Name of Race: Sayaki, plural Sayaki


Height range:

Males 5'4" - 6' norm

Females 5' 2" - 5'10" norm


Weight range:

Males 130 - 190 lb.

Females 100 - 170 lb.


Age ranges: Child 1 - 12, Young Adult 13 - 15, Adult 16 - 50, Old age 51 - 80

Build:
Lithe, slender frames with a fair amount of condensed muscle, usually.

Hair colour range:

Dark browns and blacks, very rarely darker shades of red.


Eye colour range:

Lighter greens and blues tend to be prevalent, but amber, hazel, and dark blues making up the less common colours


Skin colour range:

Lighter, fairer shades to deep tans, depending on lifestyle


Population: 10K


Number of villages:

1 Major Village (Kizuni Odawi) [Means Stalwart Castle]


Many small clan-based homesteads/outposts


Average number of offspring per family:

5, though usually only 2 or 3 make it to adulthood


Technology Level:

Quite similar to the other human groups, though different cultural aspects have led them to different discoveries, and certain gaps in understanding, as well.


Weapon Types:

Whips are prevalent among the lower castes, as are single-bladed knives and daggers. Polearms are a favourite, but swords are strictly prohibited to all Sayaki other than the Shavaell Akir, who wield a special weapon, unique to the warrior, called a shavaell.


Armour Types:

Scale, brigandine and chain are highly used among the warrior types, whereas plate is common among the most elite warriors, if they bother to wear armour at all.


Building Type:

Mostly wooden, shoji, very little stone is used except in fortifications.


Main Foods They Eat:

Fish of varying colours and sizes, grown crops such as rice, and grains such as wheat, barley and rye tend to constitute a typical Sayaki diet.

Typical Clothing Style:

Men and women alike tend to wear a multi-layered robe-like garment known as a kimono. These garments typically are darker colours, and sometimes bear patterns from nature. Women's kimonos have longer sleeves and more layers, about ten typically, a cultural tradition of limiting the gender to less difficult work and certainly restricting them from combat. As such, women in these professions must dress notably differently, and it will earn them some ire from traditionalists. Men's kimonos are usually only a few layers, five on average, and have sleeves which cut off a few inches above the wrist.

A sturdy cloth belt is worn with these kimonos, called an obi, and varies widely with other cultural influences. Sometimes they are padded heavily, contain some measure of decoration, or even are made from leather, but always they are tied very skillfully, able to hold up most sheaths a normal belt could while leaving one comfortable. A traditionalist obi is made from thick linen, or if the individual has no need of a weapon, cotton or silk.

There is another garment similar to the kimono, known as the yukata. They are much the same, excepting that the yukata is made of only one or two layers, made of a very light fabric, and is not for general wear. It is worn during bathing, mostly, as it is easily removed, put on again, and one can dry off easily while wearing it.

A haori is a 'kimono coat', simply spoken. Originally meant to indicate formality, the weather of Heas has turned their make to thicker fabrics and their intent towards warmth and dryness in bad weather.

A nagajuban, often simply referred to as a juban, is an under garment worn by both men and women. It is a simple robe no different than the kimono, really. It consists of three layers, is made of linen, and typically remains undyed. Only the collar, and on less traditionalist dress the collar, can be seen under a kimono, but the colours are still highly indicative, just like all other clothing colours are.

Finally, the hakama is an article of clothing worn over a kimono that covers the belt line and lower, little more than a pleated skirt that resembles a very very wide pair of pants. It is almost exclusively worn by men, as wearing it allows one more freedom and women seen wearing them are thought of as trying to impersonate men. Still, the Rhythmist movement encourages such things, and women increasingly find themselves donning the hakama as part of their daily outfit, especially if they work in close proximity to demon sightings.

Cross-culturing, especially with the Skrel'eth and Tir, has led to the formation of a Rhythmist movement within the Sayaki. While it will be detailed elsewhere, it is worth noting that open members of this stand against restrictive traditions often wear kimonos which are far shorter, ending at the knees, and simply wearing typical pants in conjunction. This isn't widespread, however, and carries significant disdain within the Sayaki culture.

As far as footwear goes, the Sayaki are less restrictive of what is allowed. Traditionalists stick to the sandals native to their culture, of course, but wearing boots or shoes such as the other cultures do would not be -too- badly frowned on. Certainly it doesn't carry the horrible social stigma others do, to the Sayaki elders.


One could write an entire volume on what symbolism is produced with any exact coloring. However, some key points are presented here, for general knowledge:

* Clothing is typically season oriented, reflecting colours and patterns related to the season itself.
* Special events such as births, deaths, marriages, deaths, and gatherings amongst the most prominent in society warrant special colours and patterns to reflect one's station and mood. For example of station, note that only Shavaell Akir (Lord/Lady and member of the warrior caste) may wear clothing with a large symbol or character presented on their back and/or that same symbol or character on the breast, over the heart.
*Women are expected to follow certain rules, as mentioned above in individual clothing descriptions.
*Wearing non-Sayaki clothing is NOT acceptable, under ANY circumstances, though this rule does not necessarily apply to armour.
*A kimono of entirely fuschia is reserved solely or a member of the Imperial line or its direct representatives by blood (Shavaell Akir Azuchi, which roughly translates to the title of Duke)
*A kimono of pure white is to be worn ONLY if one is the bride of a wedding, or the parent of a child about to be born.
*A kimono of pure black may be worn only at one's father's funeral, and if the man was a Shavaell Akir, a shavaell must be worn with it, but kept sheathed.
*A kimono of mixed black and white may only be done in the following manner: black on the left side, as viewed when seen by others, and white on the right, with a single teardrop on each side emblazoned in the opposing colour, on the chest... May be worn only by priests of the Four, Two and One or those meditating before battle.


Typical Occupations:

Soldiers, first and foremost. Fishermen and master craftsmen are prized. artists of every form find more acceptance here than in other cultures, oddly enough, and even those with heavily martial careers are expected to know some form of art to ease their minds.


Differences (if any) between male and female and how they are treated:

Sayaki culture is heavily biased, and while contact with the Skrel'eth and Aartiran have lessened this, they still are quite disgruntled about females with any kind of life other than keeping house and/or becoming a priestess to any of the Four, Two, and One.


Method of Transport:

Warships (the only kind of ship Sayaki people know how to make!) foot, litter, and officers often have a warhorse, though such animals are kept for the privileged and the skilled alone.


Gods and Worship of:

See lengthier article on religion! Curiously enough, they don't believe in Belial, or know anything of him. Any manifested power of his is explained as the risen forces of darkness within any given person (most often magic users, who supposedly walk closer to the gods in order to wield their gift,) and thus meditation is often prescribed to any who even THINK they might do something wrong. Meditation cleanses oneself, and allows one to connect to the gods and banish the darkness within.


The Darkness:

The Sayaki feel that the Darkness is a world-wide manifestation of inner darkness, an ultimate form of inner darkness if you will... 'All must be cautious of their inner darkness, these days, lest the true darkness only grow.' the average Sayaki would say, and they do just that, even going to epic lengths to preach the word to the other races.


Their View of Magic:

It is the direct power of the Four, Two, and One, and any who wields it with skill is duty bound to ward away the inner darkness of us all. However, if they don't control themselves, and let the inner darkness take them over... they can be dealt with. Sharp weapons pierce these folk too, y'know.


Their View of the Other Races:

The Sayaki view themselves as inherently superior, due to believing they worship the Four, Two and One the only 'proper' way. The Skrel'eth are seen as, at best, cultural sparring partners, but the only common link the two have is their love for battle. The Aartirans are seen as horribly weak due to their highly festive society, and the Sayaki almost feel honour bound to lead the lost flock to safety. Almost any Sayaki will treat any other human as if said human were a social class lower than them. The Tirrish are true masters of art, in Sayaki eyes, and might be worth keeping around. Some would argue they seem to have obtained an inner peace, in their society, and though it means weakness of body, strength of heart is far better.




The legends have it that some people have the supernatural ability to transform into true wolves that possess unnatural strength, incredible speed and uncanny perception. Half man, half beast like creatures that howl and follow the calling of the moon. Able to hide from detection with ease whilst they hunt their prey. They are considered to be extremely difficult to kill and can shrug off their wounds quickly, sometimes rumoured to rise mere seconds after taking a mortal blow.
 

It is rumoured that they are used as spies amongst the humans for the Vek. And that, coupled with their continual clash with men over the years has meant that the wolfkin have been hunted down constantly throughout history. Sometimes seeming to disappear for a decade or two, before eventually cropping up again someplace.

 

Each account may have only one special race at a time. In order to have a special race, you need to have over 5000 TRPP on your account

Wolfkin can be channelers but cannot be Vek or Dryth.



If you choose to create a Vek'pem Ahyre, it is important to remember that many people in the land would fear and be suspicious of your unique gift. Fear may cause them to hunt, hurt or even kill your character. Stay mysterious and you'll live longer.

Of all the races to play, a Vek'pem Ahyre is probably the most difficult. They are brutal and often emotionless. They think little of the 'cattle' that they feed upon. They are usually murderers who do not feel remorse for their actions. They are the enemies of the Seven Gods and all of their followers. They have few allies outside a few Wolfkin who chose to align themselves with the Vek'pem Ahyre, and the odd follower of Belial amongst the 'normal' races. Think very seriously about whether you are ready to play such a character before selecting it in creation.

Following is some basic information about the Vek'pem Ahyre. More information (some of which is not common knowledge) can be found in game through the tips system once you have created a Vek'pem Ahyre character.

  • Vek'pem Ahyre can be any of the 'normal' races. However, it is not possible to have a Wolfkin, Channeler or Dryth who is a Vek.
  • Be wary of the Dryth, their main goal in life is to destroy all Vek'pem Ahyre.
  • Vek'pem Ahyre once experimented upon and tortured the Dryth. Many Vek'pem Ahyre want to see this practice taken up again. Most just want to see the Dryth destroyed.
  • The Vek'pem Ahyre follow Belial and as a result, are the enemy of all the other gods. They fear and will avoid any of the other God's places of worship as nearing will cause them pain. Similarly, symbols of the Gods and their prayers.
  • Vek'pem Ahyre hunger for the blood of others. This is a need like a drug-addict needs a hit, not a want.
  • Vek'pem Ahyre are weak under the light of Cymur and Balor and tend to avoid direct sunlight.
  • Vek'pem Ahyre are immortal. They cannot be killed by normal means.

==================================================================


Overall General Appearance: 

Though they consider themselves a race of their own (more often than not), Vek'pem Ahrye propagate purely asexually through a process called 'siring'; they are otherwise infertile, completely incapable of child-making or -bearing. The sired come from all races and nations, although Skrel'eth Vek'pem Ahrye are by far the least common. At the moment of siring, the new Vek'pem Ahrye ceases to age or otherwise change physically from that point on, Physically, they are forever no different from the exact state they were the moment before: there grow no fangs, nor brain nor muscle tissue; there is no change of eye colour or skin tone, and so on. Over time, a Vek'pem Ahrye grows stronger, or more god-like, as they age. Complete cellular regeneration also quickens. This, coupled with true immortality, is commonly referred to as the 'Blessing'. Adversely, the abilities of Vek'pem Ahrye are suppressed or decreased in the presence of sunlight, a god, or when in a location were a god's presence is particularly strong (such as a temple), or when coming into contact with something particularly blessed or favoured by a god. This suppression is commonly referred to as the 'Curse'. The affect of the curse, at times, might be psychosomatic, which is to say that it could seem to affect the Vek'pem Ahrye physically, although there is nothing medicinally or measurably wrong with them. 


SOCIAL CHARACTERISTICS AND HISTORY: 
Life Span: (Note: figures are rough, and depend on the individual sired, as well as the Sire) Child 1-65, Young Adult 65-100, Adult 100-350, Old age 350+ 

Vek'pem Ahrye can generally be divided up into three categories: those that submit to or participate in the House of Kin, those that actively do not submit to the House of Kin, and those that are neutral about the whole thing. In all cases, the social and political ties of Vek'pem Ahrye, even to each other, are generally weak, and tend to grow weaker the older a Vek'pem Ahrye gets. More often than not, the only strong relationship one Vek'pem Ahrye has with another is between a Sire and their sired. This creates a society of cells that seem to almost arbitrarily relate or interact with each other growing further apart with age. Immortality is an inevitably lonely and boring existence, and one that wears on the immortal without respite. The results depend on the personality of the individual, and how they were 'raised'. It might incite despair, or anger, or delusions of grandeur, or a propensity to great violence, or a kind of enlightenment, or all of these at once. In short, they go mad, one way or another without fail. The exact flavor of madness is wide in variety. Choose your poison. 

It's worth noting here that Vek'pem Ahrye are, technically, nomadic. It's difficult (there are many good reasons) for them to stay in one place too long, and there is no one centralized Vek'pem Ahrye kingdom, or anything similar. 


INTERACTIONS: 

Vek'pem Ahrye, as a 'soft rule', have a great prejudice against all mortals, though some might retain the social likes and dislikes they were born with (Vek'pem Ahrye who were once Tyeni might loathe Tir more than Tyen, for example). At least for a while. 

Dryth and Vek'pem Ahrye are natural -- some would say 'inevitable -- enemies. The immediate reasons are quite clear: Vek'pem Ahrye continue to exist by hiding, and the abilities of Dryth let them see things about people that most others don't. Of course, there are deeper and more complicated reasons: Dryth were, essentially, created by Vek'pem Ahrye, and remain sustained by the gods as a sort of mark against them, a thorn in their side. Many, if not most Vek'pem Ahrye kill Dryth on discovery. The feeling is mutual, and Dryth make excellent Vek'pem Ahrye hunters. The House of Kin's official stance on the Dryth is somewhat hazy: they were against the experiments that lead to their creation, dually bitter of their continued existence and adoption, but do not nessecarily advocate complete genecide otr outright war (for fear, one might guess, of Melchior's reaction).


=========================================================


Additional Note Concerning Vek and Vampire:

Although there are certainly similarities, Vek'pem Ahyre are not the same as Vampires found in fiction now-a-days. They are not adverse to garlic, a stake through the heart will not kill them, nor will be-heading. Sunlight weakens and causes pain but doesn't destroy them. They are not too fond of holy items or anything that may direct the wrath of the Seven upon them.The only way to become a Vek'pem Ahyre is to choose to become one and forsake all the gods. It CANNOT be forced be upon someone. Vek'pem Ahyre are immortal, but not un-dead. They do not have to drink blood to survive, but have an extremely strong desire for it. They have no fangs, most typically cut through the skin using a small blade.


Each account may have only one special race at a time. In order to have a special race, you need to have over 5000 TRPP on your account



If you choose to create a Dryth, it is important to remember that many people in the land would fear and be suspicious of your unique gift. Fear may cause them to hunt, hurt or even kill your character. Stay mysterious and you'll live longer.

Following is some basic information about the Dryth. More information (some of which is not common knowledge) can be found in game through the tips system once you have created a Dryth character. You can turn these tips on and off using the TIPS command in game.

  • Dryth can be any of the 'normal' races. However, it is not possible to have a Wolfkin or Vek'pem Ahyre who is a Dryth.
  • Dryth can still be channelers.
  • Dryth have the ability to read the minds of people nearby. How well they can read the minds of others is dependant upon their psyche.
  • Dryth despise the Vek'pem Ahyre and most make it their goal in life to do everything in their power to destroy them.
  • Being a Dryth is something that is not hereditary thus it is not passed on from parents to their children.
  • Dryth regularly have 'nightmares' showing Dryth in the past being tortured and experimented on by Vek'pem Ahyre.
  • Melchoir is often seen as the patron God of the Dryth.
Each account may have only one special race at a time. In order to have a special race, you need to have over 5000 TRPP on your account



"Pull up to the bar, lad, and get yourself a tankard. What do you mean you've never seen a Skrel'eth before? You can't swing a dead cat by the tail without hitting a Skrell! No matter though! Not so many of us in these parts as in our homeland, Tarkas. We're hard to miss in a crowd, though, we stand a head taller then most others and this blue skin ain't cause we're holding our breath!" the large fellow guffawed a bit raucously and I laughed along, a shade timidly. In my travels I have found it best not to anger men a foot taller then I wearing armour and with a warhammer on their hip.

He caught my glance at the weapon and reached out to clap me on the shoulder with jocular intent though the contact nearly jarred my eyeteeth loose. "OH, worry not for that lad, I may know well the use of my weapon but I am no brigand or footpad." he chuckled. "No Skrel'eth worth the his Legacy would sink to such things. Looking a bit confused there, lad. Oh! The Legacy." he smiled a little as he continued, "Well, we Skrel'eth, we are all linked together by blood. All of a Clan can remember what our ancestors lived. Not well, mind you, kinda like a vague sensation of familiarity when we do something. But our Loregivers...your people might call them shamans, they are mystics who can help a Skrel'eth look deeper into his Legacy, to see the greatest moments of heroism and valor in his peoples history... And also their darkest deeds." His tone seemed a bit subdued at this last part and I couldn't help but wonder if in his own Legacy he had seen something dark. Before I could ask he was off again...

"So you see, lad, people wonder why Skrell are more likely to do the honourable thing, why they are known for their trustworthiness. The Legacy. Anything we do we know it will be seen by those who come after us. And we do not want to bring shame on our Clan. If a Skrel'eth is known to act in a manner that will tarnish a clan's Legacy they are dealt with quickly. Grave offences merit grave punishments and even the minor ones are dealt with harshly, though the offender will be given a second chance. There are no third chances." he explained darkly.

"Enough of such talk! My people are not given to brooding over what we cannot change or what has not happened yet. One of our great Loregivers, Tanilak, said that our people's attitude about life was summed up by two phrases. 'What is past is passed.', meaning there is no way to change what has happened already, so best to move on, and 'Do not worry about what might happen, think only of what you must do.' This means that if the outcome could be either bad or good for you, focus on what you have to do to make things go your way. Worrying about something bad just makes it more likely to happen." He finished his tankard with those words but before I could offer to buy him another the barman appeared with a fresh one.

"All in all, my people are simple. We live off the land, eating what we can hunt or forage for, we build simple villages not the cities of mortar and stone that other races seem to favour. We take pleasure in the simple things in life. A good stout, a good story, a good fight, and good companionship. What else matters? And speaking of which..." he lifts his tankard and drains it so quickly that I wonder if there was anything in it in the first place. "My mate is waiting on me." he grins. "Perhaps we will meet again and I can tell you more of my people. Balor's strength to you, lad. Safe journeys."

Name of Race: Skrel'eth, plural Skrell

 

Height range:

Males 5'10" - 6'8" norm

Females 5' 8" - 6'8" norm

 

Weight range:

Males 200 - 350 lb.

Females 160 - 300 lb.

 

Age ranges: Child 1 - 5, Young Adult 6 - 9, Adult 10 - 49, Old age 50 - 60


Build:

Broad shouldered and stocky, they live a very physical lifestyle and it shows in their musculature.

 

Hair colour range:

Blacks and blues, Skrell do grey in the last 5 years of their life.

 

Eye colour range:

The normal range of colors, though they lean towards blues.

 

Skin colour range:

From cyan to indigo, though members of a clan will be in a closer range of colors.

 

Any other differences from the 'norm': 'Deer'-like ears.

 

Population: 45K

 

Number of villages:

5 (Perran, Pha'kat, Kharn'at, Cav'tlan, Tana'asht)

 

Averge number of offspring per family:

11, though only 2-3 survive to adulthood. 

 

Technology Level:

Low tech, hunter gatherer society, though through interaction with the humans that have 15th century technology regarding metallurgy, armourcrafting and weaponsmithing. Though they CAN make plate and chain armors, they mostly make Scale and brigandine as its better to make 10 suits of scale then one suit of chain. Some Skrell have chain or plate but it is almost always through a human source.

 

Weapon Types:

Spears, Great Axes, War hammers, two handed swords, maces, pole arms, battle axes. Typically a village will have a dominant weapon type, though some clan members may use other weapons, exceptionally.

 

Armour Types:

Thick hide armors, leather, studded leather and scale. They have the technology to make better, but consider simpler armors better uses of time and material.

 

Building Type:

Huts, lodges, teepi, leantos, dug outs. Simple rustic structures, no second floors though some do have small cellars.

 

Main Foods They Eat:

Meat! If its meat, lets eat! They also forage for a large amount of tubers, berries and fruits, in season, and herbs to enrich their diet. Some fish.

Typical Clothing Style:

Armor, often as not, through they wear furs as well.

 

Typical Occupations:

Theyre warriors. When theyre not killing things, some work as smiths, hunters, gatherers, tanners, brewers and armourers, training koboar.

 

Method of Tansport:

The Shoe Leather Express. They dont have ships or boats, theyre not traders or fishermen and have little interest, as a people, of going to Heas. Individuals with wanderlust may decide to, but they can buy passage on a merchant ship going between Perran and Heas.

Gods and Worship of:

They revere all the Seven, though Balor is their patron.

 

The Darkness:

A test. They will not fail.


Their View of Magic:

As any other tool, its useful but it doesnt replace a good axe and a strong arm.

 

Their View of the Other Races:

They judge each person by their merits, though they do have a bias against Tyen. Fuck em, theyre all dead now anyway. 

Perran:

A traders village on the coast nearest Heas. This village has a large Tir population. Just under 300 years ago a Tyen slave ship with a cargo of over 1000 Tir was wrecked on the island in a winter storm. All the Tyen perishing in the wreck or... uh... shortly thereafter. The Tir were allowed to remain and settle, establishing a new home for themselves. Several times Tyen ships came to try and claim their 'property' back but the ownership of the Tir was not recognized by the Skrel'eth. The last ship was a warship, bearing over two thousand Tyen warriors to take the Tir back by force. The timbers and beams of that ship were used for the construction of several buildings in Perran.

 

Pha'kat (Pa, not f )

A village for Skrell refugees who made it to the island after the Cataclysm and are clan-less, for the most part. Typically a clan-less Skrell is an outcast, disgraced, but the cataclysm has made for strange times. Though some stigmata remains, the people of this place do their best to go about their life without the security of a clan. Stronger individuals are often accepted into the islands clans, often by marriage.

 

And three villages of the dominant clans of the island:

Kharn'at

A coastal village on the Southern edge of the habitable area.

Cav'tlan

A village inland and on the islands Northern half. These two raid each other regularly, meeting in the middle for arranged battles often. For the most part they ignore Pha'kat and the third Skrell village...

Tana'asht

The last was once the largest of clans on the island and the largest of villages but it is -just- inside the habitable area and now faces a nearly daily fight to keep the demons from their gates. They will not retreat, they will not surrender. No clans have offered assistance, nor will they ask for any.

Kizuni Odawi is the central location for all Sayaki people, whether they wander nearby in the various clan holdings, are out at sea, stationed in Seahaven or even its far eastern border. It is located very far northwest of Seahaven, approximately three day's walk on foot, the only real available transportation to any but the wealthiest, and the castle itself serves as the primary buffer line between the demons and Seahaven's fair walls. The Sayaki reached an agreement with the rulers of the coastal city years ago, and a team of expert architects (and the pseudo-slaves Seahaven has plenty of,) soon erected this fortification from which the Sayaki people would live prosperously, manage their land, hold fast to their traditions, and ultimately cut down the demons with their amazing combat prowess.

A mighty stone wall surrounds the keep and nearby village, three stories tall and a third of that wide. Barricades of all manner face north, where defences are primarily concentrated, but all edges of Sayaki land enjoy the best in protection. Tightly packed housing and buildings fill the streets, mostly made of shoji, a thicker parchment-like substance, combined with lighter woods, stray, and occasionally stone. It has a single market square, where one can find nearly every merchant in the fortress city, as well as several stations for Seahaven and Perran goods.

The Sayaki are very distrustful of unwanted guests, needing neither the trade nor the attention from those who aren't in the aptly named settlement by invitation. Also, as Kizuni Odawi bears no dock of its own, one can only reach it by passing through the wilderness.

History, what they have been doing over the last couple of centuries:

The Sayaki are actually, believe it or not, refugees from the overthrow of a human Kingdom. The leaders no longer followed the 'proper path' and the Four, Two and One saw them smote for it. The traditionalist nobility led whom they could to the seas, and by fate, they ended up on Heas.
In light of this failure, their true nature has come out: Those in charge now are the most skilled combatants and leaders. They will settle for nothing less than everyone else submitting to their superior way of life, by sword or otherwise. The Darkness only proves to them that these infidels are letting their inner darkness prevail, which means the Sayaki must show them the righteous path soon, or never.

In order to understand the Sayaki mindset regarding the Gods, one must first come to the conclusion that Sayaki culture groups all things into cycles. The weather, the seasons, life... All follow rotating patterns of some sort, and the Sayaki extend this to be true of everything.

This is especially true with the Gods. The Gods are each believed to have cycles of high and low power, by the Sayaki, influenced by their divine 'rank' compared to their other deities, and by how faithful the Sayaki (who consider themselves THE children of the Gods,) are.

While the virtues and characteristics the Sayaki associate with the gods may, in some cases, conflict with the traditional human worship, it is important to note that the Gods themselves are the same, even if their mortal followers have a different understanding of them.

Each of the four major gods represent a major direction, a major element, a greater and lesser virtue, and a vice.

Cymur, referred to as the Draken by the Sayaki, is associated with the East, Fire, Loyalty and Valour, and finally Pride as a vice.

Balor, known as the Rajim (a ferocious and powerful species of large cat,) is associated with the West, Air, Strength and Confidence, and Wrath as a vice.

Morhiag, the Raven, is associated with the North, Earth, Patience and Wisdom, and Jealousy.

Ylessa, the Dri'iv (dolphin,) is associated with the South, Water, Benevolence and Mercy, and Cowardice. (slight irony here: one is expected to be merciful, but not TOO merciful, or they are considered craven.)

The three 'lesser' gods, as they are understood by the Sayaki, represent smaller aspects, though just as important.

Melchior, represented by the Gull, is the divine expression of one's inner spirit, calm, inspiration and, ultimately, potential. Everything about one's inner self is explained as being that which Melchior is. Dreams, Goals, Memories, and Experiences.

Elbahn, the Hare, is change, luck, and the random probability of anything that happens to oneself. These events are uncontrollable by oneself, and thus is a different aspect from that of Melchior.

Sykala, the Wolf, is the nature around oneself, surrounding oneself in every way. The spirits of every animal, the lie energies found in a strong, thriving tree, and the inevitable way everything must pass on: these are all Sykala. The transient phase between birth and death is life, and life belongs to neither the beginning nor end.



Name of Race: Aartiran Humans 

Physical Characteristics

Height range: 5'7" to 6'3" (most fall around 5'9") 
Weight range: males tend to be 160 - 210, females 140 - 190 
Build: tend to be somewhat stocky, well built but muscular. 
Hair colour range: Lighter shades of brown, reds, and occasional blonde. Very few darker colours, though dark brown is the most common among any darker shades. 
Eye colour range: brown, blue, hazel, amber, and rarely green 
Skin colour range: lighter colours 

Social characteristics

Life span: Child 1-12, Young Adult 13-15, Adult 16-50, Old age 51-80 
Population: pre cataclysm, approximately 200,000 , post cataclysm approximately 20,000. 
Number of villages: 2: Seahaven, the main city, and Milford, a more rural farming village. 
Location of villages: Southern tip of Heas, where it comes closest to Tarkas, is Seahaven. Milford is located further east and north a bit. 
Average number of offspring per family: 1 - 3, though most births are only 1, twins or more are highly rare. 

Type of culture: 
Fishing based culture, but otherwise similar to Virothians. Monarchy, though the King of Heas, as he is referred to, is little more influential than any of the numerous wealthy merchants and mock-nobles that claim individual sectors of the city. His guard is strong, but he is only in control so long as he is allowed to be in control by the many other forces present.) 

Technology level: similar to Virothian, though with more advanced knowledge of the ocean, boats, and sailing 

Weapon Types: Polearms, smaller swords, and axes capable of cutting wood as well as flesh tend to be preferred. They are generally not a war-like people, but what battle do they do know is typically survival or on the sea, so the most effective weapons in those situations are prized. 

Armour Types: leather and chain are usually worn, chain becoming more exquisite and detailed to show rank or influence. On the water, only a fool goes around in anything that makes it harder to swim. 

Building type: mostly wood, amongst the port, but more influential and wealthy people, which often go hand in hand, own stone buildings. 

Main foods they eat: large amounts of ocean fish, with some farmed vegetables, farm animal products, and wild fruits on the side. 

Typical clothing style: most wear lighter clothing suitable for action around water or in the wilderness, though as one progresses up the social scale, they find more and more "socialised" clothing. VERY little silk, mostly linens of plain and decorative colours. Wool sometimes, but not often. Some cotton, as well, is also pretty prevalent. 

Typical occupations: fishermen and sailors, given the need for using water as a method of travel in many cases. miners and stonemasons are highly valued but difficult to obtain, given that all stonework is centralised in one location: conveniently owned by the King of Heas, and a major source of his continued ruling. skilled hunters are valued, but a dangerous vocation, given the occasional excursion of demons into the wilds. Craftsmen of all kinds are as prized as anywhere, and teachers as well: the existence of the Imani tribe, as well as the king's ruling, only reinforces how important some amount of knowledge is, to the Aartiran society.) 

Differences (if any) between male and female and how they are treated: most Aartiran culture is accepting, but women are still frowned upon, if working certain jobs. Most craft work, scholarly vocations, and anything related to 'traditional' roles for women are welcomed, and peculiarly enough, women are also welcomed into many boating occupations without qualm. When it comes to physical labour such as mining, fighting, or cutting trees, Aartiran men get a bit stiff about their pride as men. 

Method of transport: boats as small as canoes, and as large as war galleys. 

Their view of the darkness: Punishment from the Gods for some ancient wrong, to be survived and repented for. If everyone worships the Gods duly, perhaps they will lift this curse. 

Their view of magic: A gift from the gods, and not to be abused: Quite similar to Telantha, but more accepted. Destructive magic is seen as extremely dangerous, and those who wield it without swearing to the king or a merchant lord often find themselves with their tongues removed, limiting their ability to use it at all. Healing magic is similarly suppressed or forced into service. With a healthy ransom offered for any rogue caster, citizens are more than happy to report them. 

Their view of each of the other races (Skrel, Tir, all human sub races): 
Skrell - nice folk, but a little primitive, eh? Still, their hearts are in the right places. They're a bit rowdy, and if something violent happens, it's probably a Skrel's work. Jarel Armanis has cut down on the racist accusations of late, but the group still tends to suspect Skrel'eth of anything from broken windows to murdered citizens. 
Tir - Odd ones, and a bit too individualistic. If they can be kept tame, they make wonderful artisans and musicians, but they're useful as fodder in minor skirmishes between merchant lords, as well. 
Sayaki: They're strong, but they keep the demons off of our doorstep, so that's fine with us. Still, they're a bit forceful. 

History, what they have been doing over the last couple of centuries: 

They were originally established as a colony from Aartiru to interact with the Skrel, and research the island so often called the birth place of the humans, in writings older than the oldest scholar. 

Approximately three hundred years ago, they landed on Heas, and immediately began altering the landscape to fit their needs. Forest were cut down for farmland, and a quarry dug. For unknown reasons, which could include war, sea storms, or divine intervention, communication was lost with the mainland, and so the colony began to thrive on its own. A considerable kingdom was built, centered almost entirely around a single large city of Seahaven, and without any connection to outside lands, the most influential people quickly became the rulers of Heas. At least, in name. There were still the native Imani, who detested the Aartiran's invasion of their homeland. The Imani, however, were quickly routed and forced off into the forests and deep places of Heas. 

Since they settled into the island, they've set about exploring the island, something that has been halted by their own fears, conflict with the natives, and then the cataclysm and the demons that followed. They've built up quite a decent settlement, but rarely leave it. In fact, they seem quite content to simply survive, given the odds against them, but there is an underlying ambition in many of the rulers of the city, a lust to dominate all of the region, rather than just their own little haven.


I.                   Landed Nobility

 

There are very few nobles in Seahaven that simply pass on the title from one generation to the next.  In fact, there are only four.  Each of these men holds a distinctive title and high rank among the nobility of the land, though each also is tasked with the guarding of the border that their land fronts. 

 

1.      The Marquis de Seahaven aka The Southern Marquis is formally titled King, and is tasked with the protection of the city of Seahaven itself.  The most daunting of tasks, he must manage the bordering ocean, as well as the eastern, western, and northern fronts.  He is also the most distinguished of the titled nobility, and the one with the most power.

 

2.      The Marquis de Wolfwood aka The Eastern Marquis is responsible for maintaining the eastern border of the land.

 

3.      The Marquis de Bregh aka The Western Marquis.  Currently this title has been bestowed on the leader of the Sayaki, to be inherited by his offspring for as long as the Sayaki protect the western front.

 

4.      The Marquis de Aruta aka The Northern Marquis.  Recently the death of this Lord was discovered, though the cause remains a mystery.  He was childless, so his successor will, at some point, be appointed by the King.  Due to this, the northern front is overrun with demons which are seeping in towards Seahaven gradually.  The King is planning to launch an expedition to drive them back, in the Summer, and has suggested that the general who proves himself most worthy will be given the lands and the title.

 

II.                High Ranking Officials

 

These men and women are granted titles by the King, based on the work that they do for the city of Seahaven and the surrounding land.  Their title is entirely dependant on their service and when their service ends (for any reason) the title is removed.  Often a lesser title is granted as recognition of exceptional service upon their retirement (or granted to the family upon their death in service), though this is not required.  Currently there are four such individuals, though others may be appointed at will.  These four hold equal rank.

 

1.      The Lord Commander of the Seahaven Watch

This position is given to the leader of the Seahaven Watch.  His expectations and privileges are well laid out in the book of law.  (Could possibly be given to a PC, especially if the Ranger Commander role plays out well)  (Watch Captains have a lower, but still 'noble' social rank)

 

2.      The Lord Commander of the King's Rangers

This position is given to the leader of the King's Rangers.  His expectations and privileges equal those of the Watch Commander, though his official powers, without alliance with the Watch, extend only to the boundaries of the city.  (Ranger Captains should be granted the equivalent rank of Watch Captains)

 

3.      The Dockmaster

This position is given to the man who controls imports, exports, and all shipping that occurs within Seahaven.  (Probably should remain NPC - not really even a noticeable character)

 

4.      The High Priestess of the Tranquil Tide (Seahaven's official church)

This position is simply one of respect for the leading priestess of Seahaven's official church.  While she has little official power outside of the religious factions (the legal powers over heresy and religious crime are her domain as well and explained in the book of law), she is granted the same respect as the other three.  (Other ranking priestesses may be granted lower social rank, equivalent to that of Watch and Ranger captains)

 

III.             Merchant Lords

 


Merchant Lords are awarded their titles basically by impressing the King and enriching the Crown's coffers through the formation and running of a solid, profitable guild.  Paying double or triple the required taxes would likely result in an increase in one's ranking.  However, it would also result in an increase in required taxes.

 

While Merchant Lords have the ability to sell titles of lower rank than theirs to others,   all nobility must be registered. Those who are not registered run the risk of charges of impersonating a noble (see Seahaven Law).  Many of the lower ranks of nobility can be purchased for a fee, and the lion's share of this money belongs to the King, though nobles  may accept monies beyond this as a bribe for bestowing the title.  Once a title has been purchased or bestowed upon another, the twice yearly tributes are to be paid in order to maintain the title.

  

 IV.  Petty nobles

 

  1. Petty  nobles are required to pay the tribute appropriate to their title, twice yearly.
  2. Pety nobles may pay twice the tribute of a higher ranking title to achieve that title for themselves.

 

Note:  Nobility, apart from those Landed, is NOT hereditary (and even for them it is only hereditary as long as the requirements of the position are maintained).  Out of simple respect for a deceased Merchant Lord or petty noble, their chosen heir is granted their title for 3 months and given the chance to prove themselves worthy of the position should they wish to take it on.  If they fail to meet the requirements, or choose not to do so, the title is vacated and basically, able to be purchased by another.   When the position is vacated for any reason (inability to pay fees, death, etc), the person next in rank fills the position and has three months to meet the requirements.  IF the previous Merchant Lord is deceased, their heir is given a three-month grace period to maintain the title and perhaps take over that Guild or possibly another, should they be able to do so. During this time, however, they will face competition from others who wish the available position also.


V.  Merchant Guilds

 

Within Seahaven, there are several Merchant Guilds, basically encompassing the finished goods crafts, such as smithing, carpentry, jewel-crafting, tailoring, etc.  (These need to be fleshed out a bit more)

 

Each Merchant Lord is the head of a Guild system.  That means that they are responsible to not only set up some type of networking so that their crafters are able to obtain the materials they need at reasonable costs, but that they are responsible for creating a guild hierarchy within their organization making it functional and productive.   

Guilds may charge a fee (and probably should) for belonging.  For these dues (the frequency of payment is up to the Lord in charge), they ought to, in exchange be willing to offer their members a variety of benefits that out-of-guild crafters are unable to receive.  Belonging to a guild is not mandatory, nor is it a matter of joining for life.  They can leave, they can be removed.


Guild boundaries are not rigid.  A leatherworker may be brought into an armorer's guild, or a tailor's guild, or another guild altogether.  If they're offered better incentives elsewhere, they may shift loyalties.  Hunters, farmers, and gatherers may be independent and sell wares to the highest bidder, or contracted to work specifically for a particular guild.

There is definite competition among the merchant lords (and rival guilds).  They have to set up a power base, within their guild, basically.  They run the risk of another upstart petty noble who's purchased a title wanting to move up in the ranks, or another guild stealing away their craftsmen.  If a petty noble can steal away crafters and set themselves up enough to be able to drive the noble out of business, then they win, and can take over that title.  It's a risk.  Is it legal?  No, not exactly, but that doesn't mean it isn't done.



OVERVIEW AND HISTORY

The Tir are an unusual, gypsy-like, nomadic race.   They are seen as flamboyant; energetic, playful, colourful, and artistic.  They are a rather musical group as a whole, which is evidenced by the lilting, musical tones of their spoken language.    Throughout history, they have typically travelled in caravans of loosely related family groups and were rarely known to settle in one place for longer than a year, often moving with the seasons in a migratory pattern.  

  

Their nomadic and gypsy-like traditions and behaviour have often resulted in misunderstandings with other races in the past, leading to mistrust and even, in some cases, intense discrimination against the Tir.  Their wandering lifestyle was often seen as a disguise for deviant and criminal behaviour, and they were quite regularly the first to be accused when a crime was committed.  The Tyeni were responsible for the worst of this discrimination, and across Aagos the Tir were often enslaved by the Tyeni and those under their rule.

  

While slavery has since been eradicated, the centuries of repetitive subjugation of the Tirrish people have resulted in a distinct division between their public persona and their private or 'true' selves.  Publicly, the Tir are stoic, despite their often flamboyant dress and behaviour, for the most part calmly accepting circumstances, and rarely, if ever, expressing any negative emotion.  Their internal, true selves, consisting of their emotions, dreams, and goals, are typically only known to those closest to them, and rarely exhibited outside of the home.

  

Discrimination against the Tir by established governments, along with the nomadic lifestyle which some still maintain, has resulted in an inherent distrust of those in leadership positions, and a tendency for the Tir to rebel against any defined form of authority.  This has become so cultural that very few Tir maintain a surname or patronym, and titles or political rankings within the Tirrish race are unheard of.

  

The carefree lifestyle, which is heartily embraced by many Tir, has resulted in very loose family ties at best.  Tirrish caravans are usually composed of individuals with compatible personalities or similar interests, rather than blood ties.   Monogamy is restrictive, and is therefore not a trait that is particularly valued by the Tir.  While they do value their heritage, they are light-hearted about it, and taking lovers from other races is quite acceptable, and does occur.  When these relationships result in half-breed offspring, the children are accepted as equals with all full-blooded Tir, with the only exception to this being, for obvious reasons, the Tyeni, or any with mixed Tyeni blood.  Those caught taking a Tyeni as a lover are treated as if they were Tyeni themselves, or worse, and have on occasion been attacked or even executed for this 'crime' against their people.

  

The Tir have no official written language of their own, and though they have borrowed the human alphabet to create a make-shift written language, it is bare-bones and often used for little more than brief communication and trade.   Tirrish history therefore, has been passed down via oral traditions, with storytellers highly valued within the caravans.  Because of this, stories have changed from telling to retelling, and from group to group, becoming quickly about the aesthetic value of the story, rather than the facts.    Even to the present day, a Tir will often embellish a retelling of an event, to make it more interesting.  This is not typically an intentional deception.  To the Tir, the facts are secondary to the entertainment of telling and hearing the story.

  

VITAL STATISTICS
 

Name of Race: Tir, plural Tir  (adjective: Tirrish)

  

Language:  Tir 

  

Height range:  

Males: 6' 3" - 6'11" norm (with extremes ranging from 5'10" - 7'3") 

Females: 5' 8" - 6'2" norm (with extremes ranging from 5'5" to 6'6") 

  

Weight range:  

Males: 130 - 200 lb.  

Females: 110 - 180 lb.  

  

Life span: Child 1 - 12, Young Adult 13 - 20, Adult 21 - 65, Old age 66 - 100 

  

Build: Tall and lean with toned, rather than bulky, muscle.

Hair colour range:  Pale to golden blondes and light reds and browns.  Full-blooded Tir do not have dark hair. 

  

Eye colour range:  Greens  and blues are most common, with hazel occurring occasionally.  Full-blooded Tir do not have dark eyes. 

  

Skin colour range:  Pale cream to soft tans.  

  

Any other differences from the 'norm':  Narrow, elongated, flexible ears that can be moved independently of each other, lifting and pivoting without the need to turn the head. 

  

Population: 3,500  

  

Number of villages: 1. (Perran) 
 

Location of villages: Perran is located on the continent of Tarkas. Those that do not live in the trading village of Perran are scattered throughout the world, typically living among the other races. 
 

Average number of offspring per family: The typical female Tir will give birth to 2-3 children, though males may father many more than that. 

  

Type of culture:  The Tir are inherently a nomadic, gypsy-like people.  Since the Cataclysm however, many have settled into larger cities and villages, modifying the culture of the people living there, or adopting it entirely. 

  

Technology Level: Low, typically the Tir make use of technology borrowed from other cultures. 

  

Weapon Types: Small arms such as daggers and short swords are common among the Tir though many traditionally favour spears and spear-like javelins which have traditionally been made of wood with bone or stone heads, although metals have also begun to be used with the Tirrish integration into other cultures and societies.

  

Armour Types:  If the Tir wear armour at all, it is likely to be leather or hide.  Very little metal is used, and it would be rare to see a Tir in anything heavier than studded leather as they typically rely on their speed and quick reactions to keep them alive when hunting.  Serious militaristic combat is rare for the Tirrish people as a whole. 

  

Building Type:  Tents fashioned from brightly coloured fabrics and leather, and other make-shift buildings are common among the Tir, given their nomadic heritage.  However, those who have made cities their home after the Cataclysm often use the house and building structures of that culture. 

  

Main Foods They Eat:  Traditionally, the Tir are hunters and gatherers, and as such their diet has tended to consist of wild meat such as venison and rabbit, fish, wild vegetables and herbs.   Tir living in the cities may adopt the dietary customs of those they live with however. 

  

Typical Clothing Style:  The Tir are, as a whole, an artistic and somewhat flamboyant race who finds significance in colour.  Brightly coloured, gypsy-like garments with vibrant accessories such as sashes and head-scarves, and jewellery are common among the Tir, both male and female, though more sombre styles are also accepted - a Tir dresses to fit their personality.  Tir living within the cities often hold on to this traditional style of dress, though it may have become somewhat muted as they have assimilated into other cultures.  To a Tir, the colours of one's clothing and accessories often are seen as a way to honour or worship their chosen deity or deities, as well as a way to express their internal, 'true' selves which are otherwise kept quite private. 

  

Typical Occupations:  The nomadic tendencies of the Tir have often prevented them from becoming involved with occupations that require settling, such as farming.  Even within the cities, Tir tend to migrate towards occupations and professions that support this aspect of their nature.  They are, as a whole, a creative people, and many renowned artisans have been of Tirrish ancestry.   Many Tir are artists and craftsmen, even if they consider it more of a hobby than a true profession.  Others are drawn towards the wild places, working as hunters and gatherers.  Very few Tir have traditionally been sailors, although for those born and raised within the cities, it is becoming more common.  Given their outwardly peaceful nature, it is also rare to find a particularly militaristic Tir. 

  

Differences (if any) between male and female and how they are treated:  The Tir are a very open-minded culture, where one is encouraged to find one's own place.  Male or female, to the Tir one's calling determines one's place in society, and it is not uncommon to see the Tir crossing the gender boundaries established by the human cultures with males doing "women's work", and vice versa.   

  

Method of Transport:  For the most part, the Tir travel on foot, as they have traditionally.  Long distances however may call for the use of ships.   

  

Gods and Worship of:  Though the Tirrish race has no patron deity, the lifestyle of most Tir tends to direct them towards the worship of Sykala and Elbahn.  To the Tir, worship of the Gods is a mystical thing, with true worship inspiring both emotion and devotion.  The Tirrish tradition suggests that this emotional response to a God ought to be demonstrated by outward attempts to prove their devotion.  Often, Tir who follow one specific deity devotedly will dedicate themselves as priests or priestesses, while others use their skills to combat the demons and the darkness. 

  

The Darkness: The darkness is a mystery, an enigma with the true answer known only to the Seven.   Most Tir consider it an affront to creation and to the Seven themselves, as well as an extreme inconvenience to their lifestyle, and many will work to combat the darkness and demons, though their methods and reasons for doing so will vary.  

  

Their View of Magic:  The rarity and mystical nature of magic appeals to the superstitious nature of the Tir, and those with the capability to draw and manipulate the Kha are encouraged to do so by their people.  This ability is viewed as a gift from the Seven, and magic users are looked on with respect.  Those of any race who have such a Gods-given gift and refuse to use it or whom use it in a manner deemed inappropriate by the Tir are viewed as heretics, and often ostracised. 

  

Their View of the Other Races: For the most part, the Tir are a very unbiased people, and see the good in most races, alongside the bad.  

  

Skrel'eth:  A strange race full often obnoxious, stubborn people.  Their strong clans and forceful personalities make the Tir somewhat uncomfortable, but the Skrell are reasonable, for the most part, and easy enough to get along with.  Besides, they are warriors, and this makes them a useful ally. 

  

Sayaki: These people truly know how to appreciate the beauty of the world around them, even if they are rather arrogant.  Their dedication to the Gods is to be admired, and their strong military force makes them a useful ally. To the Tir, a Skrel'eth and a Sayaki aren't too different, barring the color of their skin, the shape of their ears and the weight of their weaponry.

  

Aartirans:  There is much about these people that makes living among them a simple matter.  With their extravagant tastes and often flamboyant lifestyles, the Tir often fit right in, even if the humans do insist on putting down roots and staying in one place.  The caveat? Government.  The human race seems to be obsessed with it. 

  

Tyen: If the Tir are racist at all, it is against this particular group.  They are despised for the cultural injustices meted out against the Tir, and no Tir with any pride at all would interact with the Tyeni or any with Tyeni blood in any manner.  They are often ostracized by the Tir, treated as if they do not even exist, as are any Tir who would lower themselves to the point of interacting with them. 

  

Half-breeds:  With the exception of those of Tyeni heritage, the Tir view half-breeds as no different than those of the races from which they originated.   



TIRRISH TOWNS
 
Perran is the only official Tirrish village.  With a population of approximately 5,000 Tir, it is the largest accumulated population of Tir in the known, accessible world.  Perran is a trading village located in the Skrel'eth homeland, and while it is considered by most Tir to be their homeland, it was originally a Skrel'eth village, and is still occupied by many Skrell.  Given the Tirrish feelings about government, many of those in leadership positions within Perran are, in fact, Skrell rather than Tir.


Outside of Perran, one can expect to run into a Tir pretty much anywhere they aren't expected to be. Such a spontaneous nature is that of the Tirrish people that they can be found in Seahaven, the wilderness about Heas and Tarkas, and even occasionally the various smaller Skrel'eth villages.