Showing posts with label Salica. Show all posts
Showing posts with label Salica. Show all posts

Thursday, June 7, 2018

Sigil of Salica


This is a pendant which depicts the symbol mortals most commonly associate with Salica, Goddess of the Storm. The symbol represents the Goddess' familiar-- Karashartal, the mother of all krakens. Pendants like these usually drape the necks of Restan clergy who have been fully anointed in the Doctrine of Storms. Once earned, it allows priests to demonstrate their mastery of Salica's teachings to strangers and serves as a status symbol at the Blackstone Monastery, where masters frequently return to seek an education in the next of the gods' Doctrines.

Pendants like these are universally reviled outside of Resta, as only a citizen of the "Chosen Land" would ever see the need to wear their religion like a piece of jewelry. Besides this, the gold used to make the amulet and chain, as well as the magical threads used in the embroidery, make these pendants very expensive. Among the many reasons for a templar to protect an anointed priest in their pilgrimages, one of the most common is that the value of such a prize is a lure for robbers and bandits. The money one can make from selling this, or any other theological pendant from the Blackstone Monastery, would be enough to buy a house anywhere in the world.

Thursday, May 3, 2018

Mia Gold, The Champion of Salica


Long ago, on a clear night in the coastal town of Solan, the local Governor and his wife were brutally murdered. The case was never closed because the only witness to the slaughter was the couple's young daughter, who was far too traumatized to access her memory of the incident. Torn away from her family and slowly losing grip on her sanity, young Mia Gold would find refuge in the arms of her godmother, Dinorah Winstrom. Lady Dinorah would go on to assume the former office of Mia's late parents and take in their distraught daughter as her own ward. It was then that Mia learned that her adoptive mother was the leader of a secret society of noble assassins, whose purpose it was to punish those who plant the seeds of evil in the innocent and guide those who suffer from evil before those seeds can grow. With a mind full of wrath and violent imagery, Mia embraced this new family so she can turn her newfound urge to kill toward a more productive purpose. By day, she is teenage noble with an unassuming smile, but by night, she is a Scarlet Starling. 

Mia's training as an assassin has made her proficient with a plethora of deadly weapons that compliment her stealth, including blades, a garrote, and various poisons. She specializes in disguises which allow her to veil her identity and intentions so she can safely approach her targets in public. This attention-grabbing style of assassination speaks of her pride as a Starling, of whom she has complete faith in their ideology. But this pride lends itself to her greatest weakness: her dogmatic loyalty to her fellow assassins has allowed a lifetime of psychological damage to wither her senses of morality and empathy unchecked. This leaves her with a confrontational personality, a quality that combines with her deadliness to cause distrust in even her allies. Even those to whom she manages to get close find her to be stand-offish, impulsive, and humorless. But those who appeal to her sense of nobility find someone who works her hardest to protect people from the pain she's felt.

Monday, April 2, 2018

The Doctrines of Comalan

The Values of the People

Among the most important things guiding the various cultures of Comalan is how each relates to the Gods. For most, emulating the values of the four elder gods colors the temperament of almost everyone. A lot about each character's personality can be gleaned from their religious identity.

Basic Religious Identities

Non-Religious People: While the existence of deities is considered an established fact to nearly everyone on Comalan, some people choose not to follow the precepts of any religion regardless. This decision is often regarded with indifference among the majority as most simply assume they have yet to find the right religion. In stricter, more dogmatic regions such as Heron and Southern Resta, however, non-religious people are often treated with ridicule and hostility.

Doctrine of Power- The Doctrine of Power, also referred to as the Doctrine of Strength, represents a complete devotion to the ideals of Chaos. It is believed that the king of the Gods values strength above all else, which is why he is said to have created all of the dangerous beasts and cultivated the existence of evil. It is through triumphing over adversity that those who follow the Doctrine of Power believe the path to glory in his eyes can be found. Practitioners of the Doctrine of Power prize courage, strength, and self-reliance, although many are criticized by outsiders for their austere personalities. This religion is practiced primarily in Heron, and in various parts of Resta.

Doctrine of Knowledge- This faith emphasizes worship of Crane and the desire to emulate his curious nature. Followers of the Knowledge Doctrine desire to understand the world around them and search for the gods’ intentions in everything they observe. This religion emphasizes scholarship, critical-thinking, and exploration and is observed primarily in Galeon and Resta. However, this religion has the weakness of lending itself often to arrogance, as pride in the scope of their chosen god’s contributions to the world tests the limits of other people’s patience.

Doctrine of Tranquility- This faith dates back to Tanis, but has since spread through modern-day Resta. These followers of Serenity teaches people to appreciate the inherent value of peace and the potential that comes with it. Serene devotees often take it upon themselves to show others what they could be in a world without conflict; often turning tacticians into philosophers and warriors into athletes. Their virtues are calmness, pacifism, forgiveness, and protection, but their ideology leaves many people vulnerable to sloth. 

Doctrine of Storms- This faith is practiced mostly in Resta, but its basic precepts are observed in various forms throughout Midania as well. Interpretations of this religion are constantly in flux, but everyone seems to agree that the primary responsibility of good people is to manage their feelings and maintain a solid awareness of the consequences of their emotional choices. Followers of this doctrine value empathy, self-love, and friendship.

Hybrid Doctrines


Doctrine of Shadows- A hybrid of the Power and Tranquility doctrines that is practiced in the southernmost parts of Resta, most famously the city of Palon. Practitioners of the shadow doctrine view the most necessary qualities of Chaotic and Serene individuals are necessary components of the the other. To fulfill Serenity’s desire to protect the weak requires the strength found in Chaotics while their motivation to grow stronger is found in the comfort of their symbiosis with Serenity. Practitioners of the Shadow Doctrine typically maintain traditional identities, in that they worship one deity over the other. In addition, they regard any follower of the opposite faith  with the same kinship typically reserved for those who share their own.

Doctrine of Rage- A hybrid of the Power and Storm doctrines practiced most commonly among many templars of the Blackstone Monastery. Followers of the Rage Doctrine are often the most zealous believers in both Chaotic and Salican ideals. This quality lends itself to a devotion to the gods that is so strong that they consider their body instruments of the gods themselves. This lends itself to a preference for healthy living, intense training, and rigorous self-discipline. It is said that the name is derived from the frustration of many who are tempted to quit their training as templars. Those who internalize the strength of Chaotic virtues and the motivation that comes with embracing Salica, however, tend to make the most competent templars the Monastery can produce. Despite this zeal, those who follow the Rage Doctrine tend to be the most supportive of other faiths in general as their mindset encourages them to think of all of the Gods as the most perfect beings. This religion contrasts from the Doctrine of Power due to its tolerance for weakness and from the Doctrine of Storms for its strict emphasis on feelings for the gods--sometimes to the detriment of everything else.

Doctrine of Justice- A hybrid of the Knowledge and Storm doctrines, practiced as a minority faith in Galeon. Outsiders sometimes find the term “Justice” to be an odd one, considering the impression some receive of its followers. These people are sometimes seen as wild, lawless hedonists who eschew all authority, but this view ignores the philosophy behind the way of life of those who follow the Doctrine. It is a faith that values freedom and will above all, believing that the highest honors one can give to Crane and Salica are to follow one’s heart and mind without apology, and holding no mortal form of authority higher than this. Followers of the Doctrine state that the highest good, Justice, follows when every mortal is granted the right and means to live in this manner as well, with the only limit occuring when this imperative threatens the ability of another to pursue the will of their heart and mind. 
Doctrine of Dreams- A hybrid of the Knowledge and Tranquility doctrines that is notably practiced by people of the Theian faith tradition, founded by Aoide Theia, a Galean priestess and philosopher. Practice of this tradition is centered on Iris Isle, the site of the Theia Seminary, though it also prospers as a minority faith in Galeon, and to a lesser extent, Resta. This interpretation of the Doctrine of Dreams emphasizes peace and equality through rationality and mutual understanding. While devotion to the gods is a strong aspect of any Doctrine, the Doctrine of Dreams places a stronger importance on religious practice and fulfillment of certain ideals. Theians believe in honoring the gods through the creation of a just and compassionate society - one where each person, regardless of who they are, can pursue their dreams. The Doctrine of Dreams contrasts with the Doctrine of Knowledge in its emphasis on the societal and moral, while it contrasts with the Doctrine of Tranquility in its emphasis on the active pursuit of peace for all.

Doctrine of Ambition- A hybrid of the Knowledge and Power doctrines that is considered to be the farthest-reaching of all of the hybrid faiths since it represents the two longest-known deities. This combination of Intalan and Chaotic ideals is typically considered anathema to most who accept either set of ideals due to the historic conflict between the brothers. Despite this, followers of the Ambition Doctrine can be found in all parts of Mortanis save the western woodlands-- where the elves are famously hostile to Chaotic ideals. This religion emphasizes the value of the gods who created Comalan and encourages speculation on the purpose of their genesis. The prevailing theory among this faith is that mortals were created to help solve the extinction of the Fadalians’ own race. Thus it is the assertion of the Ambition Doctrine that mortals are destined to someday stand among the Gods as peers and possibly surpass them.

Doctrine of Beauty- A hybrid of the Tranquility and Storm doctrines that’s observed near the Restan riverlands, often in isolated villages along the Clearwater River. Those who follow this religion choose to celebrate the sisterhood between Serenity and Salica. The Doctrine of Beauty teaches those to admire and preserve the beauty that they feel the divine sisters have brought to Comalan. This includes not only the virtues of both of their doctrines, but the splendor of nature and the diversity of animal life-- which were previously designed by Chaos and Crane only to sustain and temper the bodies of mortals. The first rules of the Doctrine of Beauty are to acknowledge that the Brothers created a world for people to live in, and to profess that the Sisters made the world worth living in.

Monday, January 15, 2018

Midania

The Island Republic of Midania, or simply Midania, is a nation of various island states spread through the northwestern seas. They are the modern descendants of Akis, an empire which sought dominion over all of the seas. When this empire fell, the various islands which composed it fell into isolation which lasted for the entirety of the Second Age. When the Miracle of the Lost Creeds brought Mariknights back to the seas, however, the former empire's capitol of Midania reached out to the other islands of the lost empire. The result of their collaboration was the establishment of a unified republic with Midania as its new capitol. Since then, the islands have worked to unify disparate cultures under a new identity tied to the glory of Akis, but which improves on the mistakes which led to its fall.

The Republic gives equal representation to each of the islands under its banners, so the direction of Midania is driven by many different cultures. They are led by two central powers that are idealized as completely equal: a Chief Council consisting of three representatives from each island who determine national policy, and a president who is elected by popular will of all citizens to carry out the Council's will and mediate the Council. While five islands comprise the republic now, its leaders resolve to find and annex all of the islands which were once part of Akis into a new, diverse society. Their government finds inspiration to do so in the many different ways Salica interacts with the various islands.

Mainland Midania- The capitol of the republic and former capitol of the Sea Empire. It was once a barren, lifeless land occupied only by sai'mul. Since the formation of the country, sai'mul have welcomed living travelers from other islands to bring life back to this place. Sages of Eagle Island and shaman from Katrine have collaborated to restore the earth, allowing the mainland to flourish as a vibrant hub for all Midanians. While sai'mul comprise the majority population of the island, many living Midanians now call it home too, as of the Third Age. This is said to be aided by the blessing of Salica, who can ease the worries of sai'mul in no other way than to guarantee this island pleasant weather at all times.

Katrine- The forest island of Midania has a shamanic culture dedicated to moral balance and truth. They once followed a Moon Goddess named Katrine until it was revealed that she was a character created by Salica herself. Salican priests who have studied the matter can only conclude that she projects a more mature image of herself to Katrine.

Sister- The jungle island has a druidic culture that is dedicated to the absolute preservation of their natural environment. Many of the fauna that share this island with the locals are unique to this place, which makes them suspicious of potential poachers. Like the people of Katrine, they once worshiped a goddess who shared the name of the isle. While Sister has proven to be yet another alter ego of Salica, Serene priests can easily see the inspiration in their ways. Some people see this name as a point of mockery given that Serenity is literally Salica's sister.

Ravager Isle- This rugged, chaparral land is home to some of the world's most dangerous animals both large and small, which has produced a hardened culture who forsakes comfort for the perceived glory of fighting the land itself. They are tempered in the ways of the holy Ravager, a violent deity that Chaotics now realize in retrospect is Salica's attempt at parodying their god.

Eagle Island-This region consists of two large rocky plateaus jutting side by side out of the water, forming a mile-wide channel between them. Residents of this land are few and there is little to keep them there. Their culture is a philosophical one which emphasizes deep contemplation in all followers of their local deity, the Grey Eagle. The Eagle is said to represent Crane, but Intalan scholars will question the meaning of Salica's interpretation of Crane for generations due to the lack of infrastructure that the locals willingly accept while lost in their aimless contemplation. 

People

Ekera of Sister, The Avatar of Serenity- A former protector of Sister who now serves Serenity as her Avatar.

The Mariknights- A fleet of magical corsairs who protect Midania's sovereign waters with deadly swordsmanship and their mastery over water itself.

Other Locations

Vortex Archipelago- A set of islands which surround a huge maelstrom and are battered by storms. The dangers of this place are obvious, but the potential rewards are a beacon for adventurers.



Monday, November 28, 2016

The Isle of Sai'mul

When we die, our souls customarily ascend to the holy realm of Fadal, where our value to the Gods is to be determined. The favored souls enjoy new life in the Fadalians' kingdom while those who aren't are transferred to the Soulforge to join the next phase of the Gods' mysterious plan. But sometimes, for reasons unknown, a soul will fail to leave its mortal shell and linger on in Comalan. These unfortunate souls are known as the Sai'mul, or undead.

The Sai'mul are often miserable creatures who arise from all parts of the world, lamenting their failure to properly die. In Comalan, death is viewed as a crucial step in the evolution of mortalkind, so no one would choose such an odd fate. Why this happens to people is unclear, even to those who speak with the gods. According to the clergy, the emergence of a Sai'mul is a random and disastrous occurrence that results in an odd condition: Sai'mul are invisible to the Gods. Their decaying bodies appear as ordinary corpses to them and they cannot perceive of the life that remains.

As a result of the Gods' inability to sense a Sai'mul, they are unable to use most forms of magic. There are some spells that are inherently mortal powers as well as those which were not intentionally bestowed by the gods. These are the only forms of magic that a Sai'mul can use. Because most magic is divine, they also possess a resistance against some forms of magic. Fire is as effective against a sai'mul as a true living mortal (perhaps more so, due to the relative dryness of their bodies), but non-elemental magic such as Empathy, Pacifism, and Omniscience, has no effect on them.

Sai'mul are prone to emotional resistance to their new reality. For the most unfortunate, this manifests itself in violent outbursts, and perpetually dark moods. For this reason, many people are uncomfortable in the presence of sai'mul. This often leads to persecution, all for the inescapable act of living when they should be dead. Murder and suicide are common responses to the emergence of a sai'mul, but the clergy condemns this, for to take a life is a sin regardless of whether that life was meant to persist.

Fortunately for the Sai'mul, there is a safe place. Towards the end of the First Age, the devastation that struck the mainland of the former Akisian Empire has left a barren land behind occupied with the very oldest of Sai'mul. Although the land, now known as Midania, remains barren of vegetation and fauna to this day, the undead do not require sustenance. Therefore they can live on this island comfortably as no one else can.

Although the gods can no longer hear their voices, they continue praying to Salica as the former Akisians once did. If nothing else, they seek comfort in knowing that Salica in particular is sympathetic to their plight. Others, however, have developed alternative methods to communicate with Salica which have been unsuccessful only in comparison to the conventional methods of the clergy. Through these efforts, they know that Salica cares for them, and it is this knowledge that gives them the hope they need to carry on with their unusual existence.

Friday, November 11, 2016

The Festival of Winter

Every year, as the final autumn month fades, a flurry of activity rises in the kingdom of Resta. Mages seal themselves in caverns of ice. Stalls selling firewood appear. Long lines form at butcher shops. The towns of Ridge, Amora, Freedom's Reach, and Karatal swell with travelers. Everyone searches their belongings and dust off their copies of a certain hymn book. They are all preparing for the most joyous time of year, the Festival of Winter, otherwise known as Salica's Festival.

As the first snows of winter fall, the Royal Family open their courtyard to all, where many attractions await. The succulent aroma of hot roasts fill the air, served with piping hot drinks to keep guests warm. The pools that normally litter the grounds are frozen over so that people may skate across the ice. Crystalline sculptures of ice, lovingly sculpted by mages and artists alike, are proudly displayed for an annual contest. The entire courtyard is decorated with decadent wreaths of gildleaf and icicles of red, blue, yellow, and green. hang from the ramparts. While the festivities are joyous in their own right, keep your eyes open for the lorekeepers who gather to tell tales of the festival's origin. Their accounts are often conflicting, but all are captivating.

The festival is a time of releasing stress before the winter snows come to seal so many within their own communities. It came about as a tradition due to the tragedy of King Dolph, in the hundredth year of the second age. Although he was a beloved king, he lived and worked under much pressure. It had been the hardest year of his rule to that point, and the winter ahead of him promised to be harsh. Still, he held fast to his duty until the first blizzard struck. The snow fell hard for three days, sealing him into Resta castle with his family, his retainers, and few members of his court who had been unable to leave in time.

The king was a hospitable and genial man, so he accepted the burden of hosting so many people with grace. When the weather cleared, the slow work of clearing the snow from the capitol began. But before the roads could be safely opened again, a second blizzard struck, which lasted for a week. Still, King Dolph was a generous host to the people trapped with him. By the third day of the second blizzard, the king began to feel restless and irritable. He felt his grasp on his kingdom slipping, he began to seek seclusion. But by the seventh day, the snow had stopped once more, and workers once again struggled to clear the snow.

Not wanting to be trapped any longer, King Dolph ordered Hem Academy to send spellwarriors to assist in clearing the snow. But the spellwarriors were slow to get there, as their arrival was immediately followed by a third blizzard; the longest in Resta's history. For a month, snow fell heavily onto the castle. In that time, the King's mood darkened considerably. The inconvenient timing of these blizzards began to hold some significance in his mind, and the faces of his disheartened guests began to fill his mind with fears of treason.

After the second week of this deadly storm, a body was found on the palace steps. It was one of the spellwarriors, who had been working to drive back the terrifying masses of snow. Surely, he had frozen to death, but the king began to suspect he was murdered; possibly to ensure the king himself would be buried in snow. He began to feel convinced that he was being plotted against and this act of nature would soon be the death of him if he did not uncover the traitor.

The king watched his subjects suspiciously in the following weeks, which earned him the concern and attention of many. But being trapped in snow for such a long time does not do much good for the nerves of anyone, much less a stressed king. Many began to avoid the king, others would complain about him when they thought he wasn't listening. This only served to deepen the king's paranoia until he became convinced that everyone in the castle had turned against him.

On the final day of the storm, the king snapped. With a sword in hand, he stumbled drunkenly into the chambers of his own daughter, claiming that he must execute the traitors himself, for he could trust no one. The princess, being cunning and significantly more sober, escaped her father and fled into the frigid courtyard. As the snow finally stopped, King Dolph shambled out of the castle and tripped on the steps, impaling himself with his own sword.

In the weeks that followed, the princess mourned, praying in the Temple of Salica to help her to understand what had become of her father. In time, she came to understand. Winter is a hard time and a hard year had left King Dolph with an unimaginable burden of painful emotions. She came to see this as a toxic combination. Therefore, as the new Queen of Resta, her first decree was that what happened to her father must be prevented from happening again. Thus, she held the first Winter Festival, a day to let go of any emotional burdens that can hold you down in the isolation of winter.

The Festival of Winter is a day in which homage is paid to Salica and unresolved, negative feelings can be put to rest, but it is also a day of celebration for the people of the world who made it through another year. So put away your worries, let go of your grudges, and embrace the beauty of the world around you. A long and harsh winter may always be around the corner, and you would do far better  to face it with optimism than despair.