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  • Dreaming Sea Notes

    So, as anthropolgist ST, I kinda wrote several pages on each of the three major Dreaming Sea powers (Parsaad, Volviat, Ysyr), and thought I'd post them here!
    First up, Ysyr! YSYR, DOWN OF THE GOLDEN PHOENIX

    Geography of the Island:
    Ysyr proper dominates the eastern coastline, ruled by it’s five houses. Ysyr is barely organized in a meaningful way, each great monument dominating a large region.
    The Peacock District is dominated by the Zigguart of Seven Colors, recently given voice. The family compound of Siahiab is here, and it is generally a residential area beside the temple. Siahab has traditionally held the title of Mobed en Mobed, and as a house is a rather pious group, fond of forming plants and birds for their workings. The current captian of industries is a Siahab.
    The Eastern district marks the eastern extreme of the city, with the Kenser fortress and the domestic merchant hub. Here the Eastern gate marks the terminous of Saphod way. Kenser often supplies marshals and commanders, still keeping old traditions of warriors and raiders alive. The Kenser house’s working typical invoke flames or metal contrapions. The Current Saphod (Marshal) is from Kenser.
    The Manku house dominates the distract across from the Peacock district, generally called the Gold district, for it’s mercantile wealth. For eighty five of the last two hundred years, a Manku has held the thrown, and the Manku’s tend to be the most mercantile and cosmopolitan of the houses. Most foreign and providential governorships are held by a Manku. Manku workings tend to be either self focused or large edifices that will last centuries.
    The Sailors district, where a number of buissnesses associated with the men of the sea instead of their ships, is run by the Daanava house. Daanava has little taste for water and often embraces a peddling in vice and subterfuge. They tend to mysteriously end up with wealth and properties in unexpected places from contacts through out the city. The current treasurer is a Daanava and their workings are often related to sea vessels or sea creatures.
    Balaam’s house is over the district between the sailors and the merchants. It oversees domestic island production and it’s workings tend to have an earthy tone. Most of Balaam’s sorcerers find trade as engineers and mining experts, exploiting a number of century long deals with earth courts in the Western mountains to find proper rescources. Most workings invoke earth images or gems or the like.

    Outside the main city are the estates of the sorcerer nobility, platial estates that

    Religion:
    The official gods of Ysyr are Ahlat and the Golden Peacock. Ahlat is reverred from the Ys’s old days as warring sailors, raiders of the Dreaming Sea. In rememberance of the Crimson King’s devotion to the Southern God of War, he is given a place atop the great ziggurat of the main city. When Ysyr marches to war, as it often did, it offers a hectaomb to the great bull headed god. Recently, the Brides of Ahlat have been introduced from the mainland, as Ysyr nobillity had little use and distasted the notion of shaqats(mutant) joiners. Nonetheless, they have come from harborhead and now guard the temple.
    The Golden Peacock is a different breed of god. Revered as the god of sorcery and knowledge, the Golden Peacock’s Gifts are common metaphors for sorcerous rituals, mystic rites, and enlightment. The Golden Peacock is often said to be the star Venus or Saturn, depending on her/his face. The Melech of Ysyr rules by the Peacocks authority, and it is bleived that s/he escorts the souls of Melechs to their place in the fiery mount of heaven.

    Provinces(renegade and otherwise) of Note
    Qafal

    Qafal has been an old province on the southern coast, often assaulted by fae raiders. Time has made them into a hard hill people, not fond of Ysyr’s influence. Many have been warped by the nearness to the wyld, with tougher skin and lighter, almost bird like builds. As of late,they have pushed back against the incursions of strange lotus folk from the jungles nearby with graet strength. The people of Qafal once had their own kingdom, and within the century rose up in order to restore their Javandar to thethrone again. The jannisarry crushed it with spears.

    Leagh
    Leagh sits a bit south of the main Island and north of the basalt isles of Dis. Once it was a stronghold against incursions from the giants juggernauts. Once, Eorach was considered a strong contender for the position of Salar-Sal (Labor Supervisor). Now, things have changed.
    Eorach preformed a terrible working in the night, creating a worm that eats at the very will of her servants. She has bread these worms and spread them amongst her entire serving class, and the entire population outside her aristocracy. This affront to the order of the Golden Peacock would bring down the wrath of Ysyr, but rumors of an alliance with the giants of Dis has stayed the Marshal’s hand for now.

    Jinnis
    The town of Jinnis was grown by a Siabab sorceress seventy years out on the coastline. Jinnis is carefully made out of a number of trees, which provide shelter fifty feet above the water. The people here have made alliances with local tidemares and various sea gods to keep their liviliehood strong. Most have a seaweedish hue to their skin. The city provides a number of Ysyr’s best naval craft, made by men and woman who have grown all their lives around wood.

    Nomon

    Nomon is Ysyr’s latest acquistion, a city-state near the south of Y’danna that serves not only as a trade center but was until the last decade ruled by the god-blooded family Orisha(who claim descent from one Shanko, a god of waves and war). After a considerabl amount of effort by the Daanva family, the Orisha family has been convinced to accept protection from Ysyr. And industrious city of honored smiths, the island city state has agreed to resupply ships and provide armanants to Ysyr as Ysyr works to maintain it’s failing forests and springs. The city state has also taken up several letters of marque from Ysyr, raiding ships from Illuvar and Parsaad, their ships rowed to the beat of ancestral drums.

    Habul

    A province inland towards the vast plains, Habul serves as Ysyr’s tennative connection to the deeper south and the vast network of nomads. While technically it’s own ‘soverign’ state, the Azad of Habul have paid homage to Ysyr for three centuries without fail.
    Habul transports many exotic wonders to Ysyr, whether strange sorcerous items or fire dust or simply mundane spices that are hard to acquire. Habul is lacking in sorcerous blood or divine blessings, but it’s supply of food and wealth makes it a local power. Most importantly, however, was the adoption long ago of a division Bronze Legionaires, who guard the city for years.

    The System of Melecha
    The Golden Peacock has arranged all of Ysyr in a brilliant order descending down from him.
    The Melech sits atop his or her throne, highest of those gifted by the Golden Peacock.
    Beneath sit his regents and governors, the Vuzurgan. From these rise the Viceroys and the council.
    Beneath them are the general nobles, the great sorcerers, the Azad.
    And such are the ranks of the free.
    The ranks of the shaqats are as such.
    First are those who are scholars, Danshmend, closest to the Azad. Here are the accountants, lenders, and money folk.
    Beside them are the Asabari, the jannissary who guard the walls and man ships, dedicated fighting men.
    Beside them also stand the overseers, the Salar, who watch the work of the lessers.
    Below them are the Kara, the uncouth horde that marches before.
    And the Mazarh labor in field and mine below.
    Beneath the rest trade Kasif, most wretched below.


    Foreign Relations
    Parsaad
    Parsaad makes no effort to be kind to Ysyr and Ysyr likewise makes no effort to hide its disdain and envy. For while Ysyr might be blessed by the Golden Peacock, the blessings of the dragon are all the more frighening. The many lords and houses of Parsaad can field terrible warriors who alone can assault armies of Asabari with regimtend legions behind them. Parsaad has less sorcerous might but this is little comfort to Ysyr’s Saphod, who have always veiwed Parsaad as the most dangerous foe on land.

    At sea, therefore, Ysyr’s navy continually trys to block Parsaads efforts at trade and expansions. It pushes for islands to join it, and keeps a careful eye on possible privateer dragon blooded. The dragon’s blood being lacking in Ysyr, attempts have been made to enhance warriors to stand alone against them.

    Volviat
    Volviat holds one of the few mystic secrets that Ysyr hasn’t cracked. Oh, what the sorcerous lords would pay for the secret of Yenin. The potential for workings, the strength sorerously enhanced soliders could give! That and Volviat’s position as a major trade power in the region has many nobles eager to expand north into it.

    Negotions are always tricky, therefore, as more than one noble has retired or been recalled after nearly attempting to assault the sacred isle. The sheer distance makes it hard even then to find memebers of the Azad willing to go abroad for a thankless task far from the wonders of their home. Trade flourishes at the moment, however, and some in family Manku talk of trying for an alliance in the inevitable camapaign against Parsaad.

    Raja of the Plains

    The Raja of the Plains is not quite one nation, but many united herdsmen and plains nomads behind one Raja Arjuna. A Godblooded of uncertain heritage (some say the Sultan of the great Cloud City, some Endad Lion of Storms), the Raja has boasted that he is the rightful ruler of Plannequin. He has yet to press this claim past the plains, where he collects tribute and travels with his horde of horses, but his potential his currently stunted without support from within the city walls. After all, horses cannot climb the stairs.

    Rumors have begun to spread on the plains, however, that the Raja has found some secret force to let him into the gates. What means is unknown, but if true war might strike on the plains sooner than expected.

    Illuvar(Totally Stolen from http://forum.theonyxpath.com/forum/m...ea-for-letipex)

    If Parsaad is the threat by land, Illuvar’s black cosairs are the annoyance by sea. Born of a great star god, the scions of Illuvar roam the waves as slave takers and pirates. Those prisoners who convert are made free citizens. Many have reported that nearby towns have been plauged or bestormed before they appear, signs of their favor.

    And Ysyr will have none of it. While Illuvar is great, with it’s assassians and it’s god blooded kings and their ascended relatives, the Azad find the notion of it as a rival spurious. The pirates must be stamped out, yes, but they are not a rival.

    Dis
    Dis is a rival at sea, however. Large juggernaughts of steel with towers overseeing hundreds of slaves plowing over the sea, an island of Basalt towers and dark sorceries, Ysyr fears Dis as it does Parsaad. If Ysyr is to rise, the saphod reckons it must war with Dis. But it would rather not test their sorceries against those old ones. The legend of the Red Kings fall still haunts the acadmeis.

    Haven

    Haven maintains a distant trade with Ysyr, simple exchanges from one of the oldest canals in the Dreaming Sea. Haven sends many wonders from Fae craft or fetched from deep wrecks in exchange for Ysyr’s great goods. The merchant huntsman who reign over Haven are fond of Ysyr, and Ysyr finds no need to render a trade partner between Dis and Shinjok a subject. They have kept to their own for many centuries, perhaps millenia.
    Individual sorcerers, however, often go to Haven to search it’s many ancient passages and caves for lost secrets and arcane rites.

    Isles of Mentis
    The people of the Mentis isles, such as they are, are set apart much like the sorcererers of Ysyr. By what means they have come to have blue blood and dark skin like pitch, great yellow eyes and teeth like a sharks, is unknown. They have a few sorcerers of their own who revere great water spirits on their island, large bulls with serpents tails. The Mentis folk often come at night, armed with crooked blades and axes when they go to war.
    When they stay at peace, the Mentis people trade in exquisite meats and seafish, sea scale like clothes and sleek shining shark tooth charms that they wear, as well as normal products of the sea trade. Which they are is hard to say until they approach, and Ysyr’s villages have found them to often be both.

    Kurua Bana
    Kurua Bana sits on the hills between Parsaad and Ysyr. A number of earth lodges, barely noticable from afar, it is home to the great mask makers Loarmen. The gods of Kurua Bana are depicted on these masks, each barring a totem of war, hunt, luck, or the like. Each such mask is bestowed with an accompanying sheild to a boy upon reaching adulthood. The cadre of warriors fight often with bandits or raids, taking on an inhuman characteristic in battle.
    Where the Loarmen learned their tricks of the mask, who can say. None will leave the city, and no foriegner has been permitted to bear such a mask. The chief of Kurua Bana trades openly with both Ysyr and Parsaad as well as the tribes of the plains.







    The Book of Laughing Serpents Series(Latest Here)
    Many Limbed Manual
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    San Jeanro Co-Op writer. Volume 1 here Volume 2 here Volume 3 here
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  • #2
    Parsaad, Gem of Dragons

    Geography

    From Kamanthar, gate to the South, to Champoor on the Dreaming Sea proper, a number of environs make up Parsaad’s Rajdom Satrapy. A large golden plain dominates the south eastern portion, where nomadic tribes pay homage to the Satrap. The North East, far from Champoor in the North and right before the great jungles of the East, is the breadbasket thanks to the work of House Buerno and Ophir’s Wood and Earth Aspects.
    The west border is dominated by the vast Pasiad Spine, a rnage of mountains that from the borders of Parsaad. The mountains are predmoinately silver and iron mines, as well as gem stones and other valuables. Occasional Dragonblooded from the cities of glory head up to the Mountains to wrestle with the gods and elementals of the mountains.
    Such is Parsaad, shining diamond of the Realm, twin of the Blessed.

    Politics:
    Twin Great Houses dominate Parsaad. Oh, yes, those of the Blessed Isle trickle in and out, establish a foot hold here or a manse there. But ever since the Rajdom of Kamanthar became a satrapy, two houses have defined her poltics and the ways of life. House Buerno and House Ophir.

    House Buerno
    House Buerno once ruled all Kamanthar and it’s surround area as an indpendent nation. It’s blood is water and wood, its mind is calculating and indulgent. The house claims governance over Champoor and other northern regions, as well as much of the Dreaming Sea trade by boat. House Buerno has never been a righteous house, fond of making deals with spirits as often as putting them down, and frequently holds parties that are infamous.
    House Buerno’s naval capacity pervents them from being written off as delitantes. It’s notorious rumor mill is stifled by a tireless group of inquistorial enforcers of the Houses will. House Buerno is ruthless, feirce as a river dragon when it has claimed something, but willing to wear down it’s enemies like river and roots destroy stone.
    Buerno Maumata is the matriarch of House Buerno, and mother of a hundred exalted children. More on her in the Religion section.

    House Ophir
    House Ophir once came from the north, wandering far from their home near Harborhead. At the time a minor house of the Realm, Ophir’s victorous conquest of Parsaad elevated it to phenomonal power in the region. The whilring dervishes of the House have kept up Ophir’s reputation of honor bound stubbroness, holy arrogance, and desert asceticsim.
    House Ophir controls most lands south of Kamanthar, bordering the plains and mountains. Ophir’s children have for years kept spirits in line and followed the tradtion of spending year with the nomadic sword teachers of the house. Ophir, like all Dragon Blooded in the region, fashion themselves gods. Unlike Buerno, however, this divinity is taken to its extreme. Ophir has fought with a number of deities to bring them to heel, and claims responsibllity for Y’danna’s liberation from an Anathema lama.
    Ophir has made peaceful ties with spirits, particularly fire and air elementals. The house delights in Garda birds, and when possible instructs it’s scions to seek them out as gurus. The desert and nomad orgins of the family mean the eldest members and saints are rarely home, often wandering afield to better grasp the Essence of the World. Ophir, when indulging in hersey, is often of a more earnest faith.
    Ophir Agnika is the current head of House Ophir and as such is still residing in Kamanthar. More in Religion.

    Religion
    The Dragon Ascendant, The Dragon Descendant
    The conflict between the Pure Way, built upon some native traditions of House Buerno and other Local kingdoms, and the Immaculate Order begins with (As many things among Immaculate disputes) on the nature of the dragons. Both faiths posit an Age of Nightmares, ruled by anathema, and overthrown by the same five glorious immaculate dragons. Both also place this as the start of Dragonblooded rule over Creation as it’s rightful lords.
    Where the split emerges is the division into where exactly the dragons came from. The Immaculates teach that the Dragons always were, a perfected sort of being emergent over hundreds of lifetimes. The Dragons are subsuming perfection, a goal that may take thousands of years for the princes to perfectly emulate. They are shining ideals to be lived in every way.
    The veritable vertabeds of the Pure Way argue differntly. The Dragons are, according to the Vertabed and Sybils, the ultimate expression of divine virtue. They ascended during the age of Nightmares, and others may follow hence. Such is the inheritance of the dragonblooded and others. The current saints might achieve that golorious state.
    Even without the teachings of monks.
    As potential Immaculates, Pure Way Saints (Living or otherwise) arrange deals with gods as proper soveriegns of creation. They answer no higher authority except other Dragonblooded, and one day may shape the laws of holiness that govern the great wheel.
    This has lead to much...constranation with the proper monks of the Blessed Isle.
    Saints, Sibyls, and Temples
    The traditions of the Pure Way form in three primary ways. First there is the hermit tradition, one that is overwhelmingly common on the main land. Y’danna has contributed to a monastic tradition in major cities, but the average citizen thinks more of Guru’s in the wild then the local monk. Sibyls gain some fame as powerful gurus who are closest to the Pure Path of The Gods.
    The role of Saint is more ambigous, and more truly of popular acclaim. Saints are popularly beloved Dragonblooded who have done a great deed or another in a region. Parsaad has around six hundred total, but most are muddled into masses and villages. Living saints range from many houses, but are usually around Essence 3 or higher. They have preformed great deeds (like the killing of monsters, the building of great walls or buildings, enhancing farming lands, etc) and as such are believed to be something like gods.
    The Saint tradition continues to this day in small cults, particularly within households. Buerno Maumata is the highest of House Buerno, having helped make a good deal of land in the North East arable, brougth peace to it’s warring villages, and slaying an Anathema who roamed those parts (who’s hide she still wears on her hunts). Her...abundance of children and those who have exalted have elevated her status further. She is a charming woman who is among that generation who saw the original Raj fall when she was a child.
    The Saint Buerno Alaba is another of the Buerno house, albiet a dead one. She was martyred holding a banner over the walls of the Sacred Fortress of the Sea Emporer at Champoor. She was seen flaring and exalting a mere hour before being overwhelemed by soliders.
    Saint Buerno Rajam is the only Saint of Buerno in the Southern Regions. He is famed for wrestling with river spirits to coerece springs in the plains for the various nomad tribes. He is often left offerings near any spring, and there are some theories that he is a confusion with Danaad.
    House Ophir’s desert saints are of a different sort. Ophir Agnika has a dozen children for now, and is expected perhaps to have more as time goes on. Legend says he was the one to breach the wall when Kamanthar fell to the Realm. He is said to have spent three decades among the dervishes, learning the ways of the blade and wind. He battled Asshur into submission for secrets of fire. Such are the tales of the great warlord who rules Ophir. Since he retired from the field, he frequently roams as an iternat guru, spreading the great faith where he can.
    Ophir Bahli is another iterant, a Fire Aspect like Agnika. He was a lost egg it is said. He wanders, as many do, righting wrongs. But he is known not for his blade, but his mystic flute. It is said, in more vulgar tales, that he has won the hearts of a hundred maidens with his flute. In more serious ones, he is said to have coaxed down clouds, to have called the sun above a dark land of the dead, and to have cured the hearts of the weeping into revolt against Anathema fae lords. Such is Ophir Surya, who was slain by the wolves of a spiteful lover.
    Ophir Drona was a plains woman from the start and rode searching for stolen children in the mountains, where it was said Asshur had taken them. There she battled his ogre lieutenant, and as a proper Air caste, bound spirt with her bolts of lighting and spit of thunder. Ophir Drona returned the children and stories continue as she rises to every occasion to prove her control of the winds with her deadly sling. Ophir Drona was one of the few who managed to escape the disaster at Sukulit, returning scarred forever by the masscare.
    Then there are the nameless saints, who are not of either house. Golden Rose of the Desert was an earth or fire aspect in the early days of the Satrapy (which one depends on the teller) who strode Creation teaching women crafts and men the lore of the wilds. Falling Blossom was a woman who died defending her village against an outraged river spirit. Davida was an interperter of dreams who lead her tribe to the northern coast from the barren deserts of the South based on her imperceptible sight.
    Saints Unmentioned and Gods Unspoken
    Three gods plauge Parsaad more than any other. Three stand defiant, destructive, and condemned by priests (Despite, or perhaps because of, their wild popularity). Endad, Asshur, Lamata, collequelally and poetically the demons of Heaven, Earth, and Sea.
    Lamata’s cult holds sway in the northern coast and around Champoor. Unlike her fellows, Lamata appears often as woman with hair like a Lion Fishes fins and a robe like a flowing betta fishes. A goddess of fish and fishermen, Lamata rides atop a living ship of black woods and carved with the image of a three headed woman on it’s front.The boat is a pleasure craft, full of spirits and elementals (and even a few demons, rumors say) that she entertains. Her cult on the shore gives her offerings to keep the fish plentiful and the nets healthy. Failure invites the wrath of a hungry goddess, as many mistake her beauty for weakness. When Lamata is enrgaed with a village, she or her lieutenants will descend on it like the tide. Slowly, the strangle out the resisting members and secure a return to proper rituals. In places where the clerics are weak, this inculdes the offering of fellows every ten years to serve her as servants aboard her ship.
    Lamata in tales is often a being of extreme paitence, thrown away for a quick buck. She is a gambler, a mother of sea beasts, and an easy mark who is dangerous in vengance. Most often, however, tales center around one trying to escape her boat or return mortals from it, and her predilciton for young men and women has earned her a symbolic repersentation of lust. Her followers only mildly deny their lady has appetites. But she is the ocean mother. Who could deny that to one who provides so much?
    Asshur is to the south west, atop the mountains. Often confused with a fire dragon or the ruler of some forge gods, Asshur appears as an immense man made of molten lava with a single eye. The cyclopean god is the lord of a volcano known as Tyrants End, where it is said eight of the Anathema were slaughtered during the Glorious Uprising. From their blood came Asshur. Asshur rarely wonders, sending forth arrogant Cherfue and the ogre brutes who live in his mountains to do his works. These in myth often center around the kidnapping of children as sacrifice to his firey maw or to become his soliders. Students of Asshur, on either side of his worship, note that it is unlikely this behavior is too common. Asshur is rarely subtle, his minions outside Parsaad often seizing communities whole sale in order to earn the blessings of fire that Asshur and his court are said to have. Children ‘sent to Asshur’ are believed by most ot be a euphamism for conversion to Asshur’s priest hood.
    If Asshur’s desire for young blood isn’t his condmened sin when he is raised as a boogieman, then his supposedly insatiable greed for precious metals or non-metals (especially pearls). Should these be stolen, Asshur’s rage in order to retrieve them is legendary. He has also a reputation of enjoying music. Unlike his fellows, rarely is Asshur mentioned as holding a wife or a lover. Asshur’s love of children indicates to some scholars that perhaps there are other reasons he is a perpetual bachelor.
    Endad’s reasons, however, are apparent. A lion head man of the plains, lord of Maruts, king of Storms, Endad’s cult spreads wider then Lamata’s and Asshur’s in Parsaad. Partially this is because Endad lacks real oposition. Lamata must contend with the Court of Shadows at Champoor, and would rather sail the sea than confront them. Asshur has the mountain men to contend with and constantly keeping his ill tempered goons in line, as well as an ancient pact with House Ophir. Endad, however? None challenge him openly in the skies. He has taken many lovers and is a passionate woo-er, a knowledgable dealer and poltician, and above all a proud man. A man who has left a number of sons and daughters across the plains, much the Pure Way’s constant contranation. As a god capable of sending storms and thunder, a number of those in the south revere him. Some further revere him as a war god, and it is common wisidom among the Dragonblooded of Parsaad that “First Ahlat, then Endad” before each expedition, in case the god take offense and send the maruts to assail the battle with rain and hail.
    Endad in myth is a womanizing egotist intent on taking by force what is others by right. He whisks women away on false promises or sends storms to bully fathers. His vanity is often commented on as well, and he is second to Asshur in wrath. More often, however, Endad is raised as the specter of spirit-capable-of-challenge-the-princes of the earth. Endad is the force that brings famine and drives revoltion. And some fear that this warning is more than fable.

    There are, for each of these three gods, a Mahasantica, or Great Saint. The first is Saint Buerno, the mythic founder of Kamanthar’s house. Saint Buerno is invoked as the bringer of the sea and coast, who was Danaad’s brightest pupil and learned much of how to defend the people with cliffs and allies in the ocean such as crabs and lobsters. Saint Buerno aids often against Lamata, reminding lovers of their duties and responsibillities to their familes. It is Mahasantica Buerno who sets the boundrys of the world.
    The second is Mahasantica Ophir, who is called the Flaming wind. He is the one who forced Asshur to pact with the House Ophir, never to lay seige to the cities of Parsaad nor to unleash the terror of his mount without having been wronged again. He often plays the role of trickster supreme, returning ot rightful owners lost goods or lost children. He finds things and returns them to their proper place, no mater where they are.
    The third saint is recalled only as Mahasanctica Suryavanshi. His role is much diminshed compared to the other two, partially because of his logical opposites relatively good standing (there are songs of Endad’s children as folk heroes of their own after all, with proper virtues). Partially it is because he is an uncomfortable reminder of some history best forgotten. When depicted, he is often shown a flame with a vajra in his mouth or chest. His stories, as they remain, have him descending down from the mountains to silence winds or disperse enemies from the field, often dying in the process.

    Foreign Policies and Notable Provinces
    Ysyr
    Ysyr and Parsaad compete along the Western coastline for dominon, with calls for warfare balanced against fears of what possible dangers Ysyr might unleash with their sorceries. Trade with Champoor flows both ways, and some radical clerics have called Ysyr the hot bed of a mini-age of Nightmares.
    Ysyr and Parsaad also engage in proxy wars with other provinces and kingdoms along the plains and coasts, including Kurua Bana and Tahila. More than one House Adventurer has ‘stumbled upon’ a creature made from Ysyr or a noble backed by Ysyr.
    Volviat
    Whatever house delievers Volviat to Parsaad will be a great house without compare. The alchemical secrets within it’s vaults, included the Yenin, would be beloved by the childrens of Dragons. If only they. Would. Co-operate.
    Parsaad has recalled three ambassadors in fifty years from Volviat for attempting to steal alchemical secrets. Parsaad has recalled or had banished another seven for disputes with locals over differences between genders in the regions or religious disputes. Another five because of criminal involvement. But Buerno and Ophir persist, determined to seize the secrets or win the fellowship of the Yenin families. The strong family ties have convinced a few younger court memebers to public consider marraiges to tie the two kingdoms.
    Of course, should war be needed to secure Volviat...there can never be too many saints.
    Illuvar
    Illuvar is a breeding ground of pirates, slavers, god-bastards, fools, fae-friends, and other disreputable scum who probably worship Lamata. The Dragons are too far to care much, except regular patrols to keep them out of their waters and away from trade routes, or a repersial raid.
    Dis
    There is no sight that haunts the nightmares of Buerno’s admirals more than the looming image of a Dis Juggernaut, towers rowed by thousands of slaves at the behest of giantss the size of hills. Distance brings little comfort. Eventually, if Parsaad extends it’s dominon over the whole sea or wants to secure the lanes of the sea, the great Malfean Mills of Dis must be broken. But none will sail that far for a war with giants. Not now anyway.
    Thaila
    The Ajaw of Tahil has paid homage to Kamanthar (to both house heads and the satrap) for the last two centuries. A network of coastal trading villages in the Northern Coast, Tahil’s kingdom revere’s its dead kings and the saint Alam Ma, who introduced a variation of the Pure Way to the region. The Dragon Blooded here, family Pahacutec, once practiced blood sacrificce to renew the constantly drained might of the Immaculate Dragons, but have ceased since induction into the empire.
    Tahila is the most well connected region ruled in the Satrapy, connected by locally paved roads. While the Satrap extorts his regular amounts, the house has managed to keep this infastructure in place and well kept. The Ajaw of Thaila have continued a number of cultic practices regarding harvest rites and gift giving as well, regularly inviting the lords of Kamanthar to sample the Cocoa they grow in wide fields.
    The Tabernacle of Surya
    There is no Tabernacle of Surya, except in myth. Suryavanshi’s tabernacle, somewhere in the mountains, is some calamitous ruin. No one visits the Tabernacle, because it isn’t there. It is a name, and nothing more, of a sizable province of people who pay homage to the great griffons and their Raj Iflun. The region provides a number of precious metals, and the mountain villages there are famous for their abundance of bronze, copper, and gold.
    In legends, the Tabernacle is where Suryavanshi dwells, buried deep in some lost valley. People of this province train in styles of battle with sword and shield, quick diving and more discplined then the whirl of the dervish. With a single sword or with a fist, they come to be hardy people, fast to laugh, fast to oaths, fast to honor, and slow to forgive from their great anger. There is a visible glow at times when they speak.



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    • #3
      Volviat.

      Geography:
      Volviat is a costal city with a pair of tidal walls and a lone island situated in the harbor. The city is typically divided between the ten district families. Each is named, locally, after one of Yen’s ten faces. (Poet, Priest, Patriarch, King, Farmer, Sailor, Warrior, Alchemist, Scribe), although this is technically in accurate as the Alchemist role/family does not have holdings in the city proper, only on the island in the harbor. Nor is each district so...specialized.
      The area around Volviat is on the verge of proper jungle, but the reclaimed land from the harbour and for a good mile around the city are arable (Thanks in no small part to the alchemical works of the city) and fisherman provide plenty of food stuffs for the city. The farmer’s district thus follows the walls closely and ends in a large manor built on the north end of the city. Not only is produce found in it’s markets, but unrefined materials and unworked stones as well as common goods like plows and swords can be founds here. The Ikkar family traditionally mans the walls and controls the markets here from their manor.
      The harbor, on the reverse side of the city and lining the coast, is the Fisher district. Apart from imports and obvious fisihing goods, most travelers and foriegners find their way here. Inns and bars are most common near where foreign silver can flow in, and the Port Authority run by the Davag Family is here, as are the naval forces. The center sits almost on the water, a canal compound that houses the families work.
      In the inner city, the northern most section is that of the Priest. The Kohen family manages the temple of Yen here and conducts the various rituals, namely harvest rites, the naming of Yenin, the honorin fo holiays, the burial of the dead, the opening the gates of war, and so on. The district is primarily the highest temple (structure marked by it’s ten onion like domes, with a magnificent statue to Yen carved from marble and painted ten colors. The priests maintain their own homes here, and a number of serving families have compounds here as well. The handful of shrines to other gods are kept outisde the temple to Ten Faced Yen.
      The largest district is just south, the Abba or Patriarch district. A number of crafts are carried out here, predominatly the refinement of materials into goods. Blacksmiths, glassblowers, weavers, clay workers and their families dwell here. The Abba family is famed for it’s riches, and it’s estate in the center of a cloud of industry shows that, with many caarefully masoned works and stained glass windows in the cylndirical tower.
      Wedged between the Patriarch and King, the Poet’s district is easily the smallest district. The Yeshurun family makes its money entertaining and proclaiming the deeds of others as much as itself. However, given it’s small size and it’s lack of a need for Yenin in their...typical sense, Yeshurun’s district holds only perhaps about two hundred individuals. The few Yenin of Yeshurun operate as great intellectuals, pondering astrological phenomon or other weighty subjects that are too high for the Alchemist family.
      Nagid’s palace stands in grandest splendor. Here the refinery of fire dust sits, and from it the arms of the King are made. The Cheif of the Ten Tribes and Ten Families rules and his courtiers surround him thoroughly. Forgien diplomats work here as well, and the higher class of inns and keeps are kept here. Even all this aside, it is not a large district.
      Hakham sits right beside the palace. Here the traditional curers, the petty alchemist, the engineers and shipwrights all design their trades. Some craftsmen work here, those not of Abba district, work here as well. Particularly common are carpenters and other woodworkers. More importantly, the more skilled men, doctors and lawyers and scribes by copy all live here, the better to understand each other’s disciplines.
      Gibbor, the warrior hold, commands the most Yenin and is the southernmost of the inner districts. The fortress and barracks are of course not the only places of swordsmen and spearmen. Each house has guards, millitias, or the like. But when the drums and horns call for war, when great beasts need hunting, when the walls need manning, it is Gibbor that answers. Gibbor maintains armories, fighting schools, and all that it entails. Gibbor employs more Yenin of physical build and prepares the fighting spirit of all of them.

      House Nabi has no actual office or hold on the mainland. Rather, the sacred Isle holds their compound. Their they hold the secret of their trade on their sacred Isle. The memebers on the harbor hold offices on each of the houses manors and estates. They work on various inventions and amazing designs, fire dust and acids, lighting that traps glass and quicksilver concoctions all are made in the harbor. But on the sacred isle, the Shrine to the Hidden Face of Yen is held. Only the highest of House Nabi priests live on the shrine, and only they may set foot here without escort. The boats carry only the Yenin’s chosen fathers, and they are never allowed to leave the chosen paths. The isle is guarded by beasts and wards, decades of work put into it’s defense. No other structure stands, but the low and wide laboratory where Yenin are carefully concieved.

      Religion:
      The people of Volviat are not as arrogant as Illuvatar. They know there are other gods. They even suspect some control distant and powerful realms. But Ten Faced Yen, in whom all of manhood is complete, is their god and chief of all their work. None are better at the many crafts then Yen among the people of Volviat.
      That is not to say there are no other gods. Weather gods are prayed to by sailors, after all why risk Yen’s eye not seeing your craft? A few goddesses are honored as possible wives of Yen, but none of house Kohen’s members are willing to recognize them as of yet.
      Demon cults occasionally spring up among the under classes of the Abba and Davag districts. Some worship of strange deep craftsmen crop up, typical written up elementals or obscure small gods. These herseies are not considered that dreadful, as they mostly crop up in gangs and malcontents.
      And of course, there are those that believe the secret of Yenin is something less than natural.

      The Yenin
      The Yenin are the pride and joy of Volivat, the great champions of house and state. For a considerable number of years, Yenin were produced by the Nabi family at the bequest( and with considerable donations) from the other houses. Each yenin was for a specific house, some even with a specific role predetermined. But as with all things, children do not always live up to their parents ideals.
      The Yenin typically have high place in the works of their house, either because of vast intellect, charisma, or physical might. Some are scholars, some warriors, some carftsmen. Whatever they are, they excel. That said, a sword arm is easier trained then a scholars pen or a courtiers song, so most Yenin are in the service of Gibbor or Nagid as fighters and officers of the ten tribes law. Yenin are raised in the compound of the highest ranking father traditionally, and treated as his most senior son.
      The exception, however, is the occasion when the Yenin is made out of many houses. Such Yenin often are moved from compound to compound, learning the trade of each house as they go. The latest of these, a father from each tribe, has produced a generation skilled at many things and fierce in the defense of Yenin against outsiders.

      Family Dynamics
      The Yenin are a patriarchy without compare in the dreaming sea. Clan titles are male only, and many professions are as well(namely, Poet, Scholar, King, Alchemist). Most families live in multigenerational households, three or four generations of men and women living patriclocally. This, among non-noble families, has caused the family to be the basic essential unit of force and political power inside the city.
      Crafts and professions are typically inhabited, though occasionally successful craftsmen will send sons off to be scholars with saved funds if they are rich enough or a young farm hand will find his way into the Gibbor barracks.

      The Shadows
      Volviat’s underground is dominated by family affairs or lone wolves. Rarely do unrelated relatives trust each other enough to share in misdeeds, and such small gangs often find themselves driven to ground by larger, better organized families.
      For the last decade or two, the predominant gangs have been the Sons of Binah (an organization claiming to be the sons of the famous witch, Binah Voice-Of-Winter), the Midnight Smoke Syndicate (a Realm originating arsonists and extoritionist network), and Languid Blades (a cult organization found most commonly commiting crimes in the inner districts). Each has it’s own mode of operating, known mostly to those investigating such forces. Recruits into such gangs, unsuprisingly, often come from poorer families as a whole. This focus on the family makes investigation hard, since it is rare for one of Volviat to turn in their own kin. Of the three, the Midnight Smoke Syndicate is the newest and on the least sure footing, having been driven out three times by the two more rgional gangs. The Sons of Binah were, when Dyrphim left, the more concerning group. But of course, his training was little on the nature of criminals.

      Foriegn Affairs:
      The Realm/Prasad:
      Prasad and Volviat have, since their first meeting, been forever in a dance of theft. Volviat’s clans know that Prasad would love for nothing more than to have access to it’s means of producing Yenin. The abillity to have a dragon child, with ten exalted fathers to elevate his chances, is the stuff of dreams. Further, even mortal soliders of such a pedigree supported by Dragonblooded commanders could shift the sea.
      Volviat knows this, because the reverse is it’s desire. Kings and princes, chiefs and scholars, all know Volviat could hold a great deal of power if the Yenin had something like the familal legacy behind it that Prasad’s divine rulers enjoy. The two thus often try to be friendly, if only to steal the others steel while they aren’t looking.
      Of course, if Prasad and Volviat’s understanding of a family weren’t so different (Prasad being a tradition of equal, if not matriarchal, familes who claim full divine powers and absolute governance of politics, Volviat maintaining it’s patriarchal compound-unit relationship), this would be easier. Religous clashes also sometimes flair up with the odd uppity missionary from the Immaculates or Pure Way praticioners.

      Ysyr
      Ysyr and Volviat are intrigued by each other, and Ysyr held up as a city of wonders in the Dreaming Sea. It’s vast sorcerous workings occasionally compete with or inspire the attempts of the Nabi. Still, Ysyr in Volviat is also a by-word for decadent and mad. Volviat values family and order, pre-ordained rules, and fixations in them. Ysyr’s sorcerous rulers, shifting into something more or less than human and ruling over a nation of near monsters and wretches, is less intriguing than this. Still, Volviat is polite. While honest fire dust will put an end to any sorcerer, there is no need to make enemies. The two engage in trade, and uneasily patrol similair waterways where Sukulit and other small, typically tributary islands are.
      Ysyr is harmed more by the remberance of Binah, a witch who for centuries sent blights and cold winds down on the crops of Volviat, and rage with unstoppable power until one of the Yenin (Lyrad) was able to put her down.

      Illuvar
      If there is an enemy Volviat is always at war with, it is Illuvar. Wretched pirates that raid the villages and coastal towns around Volviat that pay it homage, the Illuvarian cosairs are regular opponents for Volviat. Had it the muster and power, the ten tribes would sail south and anihilate the hive of star worshiping scehmers and god blooded fae trading bastards.

      Coastal Towns/Neighboring Islands:
      A number of coastal towns, running along the northern shore near the swamps of that mark Prasaad and (what you now know as Beastmen territory) and south along towards the valley of Namas, a number of small allied towns lie. Notably among these towns that pay tribute and are allied to the houses of Volviat are:

      Ledah: Ledah is the second largest state of Volviat’s alliance. It lacks the alchemical works of Volviat, but monopolizes the production of fire dust and some obsidian. Centered on a volcanic island, Ledah serves as a naval power and pays tribute to a court of fire elementals lead by Molobaal, a powerful ifrit. Ledah’s ruling family has ties to Gibbor and has adopted a number of it’s fighting styles.

      Deseret: To the North, bordering the mountain ranges. Deseret and Volviat have common heritage in Yen, but Deseret in it's mountain ranges has it’s own version of Yen’s faith and blended the with Immaculate teachings and their own mystic reverences. They send stones carefully down the hills, and their mystics train some traveling warriors in their ways. Deseret’s mystics are fond as well of tantras, and their polgymous realtions are disliked by many Volviats.






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      • #4
        Ah, note if it wasn't clear! These were written with particular character's knowledge in mind. I have more on, say, Mahasantica Suryavanshi, but the player and character don't know it yet! Likewise with Volviat's crime, the PC didn't know much about them at the time.


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        • #5
          I really like a lot of this. Some things that came up going through though I was curious baout:

          Volivot isn't a full sized empire like Ysyr and Prasad are here, yes? It has this vibe as a powerful state overall but not one that has as much territory directly under it's control like the other two locations.

          As a personal taste thing, I would have not had as much interaction between Ysyr and Prasad myself. There's almost this feel like they're the empires of the area and I kind of almost wonder if it would be more interesting that they were so far from one-another even in teh region that htey're kind of more indirectly connected than directly competing for turf and such.

          Harborhead seems mentioned a bit which is odd to me. I have no clue what the hell Brides of Ahlat would be doing so far away from Harborhead down in Ysyr, Ahlat worship or not.

          Need to go through some more, but interesting stuff. I htink I might just loot your Ysyr stuff wholecloth, heheh.

          And stuff.


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          • #6
            Originally posted by Blaque View Post
            I really like a lot of this. Some things that came up going through though I was curious baout:

            Volivot isn't a full sized empire like Ysyr and Prasad are here, yes? It has this vibe as a powerful state overall but not one that has as much territory directly under it's control like the other two locations.
            My idea for Volviat was a Delian-League style state, with Volviat as Athens. They need more allies described, but the character in question was...basically a super solider with no knowledge of politics, so yeah...also I wrote them last.


            Originally posted by Blaque View Post
            As a personal taste thing, I would have not had as much interaction between Ysyr and Prasad myself. There's almost this feel like they're the empires of the area and I kind of almost wonder if it would be more interesting that they were so far from one-another even in teh region that htey're kind of more indirectly connected than directly competing for turf and such.
            This is more a problem with my scaling -_-'. I had built up Parsaad as major threat to the players and Ysyr, because...well, it was the nearest realm. And then noted it was WAY farther away then I thought and made like no sense. So I model the realtionship as Russai vs USA in the cold war more than anything else. Primarily interacting via client states and proxy wars rather than all out war (for now). I also repeatedly forget how far away they really are.

            Originally posted by Blaque View Post
            Harborhead seems mentioned a bit which is odd to me. I have no clue what the hell Brides of Ahlat would be doing so far away from Harborhead down in Ysyr, Ahlat worship or not.
            I interepted the brides as a standby of Ahlat worship that Ysyr was weird in not having for a long time. I can't think of a modern real world analog at the moment. Maybe something like finding Medieval Christians lacking monks? Monks aren't central neccessarily to Christianity, but it would be an oddity. That's at least my take on the Brides.

            Thanks for the comments.


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            • #7
              Originally posted by Epee102 View Post
              Ah, note if it wasn't clear! These were written with particular character's knowledge in mind. I have more on, say, Mahasantica Suryavanshi, but the player and character don't know it yet! Likewise with Volviat's crime, the PC didn't know much about them at the time.

              GIMME!

              (seriously though, loving this and looking forward to more )


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              • #8
                Originally posted by Epee102 View Post
                My idea for Volviat was a Delian-League style state, with Volviat as Athens.
                It´s funny, because in my version of the Dreaming Sea, Volivat is Athens. Mostly because when I read about the Yennin, I thought "so, these guys are the Space Marines of Exalted", and from there, I went to Athenian Marines, whose aesthethics I really dig, and from there, bum, Volivat Athens.

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                • #9
                  Originally posted by glamourweaver View Post


                  GIMME!

                  (seriously though, loving this and looking forward to more )
                  Very well!

                  I'll do the Mahasantica Suryavaneshi first then.

                  Buerno has never ruled alone. Even in the days of the Raj of Kamanthar, another family stood beside them: Suryavaneshi. A deeply religous house, Suryavaneshi was based primarily in the mountains around the pyrimidal ruins of a First Age kingdom. Their champions tended towards the Earth and Fire, and their leaders claimed descent from Surya, the Sun Prince. They maintained a cult of significant power, bearing their scriptures into battle and advised by a great sphinx of marble and granite. Suryavaneshi as a house was deeply instilled with notions of duty and sacrifice, and some historians suspect they were the origin of the cult of Saints.

                  Suryavaneshi, with its devotion and martyr complex, refused to bow to the Realm and bore the majority of House Ophir's assualt. The result was the near anihilation of the house...'s mainline. The lesser cadet familes survived, as smaller houses that collected together as a single political unit within Ophir, who's valor they admired more than Buerno's willingness to surender. The six lesser houses( names not on hand) still, according to rumor, practice cult works in secret and follow old traditions unseen by Ophir or Buerno. Makred by a red-white Vajra, the houses stash weapons and tools across Parsaad and direct operations from the ruins of the old Tabernacle. The people of the tabernacle province are loyalists to Suryavaneshi, and maintain many of the same warrior traditions they had of old. Eventually, they will rise and cast down tratior and invader alike.

                  Suryavaneshi as a 'house' perfer certain martial arts and were inspired by the Falling Blossom and Golden Janissary martial arts. They had/have an aesthetic of ancient Egyptian, and their armor often has animal heads or motifs that are considered 'odd' by most styles of the era. The secret history of Suryavaneshi is...well, secret, but they join hunts for Lunar Anathema as much as any other. For those intreasted, yes, the Tabernacle is built on a solar demense.


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                  • #10
                    Oh! A Ysyr thing that wasn't mentioned, because it was verbally communicated to the player.

                    Ysyr's succession is hypothetically meritocratic. The Council memebers maybe challenged for their position at any time. The challenge takes a form specific to the position, but always includes a year long working relating to the office attempted. Specific requirements include being able to out fight the Saphod, but still require a Celestial level working (Ysyr does not categorize as such, but more base on time and scale).
                    The working is judged by the peers, with each Council member and the Melech receiving a vote. Regardless of winner, the workings become properpty of the office where applicable.
                    The Melech, for their part, can only be challenged with two thirds vote from the Council. This proceeds as before, and the workings also become property of the office.They can only be challenged by a council member.
                    Current workings:
                    The Melecha at the moment in game is a player, who made a cyrstal ball to see the future and endowed the Zigguarat with intelligence.
                    The Melech before her created a room of obsidian mirrors to consult a dozen second circle demons, and a necklace that made fire more friendly to the bearer.
                    The Saphod has fused weapons and armor to himself, reflected by Incomparable body arsenal and bronze skin permanently applied. He is the oldest memeber of the council, having served in Plannequin's conquest.
                    The Viceroy raised a floating tower that orbits Plannequin.
                    The Overseer of Labor created a tree that refined Iron and Gold as apples. Another created a hundred armed hundred eyed builder giant.
                    There is no Mobad en Mobad at the moment, the competition being the creation of informative glyphs to explain the word of the Peacock and the creation of diamond celebrants to offer sacrifices. An earlier mobad established a pair of Lamashtu to guard and manage the library.
                    The Treasurer created a vault that foils theives and moves itself in the night.
                    I'm forgetting someone, but thats most of them.


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                    • #11
                      Originally posted by Epee102 View Post
                      My idea for Volviat was a Delian-League style state, with Volviat as Athens. They need more allies described, but the character in question was...basically a super solider with no knowledge of politics, so yeah...also I wrote them last.
                      That's about right how I felt too. Powerful state that doesn't conquer so much but controls a region as the biggest hub and such. Great stuff all and all I think.

                      Originally posted by Epee102 View Post
                      This is more a problem with my scaling -_-'. I had built up Parsaad as major threat to the players and Ysyr, because...well, it was the nearest realm. And then noted it was WAY farther away then I thought and made like no sense. So I model the realtionship as Russai vs USA in the cold war more than anything else. Primarily interacting via client states and proxy wars rather than all out war (for now). I also repeatedly forget how far away they really are.
                      Cool, just wanted to be clear. If it is a natural emergent thing that happened in teh game, not much to be done. I think that your stuff on both is pretty interesting though and I think in a game set more "off the start" it might be something to consider there. As an example in my games I have something like another empire there and something similar to the Rajates you note. So there's plenty of space there and it is always concerning when I have seen folks sort of assume Volivat, Ysyr and Prasad are all there is to say about the region.

                      Originally posted by Epee102 View Post
                      I interepted the brides as a standby of Ahlat worship that Ysyr was weird in not having for a long time. I can't think of a modern real world analog at the moment. Maybe something like finding Medieval Christians lacking monks? Monks aren't central neccessarily to Christianity, but it would be an oddity. That's at least my take on the Brides.

                      Thanks for the comments.
                      I guess it was odd since I don't see Brides as a thing linked with Ahlat worship so much as a particular brand of Ahlat worship unique to Harborhead. They seem to me much more a regional thing tied to Blood on the Horn and real world inspiration of Dahomey Amazons. So I would see Ysyr just having some other cult around. Folks who take the Ahlat thing way too seriously but in another fashion, as my gathering is Brides are very specific to Kirighast and Ahlat is worshipped in other ways throughout the South. Just my two cents there.

                      That said, folks could travel far and having say some Harborhedite communities far aflung in Creation isn't in itself odd. I have a group of 'em over in my Champoor game actually.

                      And stuff.


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                      • #12
                        The mysticism in my Dreaming Sea version is tied to Mysteric Cults, these secretive cults with circles of initiation and such. One of the most popular is the Cult of the Lightbringer, a mythical warrior enemy of the Wyld and protector of civilization, which never existed, and is understood by the people who "get it" as a ideal to emulate, a mystical pattern we can imitate to unlock the Hero inside of every warrior. So, a bit of a Mithras analogue in Creation, I think. It could be a interesting version of an Ahlat cult, if you want to have "People venerate Ahlat in a weird way, but different from the Kirighast style"

                        Apart from the fact that Ahlat exist. I just mean secretive cults of warrior who share divine secrets only among themselves
                        Last edited by Clophiroth; 05-11-2017, 01:36 PM.

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                        • #13
                          Originally posted by Clophiroth View Post
                          The mysticism in my Dreaming Sea version is tied to Mysteric Cults, these secretive cults with circles of initiation and such. One of the most popular is the Cult of the Lightbringer, a mythical warrior enemy of the Wyld and protector of civilization, which never existed, and is understood by the people who "get it" as a ideal to emulate, a mystical pattern we can imitate to unlock the Hero inside of every warrior. So, a bit of a Mithras analogue in Creation, I think. It could be a interesting version of an Ahlat cult, if you want to have "People venerate Ahlat in a weird way, but different from the Kirighast style"

                          Apart from the fact that Ahlat exist. I just mean secretive cults of warrior who share divine secrets only among themselves

                          Especially with Mithras image as killing a bull, it would be very intreasting!
                          I might incorporate that sort of thing in another part of the Dreaming Sea (that triangular island that is south of Champoor), as the game is growing more global. Alternatively, Y'danna might be tied with Ysyr for strange mystic cults(Ysyr's are sorcerous, while in mine Y'danna is modeled on what I've heard of Bali: Temples and shrines everywhere. Unlike Bali, Y'danna's catacombs are infested with demon cults and forbidden gods and a totally abandoned Dragon King manse and enviroment, that has no dragon king hybrids, human tribes, or anything of the sort.)


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                          • #14
                            More Notes!
                            Namely, Volviat's crime situtation.

                            The Sons of Binah are an organization that runs the most 'standard' crime. Kidnapping, blackmail, prostitution, extortion, and the drug trade primarily. The organization is run by ten 'sons' of Binah, who's true nature is ...fun. Each son is actually a clay statue of a man, empowered by an altered first circle demon inside of them. They have access to some of the supernatural abillities of their demonic patron and are rather sturdy lot. The Sons demons are: A Tezadoji (the Ring leader of the gang, who has become a sorcerer of sorts), an Alau(key to their accounting and a number of their more forgery operations), an Amphelsia, a Bisclavaret, a gallamau (these last three are the predominant muscle/intimidation of the managers), a Sesseljae (surgeon for the gang), an Angylaka (intimidation/blackmail/PR), a Chyrsogona(walks the halls of power mainly), a Gethin(...theif/spy), and a Decanthrope (labor management).
                            The Sons of Binah are rather dangerous bunch, taken to viewing themselves as the real government of Volviat. Supernatural aid and Volviat's unfamilarity with their true natures means the police force has a good deal of trouble locking them down, as the murders by rats and snakes are hard to pin on anyone in the screaming crowd. By the time the party had arrived, the Sons were well on their way to eliminating the Languid Blades (then the party killed most of the members etc). The Sons of Binah are often on the look out for new means of improving their grip on the city, and hold a grudge over their mothers death.

                            Speaking of, the Languid Blades are much more a warrior-alchemist cult then anything. They were the high profile criminals, the hired hands to deal with problem people. Assassains by trade, the Languid Blades also engaged in intimidation and protection work, almost always employing violence to achieve their ends. Conflicts between themselves and the Sons tended to derive from the Sons extorting businesses owned legitimately by the Blades members. The Blades were martial artists who made use of Ebon Shadow style, Snake Style, or Crane style in their efforts. At time of game, they are scattered and recovering from the latest defeat.

                            Both organizations have a nationalistic distrust of the Midnight Smoke Syndicate, veiwing it as more an extension of the Realm into Volviat then another rival. Thus both often(successfully) drove the Syndicate out. Lately, however, the Syndicate has managed to gain a steady footing with the fall of the Languid blades and the damaged Sons of Binah.

                            Volviat itself does retain a full time police force out of House Gibborum, with relatively modern standards of jurisprudence. Officers are expected to gather evidence and testimony, in order to ascertain the causes of the crime. It is a difficult job, but alchemical supplies helps, particularly in identifying the use of poisons or alchemical agents in a violent crime. The police are centered in House Gibborium's compound, and are typically made up of off duty warriors or retired garrison members. The current head is Hundred Fathered Hundred Forged, a Liminal who probably isn't made of ten ritually sacrificed Yenin.


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                            • #15
                              This stuff is great and I'll take pieces of it as inspiration in my own Dreaming Sea campaign. I'd love to hear more about your take on Y'danna.


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