Cultural Note

Cultural Note


There are many names for the groups of nomadic type of peoples that live their lives in constant travel, it largely depending which region of the world on is in, but the term Traveller is one of more common. Other common terms are roamers, caravanners, and wagoners. These terms are even used in reference to the groups that have come to settle an area and travel no more, though they are also known as ronomers, a term derived from ‘roam no more.’ While many groups travel just the roads of a single region, there are quite a few groups that also venture out upon the seas, and even a few that their paths span the whole globe.

Travellers are best described as being a kind of extended family group that spend their lives traveling, or their ancestors did and they are now settled. These groups are referred to either as caravans (usually preferred by the groups that stay close together) or constellations (usually prefered by those that may have parts split off from time to time). It is entirely possible for a group to be known as both and even switch between the two, but usually they have a preference one way or another. Often the caravan or constellation would be named after the originating family line (this name is often used among other travellers and not usually shared with non travellers) and another name, like a stage name almost that they freely tell the rest of the world, that reflects the kind of work they do or something that holds significance to the group as a whole.

There is no single group of travellers, many with no relation between them whatsoever and many different species to be found among them. They are several different groups many with different origins, and exist in some form all over the world. Some groups have always just been nomadic in nature, while other groups may have been forced into the nomadic lifestyle, others may just have been families migrating to find a new home and new lands and just could never find a place to settle. Each caravan/constellation has their own story.

Religious beliefs of the traveller group depends greatly on the region they favor and the group. It is not uncommon that groups over time adopt parts of regional cultures that the group finds compatiable into their own, with religion (or parts of the religion) being one of the more common.

There are some negative views about travellers, but that is largely due to perception, communication, and trust issues. Travellers do not trust easily (especially depending on their origin). Each group has their own set of trials to put outsiders (non travellers) through for them to earn their trust, especially if an outsider was looking to join their group. Many of the traveller groups do not put much weight on a person’s species - but rather focus on the nature person themselves. Traveller groups are often havens for those that have no where else to go or the unwanted once they earn their place.

Travellers do not put much value into money, it is mostly a means to buy supplies. Wealth for a traveller is often in the form of something they can display and show off. This is especially true if it is a gift from a friend or family member. A thoughtful gift given can (even if it is like the worst macaroni picture ever) mean more to them then a pile of money - as it is a display on how much they are cared form, a physical representation of their family or friend bond.

While there are many different types of nomadic lifestyles, to be considered a traveller the group must have the majority of these characteristics:

    A value and ideal of the expression freedom - travellers often find too many rules or laws constrictive of their freedom and an insult to their common sense (and some even honor). This is also reflected in the fact they have no ties to a homeland, territorial sovereignty, or claim to national sovereignty in any lands they reside (even if settled). They believe in traveling where they will, often paying little heed to political borders and politics (as many believes it also goes against their notion of freedom). Freedom is very important to a traveller.

    A single family acts as the leadership, and the position can be inherited, elected, or appointed. The eldest member of that family is considered the head of the group. At any time if any member of the group feels like the family is failing in their duties they can call for a vote to have the family removed. If the family is removed then the group would host another vote to elect a new family in.

    Elders are respected and often used as council, it is believed with age comes wisdom and that wisdom should be used to help guide the group. Other then that they do not really have social stratification within the group. No one member of the group is seen as being above the others.

    Trust is very important, and the phrase ‘a person is only as good as their word’ has very heavy weight to these groups. If a traveller gives their word they would do something, they will do it. For if they break this word, it will ruin their reputation and show they can not be trusted. This can ruin a traveller, especially if it was done to another traveller, and is often punished. (Note: ‘giving their word’ is not the same thing as a promise, but is considered something much more serious.) Outsiders are generally seen as untrustworthy until proven otherwise, until then a travellers are very cautious of their interactions with non travellers.

    Family bonds are precious to them. This is especially true as most traveller groups are collections of ten to hundreds extended families in a single group. Family is also more than just blood. Many traveller groups do adopt those that earn their trust and place among them, and once that is earned the one adopted is as good as family. Even if a traveller ends up off on their own, they always know they have their family. Even good friends are as good as family.

    Music, Songs and dancing are core to their culture. These groups practice oral traditions (written records are often susceptible to the conditions of traveling easy to lose) and often keep their family history in the form of songs, music and even dances. Such activities also help them express their culture and bring the family together when they have time for leisure. Storytelling and theater are also common to these groups, and many even use it to make their living.

    The dead are cremated. Death is considered impure, especially as a dead body is not healthy to keep around for long. Therefore a cremation ceremony is performed to purify the family and group while also one last farewell to the deceased. (the exact ceremony varies from group to group)






Land Elf Clans

Clans of Land Elves

The Snowleaf Clan
The Snowleaf Clan lives far to the north in the cold of the Northlands and is a small clan of Arctic Elves and here lies their city made of ice and magic, igloo style homes built into the open plains atop a hill and against the large northern mountain chain.

The Gold Clan
The Gold Clan is a Desert Elf clan and one of the larger clans in the Arpaksad and Kundal areas. They keep close ties with the Dwarves of the mountains there. They are the largest clan that imports steel and raw materials from the Dwarves and a big trade clan among the Elves.

The Gold Clan roams around in the eastern parts of the Iron Desert, very nomadic as they wander about the desert, finding food and water, surviving by the moment.

Ramsalon Wood Clan
The Ramsalon Wood Clan is a clan of Elves that is prominent in the Elven Alliance This clan is noted to have hair color anywhere between blonde and white, but darker hair and shades of green have been known to exist. They also tend to have light shades of blue to green for eye color. They are located in the Ramsalon Forest

Rose Clan
The Rose Clan (or sometimes just referred to as Rose Elves) is clan of elves who live in the Rose Forest west of the Azure Mountains, north of the Snar Abyss, and south of Meribor. The Rose Elves tend to be fairly average elves, tall and slender by human standards. Blue eyes and platinum hair are prevalent among Rose Elves, but other colors are common as well.

The Eagle Clan
The Eagle Clan is an Elf clan known for their close ties with the Rose Clan and is one of the original leading clans in the break from the Elven Nation They have strong ties with the people of Jorkana and are known to sometimes live in the Jorkanian cities. Also outspoken for interracial communication.

They are mostly located on the western edge of the mountains, on the southsweeping arm that separates Jorkana from West Grom and the Kadras Ocean, facing the plains of Jorkana from their mountain city.

The Foxfire Clan

The Foxfire Clan is an Elf clan that is just south of East Grom and at the very extreme northern end of Ramsalon on the eastern spur of the small mountain chain and to the west of the Kadras Ocean. The region is heavily forested with red conifers and green conifers as well, the deciduous growth is sparse.

The Iris Clan

The Iris Clan is an Elf clan that is found in the plains of Jorkana at the base of the mountains that lie just west of Keren Slightly hilly, the elves make their homes in homes built into the sides of hills or within the few large trees in the area. All seem to be decorated with various flowering bushes.

The Keren Clan

The Keren Clan is an Elf clan that lives in the forests northwest of Keren. They took on this Clan name after the Elven Alliance came to their aid in the battle of Jorkana in the year 2645.

The Lake Clan

The Lake Clan is an independent Elf clan that resides in Nebrak close to the Lake Nebrak. This clan has earned a reputation for their militant life style and is famed for their archers. Most of the elves from this clan have hair color ranging from shades of red to browns, and eyes are commonly in shades of green to yellow. They are also known for keeping their hair in various types of braids. The kind of braid a Lake Clan Elf wears is a representation of their position within the clan.

The Lily Clan

The Lily Clan is found at the southern border of Arpaksad, often hiding amid the plains in “plain” sight, yet unseen. They exist as four smaller groups, all belonging to the same Clan though. Smaller numbers makes them easier to hide and move about. They are often semi nomadic.

The Lion Clan

The Lion Clan is an Elf clan known as well for their close ties with the Rose Clan and their history of warfare. They have one of the foremost 'schools' of Elven Military. They are the third ranking clan for how large of an army they can produce.

They are located south of Tesaria lies an area of green forests interspersed with grasslands. Never quite enough of one nor the other, within this area in one of the tree filled areas lies the proud and old Clan Lion. Many of their homes lie at the base of the gigantic trees that fill the forested copse.

The Moon Clan
The Moon Clan is nestled in the mountains right in the crook that separates Ramsalon from Jorkana to the west and West Grom to the north. The Clan is split into two different villages (Shar’hazel and Essentria), one more secluded and hidden than the other.

The Morning Glory Clan
In the little U shaped area of the mountains south of Keren lies the Morning Glory Clan. This Clan lies right at the edge of the mountains in a sparse forest, and their village is just like the morning glories they are named after. Their homes climb up the sides of the mountains, almost vine-like in shape and demeanor.

The Obsidian Clan
The Obsidian Clan is a clan of Elves and is one of the few clans to venture close to the jungle of No Mans Land. They trade in Elven Steel and are one of the best Blacksmith clans. They also have a working relationship with the Dwarves. Much of the Elven weaponry and rare materials come from this clan, as well as some of the more exotic weapons that other Elves in the alliance use.
Elves from this clan have often been mistaken as Neth.

West of Nebrak in the mountains that surround No Man’s Land lies the Obsidian Clan within their mountain halls and sunlit cliff faces.

The Snow Leopard Clan
The Snow Leopard clan lives in East Grom along the mountains to the north, nestled up high within the mountain peaks. Their Clan is fairly well hidden simply by the sheer depth it is within the harsh terrain of the northern mountains.

The Sparrow Clan
In a forest southwest of Iskrania a small wooded area skirting the mountains that lay there is the Sparrow Clan. This forest is stable enough to support a small Elven Clan away from the logging.

Sunfire Clan
The Sunfire Clan is a clan of Elves that live just south of East Grom and at the very extreme northern end of Ramsalon on the eastern spur of the small mountain chain and to the west of the Kadras Ocean. The region is heavily forested with red conifers and green conifers as well, the deciduous growth is sparse.

The Swan Clan
The Swan Clan is a clan of Elves that live within a forest that is found in the southwestern part of Arpaksad as it nears the lands of Nebrak.

The Tiger Clan
The Tiger Clan can be found east of Miser in the jungles, where the forests are thick and overgrown and the climate is always warm. A dangerous area, an area filled with tigers.

The Watermist Clan
The Watermist Clan lies on the western edges of the Guantlet Gulf in a narrow strip of land that is forested and residing at a spot on the Gulf coast that gets a lot of tidal spray, thus the air is almost constantly misty. Beyond the strip of semi flat land lies the mountains that separate the coastline from Aryanthia to the west.

The Willow Clan
The Willow Clan is an Elf clan that is located west of Keren near the Western Coast, north of the Snar Abyss. They reside in a small forest filled with Willow Trees that grow fast in the warm climate. The forest is believed to be quite old.

The Wolf Clan
The Wolf Clan is a Forest Elf clan that can be found in a forest north of Thamas boardering the cold lands.






Vaxia Languages

Vaxian Languages:

How languages work in Vaxia

There are two layers of languages.

The top layer is a group of tradespeak or pidgin languages that have developed over the course of trade and commerce interaction between the various groups and areas of the world. These are the languages that are worked with at the game system level and players have to select for their characters, and will be able to earn should they choose.

These tradespeak languages also work as an umbrella to connect the next layer of languages, which allows for players to have a kind of unlimited access to have any kind of more specific 'flavor' to their character languages and yet still be able to communicate with little issues in the game.

All the more divergent regional specifics, variations, or any other specifics of any possible language, make up the second layer of languages. These 'languages' do not affect the system in any way for if it comes they are connected to a tradespeak language for that purpose.

Available Tradespeak languages:

    Vaxian Tradespeak - this would be the pidgins for all languages found in the regions and such of the continent of Vaxia.

    Candenoridian Tradespeak - this would be the pidgins for all languages found in the regions and such of the continent of Candendord.

    Inkahani Tradespeak - this would be the pidgins for all languages found in the regions and such of the continent of Shi Inkahan.

    Batueri - a kind of universal sign language developed from Elvarian, as the language changes little. It has no spoken words, but is a series of hand, finger, arm gestures with facial expressions.

    Elvarian - the language that evolved from the prominent elven trade routes. The script is very flowing, elegant and seems to be just as much art as it is a language. The language changes very little due to the long life spans of the ones that spawned the language which makes it great for certain businesses, art, artistic jobs, and some magic.

    Falnoric - the language that evolved from trade and business of hunters, scavengers, explorers, nomads, and those that thrive in the wild. It shares some similarities to Elvarian, but it isn't as drawn out as the tendency for many that use the language tends to adapt in some animal sounds/body gestures and some regional variations as well as contact between partners are not always constant. Hand and body gestures make up half the language, and the spoken parts easily blend and can even substitute regional and even more specific variations of words.

    Nauterical - the language that evolved from trade and activity out in and on the ocean. It is said that the ocean has its own language, many sailors and those that even come from under the waves would swear it so. It was only a matter of time before soon that language lived upon the lips of those that make their living or just live with the ocean. The language is pitched to be able to cut through the many of the white noises of the ocean and storm water. With clear pronunciation and low song-like pitches for underwater use.

    Roaggnid - the language that evolved from trade of the stone workers, blacksmiths, and other physical trades and manual labor. At the core of this language is, the sooner they can get through the talking they quicker can get to back to the task, or make a sale. Hand gestures are part of the language as well, for sometimes more can be said with a hand move then words could ever cover.

    Subterin - the language that evolved from trade and business of those that dwell underground. It can sound a little off when spoken in a wide open space, as much of it took elements from those that call the subterrain their home as well as made use of the closed spaces to bounce in order create variances in sounds without echoing too far.

    Tinkeric - the language that evolved from the inventors and engineers, and a bit of magic users. Science, invention, engineering, and people that study magic way too much love their technical terms, and when you get a bunch of people that do that for a living it is like they are speaking their own language anyways. The language's script is very easy to write out very quickly, an essential component for the excitable inventor in the high of discovery. The language is also rather modular allowing for new words to be added or dropped at a whim. It can seem nonsensical at times, but it is very efficient.

    Travens - the tradespeak of the Travellers (Vaxia’s equivalent of Gypsies/Romani/Irish Travelers and similar groups). Travellers are a nomadic type of culture found all over the world. As some of those groups travel all over areas, a common trade speak was developed as many of them interacted with each other in their travels.


Sirian Frequently Asked Questions

NOTE: Returning players may wish to skip to the bottom of the list, under the 'For returning players' heading, to get caught up quickly.

What flavor of sci-fi is Sirian?
Sirian aims for a "hard sci fi" flavor, so science fiction that's heavy on the science. For more details on exactly what a hard-science tone will feel like in play, refer to the hard sci fi page for more info.

To avoid confusion, a few notes on what Sirian is NOT:

  • Despite the presence of psionics and rare but available faster-than-light travel, Sirian is not intended as fantasy-flavored sci-fi (“elves in space”)
  • Sirian is not currently a deep space setting. Lack of easily-available FTL makes such ventures inherently dicey. While the setting may one day include a high-risk, deep space exploration component, most travel will be limited to the immediate solar system.
  • Religion and faith are not major themes within the setting. Both exist IC, but they aren’t a core underlying thematic element as with some science fiction.

What types of tech can I expect my character to encounter regularly?

Refer to the Sirian Everyday Technology page for an idea of what's available on a regular basis.

Are there aliens?

Yes, first contact has been made with a number of alien groups, many of them humanoid (the Taramarian, the Gargorians, the Elfin the Juren Empire) and one of them much less so (the Mutaren). Refer to the Sirian Species page for a comprehensive list.

Is there magic, psionics or mutant powers?

Yes, although they have become extremely dangerous and rare since the Inferno. Psionics and all similarly physics-defying powers are linked to a powerful infection that can lead to complete loss of free will and the endangerment of everyone nearby the user, so it's actively discouraged (at times violently). The condition is called The Crowned and requires Setting approval to play due to the extreme danger and chance to lose your character.

What are the Unlife

The Unlife are one of the most regular dangers on Sirian Planet Viral Zombies they are infected hosts and largely feral, though the addition of The Crowned to the equation has given them a strange hive intelligence that makes them that much more intimidating. For centuries, they have been the 'boogie men' of the setting and a regular danger, especially on the southern subcontinent.

What race/species options are playable?

A list of the currently playable species are available on the Sirian Species page. Every race and combination thereof is available among humanoids of any region. You are also welcome to submit a new species for play to the Setting Department following the guidelines for new species submissions.

Can my character have "weird" or "unique features", like purple eyes or pink hair?

Yes! Hair dye, Tattoos and eye color contacts are quite common in Sirian! The original colonists were a wide mix of people, so you have a lot of room to work with.

Are cybernetics available, and how do they work?

Cybernetics are available and affordable enough to be common, though not everyone who might be able to use cybernetic enhancements or replacements automatically chooses to do so. Most cybernetics are still immediately recognizable as synthetic (a robot arm looks robotic even at a distance), but some covers and clothing habits are deliberately designed to minimize the obviousness of cybernetic limbs or grafts.

Cybernetic replacements do not include any automatic enhancements in play, so a robotic arm punches just as hard and can take just as much damage as a flesh-and-bone arm. The distinction is purely an RP flavor distinction, although you can use it as a reason for skills which might improve your character's Mights to match (so a cybernetic eye might tie in to an awareness skill that enhances your sight).

Can I play a robot, nanobot swarm or body-less A.I.?

Sirian does have A.I. and sentient robots referred to as the metalborn. Playing an android or ConFab is no problem and doesn't require Setting approval. Playing a digital entity (a "digital metalborn") is very different and does require Setting approval given the unique challenges and considerations involved. Nanobot swarms are not currently playable because nanotech in the setting isn't currently that sophisticated.

Being metalborn offers no intrinsic numerical benefits - the Void of space is still destructive to machines and their functioning, data backups to avoid Character Death cost just as much for metalborn as they do for humans. The bodies of metalborn are not intrinsically stronger, their brains are not intrinsically better at math, etc. All of those elements may flavor your RP or tie in to skills which can help express them numerically, but they aren't awarded automatically when you choose to play a metalborn.

How do the holo-rooms work?

Holographic Rooms are physical rooms that support haptic feedback holographic environments. They feel and seem real within the limits of the room. Holographic rooms can generate almost any setting to a limited degree depending on the number of people in the room. Unless overridden by someone high up in command, they are protected by a safety system preventing any and all permanent physical harm. For training purposes, holographic rooms can simulate injuries with targeted nerve stimulation.

What kinds of entertainment are available?

Many of the things found in our modern day world are also found in Sirian - video games, movies, holoroom "cruises", sports (many of which now take advantage of microgravity), even books and comics (though they're almost entirely electronic)

Can I transfer experience between a Vaxian and Sirian character, or vice versa?

Yes - the XP was earned on your account, so if you want to use it between worlds, that's allowed. This is the case with site donations and experience as well.

Can my character or NPC cross between Vaxia and Sirian?

No - the two settings are completely distinct and separate. You are welcome to create a character in Sirian who resembles a Vaxian character in terms of personality, but they will not have knowledge of Vaxian people, events or culture.

Who organizes and oversees the Sirian setting?
Sirian is an open world, just like Vaxia, with open NPCs available for any A/SH’s use. The System, Setting and Social departments govern both settings equally.

--- For Returning Players ---
Returning Sirian players should refer to the items below for the most common questions on coming back, since you may have already noticed that quite a lot has changed.

What’s changed in the setting since I’ve been away?
If you’re a returning player, refer to the History of the Sirian Setting Relaunch page to get an idea of the many changes to the setting since you were last active. The new Sirian History page includes a timeline that captures many of the changes and recent events on a large scale to get you back up to speed quickly.

For more recent and local happenings, refer to:

How have Sirian skills changed? Where are my specializations?
For returning players, Sirian skills and items now operate like Vaxian skills and items - specializations have been removed. All skills now make use of specific Skill Aspects to balance abilities from skill to skill.

To represent the diversity of technology, technological skills now have 'tech languages' to demonstrate proficiency in that skill with technology from broadly different species or areas.

For other system changes that have impacted both settings, refer to the Recent System Changes page.







In Ramsalon there are four main newspapers:

  • The Rumors and Riddles is the oldest, most respected, and most widely-read paper in Ramsalon, dating from before the Darkest Night For a time it was edited by Lucy Talebearer, though the title of Editor is now in the hands of Landon Goffe Rumors and Riddles is mostly serious journalism and editorials.
  • The Vaxian Sun is a tabloid rag most popular among the people of Beth Bow full of sensationalist celebrity gossip, horoscopes, the occasional softcore nudie print, and very little actual news.
  • The White Rose University Bulletin, edited by one Dr. Maurice Oldstone, is the academic journal of Ramsalon, full of research about archaeology, science, and magic. In other words, it's a paper for nerds.
  • The official government publication was called Ramsalon Rise, and was almost entirely propaganda. After the Naga Nori War this paper shut down.
With the exception of Ramsalon Rise, the Newspapers have always been and continue to remain genuinely free. (Though the government surreptitiously funded the Vaxian Sun, on the hypothesis that if the people are occupied with gossip, they won't get worked up about anything else.)






Vaxian Empire
The Vaxian Empire does not regulate Marriage It does not tax or treat married people any differently than any other sort of individual. Marriages are often conducted in churches, but any couple (or group) can declare themselves married and the Empire makes no distinction.

Divorce in the Empire is as simple as marriage is. If a couple is registered as married with a church, they will typically present themselves to the church for divorce. Other than that, divorce is considered to have occurred whenever all parties involved declare it to be so. If disputes over property or child custody cannot be settled amicably between the parties themselves, outside arbitration is usually necessary, but this does not have to be government arbitration.

Marriage and divorce are handled in much the same way by the government of GHOUL

Elves Elves (aside from city elves) typically do not engage in the human activity of 'marriage'. Two partners will form a life bond, which works just the same way as a typical marriage, except the ceremony itself is somewhat more private. Elves claim never to form life bonds for any reason other than pure love. Neither adultery nor breaking a life bond occurs with much frequency and both are strongly frowned upon in elven culture and result in ostracizing.

Marriage among the Nethar is typically a purely business contract, typically performed without fanfare or elaborate ceremony for the purpose of strengthening both Houses involved. Nethar occasionally marry for love, but this is frowned upon. Oddly, breaking a marriage contract is as frowned upon in Nethar culture as it is among the elves, but adultery is accepted and common (though children born from adultery are often treated as second-class citizens or simply aborted or killed, due to the importance of pedigree amongst the Nethar).

Shi Inkahan
Shinkan marriage ceremonies tend to be elaborate and expensive affairs, especially among the aristocracy. Arranged marriage is very common in Shi Inkahan. Families that have had good relations in the past tend to arrange to have their children marry, or else marriages will be arranged for optimum social benefit. Upward mobility tends to be limited, as hierarchy, order, and structure are of paramount importance at all levels of society, but love marriages are not generally condemned. Divorce is generally a great scandal on the rare occasions that it occurs at all.







Summerthing It happens every year when the water in the ocean becomes warm enough to swim in. It is basically a gathering of the young adults of the outpost to celebrate another year of being young and free. It is usually held in mid summer months, end of June, beginning of July. The night starts off hours before the sun begins to set. The job of the mages among the youth is to conjure up a contained but massive fire, in honor of the fires the wipe through the forest every hundred years or so. It gives light to all the events of the evening, which tend to get underway as the sun begins to set in the sky.

There are few major events that go along with Summerthing, things that come to mind when someone mentions it is coming. The dancing is a major part of it. The best musicians that the outpost has to offer will often perform throughout the night, those being mostly beyond the age of attending Summerthing, but still wanting to continue the legacy. There is also the most well received food that the outpost has to offer, no meat being used in any of it though. Between dancing, eating, and being with friends, new and old, the evening on its own would be complete. But there is the main highlight of the evening, known as the jump.

The jump is what people wait all year long to attempt, or even merely witness. Those who find themselves strong of heart participate, though in tradition of being young and slightly silly, most all will prepare. Preparations for the jump consist of stripping out of whatever clothing one has to wear, and standing among all others, no different than one another. As the clothing is removed, so too are traces of social class and ranking, everyone becomes the same. Flesh. Nothing more, just flesh. Then, those who wish to continue go, as one, into the ocean. It is ridiculously cold, and very few can stomach it for too long. Those who stay in the longest are often showered with personal tokens from other Elves causing them to be the only ones different from the group, and after the event is over, the rest of the evening continues like before, clothing optional at this point.

Summerthing has been restricted for many years to the elves of the outpost, and of the Ramsalon Wood Clan This past year, in discussions between those who will be in attendance, it has been decided to open it up to those in Ramsalon as well who have come of age recently. The idea is to begin to create strong ties of brotherhood between elves and non elves alike. And hopefully, this year it shall be a success.






History Of The Baaal'ock Clan

History Of The Baaal'ock Clan And Their Fall

Long ago, when the race of man was still in its infancy the elven race was split by a Great War. The Elves have always followed a clan-based structure, were, although individually many deities are followed as whole each clan has one or two patron gods. Around this time a young goddess was beginning to take followers upon herself, Qua’ress queen of insects, she who births a thousand young every spring and devours them each in turn every winter. Several clans of elves began to follow her, driven further and further from their brethren. Among these clans was the Clan Of Baal’ock who dwelled in the great coniferous forests that blanketed the north near what is now grom and meribor. The Baal’ock were master of metal, for they posses weapons of iron and steel when there brethren had only copper and flint for blades and heads for there arrows. To the Baal’ock the violent emotions were not things to be surprised but things to tap, to use them to bring you unimaginable strength. They Built huge pyramidal temples to Qua’ress, whish towered above the trees like no building prior to that time, and within these temples they had massive wood fired forges, every tree a sacrifice to there goddess, and every sacrifice of flesh was burned to fuel these forges swell. The smoke choked the sky.

War broke out among the neighbors of the Baal’ock and themselves… the Baal’ock gathered all other followers of Qau’ress to them and amassed a great army, They were led by Xharlayix Nightwind known as the wicked, who wore for her clothing the skin of her victims, and used there femurs for the hilts of her twin singautas.

The war lasted over a thousand years, hundreds of casualties on both sides, battles raging among elves, those who would be Nethar allied or not with the Baal’ock reigned deviation of there brethren. And the forests of the north where reduced to little more than carrion and ash before the final battle took its hold, for the Baal’ock had been driven into there last remaining city, revealed there most horrific creates, golems of iron and stone 5 meters high, armed with massive hammers and flails stormed from there gates, rending the a third forces laying siege on the cursed city into a thick paste before the warriors of iron were finally destroyed. The battle lasted 7 years before, in there finale throws of death the clan of Baal’ock consumed itself in a massive blood sacrifice… letting. Calling forth a swarm of locust so thick that it blacked out the sun for 9 days, consuming all vegetation in its path.

In the end, though the Baal’ock were no more and, after such defeat, the remaining clans loyal to Qua’ress hid themselves in the bowls of the earth and cursed the sun, and those elves who stilled dwelled beneath it.

And so they dwelled, brooding in there dark caverns, an odd sort of self consuming stability granted to them bye there brutal society, at least until the Darkest Night when, as the ancient gods returned from eons of banishment, Qua’ress finally fell, and the power she had granted her followers also disappeared. Leaving them scrambling for every demon, demigod, or charismatic leader whom would supply them with a replacement.







Tattoos are a common, easy method of body modification, where ink is injected below the skin of a person to form a permanent pattern or picture.

Magical Tattoos
Because living tissue cycles material out and changes constantly, one of the only ways to place a permanent enchantment onto a person is to give them a tattoo, and then enchant the ink itself (or, vastly more complex and difficult but slightly more reliable, to enchant the pattern itself). The art of tattoo enchantment is fairly complex, and certain patterns have been shown to hold certain enchantments better than others.

Among the Nethar
Tattoos are fairly common among the Nethar and their slaves. Nethar will often sport intricate designs in their House colors, to curry favor with their Matriarchs. Slaves will usually bear black tattoos indicating ownership. It is a great shame for a Nethar to bear black ink, as it does not show up well on a pure-blooded Neth's skin and is the mark of a slave. The Nethar will also sometimes enchant their tattoos, to increase their own powers or to enforce obedience among their tattooed slaves.

It is possible to use biomancy to remove a tattoo. Other methods exist, but are generally less pleasant and leave terrible scars.

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