The Sanguine Era

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You were born amidst a swirling maelstrom of creative energies, existing at first as a mote in...
Prologue
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You were born amidst a swirling maelstrom of creative energies, existing at first as a mote in the eyes of your creator. In this raw form, you were molded and empowered, given shape by an Anbat, one among many beings established in much the same way by beings even greater than they. You are a Qamar, a servant of the divine, the last branch of beings which still claim divinity, diluted may it be.

Preceding the mortals which now span innumerably across the material realm, you stood in a time of harmony; the Ancients which begat the world still walked amongst their children, the Anbat prospered and propagated, and the Qamar assisted in the design of the modern world. But it was not an age that would last, ending in death, exile, seclusion, and schism. The progenitors of the seen world no longer made appearance and in their absence, disharmony reigned.

Perhaps most notably for the contemporary age, it likewise ended in the rise of mortals, multifaceted beings of all types - the rodent Mewshra, the reptilian Glash Hatai, the anguished Ghawl, the alien Pari, the numerous Man, and all manner of derivatives. With intense curiosity, the divine have slaked their sorrow with the machinations of mortals, watching with interest, or perhaps horror, as they claimed the four corners of existence through the sword and the scroll.

It is in this turbulent period, where the Ancients still remain in elusive seclusion, where the gods and their servants stray away from harmony, and where the mortal plane teems with peoples and conflicts, that your story begins.

In the east, it is said that the great mists, from which has spawned migrations from a land unknown, have begun to weaken; among the dissident Mewshra clans, it is rumored that they hoist an icon unknown to any others; by those who deal with the Ghawl, it has been spread that a mountain lord fans visions of conquest, threatening an end to their long isolation; and even the stoic Melqod of the Mountain now warns of an encroaching danger from below.

Among the Anbat and their servants, it is more and more feared that with change will come hardships for the established order, and some even speak of marking time to begin a new era - an era of chaos and of blood.



Welcome one and all to my first submission on Sufficient Velocity; I've GMed various games elsewhere, but I've recently migrated here with ideas I've been just waiting to put down on (virtual) paper.

To reiterate the passage above, in The Sanguine Era, you play as a Qamar, a servant forged by a member of the divine Anbat. In a sense, you are made of much the same elements as the Anbat, albeit diluted. If you think of the Anbat as gods, then you could think of Qamar as demigods. You will assume the role of a Qamar during a looming period of immense transition, as great changes erupt within realms mortal and divine.

As far as how the game will mechanically go, The Sanguine Era will not feature statistics as may be prevalent in other Quests. In that sense, it may feel more like a Choose Your Own Adventure game, as opposed to a management sim or a RPG, with a heavy focus on the narrative as opposed to min-maxing a certain "build". It is my hope that the character we work together to build will be interesting to you all nonetheless, and that we'll have a fun adventure that totally won't see the world burn. Ahem.

Without future adieu, I'll post the game map and a more extensive lore dump, and shortly after will be character creation. Stay tuned.
 
The World and its Lore
World Map


The World
Races

Mewshra (trans: First Builders)

Physically appearing as humanoid rats, the Mewshra are a clannish society divided into warrens. They are short, typically around four to five feet. As could be expected of a rat-society, and given they are essentially the most ancient race, they are very numerous, with warrens across the world. Most of their various clans are headed by a warlord, chief, or elder, though they are a diverse stock given their geographic spread.

Unlike typical depictions of rat-men - i.e. the Skaven - the Mewshra do tend to be groomed. Their rich cultures typically provide ornate garb, head coverings, and braided "beards". Culturally and linguistically, they are modeled after the ancient peoples of Persia, such as the Medes, the Saka, or Scythians. Cultural shift over the years has lead to some deviations, however. In the modern age, they lack any sort of unifying structure to keep uniformity, like a massive empire.

Glash Hatai (trans: Heralds or Standard-Bearers)

Physically appearing as humanoid lizards, the Glash Hatai range in size and shape to a degree, but generally stand at around six feet tall. Like the Mewshra, they are a tribal society, though they possess a stronger "ethnic" identity to these bodies, regarding themselves as distinct people within the race as a whole. These tribes typically exhibit similar appearances, such as stegosaurus-esque spikes or head horns.

Inherent among the Glash Hatai is a strong sense of purpose. While the Mewshra were made by accident, the Glash Hatai claim they are a part of a higher calling, having arrived from the mysterious east. This calling which has never been accurately described to outsiders. Regardless, this has been central to these people, imbuing a strong mysticism, religiosity, and asceticism in the Glash Hatai. The most advanced Glash Hatai settlements, like the great city of Mav, are headed by religious elite who oversee a massive temple complex.

Linguistically, and only slightly culturally, the Glash Hatai are modeled after early Slavs and the Slavic migrant groups across Europe.

Ghawl

Physically horrifying, the Ghawl have scorched-looking, leathery flesh, their hairless bodies the color of rust. Standing at around seven feet tall, both their hunched posture and bulky builds make them appear shorter. Brutish in their looks and in their ways, the Ghawl are the epitome of a simple-living - or as some would say, barbaric - people. Very little is known about the Ghawl given their intense insular attitudes, but those who deal with them typically deal with kings or warlords, which leads most to believe the mountains of Jabal are divided into petty kingdoms.

Their horrid birth story and the prejudice of other races has made the Ghawl a very inward people, with virtually no expansion beyond the frosty mountains of Jabal. How exactly the Ghawl operate is a mystery, for now.

Pari (trans: High Kin)

Alien in appearance, the Pari most closely resemble Elves. But while other fantasy worlds depict the Elven ethereal appearance as beautiful, the Pari are regarded as generally disgusting, so strange and unnatural is their form. With taut, translucent skin, one can see their pale veins and see their muscular movement. Their near-white hair, typically grown to the small of their backs, reflects a rainbow when catching the light. Standing at the typical human ranges of height, the Pari manage to appear more extreme due to their lithe frames, and also for their elaborate fashion, emphasizing high hats and high-collared cloaks.

Whereas the Glash Hatai think themselves tools for some divine will, the Pari believe themselves to be the end-game for the divine plan. Simply, they believe themselves the supreme mortal race, the perfected form as prescribed by Bel-Elyon. To that extent, the Pari are considered haughty and overly vain by essentially every other race. Especially with the Mewshra, the Pari treat others as underlings or future vassals, and have been content to try and enforce that pursuit.

Pari civilizations tend to be the most feudal and advanced, lead by secluded kings and supported by nobles of various ranks. Royal institutions govern much of society and it can be said that the Pari have most universally adopted the wonders of bureaucracy and law.

Linguistically, the Pari are modeled after Indian cultures.

Man

Their appearance obvious, the race of Man is noted for its diversity in custom and culture. From the more Germanic-based Hademund and the Kingdom of Dalur, to the Celtic-based lands of Eoganachta, to the city-states of Sidicinum and Safinim based on the Italic Oscans and Samnites respectively, Man has a ton of influences. Typically, the linguistic and cultural inspirations hail from the European side of the Indo-European language family.
Lore

It began with Void.

From this nebulous nothingness came the Three Brothers, the Ancients, the progenitors of the universe.

They were Bel-Elyon the eldest, Ba'al Adad, and Litan the youngest. Or so it is that they are now known.

Awesome forces were they, that they laid the waystones for Reality and set into motion life as we know it. Beneath a foundation of stone was the Great Lodestone, fashioned in their forges and imbued with raw energy. From the ashes of their fires came soil and from their embers came the First Flame, and to slake the world's heat was poured the first Tides.

On the Third Day of Creation, when the world's structure was formed, the Three Brothers reflected on their work. And they agreed that three were not enough to enliven this world, and so they resolved to create life itself.

From their creative wellsprings were begat beings of immense powers, gods in their own right, birthed into the world and raised like children. Entrusting with free will, these progeny chose for themselves the name of the Anbat - the second born - to distinguish their high place.

For a short period, the Ancients and their children worked in harmony, weaving and forging the many elements of life - flora and fauna, geography and geology, the sea and the stars and all in between. The first tongue was devised here, that of High Nabat, the divine tongue. The Anbat over time established for themselves dominions and lineages, giving rise to divine families and their own children.

Likewise important was the creation of the Qamar. While the Ancients created the Anbat to populate and create, the Anbat created the Qamar primarily as servants, agents to operate within their dominions. These beings, like their forebears, were diluted in power from their inception, but still possessed great abilities and free will.

It was Melqod of the Mountain who first begat the first Qamar in the form of Qar the Giant, born of stone and the enchantment Melqod bestowed. Qar in turn rumbled the earth and carved a chasm worthy of awe, inscribed with jewels that mimicked the stars. Other Anbat, and even the Ancients, respected the craft and created Qamar of their own accord, creating a complex web of ancestry and service.

Such relative harmony would end with tragedy.

From the beginning, the Ancients worked in unison, but among them, Litan sought to create of his own accord. His elder brothers forbid this, for they feared what would be wrought by a single craftsman. Yet, Litan ignored his elders and took refugee in his own forge in secret. Less disciplined and wilder in energy, Litan's creations were a discordant force, the clang of his hammer rippling throughout the world, alerting all to his intrigues.

But it was too late when his brothers arrived to cease his creations; Litan had awoken and amplified the antitheses of creation. Blight took to plants, disease took to beasts. Rust took to Litan's anvil and so it was this his actions weakened not only the world but himself. In this, the world lost much and would lose more.

Furious, the elder two Ancients sought to punish Litan. In their methods, however, they disagreed. Bel-Elyon proposed exile, but Ba'al Adad, taken to anguish and fear for his brother's action proposed death. Such was the furious deliberation that Bel-Elyon decreed the argument finished, to be resumed later.

Ba'al Adad, resentful of the domineering of Bel-Elyon and the scheming of Litan, took punishment into his own hands. In a heated confrontation with Litan, Ba'al Adad would commit the first and gravest of sins, killing Litan. Thus was the first kin-slay.

Litan sank into the earth, his blood quenching the soil, his energy left uncontained. Chaos was wrought and Ba'al Adad could only weep at his actions and their consequences.

Bel-Elyon would weep as well, alongside his brother, the Anbat, and the Qamar. And with all his Ancient magicks, Bel-Elyon would banish Ba'al Adad into a new realm known as Enod, while he himself went into seclusion in a realm known as Aram. Both realms were inaccessible to even the Anbat, two fragments of Heaven, and so it was that the Ancients became greatly disconnected from their children and the world at large.

In their absence, disharmony reigned. The Anbat found themselves divided, some condemning Ba'al Adad and others defending him. The dispossessed children created by Litan found themselves orphaned, split between justifying their creator or choosing sides against him.

In the midst of such turmoil, Bel-Elyon would return and proclaim to the Anbat that he had resolved himself to prove that creation was not lost and that evil would not be the last to be formed. In that pursuit, and with assistance from many Anbat and Qamar, Bel-Elyon would forge by himself the first mortals.

But it was not as he envisioned. That essence in which he hammered was ill-tempered by the fear in Bel-Elyon's mind and so it splintered, shards raining down upon earth. And when they had cooled, it was discovered that these shards awoke, their skin turned to flesh.

Gaunt, small, and quick, these creatures proliferated quickly, their chittering tongues devising new languages.

And from the act of creation came sparks, which turned into ethereal beings of light, wisps that danced along the winds and strayed ominously from interaction.

Thus was born the first two races.

Bel-Elyon, sapped from his efforts and his failure to create what he truly envisioned, retired back to Aram, while the Anbat and their Qamar looked with immense interest to these new beings. Those of all camps delivered gifts to this infant race: Melqod of the Mountain granted them warrens beneath the ground; Bau Low-Look gave them fur to warm their flesh; and perhaps most importantly, the furtive Sabhah gave them an immense ambition.

Driven far beyond the ambitions of their creators, this race proclaimed itself as the Mewshra or the First Builders. To each corner of the world, these Mewshra established warrens, from caves, to forests, to even the foetid swamplands. True to their self-given title, the Mewshra founded many settlements, crude things - cobbled wood or hewn stone.

Soon enough, it was learned that these Mewshra were a fascinating race, nonetheless because they possessed mortality, more akin to the base beasts than their creators. And so it was that this mortality manifested itself through ambition; Mewshra clans quarreled, fighting greedily for resources, moreso for legacy than survival. Many Anbat and Qamar intervened in this new era of mortal strife, culminating in a great diversity of cultures and faiths within the Mewshra. Again, there was much disagreement between the divine, some adopted clans as their own worshippers, while others decried meddling in mortal affairs.

Such mortal happenings would only be spurred by the mysterious appearance of another sentient race. Arriving in a mist from the east, a force calling themselves the Glash Hatai established its own settlements, speaking a completely foreign tongue to that of the Mewshra. With scaled hides, large statures, and unknown weaponry, the Glash Hatai posed a sudden threat.

On the mortal plane, the two races quarreled violently, the numerous and entrenched Mewshra weakened by their own divisions. Many heroes and stories to both races arose and fell during this period.

Among the divine however, revelations were had over the origins of these Glash Hatai. Sponsored by a number of Anbat, a delegation of Qamar known as the Band of Five entered the easterly mists and returned after an arduous and fantastical journey. And upon returning, it was apparent that they had sworn secrecy as to the true discoveries made.

What was revealed, however, that the Glash Hatai had come from beyond this realm, from Enod, the heavenly realm of Ba'al Adad's exile. Before the Anbat could ascertain how or why, the delegation departed again, bound for the east, never to return.


In this new world, where the Anbat were without the oversight of the Ancients and the allure of mortal affairs rose, it was inevitable that some would make their own attempts to forge sentient life.

Although many would try, these attempts were for not. The first to succeed would be Arotan, who wisely took pilgrimage to the discarded anvil of Litan. Bringing with him his faithful spear-bearer Sal'at, the two devised a plan to pierce through the thick rust enveloping the anvil, utilizing a lance blessed with the essence of Anbat and Qamar.

But in doing this, the anvil split as well, its integrity fractured from its own corruption. From the wound erupted a hail of sparks, a bellow, and a horde of creatures. The fragments of the anvil and the commingled rust became alive, born unnaturally in anguish.

Such was born the Ghawl, a monstrous race of scorched flesh. Arotan would vow to help his children in penance for their creation, but the Ghawl held him as their foulest enemy. Chased from the site of Litan's anvil, Arotan later dispatched Sal'at to preside over the Ghawl, a duty which was taken seriously. It is no doubt the origin of the Ghawl heritage of spear-wielders, who hawkishly safeguard their lands.


With the anvil of Litan destroyed, the efforts of the Anbat were stifled. However, they would become restored by the trickery of the one-eyed Al-Kasul. A lonesome Anbat, Al-Kasul bore no children of his own, but instead operated through the Qamar of others, speaking words into their ears.

Hijir, Qamar of Melqod of the Mountain, was the most pivotal manipulation. In his ear, Hijir was told that his innumerable fingers were needed for a grand design, that Melqod would be pleased by a show of prowess. To that effect, the many-fingered Hijir dug a massive pit, the deepest in existence. So great was the fervour inspired in him, that he only stopped when his flesh gave way to bone.

Al-Kasul thenafter took the pit for himself, filling its space with his corpulent form. Hijir was dismissed, whereafter he hid in the dark, ashamed to have been deceived by Al-Kasul so easily.

Within the pit was the true aim of Al-Kasul. When the Ancients had formed the earth, in its core was lain the Great Lodestone, a mysterious material that exuded raw energy. And with his one eye, Al-Kasul saw a great potential. If he could harness its power, then he too could be empowered with creative magicks.

Using his great mass and a golden funnel he had swindled from the blessed crafter Urfa, Al-Kasul planned to crack the exposed Lodestone and inhale what seeped. But Al-Kasul was not the only Anbat with a dangerous wit, and so it was that the furtive Sabhah, recognizing the want in the eyes of Al-Kasul, sabotaged his funnel.

As Al-Kasul slammed down his funnel, it cracked, allowing the wild energy of the Great Lodestone to burst forth, uncontained. So great was its power that the bloated body of Al-Kasul was thrust up, up, and up, until he was flung from his hidden site and into the air for all to see. So great was this, that it is said Al-Kasul remains, far above the earth, perhaps forever.


The eruption of energy from the Great Lodestone was felt by all beings in existence, perhaps even reaching the heavenly realms of Aram and Enod. From cave sketchings of a airborne miasma painted by Mewshra paws, to stones erected marking the date in Glash Hatai holds, to crude effigies of the awesome clouds in Ghawl dens, all knew this day.

And this included the Anbat. While all sensed the emergence of the energy, it was Melqod of the Mountain was identified the source, promptly collapsing the pit and stifling the torrent. Despite his actions, much had been lost from the Lodestone, dispersed across the world.

Such magicks were not fit for mortals, nor even the Anbat, so potent were they. But that did not prevent many from trying to harness this abundant force.

The Great Feathered King Perna Ty travelled to the highest peaks of Gura. And on his return, his eyes gleamed and feathers that were once ornament were made real, and so it was for his many offspring.

Ninmar, slayer of Warad the Mewler, set alight a rival warren and in his madness, took the time to use the flames to forge a weapon imbued with magicks. Ninmar's Hammer still remains a relic of horrifying omens to those subject to its blows.

And among the Anbat, Okka-E the Alchemist and his mute brother Ha'di dabbled with the alteration of many species; thus was born Ghawl of diminutive size, Glash Hatai without scales, and Mewshra of aquatic disposition.

While the machinations of certain Anbat, and the chaotic alterations wrought by the Lodestone energy, proliferated new beings, there remained two more races that would be brought to great prominence - those of the Pari and those of Man.

Both hold themselves to come before the other, and the divine bicker themselves, but regardless, it was the Pari that first made itself noted across the mortal realms.

Alien in appearance, their skin taut and near-translucent, their hair taking upon the visage of rainbow in the sunlight, the Pari possessed a beauty that only the divine would appreciate. The mortal world however reviled this emerging peoples, from both their appearance and their attitudes. The Pari claimed perfection, and thus it was their duty to act as the agents of Bel-Elyon in managing the affairs of the mortal world.

A number of Pari warrior-kings would put this sentiment into force, and thus was born a multitude of kingdoms built upon the subordination of local peoples; numerous Mewshra tribes were forced to kneel to the Pari, who regarded the Mewshra with a strange affection, regarding them as inferior kin who regarded domineering. So clear was this sentiment that the Pari declared the various Mewshra tongues as inferior children of their own tongue, despite the evident elder status of the Mewshra.

Wizened Mewshra hold true to the adage that the splendor of the Pari belongs to the paws of the Mewshra.


And as this establishment of the Pari raged, so too did the rise of Man begin. From the very same mists that spawned the Glash Hatai, a wave of Human settlers arrived, lead by a powerful king known as Hademund the Shepherd.

Along the edge of these mists, venerable and particularly storied Glash Hatai communities existed, and it was these whom Hademund entreated with. Little is known of the words shared, but through this, Hademund and Man were given permission to travel through many Glash Hatai lands, the two seemingly aligned.

Hademund and this original band would not travel far, settling in a glen that now forms the heart of the Dalur Kingdom. And his legacy would see relative peace reign between Man and the Glash Hatai for many generations, allowing numerous waves to follow in his wake.

These waves would prove Man a numerous and varied race, each seemingly distinct. Sidicini and his followers would settle their kingdoms beyond Dalur, while Shqi and the kin which bears his name proved themselves too filled with wanderlust to ever settle a single land.

Eogan and his bark-clad warriors would be the wave which spoiled the alliance between Man and Glash Hatai. Boasting of his prowess, Eogan would tie saplings to his belt, sneak into a Glash Hatai shrine, and litter them across their totems.


It is in this turbulent period, where the Ancients still remain in elusive seclusion, where the gods and their servants stray away from harmony, and where the mortal plane teems with peoples and conflicts, that our story begins.

In the east, it is said that the mists have begun to weaken; among the dissident Mewshra clans, it is rumored that they hoist an icon unknown to any others; by those who deal with the Ghawl, it has been spread that a mountain lord fans visions of conquest; and even the quiet Melqod of the Mountain now warns of an encroaching danger from below.

Among the Anbat and their servants, it is more and more feared that with change will come hardships for the established order, and some even speak of marking time to begin a new era - an era of chaos and of blood.
 
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Dramatis Personae
Dramatis Personae


Bisala, Victor of Qima

A Qamar born to serve Arotan, you are the anointed defender of the Ghawl and by extension, the land of Jabal. Through your efforts in ranging the frosty north, you are one of the most knowledgeable on the harsh terrain of the region.

Many years ago, you served as a mighty warrior for your lord Arotan, besieging the keep of the cruel Iron Belgan. Through wit and sheer strength, you scaled the supposed secure cliffs of his fort, inspired panic in his men, and slayed Iron Belgan, shattering his hammer.

Years ago, you earned your epithet during your defense of the mountain pass Qima. Opposing you stood the tainted warlord Qarxerxes and his tribal confederacy of mutant Mewshra, afflicted with aquatic disposition. Shattering his forces, you drove his kin into the sea, from whence they have yet to return.

Now you find yourself encamped at the modern tower of High Manara, situated at Qima, where you hope to find yourself secure in the coming era of chaos.



Arotan, the Brash Knight:

An Anbat steeped in martial prowess, Arotan is known for a great many battles across the mortal realm. His iconography inspires would-be warlords and his name invokes glory.

His accidental creation of the Ghawl revealed his careless nature, although it cannot be said that he has not provided for his children, dispatching Sal'at to preside over them and Bisala to defend their lands.

Sal'at:

Personal spear-bearer to Arotan, the duty of which Sal'at bears now, and for many, many years, has been the protection of the Ghawl. And while you ranged the lands, Sal'at lived among them, imparting upon them the art of spear warfare.

It is rare that any of the divine see him these days, so involved is he in mortal affairs. Some say he has grown soft in mortal trappings, but they would never dare challenge his spear in combat.

Mudif:

With an appearance suggesting martial deficiency, Mudif's true strength is his mind. Whereas others take to the field, Mudif's home is the command tent, meticulously plotting out the course of wars, reading reports, and dispatching orders.

During the war against Ariovistus, Mudif oversaw the grand planning of its completion. There is little doubt that his efforts kept the great war machine rolling, and set the stage for the strangulation of Ariovistus' standing among his fellow Men.

Iyn Tah:

A savage, Iyn Tah was born to hunt at Arotan's call, scouring the land for beast and mortal like. Covered in bristly hairs and sporting tusks, his visage is one that inspires terror, a fact he knows quite well.

When Arotan brought war against the vain Ariovistus, Iyn Tah played his part, ruthlessly razing numerous forts. It is said that entire branches of the Ariovistus lineage were burned away by the wrath of Iyn Tah.
 
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Prologue: Character Creation
As a Qamar, that characteristic which is most ascribed to you must be that of your creator; the Anbat which brought you into existence understandably shaped who you are as a being. Their wants and aspirations were the fount for your design, and just the same, the domains in which they held sway inevitably were domains you found yourself best acquainted towards.

Similarly, while the Qamar are blessed with free-will, it must be said that direct disobedience is not a trait common among the Qamar. It is well expected that a Qamar heed the word of their Anbat, like a child heeds the parent. Many Anbat have grown increasingly dependent on ambition to define themselves, some cause or ideal that they would naturally expect your assistance. After all, while the Anbat were created to bring enliven, your kind were created to serve.

You are:

[ ] Tahlab, the Illuminated. Your creator, the ever-wise and ever-patient Melqod of the Mountain kept dominion over the great ranges of the world, and much of what was beneath. And while others he had created assisted in his designs for the soil and the rock and the underneath, you were created for something unique - light. When fauna and flora made homes in his domain, Melqod of the Mountain decided that they should not stand to wither in the shade, but that even those in the caves and the chasms should have their way guided. Working alongside Melqod, you weaved a great web of glowing moss, for which you are still held in high esteem by the Mewshra clans which call that cavern home. Indeed, the underneath remains your home, and it is for that reason that Melqod came before you first, to warn of a new threat looming in the dark.

[ ] Shakush Hammerborn. Your creator, the blessed crafter Urfa, sought to use her prowess to create a Qamar unlike others. For weeks, Urfa gathered the resources to build you, creating a body of gleaming metals, bronze and silver and gold, melding them together with divine magicks. Your eyes gleamed of emeralds and your heart held the sheen of a polished diamond. And when Urfa finished, your parts were indeed immaculate, resembling so precisely the form of flesh. As her Qamar, you braved journeys across the world, seeking prized beauties to complete her designs. Indeed, it was you who gathered the rubies which donned the golden funnel stolen by Al-Kasul. And now with the world altering, it is perhaps now that the world needs firm creations, perhaps even with new materials from the opening east.

[ ] Zildakin of the Shadows. Your creator, the furtive Sabhah, was known by many descriptions: the spidery, the saboteur, the secretive. It was she who gave the Mewshra ambition, it was she who saw through the schemes of Al-Kasul, and it is she who most often is found seeking the unknown for mysterious motives. Even you, who was formed from the silk of a web and the darkness of a pitch-black night to serve her will, know little. But even a little is far greater than most know, and there is pride in knowledge, as Sabhah as told you. When the Pari first landed within this world and founded Utarana, it was you among all others of the divine that first saw the alien city. And so it is that the Anbat know you of the Shadows, perhaps always watching, perhaps knowing much of the strange happenings of late. And now as icons unknown to any Anbat, even Sabhah, are raised, perhaps your knowledge is needed.

[ ] Bisala, Victor of Qima. Your creator, the brash but valiant Arotan, is most known for his accidental creation of the Ghawl. And while he utilized one of his servants to preside over his anguished children, it was you who he entrusted the defense of their lands with. So it was that you ranged the frosty mountains of northern Jabal, scouring the line between known and unknown, learning of how mortal life somehow thrives in a land wholly inhospitable. Your epithet was earned on one of these ranges, as you oversaw the defense of the Qima, a mountain pass that offered passage from Jabal and the southern world. From the sea came the demented hordes of the corrupted Mewshra warlord known as Qarxerxes. Seeking conquest, this chaos-infused creature dared to challenge even the likes of a Qamar. You turned him back in a savage battle and forced his malformed kin to avoid landfall even to this day. Even now, you hold dominion in Jabal, on the search for trouble - and it may soon find you soon.

[ ] Yulim the Magick. Your creator, Okka-E, alongside his mute brother Ha'di, dabbled greatly in the chaotic energies left in the wake of Al-Kasul's attempt to exploit the Great Lodestone. Indeed, it was his efforts that most greatly created a host of offshoot species among the mortal races, from diminutive Ghawls to aquatic Mewshra. And while some Anbat frowned at his pursuits, his endeavors were never limited. So it was that you were allowed to follow in his footsteps, becoming a tinkerer yourself. Through your own schematics, and assistance from Okka-E, you established the peculiar strand of winged toads in the swamplands of Janyan, a great delight to your master, though less so to the residents. Understanding, rather than fearing, the great changes of the world, have been your master's aims most recently, and thus your own.

[ ] Write-In. If you choose this option, I ask that you get my approval first before posting. If you want help with keeping names vaguely in line with my own, I suggest looking into Aramaic words and co-opting them. Additionally, I will be more apt to accept a write-in if it fits in with the lore in an interesting way (see: lore dump one post up).



Feel free to begin voting and I welcome questions or discussion topics happily.
 
[X] Tahlab, the Illuminated.

What does Tahlab look like? Doctor Manhattan?
 
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[X] Bisala, Victor of Qima

I like the narrative of being a defender that this character has.
 
I'm having trouble understanding what exactly the races are meant to be like. I think the Mewshra are expansion-focused ratmen, but the others elude me. Can we get a simplified explanation of the races' physical forms and cultures?
 
I'm having trouble understanding what exactly the races are meant to be like. I think the Mewshra are expansion-focused ratmen, but the others elude me. Can we get a simplified explanation of the races' physical forms and cultures?
Good point; I'll give a general run-down. While some of these facts are hinted or stated in a lore dump, this definitely calls for a clear explanation, so I'll also add this below the lore. I hope this helps, and feel free to keep asking questions.

Mewshra (trans: First Builders)

Physically appearing as humanoid rats, the Mewshra are a clannish society divided into warrens. They are short, typically around four to five feet. As could be expected of a rat-society, and given they are essentially the most ancient race, they are very numerous, with warrens across the world. Most of their various clans are headed by a warlord, chief, or elder, though they are a diverse stock given their geographic spread.

Unlike typical depictions of rat-men - i.e. the Skaven - the Mewshra do tend to be groomed. Their rich cultures typically provide ornate garb, head coverings, and braided "beards". Culturally and linguistically, they are modeled after the ancient peoples of Persia, such as the Medes, the Saka, or Scythians. Cultural shift over the years has lead to some deviations, however. In the modern age, they lack any sort of unifying structure to keep uniformity, like a massive empire.

Glash Hatai (trans: Heralds or Standard-Bearers)

Physically appearing as humanoid lizards, the Glash Hatai range in size and shape to a degree, but generally stand at around six feet tall. Like the Mewshra, they are a tribal society, though they possess a stronger "ethnic" identity to these bodies, regarding themselves as distinct people within the race as a whole. These tribes typically exhibit similar appearances, such as stegosaurus-esque spikes or head horns.

Inherent among the Glash Hatai is a strong sense of purpose. While the Mewshra were made by accident, the Glash Hatai claim they are a part of a higher calling, having arrived from the mysterious east. This calling which has never been accurately described to outsiders. Regardless, this has been central to these people, imbuing a strong mysticism, religiosity, and asceticism in the Glash Hatai. The most advanced Glash Hatai settlements, like the great city of Mav, are headed by religious elite who oversee a massive temple complex.

Linguistically, and only slightly culturally, the Glash Hatai are modeled after early Slavs and the Slavic migrant groups across Europe.

Ghawl

Physically horrifying, the Ghawl have scorched-looking, leathery flesh, their hairless bodies the color of rust. Standing at around seven feet tall, both their hunched posture and bulky builds make them appear shorter. Brutish in their looks and in their ways, the Ghawl are the epitome of a simple-living - or as some would say, barbaric - people. Very little is known about the Ghawl given their intense insular attitudes, but those who deal with them typically deal with kings or warlords, which leads most to believe the mountains of Jabal are divided into petty kingdoms.

Their horrid birth story and the prejudice of other races has made the Ghawl a very inward people, with virtually no expansion beyond the frosty mountains of Jabal. How exactly the Ghawl operate is a mystery, for now.

Pari (trans: High Kin)

Alien in appearance, the Pari most closely resemble Elves. But while other fantasy worlds depict the Elven ethereal appearance as beautiful, the Pari are regarded as generally disgusting, so strange and unnatural is their form. With taut, translucent skin, one can see their pale veins and see their muscular movement. Their near-white hair, typically grown to the small of their backs, reflects a rainbow when catching the light. Standing at the typical human ranges of height, the Pari manage to appear more extreme due to their lithe frames, and also for their elaborate fashion, emphasizing high hats and high-collared cloaks.

Whereas the Glash Hatai think themselves tools for some divine will, the Pari believe themselves to be the end-game for the divine plan. Simply, they believe themselves the supreme mortal race, the perfected form as prescribed by Bel-Elyon. To that extent, the Pari are considered haughty and overly vain by essentially every other race. Especially with the Mewshra, the Pari treat others as underlings or future vassals, and have been content to try and enforce that pursuit.

Pari civilizations tend to be the most feudal and advanced, lead by secluded kings and supported by nobles of various ranks. Royal institutions govern much of society and it can be said that the Pari have most universally adopted the wonders of bureaucracy and law.

Linguistically, the Pari are modeled after Indian cultures.

Man

Their appearance obvious, the race of Man is noted for its diversity in custom and culture. From the more Germanic-based Hademund and the Kingdom of Dalur, to the Celtic-based lands of Eoganachta, to the city-states of Sidicinum and Safinim based on the Italic Oscans and Samnites respectively, Man has a ton of influences. Typically, the linguistic and cultural inspirations hail from the European side of the Indo-European language family.
 
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Seeing as to how I didn't set an end-date for voting, and may have accidentally posted an incomplete sentence setting one in an earlier post, let's say the voting deadline will officially be at 6:00 p.m. EST today, which is in about six hours. I'd like to get the ball rolling soon and have time to update tonight.

It looks like Tahlab is ahead by one vote thus far, but depending on how many vote, it could be generally any victor.
 
So does Bisala look like a Ghawl, or did his God make him more pleasant to look at?
 
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