a storm of emotions, but can also be a phrase used to encourage someone struggling with doubt to take a moment, breathe, and seek mental/emotional tranquility.
- "Ride the tide" - A phrase most commonly used to encourage someone to shake off troubles like misfortune, loneliness, etc., and to seek inner peace and look towards the future.
- "May the tide bring you home" - A well wish for someone who's about to embark on a journey away from home
- "A pearl is always shining" - This is a phrase used commonly to encourage children to always believe in themselves against all of life's challenges
- Triveilan women always cover their mouths when laughing and will typically turn away if they need to cry
- Triveilan men tend to remain stoic even when highly emotional, and rarely will you see more than a single tear fall (which will then be quickly wiped away) because their expected to be emotional pillars for their family
- Young women in Triveila are very, very subtle about their interest in potential lovers and will typically keep it to things like maintaining slightly longer than normal eye contact, keeping their bodies facing their interest even when among a larger group, tilt their head to show a bit more of their neck, and will usually add a single article of clothing or jewelry such as an extra hair clip, a new bracelet, etc.
- When in group environments, men in Triveila will typically stand with their hands clasped behind their backs as a silent gesture of trust and good will; if a man stands with his hands clasped in front of his lower abdomen or lets them dangle at his sides it often implies (though not always) he feels unsafe or has other reasons to be on edge
Ethnically, Triveila is home to what would be considered Asian complexions. Lighter, pale skin and many feature the traditional features of Asian cultures such as more rounded facial features, jet black hair, etc. There are sometimes other ethnicities which pop up here and there. But for the most part this is the Asia of the continent.
Non-Binary Relationships
Triveila is by far the most accepting of non-binary pairings, and have even adopted polygamy in some circles (though it's usually something only done in the nobility).
Because they live in harmony with the ocean, and the ocean itself is neither male nor female, Triveilans see no reason to question the boundless possibilities of love in all its forms. To love someone is to accept them wholly, as they themselves accept the wrath and bounty of the sea which fuels their way of life and their beliefs.
Naming Conventions
- Triveilans have full first, middle, and last names which is a unique feature to this continent's various cultures.
Architecture is appropriately Asian in its approach as well with many of the religious and more important political buildings featuring a Pagoda-like structure, sliding doors, mats similar to tatami mats for interior flooring, etc.
Veilbrand - The Nation of Stone
Veilbrand was the fourth nation founded, borders drawn in 188 BCE, and has become the central hub of all metalwork, stonework, and harvesting of precious metals and gems thanks to the numerous mines dug into the mountain range which nearly encircles the entire landmass.
A key feature of this nation is what's known as "The Arm." It's a mountainous reach which extends through the center of the nation and ends in a five-point split known as "The Hand." At the center of the hand is a mysterious oasis which few have visited, but many have coveted as a potential location for treasure or other potential historical significance. The trek to reach it is incredibly perilous as there are no established paths to its location. One must climb the sheer mountain faces and find a path all their own to reach it.
Another key feature of the land is its capital city, Valoc. It's a fortress city which has been carved directly out of the mountain face, and half of it lies within the mountain.
Veilbrand has always been known for its military might, boasting some of the most rigorously and well-trained soldiers anywhere on the continent. The reason for this lies in the ever shifting government of the nation. It began with a dictatorship led by a military man as the self-proclaimed "King." And true to the title of "dictator" he punished, imprisoned, or killed any who disagreed with him. Upon his death all who shared his bloodline were executed by the populace who refused to remain in such a system. A new Monarchy was established, then abolished after only 60 years and returned to a Dictatorship. 100 years later, in the year 28 BCE, it once again became a Monarchy which has stood the test of time to nearly the present day.
Keyword: "nearly"
Twelve years ago, in the year 562 CE, a man named Eagon T'housen staged a coup and slaughtered the royal family. Establishing himself as the new Emperor, his first act as ruler was to lock the inhabitants of Ortusk, a village on the border between Veilbrand and Valkyom, inside their homes and burn the entire village to the ground.
None survived.
Eagon continues to torture and make life miserable for his people. He's hoarded the wealth of the nation in Valoc which has utterly decimated the economy. He's had his men poison water sources driving the people to water sources of his choosing which come with a toll to pay if you want a drink of fresh water. And he lets his men do whatever they wish which often include acts of violence including randomly choosing people out of the general populace to humiliate, beat, whip, or imprison for no good reason at all other than to satiate their own amusement.
A Revolution has risen in the last 6 years led by a mysterious figure known as the Maiden of Revolution. But due to the military might of the nation, all of which is firmly under Eagon's control, and due to the fear their people have of Eagon the Revolution has struggled to gain major traction and is currently in something of a stalemate. Eagon won't wipe them out because he finds their efforts amusing. But every time they think they're gaining ground he gives them a grim reminder of the difference in power by unleashing a more powerful force to crush them and drive them back to where they were before. The Maiden has grown increasingly frustrated by this lack of progress and is contemplating seeking help from beyond the borders of the nation.
Revolution Structure
The Revolution is a base-heavy pyramid in terms of its organization which looks something like this:
1) The Maiden of Revolution - the head of the operation and who has final say in all matters
2) Shor, the Founder - he started the revolution and hand-picked the Maiden to lead them forward
3) The Four Generals - General Sol (male), General Star (female), General Luna (male), General Sky (female)
4) The Eight Lieutenants - Two per General to help divide orders and operation instructions amongst each division's main body of troops
5) Divisions 1-8 - One led by each Lieutenant who serves as the bridge between them and their respective General. Each Division bears the emblem of the General they serve, and are their emblems are colored orange for Division 1, and blue for Division 2 respectively. Each Division is comprised of approximately 120-150 soldiers a piece. In total the current census for the Division count is 1,184.
Religion
Prior to Eagon's ascension Veilbrand practiced a Polytheistic religion known as Dua't Ema which taught the following:
* The Gods preside over light, darkness, the sky, the Earth, and the cycle of life and death
* Attendance at a house of worship is required twice per week on Monday and Friday respectively at whatever time you can make it as sermons are held throughout the day
* Community, respect, and hard work are the central pillars of happiness and prosperity
* Disloyalty (to either one's family or community), disrespect, and laziness are the triggers of unhappiness and depravity
* Marriage is a sacred bond; sexual activity is limited to life after marriage (though fornication is not a crime, it's heavily frowned upon)
Following Eagon's ascension, several changes were made:
* Atheism is now the law of the land, and all talk of Gods is punishable by public lashing or whatever other punishment the guards fancy at the time
* The central pillars of "happiness" are loyalty, duty, and work ethic. Do your job when the guards come through and they'll usually leave you alone. Shirk your duties in front of them at your own peril.
* Marriage is just another pairing, but almost ironically if you are caught fornicating you will lose your left hand ring finger so you can never wear a wedding band properly ever again, and if you're a woman you'll also have the back of your left hand branded with the symbol of infidelity
Words/Phrases
- "Gods be damned" - A relic from their now outlawed religion, and a sign of extreme frustration/rage as most in Veilbrand are/were at least somewhat religious with a healthy respect for the Gods
- "Be silent as death" - This is a very threatening warning to someone else to shut the ever loving fuck up, or expect a very harsh, potentially lethal reaction if they don't
- "A gray sun sits above us" - This is a phrase of defeat/depression indicating the person doesn't feel the warmth of the sun which is a big deal since one of their Gods is the God of light
- Unmarried women in Veilbrand commonly wear more modest and concealing clothing with dull or neutral colors after reaching the age of 16, and married women will typically wear brighter and less conservative clothing showing off their neck and shoulders, cleavage, and sometimes even their legs
- Unmarried men Veilbrand would commonly give small bows of the head to women during greetings and prior to a full conversation, whereas unmarried women would commonly return the bow of the heat with a bit more of a tilt
- Men in Veilbrand were taught from young ages to respect the military and traditions of the nation, and as such they used to be much more defensive and aggressive about insults towards either one (today the military is the enemy)
- Because the stance on foreigners has shifted so much over the centuries it used to be commonplace for them to be treated with a certain level of respectful neutrality wherein which Veilbrand natives would adopt a "live and let live" approach and not get directly involved with foreigners unless they were approached first (these days foreigners are usually treated with fear/disdain as you never know who's been recruited by Eagon)
Ethnically, Veilbrand is dominated by the Caucasian complexion. Their borders have always been strict about immigration. And there have been some racial prejudices in the past which prevented the immigration of non-Caucasian ethnicities for many years. Every so often, usually with each change in rulership, those policies would change and other ethnicities were allowed to pass through their borders. As a result there are now occasionally small communities with varied ethnic groups who don't fit the standard Caucasian complexion. But with Eagon now in control of the nation their borders once again are closed and non-Caucasians are subjected to horrendous treatment by his soldiers whenever they roam in search of entertainment.
Non-Binary Relationships
Veilbrand is, second to Shaharan, the least tolerant of non-binary relationships. Doubly so with Eagon in charge as he's staunchly opposed to such "blasphemy."
If two men were caught holding hands, they'd both be publicly flogged (and potentially killed depending on the mood of the guards who apprehended them). Same for women (though they'd likely also be subjected to... Well, you know... Before they're imprisoned or killed).
But even before Eagon it was heavily frowned upon to see same-sex couples or any other non-binary persons together in a romantic capacity. It wasn't outlawed. But there were numerous noble circles pushing for it becoming outlawed. Eagon's ascension, unofficially, outlawed it though he's drafted no legal documentation, nor made any official declarations of it being so.
... And there's speculation that he is avoiding doing so as a way to give hope to those in the non-binary circles and give them reason to chase their dreams and spend time together which makes them more likely to get caught, flogged, and potentially killed.
Naming Conventions
Veilbrandians only use a first and last name. No middle name, no suffixes or prefixes. It's very rare for anyone to break that mold and give their child a middle name, prefix, or suffix. But it can happen.
Architecture is very similar to Greek architecture with a heavy emphasis on pillars, statues of important figures both historical and religious, and intricate designs carved into both wood and stone structures especially in and around doors, windows, and stair railings.
Gweynura - The Nation of Trees
Gweynura was the final nation to be founded with borders drawn in the year 47 BCE.
With the bounty of the forest all around the people settled into a life living in harmony with nature. Homes were built into or onto the trunks of the largest trees, and constructed in such a way as to avoid harming the tree as much as possible. Many villages and towns are elevated tree houses all linked via intricate bridge systems. The highest known home belongs to a humble hermit known simply as 'Treebark' who chooses to live in isolation in the depths of the forest. The bottom of his home lies just over two hundred feet above ground level and has a series of ladders and ramps leading down to the forest floor.
Gweynura currently makes it living through trading for their bountiful lumber and animal skins and materials. With massive ranches where they breed livestock for this purpose, along with for food, they maintain a harmonious balance with nature and have a minimal impact on the local wildlife populations.
Gweynura's religious beliefs are monotheistic and focus on the Holy Father, Treantos. His teachings emphasize, you guessed it, oneness with nature in all its forms and respecting all its creatures both large and small. There is no house of worship as the belief in Treantos is something held within the heart and mind rather than externally showcased.
Education is nearly identical to Triveila's in terms of having a handful of prestigious academies of study. The greatest of these is the Academy of Agriculture. As a result of nearly six centuries of study and experimentation they've developed a method for farming high in the trees with the first of many advanced irrigation systems with pipes which run the lengths of the trunks of the tress which they call home. They're equally at home farming at ground level. But they much prefer life above the land.
Gweynura denounces violence and war in all its forms. However, for personal security they do have a military presence who prioritizes aerial combat in the trees using bows and arrows, firearms, bolas, blow darts, etc. If they don't have to get close to you, they won't.
Gweynura's architecture is what it's most famous for. Designed for life in the trees their architecture is highly unique and features numerous curves and soft surfaces with few sharp edges. Even the planks which make up the bridges linking tree houses are beveled and rounded off, sanded down, and covered in a thick resin which hardens and smooths over time to make the surface of each plank smooth and easy to walk on without worrying about splinters.
The people of Gweynura are very friendly and welcoming to foreigners, but are wary of those who carry many weapons with them.
Ethnically, Gweynura is home to primarily Latino/a complexions. They're a relaxed and peaceful people. So, the nation is indeed a blending pot similar to Valkyom. But it cannot be argued that the majority are of Latino/a complexions.
Non-Binary Relationships
Though they're very tolerant of non-binary relationships, Gweynura does have its more conservative circles (usually older and more traditionalist types in the nobility) who openly disparage it as being against the conventions of biological reproduction and thus worthless to society as a whole. It's usually the same people who push for political marriages over finding love in the first place.
Nevertheless, this is a dying mentality and has seen a steady decline over the decades. Over 65% of the nation now accepts non-binary relationships and would go out of their way to defend their honor from naysayers.
Naming Conventions
Gweynurans will often earn an alias from their community, friends, or family based on their personality, lifestyle, or accomplishments. If and when they do it's very common that they will adopt this alias as their given name for most of the rest of their lives. The only time the birth name is used is during more formal events such as attending noble/royal gatherings, marriage ceremonies, etc.
Gweynuran architecture features a focus on log cabins and other such wooden structures as it's the most abundant and renewable resource they have at their disposal. Similar to Veilbrand they like to emphasize intricate carvings into their door frames, window frames, stair railings, and furniture like chairs, sofas, beds, etc. They also tend to lean towards stained glass windows rather than standard glass.
Originating in ancient times as a coalition of peaceful monks who made regular pilgrimages across the five nations preaching peace and balance among the five nations, Te'i Sai saw a rapid and extreme shift of philosophy following a particularly bloody international war in the year 449 CE.
Who among them spearheaded this change, and for what reason remain unknown and lost to time.
However, by the year 452 CE they had completely shifted from peaceful monks to Assassins. And during this time they also shifted their mentality to exclude women from the operation as they didn't wish to taint the purity of the female spirit with the sin of murder. Over the years, however, this mentality would see a shift as well, and women were soon viewed as too nurturing to harbor a killer's spirit/mentality.
Initially they had no central headquarters and were instead a nomadic group who traveled solely by night. But after being discovered and nearly wiped out by a large and powerful bandit group led by the legendary Ghashar the Butcher, they knew they needed a central and well-shielded headquarters to train and hone their craft and skills so that such a destructive event could never befall them again.
Sometime between 452 CE and 457 CE they had discovered an entrance to Roda Valley and decided it would make the perfect home... until they encountered the ferocious apex predator known as the Gil Bear, a hulking behemoth of a bear standing as tall as a small single-story home and weighing in excess of five tons, roaming the land. Such a dangerous beast serving as the apex predator in such a place as isolated as this was a death sentence if they tried to make their home in the forests. So, instead, they set their sights on Mt. Heresta, the tallest peak in the Central Mountain Range which lay at the Southernmost end of the valley.
It took decades, but by the year 474 they had carved out their headquarters into the mountain and created a vast network of pathways both to and from said headquarters to the outside world which they disguised using nature's abundant resources so that they'd never be haphazardly discovered by wanderers from the outside.
With their headquarters fully established and their sights now set firmly on forcing balance through the art of assassination, Te'i Sai began its operations.
Any time a particular nation's rulers started feeling a bit too eager to start a war with a neighbor, Te'i Sai would 'convince' them to stop by assassinating either one of the two Rulers, or any number of people close to them in order to force them to realize that death was not the way forward. Any time an individual or group of nobles, politicians, etc, began preparing any semblance of a forceful takeover either of policy or rulership, Te'i Sai would eliminate the head of the snake and scatter the remnants to the four winds.
Despite death being their method, the goal was seen an honorable one which allowed Te'i Sai to more openly recruit its members from both the criminal underworld and the world which walked in the light of the sun. However, things took a turn in the year 544 CE with the rise of the latest Grandmaster, Te'Kai.
His vision for enforcing balance and peace was far less honorable in method than those of his predecessors. And as Grandmaster he forced a change in training focus from stealth to brutality and overt displays of violence. Though the stealthy ways of their past had been largely successful the organization was not feared by the majority and neither was it respected by its peers in the underworld. Te'Kai saw fit to establish Te'i Sai as the ultimate assassin organization. And they would attain respect through fear. And so it was.
By the year 540, Te'i Sai had become a name to be feared by all. And this became especially true with the rise of the Red-Eyed Demon in the year 560 CE when, as but a boy no older than 10 years of age, the Demon crashed a party of one Valkyom Senator, Csargil Virmonte, and assassinated him by slicing his throat and spraying his blood across his face. The image of a boy caked in blood with eyes glowing like a Demon from Hell was burned forever into the memory of those who witnessed the event.
With the Red-Eyed Demon as a central figure for their success and power Te'i Sai entered what is considered to be its golden age of prosperity and success. Their kills came at will, and the night belonged to them. Even other assassin organizations stayed clear of the nation of Valkyom for fear of crossing paths with them, or the Red-Eyed Demon.
Things then took a sudden and unexpected turn in the year 573 CE. The Red-Eyed Demon was successfully captured by the Valkyom Royal Guards and was subjected to torture and interrogation about the location of Te'i Sai's headquarters for four days straight which, unfortunately, yielded no results. On the fifth day it's rumored they brought in someone else to question him and that this yielded at least a few clues. On the sixth day he was scheduled to be executed but escaped his captors during transport from the prison. Approximately three months later he willfully surrendered to the Royal Guards and divulged everything they could have hoped for and more about Roda Valley's layout, Te'i Sai's hidden paths in and out of the valley and from headquarters, the layout of the headquarters, the number of assassins in the organization, and more.
The Royal Guards, along with the Red-Eyed Demon who agreed to participate on the front lines, stormed the valley and Te'i Sai's headquarters and successfully wiped them out. A handful of their numbers managed to escape the net. But the damage was done. The headquarters was destroyed using explosives and the side of the mountain caved in preventing it from ever being occupied again.
As of October 24th, 573 CE, almost 100 years after the formalized shift to assassination had been finalized, Te'i Sai is no more.
And thus their story ends with their few remaining survivors scattering to the four winds never to speak of their history within this organization again, lest they be killed for their involvement in the brutal history and their support and unleashing of the Red-Eyed Demon upon the land.
If you like what you see so far please hit me up in DM's to let me know!
Like I said at the beginning I'm aiming to maybe start this RP next week by either Monday or Tuesday! If you need any info for creating a character just ask and I'll do my best to provide the info to you!
Cheers!
~ GojiBean
Attachments
Last edited: