I'm personal want to see a green brutalist style of architecture.
[ ] Plan: Some type of Mish-Mash
-[ ] Cultural Name: Muktivarṣa
-[ ] Names: Indian and Persian with a minority of Arabic if/when they meet the Ghazwa.
-[ ] Architecture: A mix of architectural styles from Persia and the Indian Subcontinent, but with perhaps a lopsided influence from the Mughals.
- [ ] Sacred Tenet (This world is all we have): This world is as rich in dangers and bounty as it is beautiful. To survive, to live, to thrive, much must be taken from it, doubly so in times of great strife, and for this the Muktivarṣa must show appropriate veneration and respect for Nature. Do not take more of nature's bounty, whether in flesh, ores, timber, etc. than is necessary and even with good reason, show humility and humbleness in what you take.
- [ ] Cultural Tenet (A Mage and a Gentleman): A Mage is more than just yet 'another' soldier on the frontlines, they are more than just 'another' scholar. A Mage...is a gentleman and/or lady (who says they can't be both?) of the finest breeding, no matter their origin. An impeccable sense of fashion, learned, armed with a rapier wit and charm of the highest order, with just a hint of sizzling danger on the top to round it all out. It is precisely because they understand the dangers of the power at their disposal, or drinking too deep of the winds, that a Mage lives life with a quip on their tongue and roguish wink ever at their disposal.
- [ ] Cultural Tenet (Honor the Peacemaker): Blessed with a towering physique, a swift mind and the immense power that comes with both, a Tall Man is a force to be reckoned with in battle. But those same natural advantages can often give way to arrogance and a savage need to subjugate those around them. To give peace a chance and to honor the diplomat and peacemaker, before steel must be drawn, is emphasized, in the hopes that perhaps some of the worst excesses can be curbed.
- [ ] Cultural Facets (Coco Chanel): From painstakingly groomed beards and thick, curly mustaches on the men to the henna body art on the womenfolk and the veritable orgy of colors that is the fashion of even the poorest, Muktivarṣa culture is just that bit extra with their presentation and sense of aesthetic.
- [ ] Government: The Muktivarṣa are governed by a coalition of several oceanside city states whose style of government is usually that of a single ruler - a 'Raja' or 'Rani' - who is in turn elected by the heads of the most important departments of the city (the senior most military figure, the financial minister, etc.) who are in turn elected by the common folk.
- [ ] Religion: The Muktivarṣa primarily practice ancestor worship of the greatest of their culture, in general, and of the greatest of their City-State. Whether the cultural heroes of the Muktivarṣan take precedence over the heroes of the City-State is a matter of debate.
... they're mages capable of using High Magic. That's all the leg up they need.I also want to point out another benefit or two for snakemen of our make. Potentially avoiding khureah becoming a tropical hellpit of chaos worship, and having potential anti chaos forces who could be made with the ability to slip into anywhere as large as or larger than their heads.
Heads that would be better being narrower if such is possible.
Edit: A suggestion for goliaths Gift. Magical stone shaping.
These not ogres not having any leg up on their environment besides size and hardiness feels wrong when the OTL ogres had that could live on literally any forage thing going on.
That's already official policy back in early votes btw - the lanternkeepers & the elves all have Old One embassies. Uh, tho I don't think the skaven has them since the Old One decided to abandon them after their centuries of education is done.I kind of think that no matter what culture they develop, they should have an active connection to the old ones. Whether that be an embassy or having a rotating court of Axolatls to help teach and advise them after they are settled.
Potential gift I was thinking of:[ ] Plan: Nine Divines
-[ ] Culture/People Name: Irican, named for their great city of Irica
-[ ] Names: Vaguely Mediterranean
-[ ] Architecture: Late Roman
-[ ] Sacred Tenet: The Flower of Youth (To be young is to be vigorous and able and strong, near and dear to the gods)
-[ ] Sacred Tenet: Honor and Discipline
-[ ] Sacred Tenet: Feast of Forgiveness
-[ ] Sacred Tenet: The Blessed City Irica, capital and greatest metropolis
-[ ] Cultural Tenet: Unite the Clans
-[ ] Cultural Tenet: Master and Apprentice system to teach magic
-[ ] Cultural Tenet: Honor Codes
-[ ] Cultural Tenet: The Feuding Clans
-[ ] Cultural Facet: Religious paraphernalia is everywhere
-[ ] Cultural Facet: Wizards are deep trendsetters and not only Meditullic wizards, either.
-[ ] Cultural Facet: Marriage is exogamous between Clans.
-[ ] Government: The Prismatica rules by the acclaim of the gods and the Clans, each descended from one of the gods by their children, the Prismatica's duty being to unite those clans in times of war, see to it that the gods remain pleased, and see that the law is held in all accounts. In turn the Clans see to the day-to-day function of society and the maintenance of order. The Prismatica themselves is the only righteous, sinless one, and so the only one who the gods will ensure their people to. An interregnum lasting decades is far from unusual as the gods seek their champion.
-[ ] Religion: Nine gods, each personifying one of the Winds of Magic and High Magic respectively.
-[ ] Religion: The personification of Qhaysh, Qaynesh, rules over the gods, a perennially young and just lord, one who keeps balance between the gods who otherwise would war against each other.
-[ ] Economy: A Palace Economy, where laborers place either their goods or their labor under the control of the Clans and in turn the Clans and Clan Heads see to the wellbeing of their members, ideally. This works better than you'd think, but is far from optimal.
-[ ] General: A feuding, rivalrous and quarreling people, however see them united under the Prismatica and know that the earth will quake in fear.
--
So guess who's making his way through Lostbelt 6?
My only suggestion would be to maybe replace the eight bells with a unique artifact for each wind, no real reason other than the possibility of adding the artifacts history to the gods lore.Potential gift I was thinking of:
[ ] Gift: The symbols of the Prismatica, eight bells, one for each Wind of Magic, and a staff by which means the acclaimed Prismatica is properly vested with power. Only the Sinless may wield the staff and it has been enchanted to journey to find its wielder if necessary, while to ring the bells is to gain the Mark of the Wind, without suffering the indignity of a true Arcane Mark on the soul.
Thoughts? Not sticking it properly in the plan for the moment since it would be really smashing the LB 6 Button.
ngl I kinda do like the idea about them running into other sapient species they don't know about and seeing how they sort it outMaybe, for once, we should actually tell them about the other sapient races they're neighbors with? Probably not the best we've left so many uninformed about the other races.
It seems kind of strange for a species that knows high magic... but I could see it working.Thoughts? Not sticking it properly in the plan for the moment since it would be really smashing the LB 6 Button.
High Magic requires understanding all the Winds of Magic.It seems kind of strange for a species that knows high magic... but I could see it working.
Another possibility is teaching them how to make wing aligned engines like the OG timeline empires Luminarks.
True, just noting that its pr something the species can kinda already do.
Assuming the SV usual take, High Magic wouldn't usually allow for Arcane Marks from multiple Winds without Dhar whereas the Bells would.True, just noting that its pr something the species can kinda already do.
Still a neat idea.
Ah ok that makes sense.Assuming the SV usual take, High Magic wouldn't usually allow for Arcane Marks from multiple Winds without Dhar whereas the Bells would.
We already have two divine entities that would fit those roles. Them being Taal and Shallya, in fact plans have been made to create races for those two.How about Deities based upon combining two Winds?
Ghur & Ghyran = Goddess of Nature
Hysh & Ulgu = God of Liminality
Aqshy & Azyr = God of the Stars
Chamon & Hysh = Goddess of Machines
Etc
My plan includes that as part of the Gift subvote, do you think that's sufficientMaybe, for once, we should actually tell them about the other sapient races they're neighbors with? Probably not the best we've left so many uninformed about the other races.