Post by kihaku on Jan 10, 2009 2:51:22 GMT
History:
The Zolon lands have always been harsh and unforgiving, often looked upon as the perfect opposite for the high, frozen tundra of Bedoe. Those who manage to eek out an existence from this desert wasteland quickly became the toughest kind of person, or sustenance for carrion feeders. Relief from the heat was little and far apart, shade and water both at a premium, but it was still inhabitable along the fringes of the country.
With ever-present climate change, sandstorms eventually became commonplace, and the areas capable of sustaining life shrunk even further. Wells became lost in the sands, leaving the only livable places along the coast or north into the Paramecias. Water was drawn from the ocean and placed into mass solar stills where water evaporated, condensed, then dropped into awaiting buckets. Yielding only a few liters a day, every clan had at least one nearby, four if they were of a moderate population. With huts specifically designed to maximize heat dispersal, the twenty degree difference made life tolerable, so long as game held steady.
Then came the falling star that impacted the molten continent south of Zolon, and it spewed forth a heat wave unlike any ever experienced in recorded history. What little plant or animal life left after the sandstorms was roasted alive, even beneath the sands. Whole tribes were forced to pack up and flee north, though few could make the journey and live. Yet despite all of the trials and immeasurable hardships, two clans made it through.
Living on the southern-most island off of Zolon’s coast shielded them from the worst of the sandstorms, and their little coast was riddled with caves that remained cooler throughout the year, which gave one of the tribes an idea. They bartered with their remaining neighbor for a special fungus that had been brought through trade routes from the north, then poured what water they could spare onto the floors of specific chambers. With a little sacrifice from their food stocks, they created a nutritious soil in a warm, moist, dark environment in which to grow mushrooms. These Delgatti mushrooms had many uses: their caps were dome-shaped and, if properly dried, could be used as bowls or cups; the flesh within the caps was hearty, and could often be used in place of meat; pulp from the stems could be used to pull poisons out of wounds; and other uses made the fungi seem like a miracle. With solar stills for water and the Delgatti to supplement their food supply, the Abroga and Hamir clans survived what became known in their history as the Cataclysm
In the decades following the Cataclysm, the annual purging summer heat-wave was greatly diminished in potency from previous seasons, and as such much more lichen, vegetation, insect, and reptilian life survived to repopulate the barren desert of the mainland. With each passing decade, the heat-wave diminished until all that was left was a barely-registering rise in temperature. Granted, the winter sandstorms were still as vicious as ever, but nearly two centuries after they were forced to abandon, the Zolon land was once again habitable.
After so long, many had forgotten the name of the country, the original clans had already been through three or four generations, and the most recent simply couldn’t remember the name of their grandparents’ and great-grandparents’ homeland, which was now once again in their hands. Several years passed before the returning tribes realized, with some chagrin, that a general consensus could not be reached, and a compromise must be struck. After months of negotiations, threats, and a skirmish or two, the mainland tribes were visited by wise men from the Selisa tribe, as the surviving two clans had merged and come to call themselves. They shared with them their mushrooms, their techniques for water, but most importantly, the name of their new desert nation.
Zelio.
Culture:
Reaching far back into their roots, from the times of Exodus after the Cataclysm, the strong and intelligent brought their people out of the hell that had become Zolon. Revered for their wisdom, they became the Chieftains of their respective tribes. When they became too old to lead their people, they would retire and gain a seat of respect as a Wise One, along with the other elders.
Though the responsibility of raising children ultimately falls on the whole tribe, it is the responsibility of the parents to ensure their offspring is fed, healthy, and is fulfilling his or her responsibility to the tribe. If they are found to be shirking their duties, then they are punished according to their tribe’s rules. As a general rule though, children are fairly obedient and are allowed much freedom, so long as their chores are done.
Adults, too, are no exception to the rules and laws of the tribe. Each adult is given specific duties to fulfill before the sun sets each evening, and every effort is made for the good of the tribe. Everyone knows that if even one person falls short, then it is the tribe that suffers in the end. As Chief, it is also his or her responsibility to act as Arbiter in all times of strife, with careful consideration for the words of the Wise One. The Chief is also the mediator for trade between tribes, which often lie within a day’s travel of one another.
Most tribes, out of necessity, have become a specialist in certain kinds of materials or services. Usually, the tribes of the north have ore deposits within their territory that allow them to create tools to sell southward. Tribes along the coast, usually, become masters at fishing, stilling water, or growing Delgatti mushrooms. One tribe, however, is well known amongst all others: the Rek’na, literally meaning, “Snake-skin.” The Rek’na have a series of caves on their territory, and inside reside thousands upon thousands of snakes of all sizes, colors, canbalistic tendency, and venomous potency. It has fallen to them to become masters of hunting, killing, and making use of the snake, lest they breed beyond control and over-run the nation. Poisons, skins, meat, bones, everything has a use, and much of their merchandise is in high demand among other tribes.
The Zelios, as a whole, are a fairly spiritual people. Each tribe will usually have a shaman among them, but it takes specific qualities to become one who speaks to the spirits of the dead and earth. For one, rust-colored eyes are the first indication that one has the ability to open their soul and mind to the ether. The next is that they must have, at one point, been a warrior and taken a life. Only after having experienced the soul of another becoming one with the rest of the world are they believed to be prepared for life as a spiritual guide to the rest of their people. They are taken as apprentices, or shinsei, to the current shaman, who teaches them all they need to know. At any point, the shaman may declare that the shinsei does not have the ability to hear and to see, at which point they become a servant to the Cheiftain.
Though the number varies amongst the tribes, it is believed that the Zelios have anywhere from ten to twenty spirits, gods, and demons that they pray to for protection and a good life, all of which is done in the presence of the shaman and shinsei.
Physical Characteristics:
The average Zelian male and female stand roughly five-foot, six inches, and are built for desert life. Athletically-thin, their well-tanned bodies are perfect for traversing both baked rock or scorching sands. Their black hair is often smooth and cut short, as only the Wise Ones and shinsei are allowed to keep their hair long. The normal eye-color for a Zelian is varying shades of brown, there is sometimes the rare color of rust. Females usually have thinner features than males, as well as thinner waists, wrists, and ankles.
Race-specific abilities:
- Will of the Warrior: The ability to go for nearly a week without water, or a month without food before visible strain begins to show through.
- Guide of the Warrior: Most Zelios, around seventy percent, are born with an inherent elemental affinity, which their shamans refer to as their “guides.” Through meditation and introspection, a Zelian can find whether their guide is that of fire or wind. Doing so greatly influences their growth as a person, and usually dictates later fighting style. Being just south of Ithroia, it is usually at this time one would choose if they would pursue this talent in the University, or remain with their tribe. (Fire or Wind affinity)
- Feint of the Warrior: Usually, of those born with a Guide, only half will develop their strength enough to use it to any tangible degree. Always taught never to expose oneself to unnecessary danger, a Zelian will create a sudden burst of whatever element they have as their guide to create a distraction to either attack, or make their escape. (Flame Pillar ability or Dust Devil ability)
- Path of the Warrior: Though a good portion of the Zelios can actually use their Guide, only a quarter of that portion has the talent to become one with their Guide, and become strong enough to become Spirit Guardians. If they do, then they become capable of using their Guide as a tool and performing techniques often described as “magic.” (Can be a Potential-level Summoner for free.)
The Zolon lands have always been harsh and unforgiving, often looked upon as the perfect opposite for the high, frozen tundra of Bedoe. Those who manage to eek out an existence from this desert wasteland quickly became the toughest kind of person, or sustenance for carrion feeders. Relief from the heat was little and far apart, shade and water both at a premium, but it was still inhabitable along the fringes of the country.
With ever-present climate change, sandstorms eventually became commonplace, and the areas capable of sustaining life shrunk even further. Wells became lost in the sands, leaving the only livable places along the coast or north into the Paramecias. Water was drawn from the ocean and placed into mass solar stills where water evaporated, condensed, then dropped into awaiting buckets. Yielding only a few liters a day, every clan had at least one nearby, four if they were of a moderate population. With huts specifically designed to maximize heat dispersal, the twenty degree difference made life tolerable, so long as game held steady.
Then came the falling star that impacted the molten continent south of Zolon, and it spewed forth a heat wave unlike any ever experienced in recorded history. What little plant or animal life left after the sandstorms was roasted alive, even beneath the sands. Whole tribes were forced to pack up and flee north, though few could make the journey and live. Yet despite all of the trials and immeasurable hardships, two clans made it through.
Living on the southern-most island off of Zolon’s coast shielded them from the worst of the sandstorms, and their little coast was riddled with caves that remained cooler throughout the year, which gave one of the tribes an idea. They bartered with their remaining neighbor for a special fungus that had been brought through trade routes from the north, then poured what water they could spare onto the floors of specific chambers. With a little sacrifice from their food stocks, they created a nutritious soil in a warm, moist, dark environment in which to grow mushrooms. These Delgatti mushrooms had many uses: their caps were dome-shaped and, if properly dried, could be used as bowls or cups; the flesh within the caps was hearty, and could often be used in place of meat; pulp from the stems could be used to pull poisons out of wounds; and other uses made the fungi seem like a miracle. With solar stills for water and the Delgatti to supplement their food supply, the Abroga and Hamir clans survived what became known in their history as the Cataclysm
In the decades following the Cataclysm, the annual purging summer heat-wave was greatly diminished in potency from previous seasons, and as such much more lichen, vegetation, insect, and reptilian life survived to repopulate the barren desert of the mainland. With each passing decade, the heat-wave diminished until all that was left was a barely-registering rise in temperature. Granted, the winter sandstorms were still as vicious as ever, but nearly two centuries after they were forced to abandon, the Zolon land was once again habitable.
After so long, many had forgotten the name of the country, the original clans had already been through three or four generations, and the most recent simply couldn’t remember the name of their grandparents’ and great-grandparents’ homeland, which was now once again in their hands. Several years passed before the returning tribes realized, with some chagrin, that a general consensus could not be reached, and a compromise must be struck. After months of negotiations, threats, and a skirmish or two, the mainland tribes were visited by wise men from the Selisa tribe, as the surviving two clans had merged and come to call themselves. They shared with them their mushrooms, their techniques for water, but most importantly, the name of their new desert nation.
Zelio.
Culture:
Reaching far back into their roots, from the times of Exodus after the Cataclysm, the strong and intelligent brought their people out of the hell that had become Zolon. Revered for their wisdom, they became the Chieftains of their respective tribes. When they became too old to lead their people, they would retire and gain a seat of respect as a Wise One, along with the other elders.
Though the responsibility of raising children ultimately falls on the whole tribe, it is the responsibility of the parents to ensure their offspring is fed, healthy, and is fulfilling his or her responsibility to the tribe. If they are found to be shirking their duties, then they are punished according to their tribe’s rules. As a general rule though, children are fairly obedient and are allowed much freedom, so long as their chores are done.
Adults, too, are no exception to the rules and laws of the tribe. Each adult is given specific duties to fulfill before the sun sets each evening, and every effort is made for the good of the tribe. Everyone knows that if even one person falls short, then it is the tribe that suffers in the end. As Chief, it is also his or her responsibility to act as Arbiter in all times of strife, with careful consideration for the words of the Wise One. The Chief is also the mediator for trade between tribes, which often lie within a day’s travel of one another.
Most tribes, out of necessity, have become a specialist in certain kinds of materials or services. Usually, the tribes of the north have ore deposits within their territory that allow them to create tools to sell southward. Tribes along the coast, usually, become masters at fishing, stilling water, or growing Delgatti mushrooms. One tribe, however, is well known amongst all others: the Rek’na, literally meaning, “Snake-skin.” The Rek’na have a series of caves on their territory, and inside reside thousands upon thousands of snakes of all sizes, colors, canbalistic tendency, and venomous potency. It has fallen to them to become masters of hunting, killing, and making use of the snake, lest they breed beyond control and over-run the nation. Poisons, skins, meat, bones, everything has a use, and much of their merchandise is in high demand among other tribes.
The Zelios, as a whole, are a fairly spiritual people. Each tribe will usually have a shaman among them, but it takes specific qualities to become one who speaks to the spirits of the dead and earth. For one, rust-colored eyes are the first indication that one has the ability to open their soul and mind to the ether. The next is that they must have, at one point, been a warrior and taken a life. Only after having experienced the soul of another becoming one with the rest of the world are they believed to be prepared for life as a spiritual guide to the rest of their people. They are taken as apprentices, or shinsei, to the current shaman, who teaches them all they need to know. At any point, the shaman may declare that the shinsei does not have the ability to hear and to see, at which point they become a servant to the Cheiftain.
Though the number varies amongst the tribes, it is believed that the Zelios have anywhere from ten to twenty spirits, gods, and demons that they pray to for protection and a good life, all of which is done in the presence of the shaman and shinsei.
Physical Characteristics:
The average Zelian male and female stand roughly five-foot, six inches, and are built for desert life. Athletically-thin, their well-tanned bodies are perfect for traversing both baked rock or scorching sands. Their black hair is often smooth and cut short, as only the Wise Ones and shinsei are allowed to keep their hair long. The normal eye-color for a Zelian is varying shades of brown, there is sometimes the rare color of rust. Females usually have thinner features than males, as well as thinner waists, wrists, and ankles.
Race-specific abilities:
- Will of the Warrior: The ability to go for nearly a week without water, or a month without food before visible strain begins to show through.
- Guide of the Warrior: Most Zelios, around seventy percent, are born with an inherent elemental affinity, which their shamans refer to as their “guides.” Through meditation and introspection, a Zelian can find whether their guide is that of fire or wind. Doing so greatly influences their growth as a person, and usually dictates later fighting style. Being just south of Ithroia, it is usually at this time one would choose if they would pursue this talent in the University, or remain with their tribe. (Fire or Wind affinity)
- Feint of the Warrior: Usually, of those born with a Guide, only half will develop their strength enough to use it to any tangible degree. Always taught never to expose oneself to unnecessary danger, a Zelian will create a sudden burst of whatever element they have as their guide to create a distraction to either attack, or make their escape. (Flame Pillar ability or Dust Devil ability)
- Path of the Warrior: Though a good portion of the Zelios can actually use their Guide, only a quarter of that portion has the talent to become one with their Guide, and become strong enough to become Spirit Guardians. If they do, then they become capable of using their Guide as a tool and performing techniques often described as “magic.” (Can be a Potential-level Summoner for free.)