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Author Topic: Codex Populatia  (Read 13919 times)

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Offline CaptainPenguin

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The Nermalians
« Reply #25 on: April 10, 2004, 10:16:06 PM »
Nermalia is called the Border Kingdom, for its place as the most southerly kingdom of all the Armorican Lands. They are a folk of southern tradition and light dress, of dark skin and dark hair, and of the sun-crowned skies of the desert.
Nermalians are shorter and thinner than most Armoricans, being 5'3"-5'5". They have rounded cheekbones and fine features, with pert noses. Their skin has a tendency towards oiliness and their hair is generally curly, oily, stiff, and black or dark auburn. Nermalian men dress in loose thigh-length vests and silk pantaloons, belted with sashes of silk. They might also wear an over-vest of wool, though such weather as to warrant it is rarely felt so far south, and such thick garments are usually the fashion follies of the rich. Nermalian women wear ankle-length robes, slit down the front to the stomach, and belted with silk sashes. Both wear sandals as footwear. Men usually wear their hair cut short , while women wear theirs long, flowing and unbound, save for a crown-like band that they wear to hold it back out of their eyes. Nermalian ornaments are subject to the whims of the wearer, however, all Nermalian men carry the small buckler-shields favored in those lands strapped to the hip or the back.
Nermalia is not the first kingdom to bear that name. Long ago, during the first Armori migrations, a tribe of Armorii and a tribe of desert men of the South met, and from their meeting and alliance was born the great Bronze Age kingdom of Old Nermalia. Old Nermalia reigned as tyrant of the South, until Caesar the Arcturii established the Empire of Arcturus.
Four times did the Old Nermalia in all its strength shatter against the might of young Arcturus, and four times did the Old Nermalian rassyll (warrior-kings) refuse to submit. But after the fifth war, the rassyll Olleryn the Kneeler did submit, and Old Nermalia was cleft in two. One half of the ancient kingdom became Sammeria, the southernmost province of Arcturus. The other rose to become Nermalia the Lesser, the newest Nermalia, crossroads of North and South.
Nermalia retains its culture of old. Its men still carry bucklers and its women still hold back their hair with circlets of silver and brass. Its people still are proud and boisterous, though they are not so warlike as they once were. Nermalians are quick to take offense and find slight, and quick to draw swords at even supposed insult. Nermalians favor a quick, fluid fighting style, and even now, the armies of Nermalia are mailed only in silks, light plates, and cloaks of bronze discs. Nermalians are rather open about carnal matters, so open in fact that many call Nermalia "the Land of Sin". It is said that many Nermalian men enjoy the company of other men, and some Nermalian women that of women, and that duels over lovers are often and bloody.
Nermalians build from pale plaster and light mud bricks. Their structures tend to be very large and open in order to distribute heat, with sunken gardens and chambers to utilize cooling shadows. They use silks and light fabrics extensively.
Nermalians worship Oberyn, the Sun, the Lord of Harmony, who bears the moon as his buckler and wields the arc of the stars as his sword. Oberyn's wife is Ellisyria, the Mother of the Waters, while his brother is Doran, the Lord of the Sands. In the beginning of time, Oberyn cast down Xesyren, the Dis-Harmony, onto the Earth, much to his sorrow, for the Dis-Harmony cause his children, the Nermalians, to feel strife and pain.

Nermalian Names: Nymeros (M), Nymeria (F), Obara (F), Oberynos (M), Ryon (M), Tyene (F), Ellia (F), Rystymer (M), Obella (F), Ollyros (M), Xesyra (F)
Nermalian Family Names: Nermalians have no family names. If they need to be differentiated, they use their mother's name. For instance: Mestoryn, Son of Ellisyrria.
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Offline CaptainPenguin

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The Volsci
« Reply #26 on: April 15, 2004, 08:17:46 PM »
Volscia is a very small, very quiet region in the heavily wooded northern borderlands of Arcturus. It is a land of deep valleys, great crags, and deep, primeval forests. To the east lies the impenetrable Black Forest. To the west lie the airy peaks of Helvetia and the Khossus Mountains. It is in this place, scarcely changed in seven-hundred years, that the Volsci dwell.
The Volsci are broad and stocky, and average 5'3"-5'7" in height. They have long, horse-ish features and broad, flat noses. Their eyes are usually a peculiar, deep, mossy green. Their hair is lustrous and soft, and is usually raven's-wing black. Volsci men wear a cape-like garment called a wautaen, a knee-length wheel of coarse, heavy wool with a hole in the top for one's head. When worn, the wautaen covers the man's entire body, save head and lower legs. The wautaen is quite impervious to cold and wet, the perfect garment for the wilderness of Volscia. Underneath, the man wears a short tunic and baggy trousers. Volsci women also wear the wautaen. Underneath, they wear an ankle-length robe or dress. Volscians wear a form of sandal with a closed toe and no straps as footwear for villages, roads, and civilized places. In the wilderness and the bush, the Volsci wear hide boots with fur-lined socks. All Volsci carry a waubrachn, a quarterstaff/walking stick.
The Volsci are an insular, conservative people. They rarely, if ever, leave the forest fastnesses of Volscia. To see Volsci in the northron towns of Marcosia is highly unusual. To see Volsci in the southron cities of Arcturus is unthinkable. Volsci are also unsufferably honest. Volsci will proudly tell you that no Volsci has ever told a lie. They repay all debts. Of course, they do not allow honesty to get in the way of pragmatism. Things found in the forest are theirs by right, unless the owner is in presence, or comes to claim the property.
Volsci subscribe to an ancient religion which any of them will tell you is the faith of their "great-great-great-grandfathers, and their fathers, and their fathers, and theirs before them." It is a strange faith, one venerating gods who are much like the Arcturan numen, gods of rock and tree and river, gods of wolf and owl and eagle. These gods have no names, nor faces, and dwell in all things, say the Volsci.

Volsci names: Aefur (M), Unna (F), Laes (F), Howest (M), Raboun (M), Glaenna (F), Routt (M)
Volsci family names: Stoneleaper, Rockthrower, Spriggather, Streamsplash, Lakedeep, et cetera.
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The Eregard
« Reply #27 on: April 18, 2004, 09:24:13 PM »
East of the Durmalgish Marches, there is a land of high, misty valleys, deep pine forests, and silent snowfields. Wild and empty, Eregard's people are likewise called the Eregard, a savage barbarian people who worship the powers of winter.
Eregard look much like their Durmalgish cousins, being tall (5'10"-6'6") and beefy. They have high cheekbones, narrow, sometimes hooked, noses, square chins, and heavy, thunderous brows. They have red or blonde hair that is straight and dull. Eregard men wear their hair long, or in a braid or ponytail, and grow long, thick beards, which they may weave into many small braids. It is customary in some Eregard tribes to weave a small braid into a man's beard or hair for every enemy he has defeated. Eregard men wear kilts made from layers of fur and hides and cloaks made from the skins of the animal which the Eregard has slain for his coming-of-age, either a wolf, or a bear. Bearskins are sign of great honor. Only those Eregard with legendary strength wear mammoth-skins for their cloaks. Eregard women wear their hair long, or in a single thick braid. Some Eregard women also weave braids into their hair, though many tribes forbid this. Eregard women wear calf-length robes of hides and furs, with a cloak of forest sloth or wolf. Customarily, a husband slays a beast to make a new cloak for his wife on their wedding day. Eregard men and women both wear thick, fur-lined boots. Eregard love jewelry. Eregard chieftans are practically festooned with arm-rings, necklaces, and crowns. The stronger a man is, believe the Eregard, the more jewelry he will have looted from his enemies.
Eregard are a warlike and battling people. They live in small tribes, and all outside of the tribe are considered to be enemies. Intertribal combat is frequent. Eregard are firm believers in the superiority of men. Eregard women are expected be bow to their husband's will. Strangely, however, Eregard believe that women are more intelligent than men. Thus, they prefer women who speak their minds and are not afraid to assert opinions, as long as they obey their husbands. When a young Eregard male believes he is ready, he may undertake his coming-of-age, in which he goes into the wilderness for five days and slays a beast, making its pelt into a cloak. Eregard are very fixated on the concept of honor. Blood-debts and ritual duels (holmgang) are common. Eregard females are considered to be of age at the beginning of the menstruation. When an Eregard man courts a woman, and is ready to marry her, he must abduct the girl from her father's home. If he is succesful, they are married.
Eregard dwell in longhouses, like their Durmalgish cousins. Generally, a tribe is not very large, and a whole tribe will fit into a single longhouse.
Eregard worship Ymir, the Frost Giant. He is a huge being, they say, who dwells in the uttermost north. Unlike the Durmalgishfolk, who hold that their Aesir slew Ymir, the Eregard say that Ymir defeated the Aesir and that they now serve him.

Eregard Names: Ragnar (M), Jarl (M), Huginn (M), Frejaal (F), Einja (F), Leini (F), Einjar (M), Korl (M), Saasi (F), Nid (M), Giri (M), Fjal (F), Aesmr (M), Feimli (M), Aestn (F), Eilke (F), Feimli (M), Einja (F)
Eregard Last Names: By tribe, plus a patronymic. For instance: Nodr Beddrsonn of the Bronze Helms. Tribe names include Bronze Helms, Stone Crows, Smoke Wolves, Dog Eaters, Beard Tearers, Moon Steppers, and Blood Roarers. In addition, those who have distinguished themselves with great deeds add a title to their name. For instance: Aesmr Headstriker Huginnsonn of the Dog Eaters

Wisdom's Note- The author obviously did not take the time to authenticate his information on the religion of these folk. Our apologies. It is only somewhat correct. Please see the Belief Systems of the West volume for an accurate account of Eregard religion.
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The Laestrygonians
« Reply #28 on: May 02, 2004, 04:21:54 PM »
The Isle of Leastrygonia is a beautiful isle off the coast of Orlonia, sitting invitingly in the Western Sea like a gods-sent haven for sailors, with forested slopes and proud, white towns. But do not be fooled- it is a trap, for the isle is peopled by the horrible Laestrygonians, evil people who devour human flesh.
Laestrygonian men are hideous, deformed, and huge, standing, on average 6'4"-7'2", and are horribly strong and monstrously stupid. They have thick, wiry black hair that they grow in wild manes. They weave a braid into their hair for each man they have eaten. Laestrygonian men wear whatever their wives can trick them into girding themselves in. Therefore, some were silken togas, while others wear filthy skins or nothing at all. Laestrygonian women, in contrast, are stunningly beautiful, with the forms and faces of goddesses. They range from 5'4"-5'9". They, too, have black hair, but it is soft and shiny, with a tendency to be wavy. Laestrygonian women wear robes of silk and sealskin, and wear jewelry of gold and platinum. They do not find footwear to be necessary.
Laestrygonians are cannibals, plain and simple. They relish the taste of human flesh and blood, and ships full of sailors that crash upon the reefs around their isle are destined for their banquet tables, though not in a guest capacity. When human flesh is not available, Laestrygonians eat from the bounty of the sea, and the lushness of the fruit trees of their isle.
Long ago, the people of Laestrygonia were all alike in beauty and great intelligence, though they were cannibals. But then, they committed a horrible crime against some god, devouring his only son on the Earth, and this god punished them by making their men ogre-like in form and in wit, with twisted arms and legs and blasted mutations. The god then layed down this sentence for all of Laestrygonia: For all time, the beautiful women of Laestrygonia were to be as slaves to their ogre husbands, bringing them food and shelter, making sure that they were happy and well-cared-for. This, of course, was a monumental task. With such stupid, brutal, hideous husbands as the women of Laestrygonia were cursed with, what wife could be happy?
But they stayed under this burden, and through the generations, the Laestrygonian women have become the rulers, and the men the slaves, though the men are so stupid that they believe it otherwise. The women contrive to feed, cloth, and house their husbands in towns of white marble, and then trick these same men into mining gold, cutting wood, fishing, constructing new marble houses, and generally serving under the women, who make it seem as if they, too, are doing some sort of labor for their spouses.
The Laestrygonians worship a bloody god named Laestrykos, the Eater of Flesh, who demands the sacrafice of human hearts and virgin brides.  His rites are held atop the highest peak on Laestrygonia, in the Temple of the Bleeding Heart. Whether or not Laestrykos is the same god who cursed the Laestrygonians is not known.

Laestrygonian names: Kirke, Kraelo, Lystrke, Okraelyrk, Kyr, Kraeke, Trykaese, Lyko. These are all the names of Laestrygonian women. Laestrygonian men do not have names, but are instead referred to as "Husband of Kykre" or what-have-you. They have a rather small population, so last names are unnescessary.
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The Poscerdians
« Reply #29 on: May 06, 2004, 08:52:45 PM »
Poscerdia is a small province of Imperial Arcturus in the Great Mountains, known for its many mines and quarries. The Poscerdians, its people, are a conservative, traditional people, known for their stonework.
Poscerdians, from generations of working in mines, have become a short people, 5'1"-5'4". They are generally wide-shouldered and heavily muscled, with large arms and stout legs. Poscerdians have rough, wild, dark brown to dirty blonde hair. Men wear their hair cut short, while women wear long braids. Their eyes are usually brown or hazel. They have round, short noses and similarly round features with pointed chins, giving their faces a pleasant heart-like shape. Poscerdian men dress in a sleeveless, knee-length tunic with a hood and stocking-tights. This clothing is generally dull-colored and without ornamentation. Poscerdian women dress in ankle-length, sleeveless dresses decorated in floral patterns. Both sexes wear sandals as footwear, while men wear tough leather shoes into the mines. Poscerdians enjoy wearing jewelry, though they do not wear it into mines. A curious mutation in many Poscerdian families causes many children to be born with a sixth toe on each foot. It is Poscerdian tradition to remove this toe, for it is believed that leaving it on causes bad luck.
Poscerdians are the product of a long history of mining. Poscerdian men have always been miners, while Poscerdian women have always been homemakers. The Poscerdians were originally a slave population established in the early days of the Empire that interbred with Plebeians and the Capite Censi until it became only a subsection of Arcturan humanity.
Poscerdian children are raised in and around the mountains. Any Poscerdian child would be more comfortable in the towering black peaks of the Great Mountains than in the fertile Imperial heartlands. Poscerdians are excellent climbers and mountain guides. They also have slightly better eyes for darkness than most, and have a tendency for poor vision in the light.
Poscerdians, as a subsection of Arcturans, worship the Arcturan Pantheon.

Poscerdian Names: See Arcturan names.
Poscerdian Patrician Names: Patrician houses of the Poscerdians include Bastoli, Auropinus, Castolon, Bolcenor, and Lathenas. Patricians of Poscerdian houses are usually considered to be rustic and "country", and will find subtle derision leveled at them by patricians of such heartland houses as Atreus or Aelorio.
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The Botherians (Bohushem)
« Reply #30 on: May 11, 2004, 10:20:39 PM »
To the southwest of Arcturus, on the shores of the Southern Sea is the vast kingdom of Botheria, or Bohakii to it's inhabitants, the Botherians. The Bohushem, as they are known in their language, are a people steeped in ancient magic, and chosen from birth for their place in Botherian society.
Bohushem are tall (5'10"-6'5"), with reddish-brown skin. Botherian men are broad-shouldered, and women wide-hipped. They have straight black, dark brown, or reddish-brown hair. Botherians have emerald-green or lime-green eyes which are roughly almond-shaped, though slightly wider and rounder than eyes of those from further East. They are round cheeked, narrow-chinned, and full-lipped. They have large ears. Each noble family of Botheria has its own traditional hairstyle, and commoners emulate the hairstyles of local nobles. For instance, the Family Sheshu-Kish wear their hair in tight cornrows, while the Family Tsazuk-Shedii wear their hair in two loose buns caught up in silver pins. Botherian men wear loose, sleevless vests of about knee-length and calf-length, loose baggy pants. Women as young as puberty wear long-sleeved robes that bare the shoulders and upper chest, while those younger than puberty wear enveloping robes that disallow the use of arms and cover the head, save the face. Botherians wear jewelry that is generally made of gold, for their mountains are rich in it. They enjoy wearing ear-rings, armlets, and other jewelry, but only sheker-laar may wear necklaces.
The Bohushem are a sorcerous people. They are much more familiar with magic than the superstitious Armoricans. Though there are still few true sorcerors, Bohushem priests know enough magics to qualify them as hedge wizards of a sort, and Bohushem are bored with magical tricks that make more northron Armoricans gasp. However, only men are allowed to become priests, and only women are allowed to become wizards.
This Botherian society is extremely regimented and stiff. A child is altered with magic while still in the womb to fit into a specific section of civilization. This alteration, conducted by priests who are called from the local temple at the first sign of pregnancy, causes a child to be born into a certain role in Bohushem society, dictated by certain astrological signs. The ceremony alters the growing child to certain necessary abilities and talents. Some become commoners (uuzuk-kiiru), others merchants (tzaak-ushaak). Some are warriors (kihu-uyazi). Some are priests (behu-sonc). But the highest subsection of Botherian society are the sheker-laar, the sorceresses, and the kihu-sheker, the sorceress-guardians. Chosen daughters (always daughters) of Bohushem families are altered to make them more intelligent, with better memories, and better minds on the overall. They are given a closer link to the powers of magic. These are the sheker-laar, the sorceresses, the chosen beings of Bohushem society. They wear special necklaces that display their status, and none other in Bohakii is allowed to wear one. The kihu-sheker are their guardians, always male, given enhanced loyalty, strength, focus, and sense of duty, and trained in the special Temple of the Guardians from birth to guard a sorceress.
The Bohushem are ruled by the sheker-laar, but the queen of all of Botheria (Bohakii), reigning from the splendid capitol of Same, is the Sorceror-Queen, Tunhii Ehu Uyaa-Sheker.
The Bohushem worship Suuy, the Great Mother, who is the patron goddess of earth, magic, and mystery. Other, lesser gods include Baashe, the Moon Girl, and Uhuu, the Sun Warrior. Each star is a demigod, and vast charts and huge books of star charts label each one seen, assigning them all names and fields of worship, constantly cross-checked for accuracy.

Botherian Names: Tuyii (F), Shekuu (F), Ukuuz (M), Aayuk (M), Tsensek (F), Uupe (F), Yaak (M), Uysha (M)
Botherian Family Names: Sheshu-Kish, Tsazuk-Shedii, Uyaa-Sheker, Uhuu-Tsez, Yaak-Shush, Uuyuushi-Ba, Kaa-Uyii
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The Gasparrians
« Reply #31 on: May 16, 2004, 08:24:04 PM »
The city-state of Gasparr lies in the frozen tundra of the northern Durmalgish Marches, is a harsh place, cold all year round, where snow piles in the streets and the stone houses are cemented together with ice instead of mortar. The inhabitants of Gasparr, the Gasparrians, are human reflections of the city in which they dwell, cold and hard and militaristic in the extreme.
Gasparrians are shorter than average (5'2"-5'6") and are thin and wiry. They have sharp, hard features with narrow, blade-like noses, pointed chins, deep-sunken eyes, and high foreheads. Their eyes are a steely, winter blue. They have lank, straight hair so blonde that it appears white. Both men and women wear their hair in a mass of plaits that can be easily pinned up under a helmet. Gasparrians of both sexes wear long-sleeved knee-length coats and baggy trousers tucked into leather boots, all of which is lined with soft, warm fur. All Gasparrians carry two knifes and a sword or axe.
Gasparrians live and work according to schedule. Gasparr is a stiff military dictatorship, ruled over by the High General of Gasparr. The Gasparrian day goes like this: First, they all wake up at once and go to the Communal Hall fora  communal breakfast.  Then, they go off to their first scheduled shift, which may be a job in some part of the city, be it shopkeeping, smithery, or what have you, or it may be a patrol outside of the city. Then, in the second shift, they switch, going to patrol or guard duty if they were at their jobs, and to their jobs if they were on patrol or guard duty. The day goes on like this for four shift, until they all file into the Communal Hall for the communal dinner. 10 minutes are allowed for travel between shifts. All Gasparrians are considered members of the Gasparrian military from age 1. Children are taught what is believed necessary to know in the Gasparr Warrior Academy, where they stay until age 12. Children are not allowed to form emotional bonds to their parents. The parents, in addition,  are not in any way in love or married. They are matched up to produce the best possible of children, and then go their separate ways.
The Gasparrian military rule began ages ago, when, according to Gasparr histories, a mysterious "Enemy", who is never identified, nearly destroyed the Old Gasparr. In retribution, the Gasparrians became militarized, and fended off the Enemy. According to the Gasparrians, the Enemy never left. They are still lurking around the icy walls of Gasparr, and it is the duty of all Gasparrians to remain vigilant and strong against them to prevent the destruction of the city. All non-Gasparrians are believed to be servants of the Enemy, and are enslaved or killed.
Gasparrians do not worship any god. All temples in Gasparr were destroyed long ago to make room for armories and guardhouses.

Gasparrian Names: See Durmalgish names.
Gasparrian Last Names: By their patrol shift. For instance, if Einnjar's patrol goes out onto the tundra to "fend off the Enemy" on the third shift, he is known as Einnjar Third-Shift.
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The Gohblinns
« Reply #32 on: May 19, 2004, 04:29:18 PM »
Gohblinn is a word in Old Marcosian word meaning "monster", or more literally, "fear-maker". Most consider Gohblinns to be supernatural monsters who prey on Man, but it is this author's personal opinion that the Gohblinns are in fact an ancient race of men.
Gohblinns have are short (4'2"-4'11"), with barrel chests and thick, bowed limbs. They have huge, bony brows that far overhang their eyes, very large nostrils and wide noses, and protruding lips, with rounded-off, chinless jaws. They have thick, almost-pelt-like curly hair, that grows across their arms, legs, loins, back, head, and chest on males. It has a tendency to be a dark brown. Gohblinns have uniformly brown eyes, save the blind. Gohblinn dress consists of great animal pelts, usually sewn together from smaller pelts, that the Gohblinn wraps around their body. Most Gohblinns also carry dried animal organs, leather keeps, and small baskets tied to them or hanging from their backs in some fashion to carry things.
Gohblinns are mysterious and barbaric. They are rarely seen, and when they are, they seem to vanish from site. Most Gohblinns keep to the forests which are their homes. They do not seem particularly intelligent, but they have an animal cleverness about them. Most Gohblinns that are seen by Men are carrying game, so they most likely derive all of their sustenance from hunting. They are not known to make war, though many Men slay them on sight merely because of their supernatural reputation.
Gohblinns, it seems, communicate mostly with hand gestures. They make few sounds, just hoarse grunts and other animalistic noises. However, they have a complicated language of hand gestures, body positions, and facial expressions.
It is unknown what gods the Gohblinns keep, though they seem to hold great reverence for nature.

Gohblinn Names: Unknown.

(OOC: The Gohblinns, though Armoricans don't know it, are the last, dying remnant of the neanderthals. The Armoricans, of course, do not know what a neanderthal is.)
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The Tocharians
« Reply #33 on: June 06, 2004, 11:15:05 PM »
From the east, over the Khossus Mountains came the Tocharoi Wanderers, a nomadic warrior folk who ran like the wind and bore weapons of red bronze and black iron. Slashing their way through Alssonia, the Tocharian tribes spread out throughout the Armorican Kingdoms, bringing battle wherever they went. After several hundred years of dwelling in the Armorican Lands, the fearsome battle-lust of the feared Tocharians has diminished somewhat, as have their numbers. But the ring of Tocharoi battle-chimes and the whistle of their arrows is a sound at which to tremble.
Tocharians stand 5'1"-6'2" and are wiry, rangy, and long-limbed. They have a golden-brown tone to their skin. Tocharians have angular, long faces, with narrow-bridged noses and large lips. They have shiny, smooth-textured hair of dark brown or raven black. Men wear their hair long and strait at about shoulder length. Women also wear their hair long, but weave in many braids, feathers, and metal rings. Tocharoi men wear ankle-length, baggy trousers. and the traditional mantle-vest, which covers the upper chest and shoulders, with sleeves that come to the elbow. Warriors may also wear leather bracers and cloth wraps for their feet and hands. Women of the Tocharians wear ankle-length skirts with a triangular slash up the side of each leg, and a strip of cloth tightly across the bust. The clothes of both sexes are decorated in brilliantly-colored geometric patterns. Anklets and bracelets of beads and wire are popular jewelry, as well as necklaces made from the fingerbones of slain enemies. Warriors also wear a charm of metal woven into the back of their hair, set with small slats of metal that clank together, chiming as the warrior runs. This charm is the famous (or infamous) Tocharian battle-chime. Sky-related motifs such as lightning or clouds are often seen in Tocharoi art. All Tocharians go barefoot.
Tocharians live in tribes of 70-100 people called nirnggoi (singular nirngga). All men in a tribe are the husbands of all women in the tribe, and all children are considered to have been parented by every adult. Women raise children in communal groups. Women are in charge of cooking for and feeding the tribe. Women are also in charge of deciding where the  nirngga will travel next in search of better hunting grounds, more plentiful gathering, or new towns to plunder. One half of the men of the nirngga hunt, fish, and gather food and necessary goods for the women to make into what the tribe needs. These men are not allowed to bear weapons or wear a battle-chime in their hair. The other half of the nirngga's men are the warriors, trained from birth to wield a spear and axe and bow, run like the wind, protect the tribe, and bring swift death to their enemies. The Tocharoi warriors wear leather bracers and weave battle-chimes into their hair. They string the finger bones of their enemies into necklaces.
Wherever the Tocharians wander, they go on foot. It is considered a sign of weakness to use an animal to do what feet can do. This suits the Tocharoi just fine, because they can run as fast as any horse, for as long as three hours at a time. When the Wanderers migrate, they form long lines, called vnasskioi, or strings, and dash in the direction of their migration. Tocharian hunters have been known to chase down deer on foot when they could just as easily have lain in wait and ambushed them. The overweight are not tolerated in Tocharian society, because they cannot run. There are very few overweight Tocharoi anyway, due to their very unsedentary lifestyle.
The Tocharoi Wanderers worship Gnatochosskio, the Father of Runners, the Feathered One, who they say dwells in the sky as the eagle and the condor. His anger is the lightning and thunder. His left eye is the sun and his right, the moon.

Tocharian Names: Gnassko (M), Ivachi (F), Ssenno (F), Akchot (M), Vnatchi (F), Sseggenaikio (M), Brakssim (M), Kagchom (F)
Tocharian Last Names: Chosen at puberty by the women of the nirngga. Usually a reflection of that person's qualities. For instance, Tcheviki Hears-All, Kessiggiko Loose-Tongue, or Akissi Slow-Talking
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The Hin
« Reply #34 on: June 06, 2004, 11:41:53 PM »
The Hin are a race of nomads like the Tocharians. Unlike the Tocharians, however, the Hin prefer trickery and showmanship to battle, and prefer not to shed blood where they can help it.
Hin are rather diminutive, standing only 4'5"-5'2". They have very pale skin and delicate frames. Their faces are fine boned, with good angles, noble noses, and sharp brows. Hin have curly hair in red, auburn, or dark brown shades. Male Hin, or hina, wear their hair in a ponytail or braid, while Hin women, or hini, wear theirs long. Both male and female Hin wear baggy, open-legged hide trousers sewn with numerous pockets and loose, knee-length, cloak-like tunics. Hini also wear a bag, made from a dried bladder or stomach, on a leather strap. Both male and female Hin wear sandals as footwear.
Hin are of uncertain origin. They were already wandering the Armorican continent when the Adversaries established their empire. They were well-known as tricksters and vagabonds by the time the Armorii came south.
Hin live in groups of 20-40 called hinwai. A hinwai is led by a ohinnear, or Hin-leader. While on the move, hini are in charge of gathering useful plants, stones, earths, and food, which they carry in the pockets of their pants or in their bag. Hina have the duties of watching for enemies and dangers, as well as looking for good spots to stay for a week or two before moving on. Hin do not fight unless they can help it, but these days they are finding it more and more necessary to fight with bigoted merchants, superstitious farmers, and drunk, careless soldiers from whatever armies happen to be camping about.
Hin have a (somewhat true) reputation as being thieves and tricksters. Their small size and stealth make them good at roguery, and it is often the best way to get things that the hinwai needs. However, this has also made other Armoricans wary of the little ones. Their status as barbarians does not help.
The Hin worship U-Hin, the goddess who stepped from the Cave At The Other Side Of The World to lead the Hin forth at the beginning of their wanderings. The Hin believe that in the lands east of the Khossus Mountains, their ancestors lost U-Hin's trail, and that eventually, they will find it once more and be led to the End of the Way.

Hin Names: Tahin (M), Hin-Ha (F), Mahindi (F), Lohin (M), A-Hin (F), Hy-Hinhina (M), K-Hin (F)
Hin Last Names: By hinwai. For instance, Lostwaters, Tallsteps, Farlooks, Outleads, Carryswords, Sunfollows. Example: S-Hin-Ha Grassgather, Yamhina Rockthrow, E-Hinho Loudshout
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Codex Populatia
« Reply #35 on: June 06, 2004, 11:42:27 PM »
OOC: I've been reading about nomads lately. Can ya' tell?
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The Jayo
« Reply #36 on: June 08, 2004, 04:56:19 PM »
In the arid, dusty hills and stony canyons of the southern Empire dwell a fierce race of barbarians called the Jayo. Though the Sammerians and the Arcturans have many times tried to exterminate these warlike people, they cling to existence with savage tenacity.
Jayo stand 5'1"-5'10" and have spidery, long-limbed frames. Their skin has a dusty dun color. Jayo have round faces with full lips and narrow, dark eyes. Their hair is generally rough-textured, thick, red or red-blonde, with a rare auburn being seen. Unmarried Jayo of both sexes wear their hair long. Married Jayo men wear their hair in a top-knot, while married women wear theirs in a long braid. Jayo men wear simple hide loincloth and grass-fiber breechclout, while women wear a hide skirt and halter. Jayo wrap their hands and feet in thin cord. The Jayo wear little jewelry, but what they do wear is brightly dyed and heavy with jewels and gold, when it is available, strung on woven cords.
Jayo live in small villages near whatever water sources they can find in the semidesert climate of the canyons. Many Jayo settlements lie at the bottoms of canyons, where there are often rivers. Jayo hoard water throughout the wet season, so that, come the dry summer, they can drink, if they follow water conservation traditions. Jayo homes are constructed from specially-cured hides which are strung on meshed branches. The curing process makes the hides water-resistant. During night hours, dew condenses on the hide's surface and rolls down into a small, clay-lined furrow dug in at the base of the hide, where the Jayo collect it into small clay pots.
Jayo ferociously combat any who pass through their village's territory. Many a trading caravan has been waylaid by xenophobic Jayo. They have become such a nuisance as to prompt Arcturan authorities to begin an attempt at destroying the Jayo.
Jayo are excellent climbers. The rocky walls and angular piled surfaces of their environment make this necessary.
Jayo worship numerous gods and spirits. The patron god seems to change from village to village. Example gods are Shining White, Lord of the Sun, Five Fish, Lord of the Rivers, and Loud Sound, Lord of Rockfalls.

Jayo Names: Yoya (M), Ejayki (F), Ayayi (F), Majoya (M), Ezkiyo (M), Zjeyi (F)
Jayo Last Names: None. Jayo do not have last names.
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The Walters
« Reply #37 on: June 12, 2004, 06:08:52 PM »
The Walts are several small independent districts in northwestern Marcosia, inhabited by the Walters, a fiercely independent people who are just as willing to wield swords as they are to wield plows.
Most Walters are Marcosian in appearance. However, they are generally shorter and smaller in stature, and have a greater tendency towards brown hair and green eyes. Walterwomen seem singly favored with appearance, and are considered to be very beautiful in most parts of the Armorican Lands. Walter costume varies with the Walt in which they dwell, though in most, men wear baggy trousers and plain, thigh-length tunics, and women wear ankle-length, long-sleeved dresses. Both sexes of Walters wear sandals, save in Connen's Walt. Waltermen wear their hair short or in a braid down their backs, and sometimes grow beards when they get older. Walterwomen do not have any specific style in which they wear their hair, but currently it is considered stylish to knot the hair behind the head.

Swordwalt
Swordwalters are a calm, slow folk, very traditional and conservative. They have slow tempers, but when moved to excitement they are volcanic. As the name of their Walt proclaims, Swordwalters know swords. Though they may or may not be good swordsmen, Swordwaltish swords are the finest made weapons in all of Marcosia.
Swordwaltermen augment the usual Walter garb with a knee-length jacket decorated with stripes of color that denote their community of origin (Green for Lees, yellow for Upon-the-Stream, blue for West Springs, red for Helbed-on-the-Hill, or black for Ravensburg)

Sentwalt
Sentwalters are sarcastic and cynical. Their Walt is the closest to Seduria, and has suffered much at the hands of Sedurian raiders. Sentwalters are old hands at battling the Sedurians, and know many of the Horsefolks' tricks. Sentwalters are gloomy and depressing to be around.
Sentwalterwomen typically wear a hood and mantle over their heads. Sentwaltermen often shave their heads.

Orwaltia
Orwalters (Despite Orwaltia's name, it is never permissible to call one an "Orwaltian") are the most worldly of Walters. Their large Walt is the least frontier and isolated of the Walts, and they see frequent trade and travelers from Marcosia. Many other Walters regard Orwaltia with disdain, saying that their closeness to Marcosia has made them soft.
Orwalters, due to their closeness to Marcosia, have recently been adopting the Arcturan fashions popular in Marcosia.

Marsh Walt
Marshwalters are full of laughter and life. They always live life to the fullest, due to the dangerous conditions of their Walt. They love to consume vast quantities of food and ale during meals, and always pursue their various business with consuming zeal. Marshwalters are sometimes called "Mudwalters" by disapproving neighbors in Kopswalt and Woodwalt. Marshwalters laugh at the tales told about the "supernatural horrors" of the Marsh Walt, saying that if such things dwelt in their Walt, they wouldn't be there, would they? And yet, at the mention of a Wytche or a Warg, they surreptitiously make the sign against evil.
Marshwaltermen always grow beards when they reach the proper age. Fashions in Marsh Walt always seem a touch barbaric, with decorations made from wood, shells, bone, and feathers often seen.

Durmswalt
Durmswalt is home to many thieves and criminals, and thus, Durmswalters are less inclined to be conservative and law-abiding than their more reigned-in (stodgy, Durmswalters would say) neighbors. Durmswalt was founded by Durmscario diScillo, a Zinaldian expatriate. Walters often tell strangers to be wary around Durmswalters; One never knows what things from one's personage might end up in their sneaky hands.
Some Durmswalters favor dark colors that are hard to see in the night. Others prefer wearing bright, flamboyant garb that makes other Walters shake their heads in disapproval.

Kopswalt
Kopswalt is much like Swordwalt, however, it is ruled by four marshalls who have ultimate authority over the inhabitants. Recently, one of the Kopswalter marshalls, Holbman Scaenhammer, discovered that the other three were members of a Wytche's coven, and they were destroyed. The current community elections to decide on the new marshalls have been rife with controversy. Kopswalt's position between the dangerous Marsh Walt and the equally dangerous Woodswalt makes many Kopswalters nervous, and it is rare to find a window and door not locked at night.
Kopswalters often wear blue, their national color.

Woodswalt
Woodswalters dwell in the midst of the Woodswalt, which had another name before they came to it: The Wytche's Wood. Woodswalters are a superstitious and nervous people, as befits their environment. There is no shortage of belief in the monsters of the Woodswalt here, and over every door one can find wreathes of wolfsbane and wytche-fire (OOC: Indian paintbrush). Woodswalters are excellent woodsmen, and will guide travelers through the Woodswalt, as long as said travelers are willing to guide themselves at the first sight of something spooky.
Woodswalters dress in greens, browns, and duns, the colors of the forest. Woodswalterwomen (a mouthful!) always carry staffs with a wreathe of of wytche-fire.

Blackwalt
Blackwalt was a prosperous merchant Walt on the border with Daaldag. Its inhabitants were industrious and hard-working. However, Scatha the Worm, Dragon of the North, reduced the entire Walt to a wasteland of ash and barren stone, with a field of black glass where the capitol town, Blownston, once lay. Walters now consider the place cursed, and say that the ghosts of the slain Blackwalters haunt there, unable to rest until the Worm is destroyed.

Lobbewalt
Lobbewalt is named for the Lobbe, a great statue of a spider that sits in the hills of this Walt. The Lobbe predates the coming of the Walters to this region, and is regarded as both a guardian god and a thing of evil. In any case, most Lobbewalters think of the Lobbe, and of the misty hills of their Walt, with affection, and consider that the Lobbe is a good way to scare off Sedurian raiders and make small children behave, at the very least.
Lobbewalters favor purple and gray clothing, and the image of a spider is a common decoration.

Connen's Walt
Connen's Walt is the newest of the Walts. Established by the adventurer Connen in the years after the Imperial withdrawal from Marcosia, Connen's Walt is often considered by other Walters to be the place to go if one wishes to do something bad. Connen's Walt is a young community, and few Connenswalters are as closely connected to other Walter families as other Walters are. Connenswalters are impetuous and bold, and have a sense of idealism about them.
Connenswaltermen favor heavy leather boots, and Connenswalterwomen favor leathern shoes, to the cord sandals of the other Walters.

Short Note on Walter Nomenclature
Walt- a district of the Walts; considered separate countries by Walters, but most outsiders see them as parts of the Walts as a nation.
the Walts- all of the Walts collectively. To outsiders, the Walts are one nation. To Walters, the Walts are a federation.
Walter- always refers to a person of the Walts. It is never permissible to call a Walter a "Waltian", "Waltishmen", or any other name save a Walter.
Waltish- always refers to goods of, places in, and features of, the Walts, and never to Walters.
Waltsman- Now slightly archaic, a soldier or, by extension, warrior, of any of the Walts. Should never be confused with Walterman, which refers to a male Walter.

Walter Names: See Marcosian names. However, the name Walter and variation thereof (Waltyr, Waltor, Waltair, Wulter, et cetera), are extremely unpopular mostly because "Walter of the Walts" sounds very silly.
Walter Last Names: "of (insert name)walt". For instance, Eddard of Swordwalt, Korren of Woodswalt, Tabba of Lobbeswalt, Batta of Connen's Walt. If one does not want to distinguish, one could always say "of the Walts" instead of "of (insert name)walt."
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The Callacians
« Reply #38 on: June 12, 2004, 11:06:26 PM »
The Callacian Mountains of Marcosia are wild, untamed wildernesses of stone, home to the Callacians, semi-barbarians who prey on travelers, caravans, and northern Marcosian communities.
Callacians come from the same racial stock as the Marcosians, and are similar in appearance. However, Callacian men wear their hair long, with great beards and moustaches which they braid like the Eregard of the north. Callacian women wear theirs in a single long braid. Callacian men dress in knee-length tunics with long sleeves, made from hides. Callacian women dress similarly, though their garb goes to the ankle. Both men and women wear fur and hide boots. Callacians decorate themselves with bones, feathers, bright flowers, and other items which may catch their eyes. Chieftans sometimes wear jewelry plundered from ancient barrows and tombs.
Callacians organize themselves into tribes of 25-60 people, led by a chieftan and a wytche. Wytches lead the tribe's spiritual life, guiding the people in the proper rituals for protection against devils and Marcosians, for warm weather and little snow, for strong birth and mother's welfare. Chieftans lead the tribes in their semi-nomadic migration patterns, go on hunts and raids, and lead the tribe in war.
Callacians are an incredibly superstitious people. Every tribe is governed by strange taboos, devised by the tribes' wytches in order to protect against spirits. Those who do not act by these taboos are considered to be bringing the spirits' wrath upon the tribe and are generally punished in gruesome manner as a placation to the angry gods. Taboos are different for every tribe, but examples include never stepping on stones at night, never slaying a man with red hair, never eating a certain bird, never whispering when it snows, and other, equally bizarre laws. Wytches are considered to be directly involved with both the spirit world and the mortal world, and thus, they are free of some taboos, and possessed of others that may be unlike the rest of the tribes'.
Callacians believe the world is full of angry gods who dwell in stones, trees, and rivers. Their legends speak of hundreds of gods, but the most commonly mentioned is Kirr, the Lord of Elk and Pines, who struck Sturm, the Monster Mother, with his axe. From her split belly emerged Lebb and Frumt, the First Man and First Women.

Callacian Names: Stren (F), Kudt (M), Hurled (F), Bengs (M), Urkirr (M), Anlutt (F), Sebbr (M), Weggdt (F)
Callacian Last Names: By tribe. For instance- Suttl of the Sturren. Example tribes: Sturren, Askirr, Fulldt, Paddn, Wass, Kurm, Thred, Skurrtl, Kellnrad
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The Corsairs (Khyarahsarain)
« Reply #39 on: June 28, 2004, 10:46:37 PM »
From the burning deserts of Phurucalimar, called by Armoricans Pherecia, sail the quick, black ships of the Corsairs, plundering the western Armorican seacoasts and the coast of the Southern Sea, bringing sword and fire to the Nermalians and Botherians.
Corsairs are tall (5'11"-6'5") and strong, with swarthy skin. Corsairs have high cheekbones and diamond-shaped faces, with long, straight noses and large, full lips. They have brown or hazel eyes, sometimes with an odd red or violet tint that hints at Atlantean blood. Khyarahsarain stain their eyepits black to help protect from sun glare. Corsairs have black or deep brown hair with a tendency to kink. Corsair men often shave their heads bald, while women have long hair which they often plait. Khyarahsarain men wear ankle-length coats (The word is not sufficient, because they are not meant to keep the wearer warm) with elbow-length sleeves. These coats are usually made from silk or another gauzy material, and are left to hang open at the front. Men also wear baggy pantaloons of knee or ankle length. To protect from sunburn and sand-scorching, they may also wrap their hands, legs, and bodies in cord or gauzes. While raiding and during desert travel, men cover their faces and heads in cloth and scarves, obscuring all but the eyes in a turban. Corsair women wear ankle-length robes, with obscuring sleeves and hoods. They also have gauzes which they draw across their faces, as a sign of modesty and to protect against sand-scorch. Both sexes wear sandals as footwear. Corsairs love bright colors, especially bright reds and yellows, and their clothes are often of these hues. They also adore jewelry and adornments. Men and women both cover themselves with rings, piercings, pendants, anklets, and the like, usually of gold or platinum, with semi-precious stones.
Corsairs dwell in a harsh desert peninsula of sand seas and salt pans, surrounded by the sea. There is little food to be found in Phurucalimar, and even less water. The Corsairs are thus expert desert survivalists. But it is not their desert survival that they are known for; it is their raiding. Piracy has been the way of life for the Khyarahsarain for thousands of years, a way for these people to pass times of woe, and times of plenty as well, as both are rather much the same in Corsair-land. Corsairs are not the best sailors, nor are they the best warriors. But in the southern Armorican lands, look no further than the Corsairs to find the perfect enemies. They are slave-takers, as well, gathering workers for their mines of precious metals, jewels, and salt. Of late, the Khyarahsarain have been viciously striking against the shipping routes of Nermalia and the Souther Sea (Which they call the Lesser Sea). There is a strong strain of Atlantean blood in the Khyarahsarain, and a strong thread of Atlantean in their language.
Corsairs worship Eru-Meneltarmo, the Lord of the Heavens, who dwells atop Heaven's Peak in the center of Phurucalimar. Other Corsair gods include Utmaylukhur, Senulhiermo, Illuphurisi, and Curumo-Phala.

Corsair Names: Hyalmoarnedil (M), Hyarnekhtamet (M), Melmetiermi (F), Ulmasaru (F), Khuphuso (M), Curunini (F), Sapherimocal (F)
Corsair Last Names: Corsairs do not have last names.

Archetypes
Pirate-Warrior: A Khyarahsarain warrior, who rides upon one of the swift black ships of Phurucalimar, slaying their enemies, and taking what your people need. The Pirate-Warrior is quick and ruthless, and loves the feel of a good sword in his hands.
Priest/Priestess: The Priesthood of Phurucalimar administer the mountaintop temples of Eru-Meneltarmo, keeping the sacred flames stoked, and maintaing the shrines of the lesser gods as well. Members of the Priesthood are often dispatched to convert heathens and destroy things of darkness.
Trader: The Corsair Traders are not well trusted, but their goods are. They range all about the Southern Sea, carrying salt, steel, jewelry, cloth, salt, and goods from the Southern Lands nearby, including lotuses from Durak, the Land of the Lotus-Eaters.
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