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➥ Cognitive Species Log - Halfbreed - The Gorzin

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Rarian

Captain

Aged Regular

PostPosted: Sun Aug 13, 2017 9:41 pm


- The Gorzin -

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Government:
At the moment, a wide net of warlord-like individuals that keep balance with one another for the shared survival of their people. They war amongst themselves readily enough, even seem to make it a deadly game of sorts at times, and yet the moment a outside force attempts to harass one of their own the Grozin nation as a whole put their internal feuds aside to focus on the external threat. Pirates, self-fashioned territory Governors, and the like thrive in this unusual yet efficient 'free peoples' system and on the odd occasion something requires 'serious legal attention' a Moot is called among the leaders in power so that they can decide the best course of action to take. Petty offenses are handled by the local leader of the area or their trusted officers, they enforce the personal moral code of their outfit however they see fit thus it is very important to understand which territory a person is in and who controls that territory.

Primary Language:
Depends on the individual, but it is normal enough to hear Idrilli as much as the common tongue on the isles.

Native Lands Data:

The isles of Tyrium exist to the south west of the main continent in the Yawnquell Ocean, the 'capital' Island considered to be the largest and farthest from the landmass of Si'Riat. A hardy sea-faring people this can easily be considered a water nation riddled with pirate-like settlements and almost dizzying trade routes across the waters of not only their home ocean but the other seas as well.

Tyron is the closest isle to the mainland, very near to the Kyne Pass, and it is a relatively calm area that harbors the brunt of travelers trying to make their way into the Yawnquell ocean. Civilized for the most part it is still unwise to test those in power here.

Tyrial is the center-most island of the four that make up the Tyrium nation and, as such, it quickly became the trading hub of the nation itself. Merchandise flows through this port moving items legal, illegal, and every fun little nook in between. Housing such a massive community and admittedly such a large pirate population the raw energy of this place can excite and beguile most visitors and distract them from the underlying dangers. By unspoken law this is a neutral land for the different factions in the Tyrium nation and this is where they meet when it is required, though the land itself is the territory of a pirate lord that enforces this neutrality with a ruthless ambition.

Tynova is the isle to the farthest west, a long slack of land that houses a abundance of farmers and fishers. Sailors are common, as with any isle, but compared to the other three islands of this nation it is by far the calmest and it isn't because of how removed it is from the trade routes, in fact they are a direct stop for trade ships traveling from Yal'Misca's coastal supply road. No the reason for this island's seemingly peaceful disposition is due to the 'Governor' that seized power a few decades prior to modern times. Ruthless, efficient, and more than able to defend the land they claimed the leader of this place is both feared and respected enough to discourage any hostile behavior in this area. Residents, male and female alike, are raised with some degree of military training so that even if they are farmers and fishers they can still function like a army in times of emergency. It has been noted that, despite the iron grip their leader has on the island, residents show a sincere affection and loyalty to the individual.

Tyriumat is the largest island of this nation and easily the most structured as far as laws and economy are concerned. Roads, villages, ports, and a police force all exist on this land and for all intents and purposes it is widely accepted as the heart of the blooming Grozin culture. Schools exist here, museums have been built to study the world beyond their shores, and even the finer arts thrive on the paradise-like beaches and lush jungles of this land. Ruled by a Governor of great renown this place is actually rather peaceful, rambunctious to be sure yet surprisingly friendly to any that manage to reach its shores. Pirates, murders, thieves, merchants, doctors.. As long as the peace isn't disturbed the residents really don't care who walks their streets or joins them in the many bars. One might ask 'how' so many ruffians and degenerates could gather without swiftly degrading the culture of the towns and it is a fair question; The answer is the Governor and their police force. Taking a page from Tynova's leader the governor of this land takes it a step beyond strictness, in fact they have been called outright cruel for the swift and vicious punishments dished out to those that dare threaten the 'calm' nature of the island. A true devil in paradise this individual and their followers are a necessary evil when riled, efficient peacekeepers when respected, and surprisingly level when approached through proper channels.


Physiology:

Generally a tall peoples the Grozin can range from 5'6" to 8'2" feet in height, males generally taller than females but not always. Their skin tones can range in a rather unique rainbow of colors and most of this species boast a strange beauty inherited from their Elvin kin.Durable due to their Oricish heritage they actually take after their Elvin relatives more with flexible spines and a eerie sensitivity to their environments that make them very hard to sneak up on. To this very day Grozin can reproduce with other (Compatible) species but any offspring of a Grozin parent is in fact born a Grozin themselves, with the exception of a Silurin mate.


Society:

Native, now, to the isles of Tyrium the Grozin are a people of trade and known piracy. Originally nameless 'halfbreeds' they gained a matron for their kind with the rise of a Berserker Orc named Gro'Zivan. Mighty, strong, and far more importantly wise.. The She-Orc and her children left a proud legacy for the Grozin to follow. Named after the Orc-Lady's eldest daughter the outcast children of Gro'Zinan, the mixed breed of Orcish and Elven descent gained their name and their own way of life under their mother and grandmother's example. As the generations passed they became a sub-species of their own right called Grozin, carving out a place for themselves amongst the isles of Tyrium to the south of the Mainland and refuting any rule aside from their own. The largest seafaring force, by far, and a hardy peoples they generally care little for the judgements and customs of the other species.. Far more likely to judge someone based on their personalities rather than their lineage or wealth.

Though open rebels and prone to 'unfair' or 'gorilla' tactics in combat they are a loyal lot by spoken law and moral code. Never doubt a Gorzin's oath because, even in the face of death, they strive to keep their promises and their threats.

Additional Customs:

Marriage- It greatly depends on the person, as a rule this species is not one to judge on sexual orientation or marital habits. They do value loyalty, perhaps even more so in romantic/family situations than most other species, so betrayals in this manner are considered far more damning in the eyes of their peers.

Beliefs- Entirely up to the individual.

The Stain-
Gorzin, offspring of Elven and Orcish descent, have developed a unique species-specific magic known as 'Soul Stain'. Elves are able to use elemental wild magic, Orcs are Spirit users.. Gorzins meld the two and are able to imbue specific elements to their 'souls'. This magic is used instinctively and can be honed with practice, the Gorzin is born to their element as a fish is to water and control over their abilities comes with practice and patience. Yes some are stronger than others, each is unique to the individual even if they share the element with others such as a 'Fire Stain' or a soul born to the Fire Element. Even more unusual about this talent is that they can pass beyond the base elements and move into others, children born to such dark casts as poison or shadow and others born to healing and light.

A soul can only bare one element and one alone. It is a sign of trust for the Gorzin to share their element because it is a natural part of their being and, to some degree, they are weak to their opposing elements if they like it or not. Fire souls generally hate being on open water, and so on and so forth. This magic can only use the strength and energy of their own body, the 'Stain' as they affectionately call it feeding on their natural strength alone thus heavily dependent on the state of their physical selves. Mated pairs may be able to 'bond' and fuel each other, on the deepest displays of love and trust... and even opposing element Stains can be bound in harmony if the faith between the pair is held without doubt. Not every Gorzin is born with a Stain, or 'element soul', and those that do have it face a constant instinctive battle to keep it in check and under control. Yes it is part of them but it is also magic, and dangerous magic at that. No one is born a master at controlling it and decent wielding skills will only be gained through aging.


The //////////-

Common Foods:
Sea food is most common, given their homeland.

Common Drinks:
Alcohol, Tea, and Juice from native fruits seem to be the dominate refreshments of this land.

 
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