Will finish after breakfast; let me know if there's anything wrong so far.
Appearance: The Yish'Tai are a pale-skinned, pan-eyed humanoid species that inhabit the densely shadowed Marshlands of Rok'lo Sha. The average height for males is 7 feet, for women it is 6'5. Their skin colour varies somewhat between white and translucent blue. With elongated ears and large, flat discs for eyes, they present a somewhat unnerving image. Their noses have all but sunken back into their face, and their lips are think and scaly. All Yish'Tai have keep their black hair cut reasonably short for practical purposes; some women enjoy tying it back with marsh-weed, while men often keep it in a wolf-tail.
Yish'Tai are tall and lean; they lack the potential for large musculature, due to both their diet and lifestyle. While their reflexes are certainly quick, they heavily rely upon surprise and speed when hunting; a trait that will surely overlap into combat.
In summer, the common dress is a woven sheet worn toga-style over the shoulder; made from any of the various plants nearby, these are often multi-coloured green and brown. When going to hunt, the men wear short, hide pants. During winter, they often don animal-hide cloaks and slippers, often decorated with various feathers and flowers. There is no difference in dress depending on important events; a meeting in summer has often seen half or more of the participants naked.
As they age, the Yish'Tai tattoo themselves with various swirls and patterns relative to their accomplishments. By the age of 30, most are covered in black patterns from the neck down. Common motifs include abstract representations of animals hunted, patterns that have been recreated in textiles, marsh plants, commemorative works (in the case of a death in the family) and personal taste.
Perks:
Nimble: A combination of their biologically lithe body and a culture that promotes feats of speed has given the Yish'Tai both quick feet and fast reflexes. While they are certainly among the swifter of the nations, this speed does not generate force that can be converted into strength, due to their disproportionately long bodies.
Flaws:
Weak: The Yish'Tai are physically unimposing, and hits from them in melee combat lack the strength that other races carry. They are also put out of the fight by wounds faster.
Yish'Tai are tall and lean; they lack the potential for large musculature, due to both their diet and lifestyle. While their reflexes are certainly quick, they heavily rely upon surprise and speed when hunting; a trait that will surely overlap into combat.
In summer, the common dress is a woven sheet worn toga-style over the shoulder; made from any of the various plants nearby, these are often multi-coloured green and brown. When going to hunt, the men wear short, hide pants. During winter, they often don animal-hide cloaks and slippers, often decorated with various feathers and flowers. There is no difference in dress depending on important events; a meeting in summer has often seen half or more of the participants naked.
As they age, the Yish'Tai tattoo themselves with various swirls and patterns relative to their accomplishments. By the age of 30, most are covered in black patterns from the neck down. Common motifs include abstract representations of animals hunted, patterns that have been recreated in textiles, marsh plants, commemorative works (in the case of a death in the family) and personal taste.
Perks:
Nimble: A combination of their biologically lithe body and a culture that promotes feats of speed has given the Yish'Tai both quick feet and fast reflexes. While they are certainly among the swifter of the nations, this speed does not generate force that can be converted into strength, due to their disproportionately long bodies.
Flaws:
Weak: The Yish'Tai are physically unimposing, and hits from them in melee combat lack the strength that other races carry. They are also put out of the fight by wounds faster.
Nation Name: Rok'lo Sha
Capitol Name: Ayet
Territory description: Densely wooded marshland, that seems to go on forever. It is bordered on one side by cliffs that face down to the ocean; on all others, it spills out onto the continent. The ground is a mixture of stagnant pools, fast-flowing rivulets, moss, grass and tree-roots. The heavy shade provided by the tall, leafy trees has cast the marshlands below into perpetual twilight. Small gaps in the foliage above offer small pools of sunlight, and the ground below is often cultivated for flowers and ornamental plants, that otherwise die in the unforgiving marsh.
Within the marsh grow numerous edible foods; colored berries, beans, root spices and dense greens. However, the purposeful cultivation of marsh-weed has marked the lands with small squares of crops, usually about 3 or 4, measuring 30x30 meters each. The buildings of the Yish'Tai are always built at the ground level of a tree; using the trunk as support, they often radiate outwards as a circular building. The largest of these abodes can climb to three stories high, and can connect with others via wooden walkways or simple ropes. Apart from these strange buildings and farms, the landscape is as it was.
The marsh is hot in summer, and cold in winter. Though the cold is offset by the constant heat generated by perpetual compost, it can often bring frost to the ground and ice to some pools. Wind and sunlight are rarities beneath the trees, and rain brings with it a sludgy, slippery mess; an incredible danger for those not accustomed to the land.
Ayet itself is situated on the flatter part of the marsh, with many 2 and 3 story buildings climbing the trees within. The closest thing to roads in the capitol are flattened tracks of grass with stone borders. Above the roads are hundreds of their trademark gangways linking the buildings together; often frequented with youths playing hunter; leaping around and rocking the ropes.
In the center of the concentric village is the only stone architecture in the whole province; a ring of large, stone pillars dragged from the depths of the swamps, set up as a ring. It is here that the councils are held, and it is the true center of the whole marshland.
Nation Perks:
Natural Defenses: The Marshlands poses a confusing and dangerous threat to those who don't know their way through. In addition to the possibility of getting lost, drowning, poisoned, or simply going mad, the thick woods are ideal for the swift and trained natives, who take to trespassers like flies on a corpse.
Food Surplus: Nearly every member of the population has their own farm, which means food is rarely a problem, and they can happily live off their stores for quite a while, as well as providing them with perhaps the most valuable resource.
Nation Flaws:
Industry: There is an acute lack of industry in Rok'lo Sha. They have little to no wares to export, their buildings are made of simple wood, and they have no artistic works, save for their own bodies.
Armed Forces: There is no standing armed forces in Rok'lo Sha. In the event of war, the required number of citizens are simply enlisted and sent to fight. While this is perhaps workable on homeground, outside expeditions will prove difficult.
Short History: The Yish'Tai have inhabited the marsh for as long as their mixed oral and written history can trace back to. Their shift from nomadic hunter-gatherers to established farmers with a semi-complex society was slow and gradual; not marked with any sudden innovation or heroic icons. Indeed, their society seems to be a product of natural evolution, rather than purposeful invention.
The capitol was more formally recognized rather than established. It's ideal location, bordering on the more level, farmable areas of the marsh attracted the inhabitants from many of the smaller villages marked across the swamps. Upon the erection of the stone council ring, Ayet was formally recognized as the center of the province.
Their history is marked by little contact with the outside, and only small skirmishes with other nations over border disputes. Their poetic stories and verbal tales all focus on their migration and establishment of Ayet, as well as famed hunts and races.
Social Values: Citizens of Rok'lo Sha value self-sufficiency, independence and personal achievement. Education is supplied in Ayet only, by experiences elders in their relative disciplines. From age 6 to 14, children brought from the province are taught practical skills such as botany, hunting and textile production, regardless of gender. At 14 they are expected to join their family in self-sufficiency; farming, hunting, and general household tasks.
Apart from fierce autonomy, their other focus is honors won through any means. Men and women compete equally in the fields of hunting, racing, textile production, and the provincial game of Tramvah. Tramvah consists of a small team of select individuals from each village, that compete against eachother in a week long "hunt". Emphasis is placed stealth and speed, and team members are eliminated when forced into submission by an opposing team. This is held every 6 months; the winning team is paraded through Ayet, and showered with gifts.
Government: The government consists of 10 individuals from each village, who are selected at random each year. They vote democratically on all matters at the council ring at Ayet; while it is one vote per member, there is a tendency to side with those who hold more honors; famed hunters and runners often rule the government. A trio of accomplished citizens are selected annually to confer with any other provinces in diplomacy, regardless of their ability or tact.
Economy: As most households are self-sufficient, the economy is barter based, both within the province and with any trade with other nations. The people of Rok'lo Sha prize useful goods over decorative; food, tools and materials are far more desirable than gems, silks or riches.
Religion: The Yish'Tai worshipped the God of the Marsh during the old time; an unseen, unheard force that showed itself with blessings of good harvests and safe-returns, given the appropriate sacrifice. With the Old Ones gone, they have reverted to a plethora of minor nature spirits, each with it's own shrine and effigy set up amongst the marshland.
Military: Warfare, if unavoidable, is always preferred to be held in homeground. As there is no standing army, the combatants are often accomplished hunters and runners, though to pad out the numbers many are simply enlisted. Employing their natural speed, the marshes defensive position and attempted ambush, Rok'lo Sha is defended using guerilla tactics and terrifying treatment of any prisoners captured. Often released back out of the marsh, they are heavily tortured, and a grisly sight.
Ideology: Independence, self-sufficiency and personal honor.
Capitol Name: Ayet
Territory description: Densely wooded marshland, that seems to go on forever. It is bordered on one side by cliffs that face down to the ocean; on all others, it spills out onto the continent. The ground is a mixture of stagnant pools, fast-flowing rivulets, moss, grass and tree-roots. The heavy shade provided by the tall, leafy trees has cast the marshlands below into perpetual twilight. Small gaps in the foliage above offer small pools of sunlight, and the ground below is often cultivated for flowers and ornamental plants, that otherwise die in the unforgiving marsh.
Within the marsh grow numerous edible foods; colored berries, beans, root spices and dense greens. However, the purposeful cultivation of marsh-weed has marked the lands with small squares of crops, usually about 3 or 4, measuring 30x30 meters each. The buildings of the Yish'Tai are always built at the ground level of a tree; using the trunk as support, they often radiate outwards as a circular building. The largest of these abodes can climb to three stories high, and can connect with others via wooden walkways or simple ropes. Apart from these strange buildings and farms, the landscape is as it was.
The marsh is hot in summer, and cold in winter. Though the cold is offset by the constant heat generated by perpetual compost, it can often bring frost to the ground and ice to some pools. Wind and sunlight are rarities beneath the trees, and rain brings with it a sludgy, slippery mess; an incredible danger for those not accustomed to the land.
Ayet itself is situated on the flatter part of the marsh, with many 2 and 3 story buildings climbing the trees within. The closest thing to roads in the capitol are flattened tracks of grass with stone borders. Above the roads are hundreds of their trademark gangways linking the buildings together; often frequented with youths playing hunter; leaping around and rocking the ropes.
In the center of the concentric village is the only stone architecture in the whole province; a ring of large, stone pillars dragged from the depths of the swamps, set up as a ring. It is here that the councils are held, and it is the true center of the whole marshland.
Nation Perks:
Natural Defenses: The Marshlands poses a confusing and dangerous threat to those who don't know their way through. In addition to the possibility of getting lost, drowning, poisoned, or simply going mad, the thick woods are ideal for the swift and trained natives, who take to trespassers like flies on a corpse.
Food Surplus: Nearly every member of the population has their own farm, which means food is rarely a problem, and they can happily live off their stores for quite a while, as well as providing them with perhaps the most valuable resource.
Nation Flaws:
Industry: There is an acute lack of industry in Rok'lo Sha. They have little to no wares to export, their buildings are made of simple wood, and they have no artistic works, save for their own bodies.
Armed Forces: There is no standing armed forces in Rok'lo Sha. In the event of war, the required number of citizens are simply enlisted and sent to fight. While this is perhaps workable on homeground, outside expeditions will prove difficult.
Short History: The Yish'Tai have inhabited the marsh for as long as their mixed oral and written history can trace back to. Their shift from nomadic hunter-gatherers to established farmers with a semi-complex society was slow and gradual; not marked with any sudden innovation or heroic icons. Indeed, their society seems to be a product of natural evolution, rather than purposeful invention.
The capitol was more formally recognized rather than established. It's ideal location, bordering on the more level, farmable areas of the marsh attracted the inhabitants from many of the smaller villages marked across the swamps. Upon the erection of the stone council ring, Ayet was formally recognized as the center of the province.
Their history is marked by little contact with the outside, and only small skirmishes with other nations over border disputes. Their poetic stories and verbal tales all focus on their migration and establishment of Ayet, as well as famed hunts and races.
Social Values: Citizens of Rok'lo Sha value self-sufficiency, independence and personal achievement. Education is supplied in Ayet only, by experiences elders in their relative disciplines. From age 6 to 14, children brought from the province are taught practical skills such as botany, hunting and textile production, regardless of gender. At 14 they are expected to join their family in self-sufficiency; farming, hunting, and general household tasks.
Apart from fierce autonomy, their other focus is honors won through any means. Men and women compete equally in the fields of hunting, racing, textile production, and the provincial game of Tramvah. Tramvah consists of a small team of select individuals from each village, that compete against eachother in a week long "hunt". Emphasis is placed stealth and speed, and team members are eliminated when forced into submission by an opposing team. This is held every 6 months; the winning team is paraded through Ayet, and showered with gifts.
Government: The government consists of 10 individuals from each village, who are selected at random each year. They vote democratically on all matters at the council ring at Ayet; while it is one vote per member, there is a tendency to side with those who hold more honors; famed hunters and runners often rule the government. A trio of accomplished citizens are selected annually to confer with any other provinces in diplomacy, regardless of their ability or tact.
Economy: As most households are self-sufficient, the economy is barter based, both within the province and with any trade with other nations. The people of Rok'lo Sha prize useful goods over decorative; food, tools and materials are far more desirable than gems, silks or riches.
Religion: The Yish'Tai worshipped the God of the Marsh during the old time; an unseen, unheard force that showed itself with blessings of good harvests and safe-returns, given the appropriate sacrifice. With the Old Ones gone, they have reverted to a plethora of minor nature spirits, each with it's own shrine and effigy set up amongst the marshland.
Military: Warfare, if unavoidable, is always preferred to be held in homeground. As there is no standing army, the combatants are often accomplished hunters and runners, though to pad out the numbers many are simply enlisted. Employing their natural speed, the marshes defensive position and attempted ambush, Rok'lo Sha is defended using guerilla tactics and terrifying treatment of any prisoners captured. Often released back out of the marsh, they are heavily tortured, and a grisly sight.
Ideology: Independence, self-sufficiency and personal honor.
Name: Shiva Ronema
Age: 32
Race: Yish'Tai
Appearance: Tall for a female and uncharacteristically muscular, Shiva keeps her head shaved; scraping that stone across her scalp is part of her morning ritual. She wears a hunters hide-shorts and a band of rawhide across her chest. She carries with her a set of footwraps, her bow and several arrows; in case anyone spots a particularly large jungle cat. Her features are sharp and pointy; the length of her ears accentuated by her lack of hair.
Personality: Wild and carefree, Shiva has little interest in the traditional farming life, and lives somewhat nomadically, travelling between the villages, leading small hunts and searching for the best food in the Marsh. During a hunt, however, she loses her jovial edge, and adopts a deadly serious demeanor until the creature has been displayed proudly in the village. She's a hunter, and she knows it.
With little vested interest outside of hunting and food, she can often seem somewhat distracted and disconnected when conversation turns from her forte. However, as she
Short History: Born in Aret to a family long established in the capitol, Shiva quickly showed herself as a prominent hunter. At 15 she began to win the odd race or two, though quickly established herself as a prominent hunter. At 17 she was winning near every hunt she participated in; her fiercely silent and brooding style earned her the title of Panther.
By 25 she was bestowed the honor of Elder, though often shirks her educational duties to travel and hunt; much to the chagrin of her companions. It came then as somewhat as a shock to be elected as one member of the trio in dealing with foreign affairs; however, given their isolated past, she figured it wouldn't be too much work...
Name: Alcrik Tonsay
Age: 63
Race: Yish'Tai
Appearance: Uncharacteristically long hair, flecked with streaks of grey frames his round, friendly face at all times. His beard is kept combed and clean; a source of much pride, as it reaches his chest. With wide, keen eyes and a broad grin, Alcrik looks the part of a happy grandfather. However, he wears a particularly high-quality toga, and has an air of intellect and impenetrable wisdom that often aggregates the more 'flash-fire' council members.
Personality: Relaxed and content, Alcrik is an Elder with knowledge of the many plants that inhabit the marshland. A blend of diligent, hardworking citizen, caring grandfather and serious statesmen, he is perhaps the closest Rok'lo Sha has to a wise diplomat. Somewhat concerned by the current isolation of his nation, he hopes to open a few trade routes that would allow them to advance, technologically speaking. However, he has kept these wishes to himself, waiting for the opportune moment.
History: Born in a small village adjacent to one of the faster-flowing rivers, Alcrik was not brought into the capitol to receive a formal education. Instead, he was raised on his fathers small plot of land, tending to the crops and often gathering various herbs and foodstuffs for his mother from the surrounding marshes. It was from these many trips that he sparked his interest in botany, and he made his first trip to Aret when he was 23, to look for an elder. After being turned down several times, he shrugged and simply sat in on the children's education, much to the joy and laughter of the students. The Elder, sensing an immovable force, resigned to teaching him, and apprenticed him for 10 years in return for Alcrik's help in tending his teachers farm.
Near the end of his apprenticeship, he was selected as a council member for his village. Showing a natural skill in government, he swayed many members of the council on several difficult matters, including clearing a previously sacred shrine in order to build several farms. During this time he was selected for various games of Tramvah; to this day he is shocked his name was allotted so many times. He was an average athlete; perhaps he could have been better, if he showed interest.
Recognized as an Elder in his 45th year, he has since taught in Aret, and often made his own trips to his hometown in order to promote education among the more rustic folk. This year, he has been selected as a member of the foreign affairs trio; a position he treats with the utmost dignity.
Name: Briln Halfden
Age: 31
Race: Yish'Tai
Appearance: With darker skin than most of his kin, Briln keeps his hair just shy of his neck. With narrow eyes and small eyes, he perhaps looks somewhat more human than the other Yish'Tai; genetic traits that run in his family. Often seen wearing his own clothing inventions; shirts with removable sleeves, pants that roll and button; he is easily picked out from a crowd.
Personality: Quiet and somewhat nervous, Briln often steals away from conversation as fast as he can, to return to his makeshift workshop, adjacent his family's house. Something of an inventor, his uniqueness has also been his curse; never participating in athletic events, he has been a source of discomfort and quiet confusion for both himself and his parents. However, with the few friends he has he is enjoyable if not quiet company, always interested in the peculiarities of their day-to-day lives.
History: Born in Aret to two famed hunters, Briln spent his youth avoiding school in favor of his own company. As soon as he could move his thumbs he was putting things together and taking them apart; showing a vested interest in design, engineering and architecture that was unheard of in the province. Completing his education with shaky participation, he has since lived in semi-seclusion in his workshop; building models for sturdy houses, tougher clothes, and blueprinting a possible irrigation system. His main difficult is a lack of materials and likeminded people to smooth out the kinks, as well as general public support.
As his name was allotted for the trio, his heart dropped. Time away from his workshop was time not well spent, and he hopes to defer most of his duties to the other two.
Age: 32
Race: Yish'Tai
Appearance: Tall for a female and uncharacteristically muscular, Shiva keeps her head shaved; scraping that stone across her scalp is part of her morning ritual. She wears a hunters hide-shorts and a band of rawhide across her chest. She carries with her a set of footwraps, her bow and several arrows; in case anyone spots a particularly large jungle cat. Her features are sharp and pointy; the length of her ears accentuated by her lack of hair.
Personality: Wild and carefree, Shiva has little interest in the traditional farming life, and lives somewhat nomadically, travelling between the villages, leading small hunts and searching for the best food in the Marsh. During a hunt, however, she loses her jovial edge, and adopts a deadly serious demeanor until the creature has been displayed proudly in the village. She's a hunter, and she knows it.
With little vested interest outside of hunting and food, she can often seem somewhat distracted and disconnected when conversation turns from her forte. However, as she
Short History: Born in Aret to a family long established in the capitol, Shiva quickly showed herself as a prominent hunter. At 15 she began to win the odd race or two, though quickly established herself as a prominent hunter. At 17 she was winning near every hunt she participated in; her fiercely silent and brooding style earned her the title of Panther.
By 25 she was bestowed the honor of Elder, though often shirks her educational duties to travel and hunt; much to the chagrin of her companions. It came then as somewhat as a shock to be elected as one member of the trio in dealing with foreign affairs; however, given their isolated past, she figured it wouldn't be too much work...
Name: Alcrik Tonsay
Age: 63
Race: Yish'Tai
Appearance: Uncharacteristically long hair, flecked with streaks of grey frames his round, friendly face at all times. His beard is kept combed and clean; a source of much pride, as it reaches his chest. With wide, keen eyes and a broad grin, Alcrik looks the part of a happy grandfather. However, he wears a particularly high-quality toga, and has an air of intellect and impenetrable wisdom that often aggregates the more 'flash-fire' council members.
Personality: Relaxed and content, Alcrik is an Elder with knowledge of the many plants that inhabit the marshland. A blend of diligent, hardworking citizen, caring grandfather and serious statesmen, he is perhaps the closest Rok'lo Sha has to a wise diplomat. Somewhat concerned by the current isolation of his nation, he hopes to open a few trade routes that would allow them to advance, technologically speaking. However, he has kept these wishes to himself, waiting for the opportune moment.
History: Born in a small village adjacent to one of the faster-flowing rivers, Alcrik was not brought into the capitol to receive a formal education. Instead, he was raised on his fathers small plot of land, tending to the crops and often gathering various herbs and foodstuffs for his mother from the surrounding marshes. It was from these many trips that he sparked his interest in botany, and he made his first trip to Aret when he was 23, to look for an elder. After being turned down several times, he shrugged and simply sat in on the children's education, much to the joy and laughter of the students. The Elder, sensing an immovable force, resigned to teaching him, and apprenticed him for 10 years in return for Alcrik's help in tending his teachers farm.
Near the end of his apprenticeship, he was selected as a council member for his village. Showing a natural skill in government, he swayed many members of the council on several difficult matters, including clearing a previously sacred shrine in order to build several farms. During this time he was selected for various games of Tramvah; to this day he is shocked his name was allotted so many times. He was an average athlete; perhaps he could have been better, if he showed interest.
Recognized as an Elder in his 45th year, he has since taught in Aret, and often made his own trips to his hometown in order to promote education among the more rustic folk. This year, he has been selected as a member of the foreign affairs trio; a position he treats with the utmost dignity.
Name: Briln Halfden
Age: 31
Race: Yish'Tai
Appearance: With darker skin than most of his kin, Briln keeps his hair just shy of his neck. With narrow eyes and small eyes, he perhaps looks somewhat more human than the other Yish'Tai; genetic traits that run in his family. Often seen wearing his own clothing inventions; shirts with removable sleeves, pants that roll and button; he is easily picked out from a crowd.
Personality: Quiet and somewhat nervous, Briln often steals away from conversation as fast as he can, to return to his makeshift workshop, adjacent his family's house. Something of an inventor, his uniqueness has also been his curse; never participating in athletic events, he has been a source of discomfort and quiet confusion for both himself and his parents. However, with the few friends he has he is enjoyable if not quiet company, always interested in the peculiarities of their day-to-day lives.
History: Born in Aret to two famed hunters, Briln spent his youth avoiding school in favor of his own company. As soon as he could move his thumbs he was putting things together and taking them apart; showing a vested interest in design, engineering and architecture that was unheard of in the province. Completing his education with shaky participation, he has since lived in semi-seclusion in his workshop; building models for sturdy houses, tougher clothes, and blueprinting a possible irrigation system. His main difficult is a lack of materials and likeminded people to smooth out the kinks, as well as general public support.
As his name was allotted for the trio, his heart dropped. Time away from his workshop was time not well spent, and he hopes to defer most of his duties to the other two.