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Posted: Wed Dec 05, 2012 11:40 am
Asteroid – Hypnos Plural/Possessive: Hypnotic Main Exports: Currently Unknown Main Imports: Currently Unknown Landscape: The world of Hypnos is almost entirely covered by white sand deserts and mountainous terrain with the exception of the their freshwater ocean that spans the Great West. The desert sands continue from the ocean to the east where the mountains lie. Landmarks: Tall mountains, clear oceans and deep in the center of the mountains is a tower that leads to the sky. Politics: The people of Hypnos are not fond of the Moon Kingdom, nor any other kingdoms and look upon foreigners poorly.
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Posted: Fri Dec 07, 2012 10:26 am
WONDER - Lyonesse Geography: Lyonesse is a small island between Ireland and Britain. The island is actually mostly below sea level; however, a large, magic-bolstered fortification wall keeps the sea back and protects the inhabitants inside. The island itself is very lush and green, with only a few houses and the large tower in which the Knight resides as far as buildings go.
Notable Locations: Lyonesse Tower: A large stone tower in which the Knight of Lyonesse resides.
People: There are few people on Lyonesse, mostly small-time artisans who enjoy the peaceful, protected space of the island. Many prefer to avoid it for fear that the levees will break, but the people of the island live in certainty that their Knight would never allow such to happen.
The Role of the Knight: The most important role of Lyonesse Knight is to ensure that the levees that protect the island stay strong. Beyond that, his role is mostly to do whatever is required of him by the Prince or the Shitennou.
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Posted: Fri Dec 07, 2012 12:00 pm
Star - Saiph OverviewThe star Saiph is seemingly, the land that Time forgot. A large star, it is one continent covered in enormous, lush rainforests, several small sandy islands and one deep and dangerous sea. All of the native flora and fauna resemble those out of Earth's own prehistory, which has led some Saiphian scholars to wonder who got what first. Extremely dangerous, it is popular with wandering thrillseekers. That so few of those thrillseekers actually survives to spread stories of the wonders of Saiph has served only to feed rumor and fantasy. No, the Native Saiphians do not mate with their Tral partners. And there is certainly not a great scaly god that they sacrifice virgins to.World InformationThe Primordial World. A little more than half of Saiph is covered by one enormous continent with the remaining star's surface covered by the sea. Across the sea are scattered some small, sandy islands that some Saiphians choose to live or work upon. On the continent, huge, primoridal rainforests grow. And large predators hunt. Amidst the sweltering heat, steamy plantlife and lush growth, huge creatures live. And among the trees and along the forests' edges, the Saiphians build their cities. It's a precarious life, but no native Saiphian would ever trade it for another. For them, the constant danger has some benefits.
Notable Flora and Fauna Tral. These graceful creatures resemble a Terran Utahraptor superficially. Standing at a height of close to 10', they come in an array or colors and all have a feathery crest atop their heads and running down their spines. Exceptionally intelligent hunters, they can be found in two varieties: Tamed and Wild. Wild Tral live deep in the forests where they are known as vicious pack hunters. Tame Tral are those who bonded upon hatching with a Saiphian. They are able to be taught a proto-language the Saiphians call Hix which is a series of clicks, hisses, cries mixed with body language. In this way, Saiphian and Tral can communicate, though most scholars suspect that the Tral understand them just fine without it. Not only are Tral hunting partners and sometimes companions, they also serve as mounts to the Saiphians.
Kittral. One of Saiph's main fauna exports, Kittral are kitten sized, exceptionally feathery Tral. While unable to bond like their larger cousins, Kittral can still form the bonds of affection so common in housepets. Like their cousins, Kittral can come in a variety of colors.
Metraka. Saiph's largest known land predator. It physically resembles a Tyranosaurus Rex if you managed to create one that included all the worst and most terrifying aspects of a Trex, irritable Tasmanian Devil and territorial Baboon. Crafty hunters, fast moving and just smart enough to learn from its mistakes. Metraka hide is highly valued due to its toughness.
Kelati. Saiph's largest known herbivore. Kelati are a little heftier than a Metraka and are built to resemble a large, leathery cow with an equally leathery and whiskered manatee face. Good tempered herd beasts that tend to keep themselves to themselves. Only dangerous if they stampede. Kelati meat is a staple of Saiphian diet. Addtionally, their heavy bone is used for jewelry and arrow heads.
Deepling Hunter. A general name given to any sea predator that the Saiphians might find washed up on their beaches. They tend to resemble Dinoshark to varying degrees. While not known for attacking boats upon the water, it nevertheless happens enough to make the average Saiphian wary when s/he travels to one of the islands. When washed up on the beach, their meat is harvested along with their skin, oils and bones for various uses.
Julla. A highly versatile flowering plant. From it the Saiphians harvest the seeds, bark, juice, flowers and fruit. When exporting plants, the Julla is the one most often sent.
Key Locations. Saiph City. While Saiph has several cities throughout the Continent, Saiph City is its largest, and some say, grandest. Saiph City is where the Royal Family as well as the star's Senshi reside. Boasting one of the lovelier views of the great sea, the building here are large, spacious and spread throughout the branches of the trees supporting them. Given its importance, Saiph City is one of the few where bright colors and flowers can be seen serving as decoration. It is also the only city on Saiph to boast buildings upon the ground. These are protected by a large, natural outcropping of sharp, strong stone that sits between them and the forest.
The Grand Salle. Of all the buildings upon the ground, the Salle is the most important as it houses the Tral, partners and mounts, of the people of Saiph City. While pathways and access to the dwellings above can accomodate these creatures, they've made it plain that they prefer to sleep and rest on good solid earth. Within the Salle, they can rest, eat and train with their partners in comfort.
The Treetop Market. Easily the place to go if you want to have a bit of fun, trade some gossip or buy and sell various items. The Market is held within the branches of the highest trees, with some spilling out to the earth below. Saiphians come from all over the star to participate.
The Hatchery. Located on one of the safer coastal islands, the Hatchery is where Tral eggs are gathered, along with several Saiphian and Tral "nurses" until they can hatch and bond with an approved Saiphian.
Forest Deep. Only the star's Senshi and the most skilled hunters ever go here. This is where the largest predators as well as their equally large prey live. Granted, some thrillseeking tourists will accompany a hunting party on occasion, but they tend to cause more trouble than they're worth.Culture InformationPeople. Known as Saiphians, the people of Saiph have managed to spread a large-ish population out and keep it viable. While at a glance, their society might seem more Hunter-Gatherer based, they do have and use some technology within the bigger cities to help augment security and make life a little more comfortable for themselves. However, due to the challenges of living upon a star where almost everything can or wants to kill you, they prefer to keep the tech to the bare minimum needed to survive as the tech seems to act at times as a lure for some of the larger nasties.
Saiphians themselves are relatively short statured. Adults range from 3'7" to 5'0" and have a slim, delicate appearance that is utterly at odds with their wiry strength. Additionally, all Saiphians have golden skin, hair that can cover the color spectrum and eyes that typically fall into the yellow/orange/green spectrum. Their bodies are also dotted with patches of small, delicate, jewel-bright scales. Once a Saiphian reaches adulthood, each one will shave/cut short one side of their hair, leaving the other wise to grow long.
Society. Saiphian society is very much communal based, which each member expected to help each other to survive. Everyone is treated more or less equally with especial care given to the injured, young and elderly. They live on a tough world. It's everyone's job to make sure they don't go extinct. Societal Hierarchy. While there is a Royal Family, it's more of a figurehead to allow the Saiphians to feel good about themselves. The real power on Saiph rests in the hands of its Senshi and the Council, which is made up of one male and one female from each of the major settlements. It is this council that makes and passes laws as well as making sure that everyone lives in relative safety. And while the Royals, Senshi and Council might have some power, this does not allow them to claim extra privelege or lord it over the rest of the population.
Economy. There is little need for money on Saiph as barter is the most accepted way of acquiring goods. Everyone has a skill they practice and within reason, all adults hunt, fish or gather produce. Primary Exports. Exotic Flora, Fauna, Exotic Meats/Produce, Leather, Hide, Bone Jewelry Primary Imports. Produce, Grain, Furs, Fabrics, Metal, Precious and Semi-Precious Stones, Hunting Beasts, Wines/Brews, Glassware
Politics. The Council handles the day to day running of things, foreign policy and the making and upholding of laws. The Senshi serves as a Council member as well as Ambassador to other stars/planets. Recreation. Unless you like hunting, you probably won't find Saiph terribly recreational.
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Posted: Fri Dec 07, 2012 1:27 pm
Wonder - Alqualondë of Neptune OverviewAlqualondë, or the Swan Haven as it is more well known, is a small, half-circle-ish shaped harbor on Neptune. Set between two high cliffs that are split by a magnificent waterfall, Alqualondë itself nestles just off to the side of the waterfall's end. Healing waters as well as beautiful swans draw people fro all over to the Wonder.World InformationAlqualondë. Built into the white stone walls of the cliff and tapering down onto an equally white sand beach, the Wonder of Alqualondë (so named for the waterfall) is a study is grace and beauty. Built of glistening white marble and surrounded with abundant greenery and flowers, it is less a town and more of a chapel where people come for healing or to simply watch the area's swans.
Notable Flora and Fauna Neptunian Swans. The Swans of Neptune are, with very few exceptions, a deep, iridescent purple-ish black. Occasionally, one will be born that is a soft, shimmering silvery lavender. This color mutation is extremely rare and to see one is said to bring good luck. The feathers of a Neptunian swan are only ever harvested when a swan dies a natural death. Due to this enforced rarity, such feathers are highly prized.
Morning Glow. The only flowering plant that grows within the harbor, Morning Glow is a soft greenish grey vine with silvery green leaves. When it blossoms (which is frequently) , the flowers vary in color from shining white to shimmering pale purple to pearlescent purple black. They are said to have minor healing properties and the scent alone is considered wholesome and a remedy for weariness.
Key Locations. The Swan's Chapel. Home not only to Alqualondë's Knight, but also to a handful of young healers who have decided to devote their lives to caring for the swans and healing those supplicants who come to them. It is about the size of a large Italian villa with stone steps going down to the beach.
Harbor Mouth. A protected jetty where the water from the falls travels out to the open sea. It is two prongs of stone extending into the water. On each prong is a stone pillar topped by a silver fire bowl. The flames are never allowed to go out and serve as a beacon for those traveling oversea to Alqualondë.Culture InformationPeople. Only Alqualondë's Knight and a handful of quiet, serious-minded healers live here.
Society. What society? Societal Hierarchy. Alqualondë's Knight is considered the ranking power here, but even she gives way at times to the more experienced of the resident Healers.
Economy. There is little need for money or trade here. Due to the secluded and serious nature of Alqualondë, Neptune's own Princess makes certain that supplies are regularly sent to them. She also allows them to indulge in some small trade. Primary Exports. Swan Feathers (rarely), Medicines, teas and occasionally spirits made from Morning Glow Primary Imports. Pretty stones, food, fruits, wine/spirits, Cloth, Books, Sundries
Politics. What politics? Recreation. Quiet contemplation, healing, swimming and Swan watching are about all there is to do here. Alqualondë is not a tourist attraction. It's a place to come and recieve healing.
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Posted: Mon Dec 10, 2012 9:55 am
Asteriod - Atë
Planet Summary: The asteroid of Ate is a world based within reinforced domes on the remaining chunk of the original planet. Destroyed through corruption and greed the once spherical & technological advanced world was left with not only half its planet missing but half its population as well. The planet became apart of the asteroid belt floating between Mars and Jupiter and is surround by thick fog and gasses making the atmosphere un-survivable. Taking help from any that would offer and centuries of hard work the asteroid is once again home to the Atearian’s and trade is allowing this once promising civilisation to gain a small handful of its success before the destruction happened, aptly referred to by the current residents as the ‘Purging’. Name: Ate (Eight-y) Atearian (Eight-teary-an) Population: 10,000.
Inspiration imagery: [1], [2], [3], [4] [5],
Atearian Landmarks: • The Glass City – Although not made in the same manner as earth glass this reinforced hardy material gives off a sheen like quality to the buildings of the great dome city of Atearian and so was nicknamed for its ability to reflect its environment. This usually meant space & stars giving it an almost strategic advantage to ‘hide’ within the asteroid belt. The Palace is made from the same material and is nestled within the high rising city that is home to almost the whole population of the asteroid. The city is a beautiful achievement of craftsmanship, alchemy and technology combined and is not only a home for its citizens but a crystal memorial for their past mistakes. • The Domes – With the ‘Purging’ came the loss of oxygen & life, the once never ending skies were blacked out by smog and the destruction caused the atmosphere to revolt. To live in this would have been suicidal and the Domes became the survival tool for the Atearian’s. They are made from near-indestructible material and took years to build due to the hostile environment. The main Dome houses the Glass City but outside this are several smaller domes that house either cultivation work, mining or for those wishing to escape the cramped conditions of the city (and have the wealth to do so) can live in these exclusive settlements. Each dome is connected by tunnels under the surface of the rock and are guarded night and day. • The Mine – If any sort of benefit could be derived from the destruction of the original planet it would be the discovery of the Quasicrystals. When the planet was torn asunder its core was exposed to unfamiliar forces causing rapid changes in pressure and temperature resulting in these unnatural forming minerals. The export of these crystals funded most of the repair and maintenance of the asteroid and provided the remaining populace with continuing work but also the chemical solutions added Alchemy to succeed in creating potions and scrolls of exceptional standards. Although in recent times due to restrictions on how much the asteroid can be mined the number of crystals harvested has been diminished allowing only 3 collections of the crystal per Atearian year. • The Space Port – Sadly with the destruction of the original planet most historical artefacts, places and records were forever lost but it is said that the greatest treasure the Atearian’s ever possessed were their fantastic minds. Technology and indeed alchemy were their greatest achievements and when the planet was whole they had access to ships and stations outside their orbit. In a way they were a growing, if not menacing force. The story is twisted to how the “Purging” began but it is said that when the chaos appeared the then Princess gathered as much ‘life’ as she could onto the largest of the space stations and attempted to flee the oncoming destruction. It was consider at this time that the whole of Ate had perished along with its people and the ruined space station became home for the Atearian’s for several decades before it was established that their planet could be somewhat salvaged. The space station was used as part of the original dome before construction and advancement allowed them to build the Glass city. The station is now apart of the space port allowing all others with technology advancements to use for visiting and trade.
The Native Atearian’s • Race - The general look of Ate’s populace has changed over the centuries, once there were colours and hues not seen in the present day citizen have now been replaced with pale to ashen skin tones and white to grey hair tints developed over years spent in poisoned air and neglected health to then isolation, designated environments and lack of outside gene interference. Generations after have to continued to ‘shield’ themselves away from direct sun-light or unfamiliar germs with the help of the dome. The environment inside is heavily regulated to not upset their sensitive & unnatural chemical balance. It is known that the Atearian government are encouraging other-worldly pairings and offspring to produce a more stable and stronger gene pool for the future. Although strict and often severe rules apply it is their hope though sanctioned meetings with other delicates to arrange the most promising candidates to help with this nations continuing development. As such it is seen as attractive in Atearian sociality to have alternative hair and skin colourings either as a foreigner or as offspring. To gain such a title as having an other-worldly mother or father is seen as a blessing and many Atearian’s are subjugated into believing their goal is to gain more diversity into their gene pool. • Personality – Most Atearian’s are seen to act like giddy school children. They get excited about new projects, inventions or technology. They can over step boundaries where social skills and rules would have taught but sadly lacked in their upbringing and they can be over curious when discovering either someone or someplace new. They adore visitors as only few Atearian’s will ever travel to other planets or stations due to their sensitive skins but will embrace the opportunity to invite anyone to their homes, even though it means a decontamination shower before being invited in! Knowing their over-enthusiasm about other-worlders they can often be seen as irritating nosy and bothersome people or for being outrageously flirty as they fawn over new comers until a hierarchy is placed. Count yourself lucky if you hail from a high status as the government, although tempted to ‘ohh’ and ‘aww’ over new company, won’t allow anything but correct protocols to be followed. But Ate help you if you decide to walk the city on your own! Atearian’s have been known to produce some of the greatest minds in the universe. They are born inventors, keen workers and skilled alchemists and it has allowed them to build their society in relative ease within technology & ‘magical’ advancements. To this they have a reputation of having one track minds, focusing on completing a task, machine or new concoction with little or no distraction. In reality only few Atearian’s have the skill to develop such things and most others are used for either manual labour or other more menial tasks. • Attire & Fashion – In common day Atearian attire is sleek & plain both using long straight lines and blunt styles. Fabrics are made from man-made substances having lost a great portion of any live stock in the ‘Purging’ that may have provided this material and something akin to acrylic fibres were developed by Atearian minds. All Atearian’s are, by law, expected to wear full body suits and retractable face guards under any outer adornment they choose. Due to their habitat and ongoing safety there is a high risk of damage to the dome. Years of management, improvements and reinforcements have now rendered this a minor risk but it is still expected by all residents to wear them day & night. It is also known that a high level of pollution and nuclear material can be within the dome at any one time either for experiments or for general living. If there was every a seal break or leakage these body suits and face guards come into place. All visitors are expected to wear these. Nowadays though the body suit is much less cumbersome than it historical counterpart and is much more like a second skin. Worn as part of the Atearian fashion they use colour and gem adornments to stand out. Most Atearian’s will wear long robes or cloaks over their body suit especially if deemed further up in sociality.
Taken from their respected owners/artists below is a sample of the fashion in Atearia.
Body Suit - [X] Helmet - [X] (Please note the face mask would not be too apparent & only activate if there was a dome breech) Fashion - [X], [X], [X], [X]
Social Hierarchy: • Senshi – Although there would have been more historical & sacred duties for a Senshi to perform sadly these methods have been lost in the ‘Purging’ and are no longer relevant to the asteroid. There is though a high level of respect and admiration for this role but more for what they do for the Dome & its inhabitants than maintaining good relations with other allied worlds. As Ate is known for it’s destructive and very pollutive nature it is considered the gift of the Senshi to remove all damage of such when it becomes high risk. She or he monitors the radiation levels, pollution and toxic gases all produced by the city to maintain its inhabitants along with the creation of alchemy & technology. Once a Senshi is chosen she is expected to remain on Ate until her death, never leaving the asteroid once picked. They are revered as much as one can be for helping maintaining life and safety for their world. • Royalty - Since the Senshi is unable to maintain any political exchange or affairs it is left to Royalty and the Governing body to deal with all foreign relations with allied worlds. The current royal line is descended from the Princess that aided the escape of her people from the ‘Purge’ and as such is seen as strong & healthy blood line. This is mainly due to the fact that for every third generation born an other-worlder with father the child, be it female or male allowing someone outside of Ate to help sere stronger generations. The reining Queen in this era is Atearian but the King is from *****. This of course is seen as an exception sign of trust and friendship between worlds and is carefully arranged by the Government to pick an ‘other-worlder’ who will bring not only strength to the blood line but will also reinforce a powerful alliance and a long history of friendship. It has not been unheard of that a royal marriage offer has been used as a bartering tool between waning relations. If the line was to end abruptly they would seek to find the closest living relative possible to their monarch, luckily such a thing has yet to pass as great emphasis is placed on creating an heir. • Government - The political leaders of this world. Many descend from the original governing body from the time of the Purge, working with tradition that sons and daughters would be brought up in the role of their parents. They decide everything from which planets to align with to how their deem which technology advancement to back. They work closely with the Queen and all final decisions would be related to her if deemed worthy or troublesome enough. • The Engineers – Respected in society the Atearian’s that hold the quickest and most skilled minds are allowed to apply for governing positions in the field of alchemy, technology or science. They are considered to be celebrities in their own right and are allowed to wear the Queens symbol in their effort towards advancing their world. Alchemy is the most favored of Engineering roles as the demand for better health, air and genetic foods is of a high standard. • Workers – For those not lucky enough to be deemed Engineers they fall into the workers category. Although social classes may rein within this section it is not considered as such from a governing view and all those not working towards technology advancements are to work in other areas to provide for the dome. Be it manual labour, repairs, food and caring of livestock (although this is severely lacking there is a conscious effort to introduce more species into the animal world)
Intergalactic Politics:
The Economy: Although still recovering the economy is slowly building again, mainly thanks to the Quasicrystals mine being put to good use for trading but also the Atearian’s idea to lend out their greatest minds for the kingdoms problems & advancements. Some are lent out on yearly basis or even permanently (although it is said that these Atearian’s do not live long lives off the Domes monitored environment) Currency is a form of metal token called Qulips engraved with crystal. The more weightier the crystal fragments the more you have.
Exports: • Quasicrystal / Gemstones - This gemstone has incredible alchemy properties aiding in the creation of elixirs and chemical compounds that fuel many ships and machines in current existence. The demand for this gem both refined and in its raw state is much requested throughout the kingdom. • The Litae Scrolls - Historically known as a parchment that holds the ability to create a powerful healing elixir created only by the top alchemists on the asteroid. As Atë is a world dedicated to creating fuel and weapons through the recycling of other planets pollution it can be quite a dangerous job and a lesser scroll called the Iliad scrolls were created for the work force. It produced an elixir that would heal any injury normally caused through the production of these items and encase the user in a tough membrane that allowed for added protection.It is again sought after for many Planets and Asteroids expanding and building anew to care for their people. • Machines / Technology – Atearian's are constantly building machines to better their world. With constant pressure to keep everyone alive the government has given the brightest amongst them to continually work on projects day and night. To fund this many Atearians will create machines or spaceships for other planets, from industrial washing devices to communication devices. Obviously more friendly planets will get better things while nutrel planets will get last years model. • Alchemy/ Potions - Alongside technology Atearian culture depends deeply on alchemy to obtain the right conditions for their home world. Through correct oxygen levels to the pH levels of their corrupted earth everything needs to be worked on. To this effect Atearians have been able to create scrolls and potions to aid in other areas and these are often traded to other worlds. One popular scroll
Imports: • Water • Food • Gas/Fuel
Past Sailor Ate - The Person
Name: Airaha’Zhorah Age: 13 Personality: Pros - Adventurous, Curious, Friendly. Cons - Miserable, Snappy, Angry History: Airaha was born to moderately influential family who dealt with the transport and export of Quasicrystal gems owning the second largest mining corp. Although the Crystals are technically owned by the state the mines can be gifted from the Queen to those that prove themselves in advancement of their planet and it was considered an ancestor of Airaha's had done just that with the creation of a new breathing filament in their body suits which improved respiratory problems by 16%. Growing up she had a happy life until she turned 8 and was chosen as the next Sailor Senshi in waiting, a ceremonial choosing done by the heads of government and the Queen who "senses" the power within the children of their planet. The reason for the unhappiness is that Senshi are never allowed to leave the asteroid, ever. Their job is to maintain life with the domes by filtering the pollution from the atmosphere that is never ending. Because of this a Senshi can never leave or she/he dooms her people to death as the pollution becomes stronger and thicker eventually destroying those inside the dome. Unwilling to leave their destroyed planet to seek new homes due to the loss of power gifted to the planet and the status it brings the Atearians will not leave this heap of stardust, although several options have been given to them by the Kingdom for them to relocate albeit as an un-powered civilization. So it is this that Airaha has a deep resentment to her Queen and people. She was horrified when she was chosen as the next Senshi, knowing she would have to give up her life, family, friends and all future prospects like happiness and love. She will work day and night suspended in frozen animation within an adapted dome, silently encased within a special structure until she dies. She will be one with the asteroid and the machines that embody it until her body crumbles and her soul vanishes. She never asked for any of this, she wanted to live and she will do everything she can to rid herself of this esteemed gift.
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Posted: Tue Dec 11, 2012 5:36 am
Moon - Kallichore Plural/Possessive: Kallichoran (sometimes shortened to 'Choran) Main Export: Services, wheat, medicinal herbs, knowledge Main Imports: Stone, glass, metal, weaponry Industries: Tourism, health and wellness services, education Castle: Oracle Surface: [X]World: Kallichore, by and large, is the equivalent to Rhode Island in the United Moons of Jupiter. The moon is quite small when compared to the rest of the sixty-some-odd moons orbiting the gas giant. While the surface area was limited, the lands were lush and could support life. There was one major beach with a small body of saltwater, home to various kinds of fish, shellfish and crustaceans. The forests of Kallichore were small, but very dense. The largest ecosystem was the sprawling grasslands where harvesting of the infamous Kallichoran wheat took place. Many settlements were built in the grasslands, which included basic roads, schools and temples. A mountain range extended from one end of the habitable land to the other, providing protection, some building materials and vantage points. Several important buildings, including The Archive and the Oracle Castle were built exclusively on mountains. Everything else was relegated to the flat lands. Several different types of goatlike creatures inhabited the mountain range and were domesticated for use as farming equipment and livestock that provided milk, furs, bone and meat. Other animals living on Kallichore included a variety of birds (including carrion), small predators such as wild dogs and cats and a plethora of small game animals. Generally speaking, nothing larger than a cougar was found to be living on the moon. The most sacred animal on the moon was the Korenam, a type of bird unique to Kallichore. It resembled the Earth's owl, but it had three prominent feathers on the crown of the head that extended skyward. It was said that these birds know when the next senshi is going to be born, and one is always present at the awakening ceremony. These birds were forbidden to be exported or hunted, and were deeply ingrained into the culture of Kallichore. Architecture: Houses and other buildings were primarily made of wood and clay, the most sacred of buildings using mostly stone. They erected great columns for temples, schools and libraries to make grand entrances, while houses were kept fairly simple. As a culture, Kallichorans did not spend much time at home, and were instead busy elsewhere. Roofing material consisted of thatch or logging, and houses were generally built custom by a community. They usually ranged no more than two or three bedrooms, a kitchen and eating area and a study. It was believed that since the moon was so small, no resource was to be wasted, and the architecture reflected that sentiment. Temples were very grandiose and ornate (as much as the supply could allow). Emphasis was taken to create sprawling works of art on the ceilings and walls of temples and schools with jewels and other intricacies built directly into the structure. Rare materials like shells, gemstones or particularly pure stone were used liberally throughout. Many important buildings resembled the ancient Grecian society on Earth in their structure, but the innards of buildings typically extended both upward and beneath the surface of the moon when needed. Several hot springs were discovered and converted into community areas with appropriate buildings throughout. Bath houses were not at all uncommon, and many a Kallichoran would spend a relaxing afternoon in the warm waters of the bath house. Tile was imported to maintain heat in the structure, with walls and ceilings made of stone. The ceilings would have ventilation holes cut into them to allow the proper release of steam and heat. Oftentimes, steam would be used to help power some of the minor technology not relegated to archiving and education. At a glance, the society aesthetically resembles an older society on Earth, with simplistic supplies and architecture reserved for basic housing, while more expensive materials were reserved for community-wide structures. Economy: Initially a self-sufficient society, Kallichore opened its doors to the other moons of Jupiter and beyond as a tourist destination for a relaxing getaway. The steam baths of Kallichore were a draw from across the galaxy, and the economy molded and shaped itself to be that of a service-oriented moon. Many people of Kallichore were trained in how to serve visitors and they benefited from the trade lines they created through their services. Others may visit the moon to access The Archive - a massive library filled to the brim with knowledge spanning all subjects from medicine to folklore to war, peace and technology. Much trading in knowledge took place on the moon, with the general outlook that the entire galaxy could benefit from it. Genetics: Some of the most common eye colors are warm - yellow, orange and red. Brown is nearly unheard of and a true sign of someone foreign. Foreigners are treated as guests with the utmost respect. Culture: Generally a laid-back society, Kallichorans had one focus - the betterment of self, specifically the mind. Their religion was centered around the mind as both a gate and a key. From the earliest times, Kallichorans looked inward for answers to problems they themselves or their society were facing. Many partook in ceremonies that involved ingesting an herb native to Kallichore that is known as a hallucinogen. These rituals were thought to increase the capacity of the mind and break bonds the mind placed upon itself. It is said that once the mind is released from its self-imposed chains, all answers become clear. The herbs were restricted to religious purposes only, and only in the pursuit of knowledge. These herbs were hardly ever used recreationally. The mind, the eye and the mouth are all prominent symbols in the religion. The mind contemplates, the eye sees and relays, and the mouth speaks thought. Therefore, these symbols are incorporated in dress, tattooing, architecture, clothing and other portions of the culture. The mouth and eyes are typically decorated in some way during festivals or other ceremonies, and the disfiguring of one's eyes or mouth on purpose is generally frowned upon. Those born blind are thought to have adapted without the need for sight and are considered to be more "wise" than those who have sight. A very community-conscious people, if one Kallichoran was in trouble, the community would band together to assist. If a house fire took someone's home, then someone else would house them while construction went on to replace the home that was lost. It was an expected part of the culture, and those that were selfish were generally cast out in some fashion. Selfishness was thought to be the bane of progress, and was thus not tolerated on a community level. Education started at an early age, with children attending school around five or six years old. Classes were held by elders in the community for many years, until the children were fifteen or sixteen. At that time, groups of children were sent to The Archive to continue and complete their education in mathematics, science, politics and religion. A well-rounded individual was best for the community and contributed in a positive way. Once the children complete their education, they are encouraged to find their place in the community and start a formal job through the apprentice system in all trades. Elders teach the younger generation, so on and so forth. Especially adept children grow to become Archive Attendants, community leaders or other important figures. Government: Lead by a sort of council system, communities elect a small group of leaders to convene at The Archive on important decisions such as treaties, wars, etc. By and large, the council does not meet often, and instead, communities band together and reach a decision independently. Therefore, some rules may apply in one community while others may not, though the culture mitigates much tendency towards violence by necessity. Sailor Kallichore plays a minor role in the governing of the moon, and instead acts as more of a community leader and ambassador.
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Posted: Tue Dec 11, 2012 5:47 am
Wonder - Sutai of Polaris Overview:Sutai is a very large and hearty mountain situated near the royal castle of Polaris. It is one of the tallest mountains on the star and boasts high winds with extremely low temperatures. A huge staircase starts at the base of the mountain and ascends, disappearing into the wind and snow. It is said that there are five thousand steps until the top but very few (save for the knights of the mountain and royalty of Polaris) have seen it. Atop the mountain is a small and humble abode in which the Sutai Knight resides. This living space is carved out of a cave on the top of the mountain itself and extends inward, providing enough room for a sleeping quarters, a small kitchen and communal area where guests are received. A fire is always burning in this area to keep the cave from being reclaimed by the ice and snow. Oddly, the top of the mountain seems calmer than the rest, even all the way down to the base. The AscentThe name of the staircase rising from the base of the mountain to the abode at the top. This was used as a test for new Sutai knights. They are tasked with ascending the staircase through the wind and cold. Determination and willpower were necessary to succeed and many turned back before completing the journey. Those who finished it were considered hearty, disciplined and at one with the mountain. Only those who were one with the mountain could serve her and the royals of Polaris effectively. Only one knight ever resides on the mountain and usually only leaves when called. The KnightMore often than not, the Knight of Sutai was in his or her abode, meditating and planning. Since they are one with the mountain, they are known for being stable of judgment and personality. They do not rush into things and instead step back to consider the options. It is his or her duty to protect the mountain, the star and the royals and they take this job very seriously. Because only one person resides on the mountain, it can be a very lonely existence.
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Posted: Mon Jan 21, 2013 10:49 pm
Asteroid – Remarque World Overview Known most for its colorful and fanciful lifestyle, Remarque has become a fairly popular tourist attraction. Those living on the asteroid are privy to a wide variety of lifestyles, however the majority of the towns sans the capital are just barely above the poverty level. The capital city is a home to a culmination of middle to upper class individuals and exists as much for tourist attraction as it does for political matters. Fashion and appearance is important on Remarque, regardless of lifestyle or income, and they are encouraged to express and excel in artistry of some sort. Nearly the whole of Remarque's habitable regions are bathed in light for all hours of the day. Early mornings look like sunrise, and the rest of the day until early afternoon consist of a bright sun and bright blue skies, however afternoons are comparable to twilight. The evenings until early morning are a perpetual state of dusk. World Information
In the habitable region of Remarque, the land is flat and fairly accommodating. On the half the sun touches, it is always a comfortable temperature. Remarque does not experience seasons, so the climate remains akin to autumn year round. These conditions aren't particularly ideal for tending to crops, so the towns in the country grow what crops they can and the rest are imported.
On the outskirts of the habitable region, the only area on Remarque which experiences night and day, the temperatures are cooler. This area bares the scars of the environment, and if ever it could have been a habitable region, such is now almost impossible. Earthquakes and gas explosions were not uncommon when mining was taking place. The ground has been stripped of its nutrients, and there are the ruins and remains of towns unfortunate enough to be decimated by explosions and earthquakes. Due to these effects, much of the land has been exposed. Once the provider for minerals and rare gemstones, the outskirts have since been abandoned. Caves and tunnels in the ground lay exposed. The land is fairly dangerous here and is ill fitting for visitors or locals who value appearance and well-being.
The dark side of Remarque is a fairly unexplored region; a thick forest and steep cliffs combined with almost absolute darkness make it nearly impossible to navigate. Strange creatures have been known to wander into the outskirts and sometimes as far in as the plains. It has been theorized that there is an entirely different world on the dark side of Remarque, however it is rare to find a Remarquian willing to discuss such. Adventure and danger is ill suited to Remarquians, who would rather preen and craft than venture anywhere near this region.Regions:The Capital: Most people who come to Remarque will only ever visit the capital; a hotspot for artistic ingenuity, the Capital is a single, large city which accommodates a large number of both aspiring and successful artists and performers. There are nearly more theatres than restaurants, and a gallery on every corner. Nearly biweekly the capital is holding some sort of festival to appreciate new art. The streets are cobbled, while the most prominent architecture has been done in a gothic style, there is no shortage of uniqueness. Anything that can be made artistic has been. Citizens from the country side or otherworldly immigrants often migrate to see if they can't make themselves famous, and just as many have found fame, many have thrown their lives away in such an effort. The poor and struggling have made homes in back allies, and performers hoping to earn a little extra income can be found scattered throughout the city. Due to the tourism Remarque receives, there have been outside influences in nearly everything; their idea of fashion is a hodgepodge of their own gaudy influence and the high fashion of the tourists they receive. In addition to popular artists, performers, writers, musicians and artisans, culinary chefs from other worlds are invited to Remarque in an effort to promote creativity and share their knowledge and skill.
The Plains: A multitude of small towns and villages speckle the plains, which expand outward from the Capital. Crops and animals are tended to in this area, and it is within the plains that the majority of Remarquians live. While the citizens here take their work very seriously, they are still a part of the Remarquian society and value appearances and craft. A number of products sold in the Capital come from craftsman in this region.
The Outskirts: The furthest region from the Capital that still receives light, the Outskirts is the collective term for any area bordering the darkness. The Outskirts could never be described as thriving, however a few more daring citizens set up establishments and a mining community in order to harvest minerals and gems that were very popular in the Remarquian society. Many natural disasters plague this region, and there are more skeletons than living souls in any of the Outskirts. It is a haunting region; ruins and dilapidated buildings remain. This area is only for the brave of heart—or the desperate. The land is still rich with gems, however rock slides, earth quakes, and underground explosions have been not to occur in this rocky terrain. The Outskirts are the only location on Remarque that see both night and day.
The Shadows: Because only about a half of the asteroid receives some form of direct sunlight at all times, this leaves half the asteroid in almost complete darkness. Little is known of the Shadows, other than it is suicide to venture beyond the Outskirts. More myth than fact is reported of this region, however it is known to house strange, vicious creatures that thrive in darkness. Rarely, a beast will venture into the Outskirts in search of food; some have made it as far in as the Plains. Steep, rocky cliffs and trenches, coupled with thick, thorned foliage make this area almost impenetrable; there is no light to navigate, and providing an artificial light would only attract the attention of the local beasts. This area is shrouded in mystery, and while anyone interested in traveling to the region might be labeled insane, the area is open to anyone willing to brave it.Cultural InformationSociety: The people of Remarque could easily be described as self absorbed. A society that thrives on creativity, the people of Remarque are expected to express some artistic ingenuity and are introduced to a number of outlets during their grade school years. Regardless of social class, all schools are structured to educate and introduce children in such fields. The people of Remarque focus more on skills than education. Because of this, many of Remarque's best scientists, specialists and doctors have immigrated from their homeworlds—and are paid heartily for such.
Fashion: Where gaudy is good and the bigger the better, Remarquians always overdress. Their clothes are phenomenal in construct and they waste no effort in craftsmanship. Elaborate designs and cuts are common for those who can afford them—and for those who can't, they often improvise and develop their own unique style. Color, texture, design and an overabundance of overwhelming, useless and gaudy accessories are important to Remarquian fashion.
Economy: Most of Remarque's economy comes in to form of foreign currency attained from tourist locations. The Capital doubles as an artistic hotspot and an overlarge souvenir shop. Main exports include clothing, accessories, and arts while imports predominantly include crops and raw materials.
Festivals: While far less prominent in the plains, festivals are very common and important in the Capital. Nearly biweekly a festival is held; in Remarque, chances are that if there is something worth celebrating, there's a celebration for it.
Politics: Remarque is ruled over by a council of elected officials. The senshi of the planet, while considered an unofficial member of this council, serves little purpose in times of peace. Mainly a figurehead, the senshi is left their own affairs unless called upon by the council.
Law and Justice: Because there is no real police force on Remarque, the majority of conflicts are settled through words and minor skirmishes. The crime rate on Remarque is fairly low; theft is the most frequent crime, though as most Remarquians value physical appearances in an abnormally high manner, physical altercations are fairly rare. Murder is almost unheard of. In incidents in which a civilian cannot handle matters on their own, the senshi is typically called in to assess a situation before brining it before the council. Jail time and sentencing is a very brief process and sentences often include working in the Outskirts. In situations where a civilian's life is threatened, either by local, foreigner or beasts, it is the senshi's responsibility to tend to the situation with as few casualties as possible.
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Posted: Sat Feb 02, 2013 6:31 pm
Star - Hassaleh LandscapeKey LandmarksThe People Social HierarchyEconomy Politics RecreationExportsGlass Women ImportsWood Water
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Posted: Wed May 08, 2013 9:51 pm
Asteroid - Lenka
Plural/Possessive: Lenkanian Main Export: Fruits, Vines (To be used as ropes), Wood Main Imports: Meat, Stone,
World Overview: Lenka is a lush green asteroid, almost entirely comprised of forests. The people of the asteroid all live on the forest floor, sheltered and protected by the canopy of trees that tower above them. (More to come)
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Posted: Wed Sep 11, 2013 11:52 am
Asteroid - Celemorrow Adjecteval form: Celemorrovan (though Celemorrowan is acceptable in other parts of space) World Overview: Celemorrow is almost entirely covered in ancient forest and is pretty much treated as one enormous sacred grove, with magnolias (which grow much taller on Celemorrow than those on Earth) being the dominant (but not only) tree. The people of Celemorrow are deeply devoted to nature and much of Celemorrovan life revolves around it. The asteroid is ruled, predominantly, by the druid-like priesthood. Interstellar Politics: The Celemorrovan people and government are traditionally isolationists, making them neither allies nor enemies with anyone. At least not officially. Many Celemorrovans do not fully trust offworlders to varying degrees simply from their lack of interaction with them. Few are permitted to visit Celemorrow and few natives desire to leave. The vast majority of each of these are diplomats. Trade: Since Celemorrow is predominantly isolationist, trade is relatively minimal. Celemorrovan goods should be considered extremely rare in the rest of the cosmos and foreign goods are equally rare on Celemorrow. Mauvian technology exists on the asteroid, but is primarily in the hands of the asteroid's leadership. Even with the lack of official trade, many of the diplomatic missions to Celemorrow are for acquiring plants for other worlds. Architecture: The average Celemorrovan lives in communal housing complexes, often built in a manner which most allows the community to leave their surroundings unharmed while still being elegant. In some communities this results in intricate tree houses and others it may be a system of cave-rooms with carved-stone walls. One notable community, Pons Milvius, is built entirely on a bridge. Aesthetically, most of Celemorrovan architecture can be likened to that of the Elves of the Lord of the Rings movies. Fashion: Celemorrovan fashion looks much like a hybrid between that of the Italian Renaissance and Cicely Mary Barker's flower fairies. One might also reference Elizabethan fashion, the fashions in Les Fleurs Animées by J. J. Grandville and the fashions in A Floral Fantasy in an Old English Garden by Walter Crane. Cuisine: Despite deeply revering nature, Celemorrovans should never be considered culturally vegetarian. Meat is considered one of the many things nature provides. Grain crops are rare on Celemorrow, due to most of the land being forested. Root vegetables, nuts, mushrooms, herbs and fruits are common, as are some edible tree and vine leaves unique to Celemorrow.
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Posted: Sat Sep 14, 2013 9:31 am
Asteroid - Nassovia Adjecteval form: Nassovi or Nassovian (“Nassovi” is what you'll hear on Nassovia while “Nassovian” is common in interplanetary culture). Main Exports: Incense, hallucinogens, Nassovi plants, cosmetics, religious paraphernalia and music. Main imports: Metals, gemstones, animal fibers (silks and wools), Mauvian tech Overview:The general culture of Nassovia can be described as a fusion between futuristic glam and classical Greek. Much of the architecture is reminiscent of the future as depicted in 80s cartoons (lots of reflective surfaces and simple geometric shapes) with the occasional building which is slightly more classical or ornate. Interplanetary Politics: While the political atmosphere on Nassovia can generally be summed up as "Just chill out and cultivate peace", they do tend to follow the lead of the more outspoken and forceful members of the Koronis Asteroids, of which Nassovia is a member. Natural World:: While large forests are almost nonexistant on Nassovia, small wooded areas are common. Similarly, there are no oceans and there are only three mountains which rise above the tree line. There are a few moderately large lakes, only two of which are salt water. As expected of the Planet of Morning Glories, morning glory vines grow almost everywhere. Nassovi animals tend to be smaller. There are no horses or cattle on Nassovia and the largest predators are the native Nassovi grey eagle and the Nassovi mourning cat (a greyish-violet wild cat only slightly larger than the average housecat wtih a rather doleful-sounding call). Civilization: Though the Nassovi have a royal family, they are considered to be religious leaders and not the rulers of the planet. In fact, the planet doesn't have one ruler, instead each city rules itself and the surrounding countryside and wilds are largely independent. Most of the Nassovi are a part of the planetary peace cult, which is very hippy-esque, but encourages the tending of gardens and orchards. Fashion is a fusion between classical Greek and '60s/70's futuristic (think Lost in Space, The Jetsons or Star Maidens, just to name a few) with hairstyles and cosmetics about what you'd expect to find in Jem and the Holograms or a futuristic fashion show. Architecture Concept Board:Fashion Concept Board:
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Posted: Sat Sep 28, 2013 11:01 pm
Asteroid ~ Ida Geography:Ida is a relatively small world with no real oceans to speak of. It does have two large bodies of water at opposite sides, but at best they could be called 'seas'. Most of the world's water is underground, easily draining through the fertile soil to join the high water table. For the most part, everything is pretty shallow since the asteroid doesn't have a lot of differences in height relative to sea level; meaning its has a lot of hills, but no mountains or many areas that fall below 'sea level'. Life Forms:For the most part, Ida is covered in lush vegetation of a great variety. There are many types of animals, but for the most part plants dominate the asteroid. Many areas, however, are cultivated or otherwise groomed to grow a certain way by the inhabitants and there are no truly wild areas. Most animals are not much bigger than a goat or bob cat and most are domesticated to some small degree. Anything larger is imported, and if its not owned, probably got loose and is running wild. The largest areas of vegetation are farms of plants used for medicine. Unique flora: Wish Tree - large trees with curling branches that are often planted in the middle of a city or village. While Idans consider themselves too advanced for an organized religion, they do hold the planet in a view something like a life-giving earth mother. Tokens of various sorts are often hung on Wish trees' branches to represent wishes of the people who made and hung them. Tokens are often hung as thanksgiving as well, to celebrate good things that have happened. The practice is a bit like throwing coins into a fountain or well. Blue glowing flowers - Small blue flowers that evolved a bio-luminescent glow that reacts to proximity, giving away the location of herbivores trying to feed on them to predators. Idans have cultivated these flowers and used them to line paths and various other areas for light at night. Water Pumps - A variety of reed-like plants that have evolved to pump water up out of the ground, thus forming a small pond around them that attracts a variety of other flora and fauna into a symbiotic relationship. The flora and fauna gets above-ground water and the pumps get nutrition from their waste products. Radiation:One of the unique things about Ida is the type of radiation given off by the material at its core. It radiates outwards from the center and fades off just past the orbit of Dactyl, Ida's moon. This radiation can be absorbed by most life forms without any sort of damage, but it has a few special effects. Plant life that absorbs the radiation grows exceptionally fast and hardy, living longer than it might normally. Some plants can even store up the energy of the radiation and conduct it like electricity. While it doesn't have the same growth boost on animal life as it does on plants, in both life forms it promotes the production of pigments. This means brighter, more vibrant colors appear, even colors that would never appear elsewhere. Animals exposed to the radiation will change color slowly over time, taking on new patterns and colors after two or three years. Humans, and other animals, can expect to form spots, stripes, barring, and other natural patterns on their skin or fur. Leaving the radiation will make the markings fade at about the same rate. Technology:Natives of Ida have taken advantage of the radiation of the Asteroid and harnessed it as a source of free, clean energy. This is possible because of the way plants react to it. Instead of technology based in metal and electricity, Ida tech is plants and energy, though the fundamental function is relatively the same. While not as advanced as Mau or Mercury, Ida has come a long way and has many advancements not available on current day Earth. Transportation, housing, and most things you'd use metal or plastic for is grown to shape from plants through a process where Ida radiation is gathered and focused into the plant they want to shape into whatever it is. Transportation on Ida is slower than some forms in modern Earth, but trades speed for not needing to be fueled, as the plants that make it up absorb the ambient energy to run. The same goes for computers and other 'electronics'. Culture:While many of the tradition jobs exist on Ida, the primary occupation is a sort of cross between farmer, scientist and doctor. Most of the research conducted on the Asteroid is to grow and develop medicine for the diseases of the universe. Those who don't do research usually have someone in the family who does. Clothing is usually loose and flowing. You could describe it as an elvish/anime/fantasy style with futuristic elements, heavy on the plant motifs. Government:Government on Ida is run primarily by a council of scientists who have made notable advancements in research of some kind. There is also a noble family, but while they have ultimate control, most of the governance is left to the council. Space Travel:Travel outside of Ida is limited to the distance of Ida's radiation. The denizens of the planet can reach the moon, but need a different power source to go farther than that. They have come to rely on other planets coming to them and importing off-world technology for space travel. Main Exports: Medicine, exotic and new plant species, trained specialists, non-plant technology Main Imports: Metals and plastics, new plant species, trainees
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Posted: Tue May 27, 2014 11:44 pm
Serpentarius Plural/Possessive: SerpentariMain Import: Medicinal items, Wood, Stone, Luxury Items, tools, weaponsMain Exports: Leather, Animal Hides, Furs, Jerky Meats, venoms (anti-venoms), toxins (anti-toxins)Industries: Hunting/Gathering, Medical(Venoms/Toxins), TradeForeign Policy: Open to trading with outsiders. Climate: Wet, cool, Jungle Rocky Plains biome. Very cold in the winter, lots of snow and ice.Surface: XRole in the Universe: Nomadic Trading CultureAlliances: Neutral, they don't try to get involved in other world problems.OverviewSerpentarius was not well known, it could be argued that it's culture's low value on outside trade - along with its adherence to strict tradition, leading to very, very infrequent trips outside their world resulted it in being one of the most non-secretive, secret culture of its time.
It could be considered a jewel to those seeking to get away from the hustle, and bustle of the more populous or heavier traveled planets, but they would find very little to do inside the compound open to outsiders. The Sepentari people did not allow strangers into their lands, which they held sacred. They knew that it would be impossible to keep people away from their home, that trade would will out - but that didn't mean they had to let everyone onto hunting grounds.World InformationArchitecture: Being nomads in nature, the Serpentari did not generally rely on brick and motor buildings. Most of their structures were designed to be easily moved from place to place, and while they did have an established trading outpost, it catered mainly to outsiders. The Serpentari also had a centralized capital that they visited once a year for a month to unite the various clans and distribute any wealth from the trade city.
Housing: While traveling each family lives in a group of yurts that they set up and take down as they move along. During the month long great merger in Ur’tar they live inside actual stone and lumber housing. Lumber and stone homes are also built in Bre’tar for outsiders.
Culture: Nomadic Matriarchy – The Serpentari were ruled by a council of the clans, which was headed by each of the clan leaders. Each clan relied on their clan leader for prosperity during the time they were away from the capital. While at the capital, all the clans united into one big group, each mingling with other clans to share wealth and knowledge they had gained over the course of the year. The Serpentari did not believe in personal wealth, and thus did their best to spread the spoils of the year evenly amongst all the clans during the month long merger. Greed was quite the unattractive trait and any desire for wealth beyond the needs of the clan was viewed as a waste of time and energy.
Family was very important to the Serpentari. Each Clan was built around a core family, having grown and expanded over time. Intermarriage between clans was common and encouraged, the groom taking the bride’s clan name as his own and joining her clan. Same-sex marriage had no stigma attached to it, the Sepertari believing that love was the most important thing when it came to a marriage. Arranged marriages were very rare because of this, but were often used to secure a stronger bond between clans.
Courtship between Serpentari usually began at the yearly meeting. During the opening of the merger, all eligible unmarried men and women are introduced to each other. It is this first dance that officially starts the merger. Many relationships are initiated during the month long merger, but they are not expected to lead to marriage by the end of the month. In many cases, marriages don’t happen until the second or third merger, but there are always exceptions. When a suitor announces their intent to pursue another Serpentari, they must present themselves to the clan’s oldest woman. There they are given the task of impressing the clan with their prowess. Generally this is something they are talented at, but sometimes it can be solving a problem that is plaguing the clan, or another feat of strength or guile.
Both boys and girls must undergo a coming of age rite. For Males, this occurs around sixteen years of age, for girls, it occurs exactly one week after they’ve had their first blood. They are separated from the tribe for one week and must survive on their own. They are given enough food and water to last for travel in three days in any direction, but the other four days are up to them to provide.
Production: The main products produced by the Serpentari are animal hides and meat. While they do practice limited agriculture, it is not their staple product. They have specialized in the extraction of venoms and toxins from the local reptiles in order to produce anti-venoms and anti-toxins, but they also sell the toxins and venoms in small batches for medical purposes.
Economy: Being Nomads, the Serpentari do not put a lot of worth in hard currency, instead choosing to barter between clans as well as outsiders. The Serpentari do not reward greed, so the pursuit of wealth is not a usual practice. The focus of any trade agreement is the needs of the clan. It is not unusual for clans to give freely items that another clan or outsider needs to survive, especially if they have such things in excess of the clan’s needs.
Fashion: Serpentari clothing tends to to focus on earthy colors, greens, browns, etc. Serpentari always favor sturdy leather footwear, usually boots, due to the large amount of traveling on foot that they usually do. In the winter months they often wear heavier clothing, usually topped with furs in order to stave off the chill.
Female Serpentari tend to favor dresses, with leggings underneath to allow for better mobility. In the summer these dresses are usually made of lighter material, and they are swapped out as fall approaches for heavier clothing.
Male Serpentari favor leather pants and tunics, usually dyed their preferred color during the curing process.
Political Structure: Each Clan is overseen by a Clan Leader, who in turn has a small council that they receive advice and wisdom from. These Clan Leaders form a council every year at the great clan merger, and discuss new laws as well as trade information and goods between the clans. No one clan is superior to any others, and each is expected to pool their resources evenly. If a new law is voted on and is tied – it is considered tabled until voted on again and struck down or passed.
Law for Serpentari: Serpentari followed laws passed down from the Council of Clan Leaders every year. These laws where strictly adhered to, as they always benefited the clan as a whole. Heinous crimes (murder/sexual abuse/child abuse/etc.) were all punishable by either immediate execution or exile. There was no court or judicial system, all grievances were brought before the clan's leader and their personal council, and such things were judged in a tribal court with the clan leader presiding as judge.
Other laws carried more minor sentences, usually extended duty at the outsider compound, which was considered one of the worst jobs to have to do.
Law for Outsiders: Outsiders did not need to fear death from the Serpentari, who knew that injury to an outsider could well start a conflict they had no desire to fight. However, they were not immune from rules and regulation. Any outsider caught outside of the Serpentari compound was given a warning, if they were caught again - they were banned and are never allowed to return.
Anyone caught poaching on Serpentari lands were instantly banned, as were any who harmed or assaulted a Serpentari. These bans could range from a period of years to indefinite. It depended on the level of the criminal act.
Society: Serpentari society revolves around the good of the clan being the most important thing. The needs of the clan outweigh the needs of the individual, as everything belongs to the clan. Goods and food are allocated based on the need of the family. Families with infants and small children are generally given the greater share of the goods, as they are seen as the future of the clan. In times of near starvation or starvation, many of the older families of the clan will sacrifice what little food they may have to ensure the young survive. The death of a child or young person is considered one of the greatest losses possible for a clan, and the murder or harm of one is one of the greatest crimes a Serpentari or outsider can commit, the punishment is immediate exile with no food into the vast wilderness.HolidaysMeeting of the Clans: A yearly merger of all the Serpentari clans – lasts a month. Occurs in the autumn, right before winter. The clans gather and mingle, giving the youth of the clans a chance to meet and introduce themselves to each other – as well as allowing the clans as a whole to pool their resources for the upcoming winter months. After the month is over, each clan goes their separate way, to follow their herds during the winter before again returning the next year.
The Great Shedding: This holiday, celebrated by all Serpentari on the first day of Spring, is seen as nature shedding off it’s skin from the prior year and growing into the new. The Serpentari mark the first day of Spring as the first day of the year. They chose to celebrate it by throwing a large feast, each clan knowing that even though they are separated from the other clans, they are all celebrating the first day of spring together, and are thus, unified.
Coming of Age: As each young person in the clan completes their coming of age, their clan celebrates in their own particular fashion. Some throw feasts, others celebrate in more somber occasions. Traditions can overlap and intertwine as clan bloodlines mix. It is viewed by all Serpentari as an important day – some even consider it a second birthday, and trace their ages from that date.LandmarksUr’tar – The Meeting Place of the Clans: Ur’Tar holds a special place in the heart of the Serpentari. It is their place of yearly retreat, where every clan meets in autumn for a month to decide the future of all the clans. It is here that they mingle, sharing supplies and tales of their trials and triumphs of the ongoing year. It is here that most Serpentari meet their future spouses, and where most Serpentari children are born. It is their most sacred place. No violence is allowed within its walls, no crime is permitted. To do so is to risk expulsion from the clan – and the slow agonizing death of starvation in the long winter ahead.
Bre’tar – The Trade City: While the Serpentari do not view wealth as a necessity, they do understand the importance of trade with outsiders. Thus, they built a city to cater to the needs of the outsiders, as none but Serpentari are allowed to behold the walls of Ur’tar. Each clan devotes a tenth of its population to man the city year round, to ensure that trade goes uninterrupted and that necessary goods flow to and from outside cultures. Not many volunteer for a year in Bre’tar, just due to how dull and boring it can be. Not to mention it doesn’t allow for travel with the clans. It’s considered a necessary evil however, to ensure all the needs of the clans are met, some view it as a civic duty, and thus important to the good of all.
The Serpent’s Fang – The Mountain of Death: The Serpent’s Fang is a solitary mountain that marks the furthest part of Serpentari territory. No Serpentari has been beyond the mountain and returned to tell the tale. Oftentimes, if a Serpentari has committed an extremely heinous crime, they are sentence to walk beyond the mountain – and thus out of the care of all the clans. It is said that those who walk beyond the mountain enter the stomach of the great serpent and thus return to the world – but no one is quite sure.
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Posted: Wed May 28, 2014 12:07 am
Planet/Star Mintaka Plural/Possessive: Mintakians Main Exports: Clothing, Parchment, Bamboo, Rice, Fish, Paper arts, Vegetables. Main Imports: Dairy, Meats, Metals, Oil. Industries: Agriculture, Clothing, Knowledge Inspirations: A serene combination of traditional asian temples and gardens, with edo period like structures. Capital City: 종이 크레인 도시 jong-i keulein dosi (Rough translation: Paper Crane City)
Castle: 제국 종이 접기 성 jegug jong-i jeobgi seong (Rough translation: Imperial Origami Castle)
World: Mintaka is a star some 916 light years distant[4] in theconstellation Orion. It has aBayer designation of Delta Orionis (δ Ori) and a Flamsteed designation of 34 Orionis. The name Mintaka comes from منطقةmanṭaqa, which means "the belt" in Arabic.[5] Together withAlnitak (Zeta Orionis) andAlnilam (Epsilon Orionis), the three stars make up the belt of Orion, known by many names among ancient cultures. When Orion is close to the meridian, Mintaka is the right-most of the belt's stars as seen by an observer in the Northern Hemisphere facing south.
Mintaka is actually double star anamoly, where one star is brighter then the other, while the other is smaller and dimmer. They orbit each other. In between them is a small asteroid that was caught between their graviontional pull where the city and castle of Mintaka is formed. Because of the anamoly, Mintaka's weather shifts from warm rain, to dry heat. The tempature is usually constant from 60 to 80, never going higher then that. Because it's lined between two stars, It has a constant support of light (think Alaska during the summer) and only goes dark during rain storms.
The world before: Before the wars, Mintaka was a singular planet only big enough for one large city and smaller outlining farms. Heavy Bamboo forest thickened the rest of the planet (with a lot of lakes), making it unhabitable beyond the Paper Crane city and it's outlining farms. The community was just as small, specilizing in farming, and artistic endevors with paper folding and writing. Because of the rain, Mintaka specilizes in grain like farming goods, especially rice. Animals are very rare, but the most common and probably the only one that the people see are animals similar to Earth's Cranes. They are called Senarcs, and can be found wild or as house pets.
(Other animals are: Sregit, which look like white tigers and are the largest predators of the planet, they are usually left alone by mintakians. However the royal family keeps at least one for a pet, usually a small cub plucked from the wild to raise with the emperor/empress. Iok, small but gorgeous fish that inhabit most of the lakes, some are kept in royal ponds, for looks and others are kept for food. Fish farms are not rare in the backyards of most Mintakians. Grofs, small water inhabiting creatures like frogs, but with tongues and fangs of a snake. They are another predator, and their poison is lethal. If caught though, and the poison extracted, it makes for a smooth colored (based off the grof's skin color which can vary from blue, red, black and even white) ink and lastly the Silkcoons, which are not really a animal but a living organism. When harvested, they can be spun into thread which makes the clothing that most Mintakians wear.)
Government: Mintaka relies on a system of Empire where the power is held in one being, usually a Empress but in rules past there has been Emperors. A Empress/Emperor is chosen by a side group of royal family, usually by the symbol on the head of their planet itself, though if not found, it would go to the oldest of the Royal families children. Once an Emperor or Emperess is chosen, their duties are but not limited too, intergalatic negoations (For trade or Allies in war), Fair equalization of goods among it's people. Public apperances to any social event of importance (marriages, Birth of children). It maybe seem a lot, but the planet only houses at most 1500 mintakians. A empress/emperor is also well skilled in combat, and proper etiquette of a royal. Both must be an achieved balance. Once the status achieved, An Emperor/Empress gains a small specilized group of ninja-esque (knights) as guards and friends.
Senshi's are rare, and limited to the royal family only, more on that down below.
Economy: Mintakians are a humble race of people, who prefer to live modestly. Rice and bamboo is abundant in their planet, and most were content to stay that way. It wasn't till the fourth reign of the Emperor's, were they approached for open trading as well as tourism. The emperor agreed to trade, as to further enrich his people's well beings, but declined tourism. The planet would only be open to house other royal familues or embassiers for discussions or political ally ties. As such, their trade ties are very strong with other planets but at most, they were very neutral in politics.
Culture: Mintakians, as simple people, preferred to find beauty in things they could make themselves from the lands themselves. The palace is always open to it's people, and the Empress/Emperor is never exclusive to just the royal family. Often you could come visit, take walks around the gardens and small ponds.
Because they are a farming community as well, They have a very good neighbor to neighbor relations, making for a very tight knit community. Marriage and Child bearing are just as celebrated as the royal families birthdays or festivals dedicated to their culture.
A large reoccuring theme among Mintakians is the ability to form art from paper. As such, it's become a huge way of communication among Mintakians for the smallest things. Crane shaped origami was often seen as a sign of friendship, or a way to call from help for friends. Hearts and stars were a sign of love, and to give someone a jar of a 1000 paper stars was a way to propose marriage to a loved one. Paper shurikans were a method of communication between the royal family and their guardians, usually small notes tucked in the paper to warn of danger, should there be any.
Fashion: Because of their climate, Mintakians like loose and breathable clothing. If it was to compare to anything, think of Yukata's and Kimono's of the asian culture. Often made of silk of their own harvest, but not limited to cotton and animal fur (from trading), the clothing is died with the ink of the Grofs for color. Most clothing though tends to stick to white, blues, reds and blacks. There is usually some intricate design, but it is really up to the silkweilders.
Royal family usually has more intricate layered clothing of all colors, and at least one outfit that matches their guards. Guards always wear dark blue or black form fitting body suits with a short kunoichi top. (Think ninja's)
Architecture and Transportation: Because the homes are built of cobble and bamboo, they often take a look of edo period houses. Stone fences, Bamboo walls and stone shingled roofs. Most of the houses rely on mainly bamboo and stone to be built. Very rare, if the trade product was brought in, some of the homes have wood.
Sailor Mintaka: Sailor Mintaka has usually always been born a female of the royal family, as it tended to keep in their bloodlines. Very rare instances in the history of Mintaka, was a male born as the sailor, and if they were, they didn't last long as their bodies were not able to handle the power of a Sailor.
Sailor Mintaka's are usually the one that becomes a Empress/Emperor, as they have the mark on their forehead as well as the powers to protect their land. Mostly, they were taught to be kind and careful with their powers, to be modest and thus, made it difficult for the Sailor mintaka's to incoporate into the glaxay system.
Mintaka and the Moon Kingdom: TBE
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