Since 1997, I have this "WORLD BUILDING" project that I started and have not yet been able to finish. It all started as a request from a friend in the hobby for me to do an RPG world just our own. To be honest I have not yet experienced any RPG stuff - the "real" RPG stuff - you know, with the rule-book, d20 dice (lots o-them), PC charts and your tried and tested imagination.
All I have for an RPG experience is the Nintendo and PC types, meaning, the electronic stuff.
Even before I wanted to do this kind of gaming. Unfortunately, I don't have the people around me who wanted to waste time like this. When my group of fellow gamers and hobbyist decided to test the waters of the classic RPG experience during the release of the first in many Legend of the Five Rings RPG Clan rulebooks, I thought I'll finally have a taste of it, but unfortunately (again) I have to work.... T_T, so the guys went ahead without me. During meet-ups at the local hobby watering holes, I get to hear them talk about the stuff they did during "role-playing". Well the guys have been kind enough to tell it to me really, and since they know for a fact that I am a good writer (of sorts) and into mecha, sci-fi, hatd fantasy and all, they asked me if I can create our very own RPG world. A place where sword, alchemy, machine, magic and the unknown dukes it out in exciting fashion. We wanted it different from the Dragons & Dungeons concept of fantasy world, something fresh to be exact.
So I went ahead and did it. (I also did some sketching - I can draw really, but am not that "good")
Around halfway doing it, the gang has already moved on... in life and in the hobby also. The unfinished world I did was never put into use. I saved it somewhere in my PC and moved on also.
Around 2007, while working abroad and having time to waste, I decided to download a copy of my draft from my email (from the Sent box) and did some "rehashing" and editing - just for the heck of it.
What I will post here now is still unfinished. The dateline is December of 2008, I havent gone ahead and continue this one actually, but upon reading it again - honestly I "wowed" myself for the effort I have done already. Now, maybe soon, I will find time to continue with this. I just need that tiny push from the back of my head really....
anyways... lemme give you this now.
________________________________________________________________________________
the world .... is.... JÖVIÅ
[a\A manuscript for an RPG line]
--------------------------------------------------------------------------------------------------------
RPG title: JÖVIÅ
Genre: Hard Fantasy/ Progressive Culture based
Concept date: December
07, 1997
Date transcribed: October 8, 2007
Authored by: WSE
Version. Alpha 1 [1.0.0.07]
Preliminary: All entries written here are of
fictional content; no such item is in direct relation to any actual or factual historical
accounts. Furthermore, all names and locations are intellectual property of the
author (me) in which case if any similarities to such person exist, the author
does not claim relation to such and otherwise disclaim his use of the name if
proven that the name existed on the said literature “before” the
conceptualization of these manuscript.
-------------------------------------------------------------------------------------------------------
[Timeline mark: The JOVIAN ENCYCLOPEDIA Volume 1 (0 ~
3000 Vg). First print @ 8240 Aria]
JOVIA
Jovia
"A land of tide and mystery...like
a steel wind breeze...clamoring for time, scorching blizzard and freezing
fire...who am I to question why...all I know is that I witnessed a
shining...far and distant...through a landscape of silver and gold"
Section
3.N 109...of the PADIN finds.
Written
by ALDEOS SIRIDINAN OR
Imperial
Seer and Historian.
(On
his journal during the great phenomenon of 72 Aria)
Section
59. L. 32 [Padin Horde Finds]
Entry
Level 1:
I am ALDEOS SIRIDINAN SURICUS
elim OR. Born on the 8th Aria, during the Pedin Dynasty. Exactly at the 89th
setting of the DIÄVEN, 2010 Varganen, 8th Aria.
I am born a TAMAT - a prophet seer.
I was already aware of my existence on exactly my 70th setting of DIÄVEN (a
day/ a Daven). The earliest awakening ever for a TAMAT since recorded history.
A TAMAT is supposed to "awaken" after 500 Daven, or a VARGANEN (a
year). This thus made me the center of a long debacle between the Society of
Soliran Salitaris Madracus Anab (Holy Sons of the Saltaris Practitioner) and
the Recorium Don Denuvis (Organization of Red Horus) on who will guide me in my
"Deepening (learning of ones talent). I ended up with the Greater
Columbines Aracanum Deregis (Arcane Guild).
I will now tell you what
"I" am. a "TAMAT".
A TAMAT is an ancient term for
"Gifted". A gift of time and the elements. We are in all accounts, an
"abomination". Anyone like me was once hated and feared throughout
the land, for we are in truth almost inhuman. Our body at a glance can be seen
as flesh and blood, but every Tamat who ever lived knows, that even with our
crystal eyes, we are more human than you will ever realize.
Another thing that physically sets
us apart from the "common"- a term we learned to use for
"normal" humans when speaking with another Tamat - is that we all
grow old and frail and tall. But the paradox of it all is that unlike a common,
our lifespan varies with the degree of power we hold. A lesson learned by my
early progenitors, through their tampering with the "Core" - the
source of magic and life of JOVIA. A lesser TAMAT can live for a period of 500
Varganen (a normal human lives to 120 Varganen in average) but a very powerful
one could last for just 20 to 35 Varganen).
The most powerful Tamat ever
recorded was Tocilos Av eclom Suris ( born ~ 693 Varganen). Knowing how powerful he can be,
he became a High Level Madracus and Horus Superior at the young age of 18
Varganen, Conquered half of the Second Salitaris Empire before dying through a
spontaneous effect now known as "Searing", or plainly a burnout
effect. It happens while performing a "Touching" of the Core which
somehow eases the knowledge that I’ll burn up a glorious way if I so happen to
end that way. But the most common death to us is like any other normal way, an
accident, disease, or if fortunate, the toll of age, old, old age.
But what turned the tide for us or
that led the populace to admire and trust us rather that abhor and eradicate
us, is upon the discovery that aside from our crystal eyes, our bones are also
made of crystal. A truth that for the whole time it was kept secret for fear of
manipulation and slavery tendencies because of our fragile state, a truth
however that set us free from the bonds of discrimination and oppression.
The crystal form of our skeletal
structure, set us farther away from humanity, though we are born the same way
other children are born - through human parents and human genes. The mystery of
our being as that of until this day - a mystery. Although born with great
potential powers, something inside us prevents us from turning into what the
commons accuse us to be - evil beings. What happened to Tocilos was a cause of
retaliatory response to the oppression we receive from the commons. Though we
believe that towards the end, he eventually succumbed to the corruption of
having such vast power that somehow, his "searing" was more of a
divine intervention. A fact more solidified by five more of the same cases, of
Tamats succumbing to corrupted power and thinking and burning out earlier than
they should. Thus until today, Tamats are regarded as advocates of authority,
truth and justice, a status the commons themselves have given us.
Every one of us either becomes a
surrogate Magus teacher to aspiring Madracus, a diplomatic entity to the races,
a prophetic luminary, historian, and other such fields of mind and reason upon
ascending to the rank of Madracus.
How we come to be is yet to be
delved upon. The earliest recorded Tamat or what passed to be a Tamat was on
minus 693 Varganen, or 25 pre-Aria. Today, as of my time, there are close to
50,000 Tamats scattered around Jovia. I am the 684,202nd Tamat to be recorded.
Now a High Historian, Sol-Madracus to the Alcaberden nation and Horus of the
First Order.
END
ENTRY
A
clarification to the Terminology used within the Magus community.
Although the first of the
three terms are interrelated to each other and most often used to similarly
describe a magic practitioner, the actual meanings of each are rather divisive
in scope.
1.
HORUS – Summoner, conjuror of elemental beings (Shjiros)
Gr. A practice of the elements and
soul discipline
- The Horus is first termed for a
summoner. Implicitly denotes the highest level of magical practice.
2.
MADRACUS – An individual that is able
to “Touch” the “Core”. Some of those who fail or decided not to attain the rank
of the Madracus are just called “Magus”. Madracus are simply those who
belong to any of the various organizations catering to the magic practitioners.
Those who chose to remain a Magus are not bound by the precepts and doctrines
of the existing Madracus groups. There are records of exceptional Magus that
were given the honorary title of the Horus without being having to pass the
rank of Madracus, and there are still those who are considered to be better
than the more powerful and known Madracus. For this reasons alone that the
people see a Magus and a Madracus as one
and the same, much to the chagrin of the Madracuses.
3.
ARCANUM - “arcane”, the origin of this name is unknown.
It may even be just a moniker of sorts within the old communities of mages.
Today the term Arcanum is used to generalize the method of practice that all
those able to do a “touching” of the “core”. Subsequently, it now encompasses
to define the practitioner, the practice itself, the method of summoning
Shjiros and the effects of such magic.
The Society of the Horus Madracus
is the most confusing use of the said terms. Used to describe the ancient Tamat
organization, the use of “Horus” and/or “Madracus” on describing the practitioner
of Jovian magic probably originated from this. Back then, a magic practitioner
is called a Curor, Wasim, Anahim or a
dozen more cognomens depending on the tribe, race or organization there was. Until
an effort to unify the various sub-organization was reached – and upon the
general acceptance of the Society of Horus Madracus (Tamat) by the
populace – that the mages became known today collectively as Horus and/or
Madracus/Magus.
4.
MADRA
– The colloquial term for “magic”. Generally associated to describe the ‘effect’ of a
‘touching of the core’, summoning of a Shjiro, and any effect that defies
common understanding that it seem to fall under the effect of magic is called. (e.g. “No I tell you, that man has Madra, he
talks with the pumpkin and next thing we know come harvest, he hast the biggest
pumpkin this side of town!”).
--------------------------------------------------------------------------------------------------------
I.
Structure of JOVIAN Civilization
A.
The Seven Great Races
1.
Defan - Stone Warriors
2.
Groven - Merchants & Seafarers
3.
Ji - Toh - Ran - Military, Spartan communities
4.
Raien - Populous
5.
Alcaberde - Town, Caste system
6.
Kujio - Shogunate
7.
Etraia - Mystic Lands
B.
The Forgotten Races
1.
Sepana - Mystics, Telepaths and Dreamwalkers
2.
Rang - Jhada - Dark Warriors, powerful summoner
3.
Volours - Madracus of Negha-Elements (e.g. Dark-Fire, Void, Maddening Winds)
Section
72 L33 [Padin Horde Finds]
Entry
3:
I am born of a noble house in the
Alcaberden soil. My father is a High Council Seat of the Cordova Far Wall Clan
in the Defan Kingdom. A son of a ruling Clan Head or Zetar, he migrated in
Alcaberde to earn democratic ties and learn diplomatic studies... It was during
his time there that he met an Alcaberden native who is to become his wife, my
mother. She is the daughter of the then Zor-Ventri of the Lavian province,
Third region. These thus effectively make me the direct heir to both positions.
Half Defan, half Alcaberden, born a
Tamat, an inherited position, a ruler by rule, an advocate of neutral position
being a select Horus of the First Order......how complicated can my life still
get?
End
Entry

II.
Brief History
A
condensed timeline of the modern Jovia:
[Based
on the modern Arian Periodic Calendar}
*
* * * * * *
Zero
period - Birth of ZALTAR (0~1 Varganen)
17
Vg. - Unification of several Northern tribal factions under the leadership of
Zaltar of the North.
23
Vg. - the First Wars
30
Vg. - Birth of the Salitaris Empire
35
Vg. - the Unification of the Gra-Ven race, a merchant race of sea-born natives
under the Imperative Decree of SALUSA
Pecuri, the first General of the Salitaris Army.
37
Vg. - Formal induction to the Salitaris Empire of the Gra-Ven race after brief
and isolated pockets of armed resistance from both sides of the two races.
40~68
Vg. - the brief period of calm, historically known as the "Rule of
Zaltar"
71
Vg. – “The Death of Zaltar”. His abrupt disappearance was a cause of uproar
within the empire, as the "Estatunam"
or Governors struggled initially for several moons to hide it in public in hope
that he can be found. When the news of his disappearance broke out, it was decided
to be publicly declare him dead and the series of political struggle for power
known as the Fourteen Crowns begun the creation of breakaway nations that led
to a century of racial war.
71~98
Vg. - the period of Fourteen Crowns - The time of successive
struggle for authority on who will take up Zaltars crown, each one lasting for
no less than a Varganen to the least and two Varganen at the most. Listed here
are the names of the ruler and the period of their rule. (Names and period are
inaccurate due to the jumbled record of accounts that was lost during the Great
War after.)
Amiku
Sa or Khalim [71 Vg.]
Tedosiasi
Selvanum pi [71~73Vg.] (?)
Batatua
Korez [73 Vg.}
Himzu
Piu [73~75 Vg.] (?)
Saa
Tlada [75 Vg.] (?)
Fulgesio
or Khum Khalim [76~78Vg.]
Seriawasi
or Khum Khalim [79 Vg.]
Nabin
Korez [80 ~ 81 Vg.]
Elim
Nor [81 Vg. ~ 83 Vg.] (?)
Roztu
Jima or Pureza [ 84 ~ 86 Vg.]
Remwel
Gebaune [87 ~ 88 Vg.] (?)
Haida
Rezo or Rezo [89 ~ 91 Vg.]
Fwan
Shif [92 ~ 94 Vg.]
Nikeli
Rezo or Rezo [95 ~ 97 Vg.] - She was the only woman to earn the title and is
the one responsible for drafting the "Don Estatum" or
the "Red Nation"... a draft that effectively dissolved the original
Salitaris Empire and recognized the rule of the other independent nation. Her
move was so effective and pronounced that the remaining factions aiming for
power was never able to circumvent her decree under the influential might of
the seven separate nations who took the promulgation as the final consolidation
of independence for their own nations.
NOTE: a (?) after the date denotes an
unclear account on the exact term or tenure of service.
99
Vg. - the New Order. Period of brief
isolation for most of the nations. Undermining this period is the chaotic
undercurrent of espionage that is the precursor to the next "Nations
War"
102
Vg. - The Gra-Ven race began their departure to the seas. Forming what is to be
the Gra-Ven Empire under the unified banner of Elahim Hagedorn or Agu - the
Prelate.
107
~ 250 Vg.
[Here the records are inconsistent regarding
on who started the war, but effectively, as the records will show, this period
marks the beginning of the rise and fall of the nations and the formation of
the new Salitaris Empire.]
- 108~209 Vg. Nations War
- 173 Vg. - the new Salitaris Empire under Palapimo Essun or Pureza.
- 210 Vg.. The plague of Tamats - the Council known as Horus Madracus was uncovered giving credence to the rumors of dark-magic practitioners and the "inhumans" that practice them.
- 228 Vg. - the "Darkening". 70 suspected Tamats were executed publicly to quench the public fear of the "Dark magic" that are killing the people and blighting the land. One of the darker periods in Jovian History.
- 233 Vg. - Remwel Gebaune or Rezan publicly denounced the execution of the Tamats and announced their acceptance in the Salitaris Empire. He founded what is to become the Horus Madracus - in honor of the original Tamat societies' name, and employed several key Tamats as his Advisors and in the Statunam.
- 235~250 Vg. - The Salitaris Empire regained its status and prestige if not in territory because of the initiative of Remwel. Under the guidance of his Tamat advisors, the new Salitar flourished economically and began having trade and peaceful relations with other nations and races. Four more nations followed the "Remwel Prerogative" and accepted Tamats in their midst, creating their own Tamat societies and employing them in diplomatic purposes. This thus ends the prejudice against the Tamats. Those who were in hiding found safe haven in these lands, free from persecution, the bulk of them migrated to Salitar because of the advancements gained here both in the field of magic, diplomacy and other areas of thought and learning. The other remaining nations followed suite. The other independent Tamat councils as they were known then connived in recognizing the Society of Horus Madracus as the sole authority that governs all the Tamats of the known world. This in effect became the only unifying force in world strife with war, eventually paving the way for democratic relations to be set between nations at war.
....the
chronological entries end here. As per nations historical (and jumbled
accounts) the nations periodically engaged in small wars, territories were
annexed, nations dissolved, others are absorbed or colonized before the
beginning of the Great Insurrection.
Sub
entry 35 Heading 42, of N22, Padin Horde Finds:
...the Great War of Shadows was
initially thought of as a part of a war campaign, until the year 1010 Vg. (?)
when an army of unknown origin began invading the Gra-Ven cities. Tales of Dark
powers are prevalent in all accounts, of unknown magic being unleashed in the
populace and the lands. At first the Horus Madracus was blamed but when all the
Tamat councils across the land converged in the capital of Salitar to make a
stand against these new enemies, all doubt were erased. Many Madracus engaged
in the war, unleashing terrible magic upon their wake with their human
counterparts. Many of them were lost in the process and revealing the truths
that make them an enigma to the races.
The exact beginning of the Great War
of Shadows is imprecise. No viable record of sort can be used as a concrete
base for the beginning of the whole struggle. thus in lieu of the actual datum,
the period from 994 Vg up to 1335 Vg. is to be considered to fall under this
period. The general agreement here was that the first minor conflict that is said
to have occurred predating the major conflict, the one that bear a close resemblance to the pattern of
struggles during the Great War will be the starting point in the general
records, and that was on 994 Vg.
[First
Aria}
1335
Vg.
- Beginning of the "Great Insurrection"
-End of the Great War of
Shadow"
[a
note from the Padin Horde Finds]
During
this period, the surviving races struggle to regain whatever existence they
can muster. In a world forever changed by the Great War, the races found
their different identities to help them survive in a world now alien to them.
Accounts differ from nation to nation as the bulk of historical facts remain
buried in the sunken cities of Gra-Ven and lost in the pillage and
destruction of the proud Salitar. What will be said during these times can be
taken as truth and/or a fabrication to enhance the nations history. It will
be up to the readers to silt out what is true to them.
|
1440
Vg. – The signing of the “Columbine”,
a four part treatise that formally ended the succession wars of the “Great Insurrection”.
Small pockets of conflicts still remained but in all, the treatise served to
provide the races with the means to define each others territories and the
recognition of their sovereignty.
![Text Box: [a note on the Columbine Treatise]
The first to sign the treaty was the nation of Alcaberde and the Etraian nation. This was followed by the Raien and the Kujion on the following year after much debacle.
The Third part of the treatise was signed with the inclusion of the Jih-Toh-Ran who during that time is still locked in conflict with the Etraian nation. With the mediation of the Society of Horus Madracus under the arbitration of then High Council seat and a Horus of the first Order Alaam Dekim, the creation of the “Zigma Divide” – an imaginary line running straight from the east to the west beginning from the island of Manesi and ending in the Coast of Fertility in the Defan continent gave the Jahansk and Etraian equal territories on the Sea of Severity splitting the Island of MEYIN that is the cause of the conflict into north and south blocks. The two nations abided by the agreement ending the war and sealing the Third Treaty.
The Fourth part is of a different story. The Groven and the Defan have long been allies even before the Great War; this is due to the fact of their long standing and shared history. Unlike the three parts of the treaty that were drafted on Alaberden soil, the Fourth part was an annexation of the mutual treaty between the Groven and the Defan. The Fourth part was signed aboard the Vedross CANUBILU afloat on the Sea of Purpose. The treaty included the recognition of 24 other independent nation and states across the known lands, giving them independent ruling and freedom from colonization from the seven major races. Although it still garnered some dissention from some of the diplomats of the races onboard the ship, the final draft was finally signed on the 314th Daven, 1440Varganen.](file:///C:/DOCUME%7E1/W%C3%89LM%C3%89R/LOCALS%7E1/Temp/msohtmlclip1/01/clip_image002.gif)
{8th
ARIA)
2010
Varganen - Birth of Aldeos Siridinan
2240
Vg. - Death of Aldeos Siridinan
{71st
Aria}
7010
Vg. - Unearthing of the Padin Horde Finds
*
* * * * * *
The world and culture of the Jovian
civilization has changed in the past 2,000 Varganen [current manuscript
timeline – 3010 Vg, 21st Aria], after the Great War of Shadows.
Little written records survived that tells of the past civilization that
prospered under the supreme rule of the legendary Alderac of the North. It is
only known now that the "Spine of the WÜrm", or the Kilik Jehan
Zerrandatin anarium - the Plowed Hills of the Great Serpent - aptly named
for its formation, or simply the "Ridge of Shadows", with its jagged,
towering, snow peaked spires looming menacingly to a length covering almost
half of the known lands, was erected during the last days of the war by a
certain Madracus named SALTAR Highwind, a legendary Horus Superior. Placed in a
suspended animation in an inaccessible island by his peers, to be awakened at
that precise moment to aid his fellow men in the Great War.
Section
383 N104 [Padin Horde Finds]
Entry
56:
"...this is what I was able to
find regarding the legend that was SALTAR"
He was a 56 Varganen old Madracus
[based on the current time system] that achieved the title Horus Superior ahead
of his contemporaries.
A year before, a prophet seer [also
known as a Pedum`vest]] died after receiving a vision of an impending future,
that which is to become The Great War of Shadows.
Faced with the dilemma, the Council
of Horus Madracus decided to play with destiny. They agreed to lay out a
"fork" in the current timeline. One of the "fork" is of
dire consequence that involves putting one of them in stasis to awake in that
particular time junction and be able to provide the necessary help. The other
is to see further into the future and help lay a prophetic journal that will be
handed down to the surviving Tamat generation. The latter was initially
considered but because of the randomness of the "viewings" [prophetic
visions] and the small number of Pedum`vest Tamats - roughly 8 on that time - involve
that with the risk of "searing" the prophets for straining them too
much [Pedum`vest have the shortest mortality rate among the Tamats, roughly
40~70 Vg.], the former "time fork" was the only possible way
to help impede the coming disaster. What further cemented the Councils choice
for the first option is the random visions that some of the "seers"
have somehow managed to "see". The last vision and the most profound
came from one of the youngest Pedum`vest seconds before he eventually succumbed
to the "searing" effect that left nothing but his ashes. The journal
entry that was transcribed by those with him when he received the visions
confirmed the dark future that they were initially able to piece together from
the broken visions of the other lesser "seers".
(Collectively, these volumes of
prophecy became known as the “Belaam Initiative” in honor of the ancient
castle where the symposium of Tamats for this particular meet transpired.)
Among the candidates, it was SALTAR CORNUM ed ALAMAR of the Northern
lands [or Saltar Highwind as he is popularly known] who was chosen. It was said
that his only regret - which he told his friends, is that he will not see their
familiar faces once he awakens again. The rest was a cloud of written and
re-written history.
End
Entry
--------------------------------------------------------------------------------------------------------
NB:
As a clarification, The SALITARIS Empire was named more prominently for
historical accounts in reverence to the Horus Madracus, Saltar Highwind more
than its said founder Zaltar of the North - whose real name is still a cause
for debate among the High Historians and ethnologists.
The Salitaris Empire is known by
another name then that closely resembles its modern historical name now. It was
then called Salucaris Empire, based on its ancient capital Saluci Hapinam or
"Rivers Edge" in the lost translations. The capital as what the
obscured myths can provide to be the birth place of Zaltar and where his reign
is said to have started.
...from
entry WE 3423, Glossary Index of the Sepu Volumes, North Ridge face of the
Padin Horde Finds.
--------------------------------------------------------------------------------------------------------
III.
General (Modern) Topography
The Spine was thus erected, for
reasons both varied and ranging from the stupid and mundane to such public
acceptance that fuels a hundred expeditions to different isolated lands. One thing
they all agree upon though is that the wall was erected to prevent dangerous
magic from ever spilling to this side of the land. Or so they hope.
The present civilization is a mix of
differing ideas and races, brought about by the drastic changes in the face of
the Jovian world. From the enchanted forests of Etraia, to the picturesque
landscapes of the Alcaberden fields. From the boiling waters of the Groven seas
to the unpredictability of the Kujion volcanoes.
Note:
The individual make-up of the different lands are expounded in each entries
that follows, describing in some detail the races in general (see entries on
"The Races")
*
* * * * * *
IV. The Celestial denizens
The Jovian Day is graced by the
yellow sun DIÄVEN, so named after the ancient god symbol of creation
characterized with flaming hair and rides a steed of golden fire.
Every period of 500 days or so – 500
to 504 days – the nocturnal companion of DiÄVEN shows up. The moon VARGA, his
love in the stories. It shows up continuously for 3 more days before abruptly
disappearing in the eastern sky to show up again in the next 500 Daven [days]
or one Varganen [A year].
ARIA, the other sun shows continuously
up every 80 Varganen [years] for about 8 to 12 Daven [days], marking the change
of generation. During this period, a day will be just like a regular day only
with two suns gracing the sky, while the night will be a bit more unsettling
with a rather brighter moonlight with the white Dwarf companion star providing
a not so day like and not so night like source of light.
JUVEI - the other moon, is
the constant dusk to dawn companion of the Jovian night-sky. Regularly
appearing for 500 days and disappearing only during an eclipse every 3
Varganen.
--------------------------------------------------------------------------------------------------------
V. The CALENDAR System
TRIPEN SYSTEM
The present calendar system used to
this day is called the TRIPEN system (also known as the ARIAN Calendar).
It was patterned after the Varganen System used by the ancient Gra-Ven race. Devised
by the mathematician Alexander Otomo Argen ed Cyrias, a Groven navigator and
academy statistician. He calculated the flight paths of the three most visible
and notable variables in the Jovian sky. Notably, the yellow sun DIÄVEN, the
regular visitor, moon VARGA, and the not so frequent visitor and brother to
DIÄVEN, the white dwarf ARIA. All these studies were done in a province of the
Alcaberden Empire, raised to a favorable height above the lowlands with clear
view of the day during the most part of the year. Thus the name TRIPEN system,
the name of the town west of the Alcaberden capital of Allarheim whose now
famous Otomo Argen Astral Academy and Observatory now stands.
---------------------------------------------
The Jovian
Calendar: TRIPEN system
DAVEN: a
day
VARGANEN: 500
days: a year
ARIA: 80 Varganen:
A generation
----------------------------------------------
Note:
The VIEI or "moons / months" was added only during the latter
part of the 6th ARIA (in honor of the moon JUVEI), when the need to create a
more segmented division for the record books was thought of. The Varganen
method or 500 Daven [day] period proved too lengthy for a more detailed entry.
Thus the calendar was augmented with the VIEI or a period of 50 Daven. This
method is not accepted publicly but amongst the historians has became a vital
tool in keeping tabs with the canon accounts of historical documents that pops
out from time to time as new revelations and clarifications appears to augment
the history scrolls.
VARGANEN System
The original Varganen Calendar
became the basis for the modern TRIPEN calendar system. It predates the
"Nations War" and is the key instrument in clearing up some of the
more important chronological entries before the Great War of Shadows. The
original 496 to 504 day period of the original system was restructured to a
fixed 500 day year. The detailed historical entries predating the Great war
that are time-lined with the Varganen system became the concrete basis for
using this system as the blueprint for the modern calendar.
Originally called the Vendrum
Chronogram, it was based on the year that the first "Vedross"
ship, then a large merchant vessel - probably the largest of its kind that
time, set sail across the Sea of Creation. Alexander Otomo found out
later that it was the same year the legendary Saltar was born out of Groven
lineage. He thus chose to set that mark as his zero year for the
Varganen timeline while his zero point of his ARIA mark will be the end of the
"Great War of Shadows" when the Spine was erected.
Thus on the 386 Daven of the 1338
Vg. during the Great Insurrection of First Aria, the now famous "ARIAN
PERIOD" was introduced.
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Fig. A.1
Note that
the actual “Zero Year” of the Arian Period is non-existent up to this point.
The actual end of the Great War is so imprecise that the then historians decided
to leave it “blank” to avoid further discrepancies in the entries.
SUB
ENTRY 678 of WE 3423 Padin Horde Finds
The VENDRUM CHRONOGRAPH is a
mechanical device composed of a horizontally rotating metal cylinder made up of
six independently rotating halves) engraved with numbers and symbols (three for
the days, one for the hour and one for the year. A spring attachment within the
apparatus rotates the three halves of the chronograph, each for a particular
division of timekeeping, namely, the hour, day and year. Such mathematical
precision was already a testament to the degree of development of the ancient
races. The Vendrum Chronogram is the graphic presentation of the data in
the Chronogram and is the general name for the system.
On a personal note, I have found out that the
methodology of the “clock” is not of Groven or Gra-Ven origin, but from a clan
of thinkers in the Northern continent. That place is now a part of the
Ji-Toh-Ran nation.
SUB_ENTRY
70 of WE 3423 Padin Horde Finds
The “hours” of one whole day is
divided in 8 parts for the day, and 6 parts in the night. This system is fairly
new. Devised by the Ofuosa Okoma Council [Time Mappers], the line of historians
that are responsible for maintaining the Alcaberden Records, under the guidance
and initiative of Sor Geinan Makim, the head of the paen division of the Ofousa
Okoma [these are the orators whose particular job is to regularly perform oral
readings of historical documents at the Pasania (sal.–cultural) halls or
“libraries” of Alcaberde].
*
* * * *
The first hour of the day is called
“havin” or “dew” in the Salitarian tongue. It was named after the native birds
in the Etrian island of Kawasi that are observed to regularly feed on early
morning dew. The rest are named after the historians that devised them.
The
eight “day-time” divisions (Table A.1)
Havin
|
or
“hain” or “halun”
|
the
first hour: mostly coincides with the DIÄVEN sunrise
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Kev
|
First
meal
|
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Safi
|
Kuon (gr. Strength)
|
Work
hour
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Dim
|
near
mid-day
|
|
Opun
|
past
mid-day
|
|
Lep
|
Mid-day
rest
|
|
Rian
|
Alarian
(sl. dream)
|
A
s part of the Alcaberden culture, called “water casting hour” J
|
Raal
|
or Jehan (black)
|
The
last hour or sunset
|
Fig. A.2
Note:
The initial hour system was intended for the need of the historians, but
eventually once accepted, became (as imperial decree) the basis of the daily
work time basis across Alcaberde, and eventually the rest of Jovia.
The
six “night-time” divisions (Table A.2)
Eyl
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Sunset
or after sunset
|
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Wika
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Supper
|
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Nom
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Rest
hour (by definition), Sleep period
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Pamin
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(sl.
Dream)
|
Or
direct translation is “dreamland”
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Gabi
|
(sl.
Silence)
|
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Dapit
|
Or
Liway
|
Roughly
translated - “blessing of the creator”
|
Fig. A.3
VI.
The Races
A.
DEFAN
A.1
the Race
Hardened warriors, faced with the horrors of
living along the Spine. Fortified stone houses built on rocky grounds, situated
near the steep slopes of the “Spine of the WÜrm”.
Great, agile and fast warriors, one
of the most dreaded of fighters known, for one Defan warrior alone can handle
battle hardened warriors in full armor – or so the rumors say. Even the Kujion sword masters known as “SAITARS”
respect the legend that is the Defan “veil”. An act that is said in stories to call upon the
spirits of the dead, wherein the warrior veils himself so as not to be seen by
the spirits and “dance” with them, a rather obnubilated term for the killing
that they make.
Though not far from the truth, a
clash between these legendary warriors are far fetched, for a Defan warrior
rarely ventures far from their place in the Spine.
Aside
from the ambassadors and diplomats who even in their dealings are rarely seen
for very long, the Defan merchants are the most visible faction of the Defan
society, socializing with the other races, peacetime or otherwise. The greater
populace even the military rarely ventures out of the Defan lands. Even
skirmishes or presence of a unit in the Raien boundary are seldom seen or felt,
or so others might think, which the Raien would not try to test. The Defan are
legendary in stature, especially on the battlefield.
There
are many stories that speak of the Defan warrior, stories that even scare the
bravest of men. Even a lowly Defan
merchant bellies the stand and aura of a battle scarred and brown skinned
fighter.
…To those who have the chance to
have seen Defan magic at work admits that their magic is fairly weak, but tales
tell of the “Shjiros” that
they summon. Bourne of stone and fire, they can devour the Spine itself if they
so choose.
End
Sub-Entry: N: Defan
A.2.
Geography and Basic Architecture
The desolate land of the Defan
stretches from the south-west of the Raien continent bordered by the PASIG Channel, running along the length
of the Spine to the north ending in the southern desert coasts (Shores of Solitude) that meets the Sea
of Perdition. The midland area is composed mainly of rolling terrain. No
visible expanse of flatlands aside from the southern desert can be viewed from
any elevations. Although geographically situated near the tropical equator, the
presence of thick forested lands occurs only on pockets of fertile areas
between valleys and canyon floors that are sustained by networks of rivers and
small watercourses. This is due to the fact that the land is mostly of igneous
and hard rock composition, making it very hard for large agricultural lands to
be created. Historically, the Defan land has once been a part of the then much
larger Raien Continent. During the course of the Great War of Shadow, the
topography of Jovia was altered so much that its present appearance does not by
any minute detail resemble any of its pre-Great War geography. Defan now lies
in one of the major battle grounds of the Great War that got separated from its
‘parent’ landmass. The magic and degree of elemental power that was unleashed
here have rendered the land virtually inhospitable. Whatever species of flora
and fauna that once existed there were entirely wiped out of existence, those
that did however are mutated beyond their natural genetic make-up. Such harsh environment has tempered and honed
the Defan to a level of resilience and resourcefulness that cannot be equaled
by any other race. It is with this degree of hardship that perhaps can be
attributed for the Defans legendary status as a superior warrior race.
On the sporadic areas where the mercy
of the elements has managed to nurture plant life, the Defan has created a
habitable existence in these unforgiving lands.
During the summer months when most of the
waterbeds dry down because of the intense heat, the residents move ‘inland’
(away from the water sources) towards various underground network of catacombs
where they erect ‘moisture traps’ to help them survive and grow some crops. The
hills are rather merciful, with overhangs and boulders ten men across providing
the shade necessary for the long days of the Jovian summer. It is during the
rain months that they return to the original places they inhabit. However, the
rain is no respite to their hardships. Successive rains and the deluge of
tropical storms could easily flood the lowland in but a matter of minutes, such
that most of the clans built their villages on cavernous and elevated areas
where they can be safe from the changing levels of water and the high velocity
winds.
The seventeen ruling clans have
defined territories. The other minor clans or the kamana or sub-families of the seventeen major clans have a rather
nomadic distinction. In their continued search for habitable lands and lands
they need to expand their families, they most often come in contact with the
other clans, both major and kamana. This is the main cause of continued
internal conflict within the Defan. Tumana
or ‘’flesh lands’ in the Salitarian tongue are more valuable than any treasure
troves for its combination of access to valuable and healthy water source and
inherent protection against the elements because of its location. The description
of Tumana lands is varied. It can be located near the canyon floor beside a
slow moving river, in a cavern up on a mountain ‘face-wall’ or slope that has a
bukal or ‘well spring’, or a
naturally large and hollow cave behind a passable waterfall. Clans and tribes
vanished entirely either from the effects of these harsh environments or due to
the intermittent clan-wars that occur in their effort to gain territories
against the other clans.
Within a clan village or “Balangay”, particularly with the
seventeen major clans, they make full use of the only available materials for
their houses. They incorporate fortifications even in the smallest of their
buildings. Black plaster of bituminous content are used to water-proof the
buildings. From afar, the structures will look no more than an extension of the
terrain, melding effectively against the surrounding. The walls are built thick
from below to withstand earthquakes and typhoons, narrowing as it goes higher
where a method of engineering eerily similar to the Ji-Toh-Ran methods are
applied to support the tiled roofs. What these houses lack in aesthetics
outside, they make up inside the dwellings. No one outside of the Defan and the
Tamat council has ever set foot in one of these houses, for that reason that
the rest of the world thinks that the Defan have virtually no taste for beauty,
art and wealth, a misconception that favored the Defan in more ways than one.
The land outside is a stark opposite of the regality and majesty one can find
inside the Defan house. Only the interior of an Alcaberden castle is comparable
to what one can discover inside these abodes. Plush cushions, wall hangings of
various makes, elegant white ceramics, gold-plated and gem encrusted furnitures,
priceless sculptures and other pieces of breathtaking art. It is here that one
of the greatest legacy of Jovia can be marveled, the ancient legacy that is the
proud Salitar, a secret that the Defan deliberately withheld from the rest of
the world.
Although most of the kamana clans
are nomadic, they apply the same philosophy in their ‘tent’ dwellings as their
Balangay brethrens. Arranged systematically apart from each other to provide
better ground coverage against marauding clans, they blend realistically with
the surrounding terrain. In case of immediate conflict when perimeter defenses
have already been breached, these tents can transform into ‘miniature’ ramparts
that they can use during the defensive. The patrol or scout tents that are placed
in advance locations outside the effective perimeter of the encampment can be
easily collapsed during immediate withdrawal. Inside the main camp ‘tents’ or Hakab, the grandeur that is prevalent
in the Balangay houses can also be seen here albeit subdued because of the
urgent need for mobility.
Tales tell of magnificent
underground and aboveground caverns filled with precious metals and artifacts
from the known world. Castles that so melds with the rocky cliffs. High
graphite walls, towering mountains and deep crevices and canyons that to those
fortunate enough to find their way into lies a promise of wonders and
magnificence as told in the stories of a travelers myth.
Also situated along the volcanic ring
that stretch on a line from the north along the Spine of the WÜrm across
the Defan kingdoms west frontier, then towards and through the Sea of Ter,
branching in the Kujion peninsula, separating east towards Etraia and Groven
moving north-east to the Greater Seas of the south, the Defan lands
nearer the Spine regularly changes its topography. Here can be found the great
sources of precious alloys and metal, glass beads for glass manufacturing, various
extracts of oil and a multitude of gems and important minerals.
A.3
Military Structure:
Divided in clans, the Defan military
however is not non-existent. In the event of a foreign invasion, a call of
truce is announced throughout the Defan kingdom. All warring clans set aside
their blood feuds to heed the call of the elders in combating the threat. Able
warriors of every clan must heed the call of unification as stated in their “Water
Pact”, the very foundation of the Defan society. How the pact goes, no one
outside of the Defan nation knows only that it is said to be a binding contract
of honor and allegiance to the blood [the Defan in general].
Aside from the Council of Seventeen
and the Zetars, the rest of the Defans order of command is relatively unknown.
In the few conflicts that the Defan have partaken, the races have noted their
exceptional method of transferring command. Since there is no visible symbol of
rank to define whoever is in the Defan unit, their opponents have a hard time
strategizing against them. But in the few cases that a ‘leader’ is successfully
identified and eliminated from the combat, the Defan still functioned as a
solid unit. The observers and analysts deduced that in cases that a units head
has been killed, the structure of command automatically transfers authority to
the next in line of succession which is basically the same as any other
military unit in combat. However, for the Defan to recognize such ‘succession’
without breaking combat cadence, the rest of the unit or be it in mix with
another unit with separate command, each soldier must be already aware of each
individual’s succession to rank. The only quandary is, without visible ‘symbol’
of rank to identify who is who, how can the Defan effectively recognize where
to accept command? As a conclusion, they have deduced that even with the
monotonous drab colors of the Defan warrior, a slight difference in the ‘cut’
make and color of their uniforms is the key to the mystery. At that they are no
farther from the truth, unfortunately for them, the Defan clans because of
their nature of conflict with each other, change their methods of hierarchy
colors as often as they like.
The strength of the standing army is
unrated. The rest of Jovia believes that only a few thousand exist within the
seventeen ruling clans and if it is to be believed, roughly 20,000+ therefore
is in existence.
According to the stories, a Defan
warrior is almost an equivalent of ten battle hardened soldiers; therefore the
20,000 strong force is more than enough against a hundred thousand strong
invading army. To believe the rumor of a hundred thousand strong Defan army is
beyond comprehension, that it will take all the military might of all known
lands to counter against such.
A.4
Main
Arms
Defan Warriors prefer the Shortened
spear to a sharp sword. It is a parrying weapon and a projectile of sorts.
About three feet in length, pointed like a regular spear with a “hilt” at the
other end.
Metal bands of excellent alloys,
forged by master weapon-smith and made of metals and ores mined at the Spine
itself. Worn from wrist to elbow, they serve as guard shields and as a weapon in
itself.
Defan weapon-smiths, blacksmiths and
forgers are highly regarded as the best weapons and steel makers in all of
Jovia. Their ores, ingots and weaponries are highly valued in the open market.
To have one is to shell out a good amount of fortune, but to have one is to
posses the finest weapon and materials available.
Section
22 A13 [Padin Horde Finds]
Though the Defan warriors do not use a
sword for reasons we do not yet know, their swords they make are both a mix of
quality and craftsmanship comparable to the methodology and technology of the
Kujion blacksmiths. The best division of the Jovian military is equipped with Defan
wrought steel and weapons, much so that the Defan merchants are highly sought
after whenever they show up to trade their wares.
A.5
Politics, Culture and Economy
The whole Defan
kingdom is governed by the “Council of
Seventeen”. Seventeen elder representatives of the seventeen warring
clans responsible for keeping the volatile peace between the member clans and
to keep their stand against the other break away clans who choose to remain independent
of the councils power. Peace however is a relative term. Constant internal
turmoil’s and minor clashes occur even amongst the elders themselves.
A “ZETAR”
or clan head is the sole authority within the clan. All actions and call of
conflict is of the Zetars disposition. He is chosen among the clans
warriors for his aptness in battle and uncanny wisdom. His power is independent
of the elder council representative, but must accede to the will of the council
whenever demanded.
Most Zetars, who, after passing his
authority to his successor, assumes the position of Council representative for
his clan in the event of the abdication or demise of the current representative.
The method of choosing for this position of political power is yet unclear, but
suffice to say that the elders of each clan [not just of the Defan council] has
a hand in every such proceedings.
The blood tie that is symbolized by
the ‘Water Pact’ embodies the Defans way of living. No one outside of the Defan
race knows its workings or how they affect their lives. In principle, it bore
close resemblance to the “KALA’ of the Ji-Toh-Ran although very dissimilar in
more ways than one. It is only known that the Water Pact connotes a binding
agreement of honor and loyalty to the race and to the Clans.
The Defans main source of trade and
their main contribution to the Jovian economy are the minerals and gems mined
from the Spine itself. Their quality of gold is considered as the purest form. The
main bulk of their merchandise consists of various distillates of crude, coal
and gems of various type, shape and sizes. Most of the silica sand and glass
beads that the other races use - mainly the Groven, comes also from the Defan. Next
to these are the highly sought after Defan steel, be it ingots for steelmaking
to the much sought after Defan made swords.
A.6
“The Ties that Bind”
The Groven and Salitar have a common
heritage that spans generations. The modern society of Groven traces their
roots to the ancient seafaring nation of Gra-Ven. The ancient Salitarian on the
other hand are the forerunners of modern Defan. Historically, the link between
that of modern Defan and that of ancient Salitar is cause for debate amongst
the rest of the races. Most debate that such claim by the Defan of their true
ancestry is just a product of diplomatic face structuring to improve Defans’
image among the other nations. This is due to the fact that even the Defan
themselves (ambassadors and diplomats included) keeps a firm mouth on the truth
of the matter. Such silence only invites mixed speculations from dubious
critics.
However, several important points
are considered to back up this claim, claims that do not generally involve the
Defan themselves in the deliberation. First is the backing of the Horus Madracus
din Tamat. Probably that is strong enough. The other is several entries on the
surviving journals found in the libraries of Alcaberde. One particular entry
has the following texts.
“Children of the sun, burned golden by
the caress of dawns touch.
Hair of flame and the rocks, coal and
sand.
Eyes aflame with the wisdom of angry skies.
Hands of fangs that the mighty Mangjar
cries.”
These are lines of a folk song, part
of which is an excerpt from an ancient Defan fable. The description also describes the physical
features of the ancient Salitarian people. “Perfectly tanned people with dark
mahogany to auburn black hair ~ dark
eyes with barely a hint of gray and hues of deepest blue” - physical traits
that best describe today’s Defan, which is also a rare sight since only a few venture
out of their place near the Spine.
The only contradiction is the last
part. A Manjar is an extinct beast of pure muscle, almost 8 feet high with two
scythe-like talons in place of arms. To be compared to such means a people or
race with superb sword skills that today’s spear holding Defan is not.
* * * * *
This next entry is a biographical
narration of an unknown Ji-Toh-Ran soldier during one of the isolated conflicts
of the Great Insurrection.
Day 34
of the SanSan Campaign. [actual date removed for the Division report]
“The detachment of soldiers that we
were expected to encounter proved to be an erroneous scouting report. We were
able to watch them above a certain vantage point on the Tamaya hills overlooking
the SanSan plains. We have counted seven of them. No visible mark of sigil of
rank gives us any indication of these particular groups origin. The brown and
gray color of what passes as their uniform (it baffles my captain of their
visible lack of armor) stands out from the lush green field. They showed no
pretenses of being incongruous in this foreign land. This sparsely armored
group is a waste of effort for our force of twenty nine strong battle hardened
soldiers in full battle gear. Most of us voiced our mind regarding this to our superior;
we best believe to be stationed nearer the Boon plateau where the bulk of the
army is locked in conflict with the Raien force for the past months.”
Day 36
“Impossible! We have been on the run
for the last 16 hours from those people! Who would have thought that with our
superior numbers that we are the one instead to call a retreat after losing six
of our men. Those savages are ruthless! My cappa (buddy) claims that Orbos of
the second platoon swore to have managed to wound one of them. It was a
superficial claim, seeing that we could not seem to break their simple battle
formation. Only the captains’ call for an hour rest was I able to write down
something on this journal.
Day 5
at the SONADA headquarters in the Ji-Toh-Ran central capital of KAMBA
Day 54 count since the SanSan Campaign
I have finished my first oral report
in front of the panel of Intelligence Marshals, three days after I was released
by the infirmary. The matter has reached the Intelligence Minister after my
detachment was completely wiped out, with only me as the sole survivor of that
lost cause. The control of the SanSan plain was lost to us temporarily but
after a full regiment of armor was sent to the place to reclaim the area, no
resistance was reported and we were able to reestablish our presence there – adding to the puzzle of what really took place
that led to my units total annihilation.
Day 6
Day 55 count since the SanSan Campaign
The argument attracted the appearance
of the Supreme Chancellor (the SUPREME CHANCELLOR himself! – sic) on my second
day of appearance for the SanSan probe. After a long five hour deliberation was
I finally released and later, after another hour did I receive the report that
I am being relieved of responsibility on the event and to resume post on the
frontlines after retrenching duty for 40 Daven on the SUKAS training barracks.
Later still was I given an excerpted “Confidential”
copy of the report on the SanSan encounter. I skipped to the middle part where
the name in bold caught my attention. It was written in code and under-written
with a snakit (the Jahansk code of authority by the Ministry of
Intelligence that orders the recipient to maintain utter silence of the
underwritten word or risk mandatory execution- which the author obviously
disobeyed by writing it in his journal – ed)
SALITARIAN
And I thought that the ancient race of
Salitar has been completely decimated by the Great War. Obviously it was not.
But how can that be? No person alive has seen any living Salitarian (or
pure-blooded ones since there are some who claims a direct bloodline to them)
for the lat 300 or so Varganen? And besides, those that we did encounter are
not the sword masters that the legends say they are. The ones we fought use
some sort of steel spears instead of swords, and by the creator they were as
fearsome in its use! No, these reports are incorrect, these report is just to
mislead me from the truth. These may be just a cover-up to another Jahansk
failure against the Raien, and I do believe that those are Raien forces that we
have not yet encountered. They can ramble all they want of these Salitarian
things but I know better.
Undated Entry
I have been having these nightmares for
quite some time now. I thought at first that these are just “war-shocks”. But
now the nightmares are becoming more profound after I have received orders that
I will be re-stationed in the Raien border. The memories of the past encounter
with the “veiled” warriors have returned to haunt me, I pray I can still hold on
to my sanity before I finish these last tour and claim my long overdue
retirement from service.[ (But the veil, those painted veils)-sic]. I believe
that my survival was not really a mistake on their part…of thinking that I was
already dead. When one of them checked on me, I was already prepared to join my
cappa who has already fallen. I still remember that particular veiled warrior
who loomed over my broken form. He noticed something in my chest armor. I
closed my eyes and waited for the agony to come…but after nothing happened, I
opened them again only to find them all gone. I manage to find the strength to
stand up and survey my unit…they were all dead…all except for me. It is only
now as it dawned upon me that I was left alive so that someone has to tell the
tale. It is only now that I realize that the ‘veiled’ warrior was looking at
the emblem of Command Emree (the Jahansk military combat information
officer) it is only now I realized that I was chosen to survive.
B.
GROVEN
B.1.
the Race
The Groven of today, trace their
heritage to the first seafaring nation of the GRA-VEN Empire, the foremost
seafaring nation of Jovia. Though the rest of the nations/races have their own standing
naval army, it is the Groven that rule the seas. With their large hulking ships
called “Vedross” and a seafaring heritage that spans generations’ way
before the founding of the second Salitarian Empire. Their skills and depth of
knowledge of the Jovian seas is unparalleled. Before the way that the lands of
Jovia is shaped today, the Gra-Ven have successfully plotted and mapped most of
the known lands and bodies of water of pre-Breaking [War of Shadows] Jovia. By
the decree of the then Salitarian emperor, they were tasked with the job to
record and discover unexplored lands that will help in the expansion of the
empires territory and sources for natural wealth. In doing so, the Gra-Ven have
successfully circumnavigated the known world and was instrumental in the advancement
of modern navigation and cartography. The face and structure of ancient Jovia
[pre-Breaking] is only now being realized with the unearthing of the cartographic
scrolls from the buried Kospen library in the heart of Pamasima,
the capital city of Graven.
The Groven are characteristically
large in built. The greater populace or that which makes up the original race
has blonde hair, while the rest, due to the intermingling of the races have
hair colors that range from auburn to coal black. What sets them uniquely apart
from the other races is the existence of “gills” on their necks that help them
breathe longer underwater and at greater depth than normal humans.
Traders and merchants by rule, the
Groven race has the largest standing naval army of the seven races. “Born of
the Winds and Tide” or so they say of their ancestry. The Gra-ven race
according to lore and legend even before the last Great War are the inhibitors
of the sea. The gills on their necks that exist even in today’s Groven race
enabled the Gra-Ven culture to create cities beneath the sea. Four great cities
under the vast Jovian waters that propagated with trade and commerce that is
accessible even to the land-born Jovian. Although some remains can now be seen
both protruding from uplifted ocean floors to underwater canyons. It is said
that the last and greatest of the four cities, the Graven il-Dakhra (The
Crown of Gra-Ven) is forever lost to its sons, for it now resides on the
other side of the Spine. A story worth a thousand adventures and tales for
many.
B.2.
Geography and Basic Architecture
As a note, the Gra-Ven nation was
initially founded as part of the first Salitarian Empire. After the “Nations
War”, the Gra-Ven separated from Salitar and formed what is to become the
Gra-Ven Empire. Though spanning the seas of Jovia in terms of reach, their
Empire is only meager in scope comparable to the first Salitarian Empire in
terms of land area. However, if their undersea and “floating” cities are to be
taken into account, their territory covers a domain that will equal if not
surpass the Second Salitarian Empire.
“Footnotes
in History”
An
unpublished manuscript by ALDEOS SIRIDINAN OR ca. 2150 Ar.
The Groven Peninsula located below
the equatorial line is composed of three major island groups. The capital of PAMASIMA is situated on the central
island of Groven also called “the Crescent”. It is also the biggest
landmass within the Groven group of island. The northern group of island is
called RONSE. It is here the thae
major shipping and naval ports are situated. Pockmarked by numerous shipyards,
the greater parts of the Jovian naval ships are constructed in these harbors.
The southern group is called Strom
Galladren or “the Port of Ancients”.
It is here that some of the oldest archeological digs have been successfully
unearthed. For this reason that the forerunners of today’s Groven race chose
these peninsula as their homestead. It is also here that the renowned Groven
naval and sailor schools are located. The southernmost called Dur island is
home to the academies of the Groven SjUKERS and the Haiper Widam
Madracuses.
Seaside villages conforming to the
traditional aesthetic designs of the ancient Gra-Ven race the forerunners of today’s
Groven civilization.
Tall winding spires tapering at the
tip, dome dominated structures and wide boardwalks both indoors and outdoors
flanked by clear or grey-tainted man sized glass windows generally
characterizes the Groven architecture.
Seaside houses are rather mixed with
the simple Alcaberden design of wood, mortar and cogon but still distinctly
Groven in appearance.
Being a sea-oriented civilization, the
greater midlands of the Groven nation is mostly unspoiled. Land locked Groven
are not a rarity, but discrimination bordering on animosity between seafaring
ones and those they call “stream peddlers” is very profound.
B.3
Military and Political Structure:
Personnel and Chain of Command:
The greater part of the Groven
military exists as a naval force. Only a quarter of the numbers are retained
on-shore as police force and urban tactical support. A merchant vessel is often
escorted by a unit of ships providing fire support against coastal pirates and
unfriendly neighbors. Locked in conflict with the Alcaberden nation on who
should own the independent nation of Mè-dia. [An island nation
situated mid-way between the continents of Groven to the south and Alcaberde to
the north] – the greater half of the Groven naval force is pointed north
towards Mè-dia and Alcaberde.
The naval military structure is
composed of both military ranks and traders. The “Sailors Guild” is both
merchant and marine force, composed mainly of two factions, one controlling the
trade and the other, the army. The “Guild Meister” may come from either
group, but generally, a military officer mostly take up the position due to the
fact that the merchants highly rely on the military to safely and efficiently
move their products across the vast Jovian waters. This however does not
necessarily makes the merchants as the lesser power, quite the contrary, in
fact, these same merchants are the very lifeblood of the Groven economy and the
ones who finances the military therefore holds the greater influence between
the two. This check and balance system is the basic foundation of the Groven
guild/caste system.
The GROVEN Command Structure (Fig.
B.1)
MILITARY RANK
PROFILE: (Fig. B.2)
·
GUILD MEISTER - The high council seat of the Fredaykil and is
the Supreme Commander of the Groven Military. The highest political, military
and economic authority.
·
FREDAYKIL – (n. Gra-Ven: high command): A council of seven
representing the seven major guilds of the caste groups. Acting on direct
authority of the Guild Meisters, they are both the political and
military brain of the whole naval command.
·
DAHOR – The DAHOR is the main body of the Military
Administrative Command. Although handled by ranking military personnel, their
authority within the military hierarchy is rather low. Their rank still gathers
respect but their command is overruled in face of the military based rank.
·
VEISTURS – The Veistur, Saisar, and Jisar are
non-military ranks governing the Merchant Sailors Guild. Although Independent
from the Military Merchants Office, they are also act as the main supplier of
all the requirements of the force. During times of conflict, like the recent
trouble with the Alcaberden nation regarding the island nation of Mè-dia,
the frigates of the Merchant guild accompanied by Vedross warships, ferry
supplies to the garrison on the southern embankment of the island controlled by
the Groven army.
·
SAISAR - (see
VEISTURS entry)
·
JiSAR - (see VEISTURS entry)
·
DENUVIS - The “Magus of Water”. Known throughout the
land for their mastery of the elemental water. Their Shjiros take the
form of the creatures of the seas. The most powerful ever summoned as recorded
in every nations history during the “pocket” wars of the Great Insurrection is
the Oroxilliun – a leviathan that rampaged in the Kujion
peninsula all the way to the Etrian shores before an unknown Earth elemental
halted its advance in the mythical Wayan Forest. Their visible
display of elemental magic has given the Groven magus a respective ranking
within the Horus and Arcanum guilds. (see entry B.5 The Groven Madra)
·
HAIPER WIDAM - Their power and rank is second only to the
Denuvis Paisam. Most of them will go on to achieve the title of Denuvis and
command their own ship. The rank of a Haiper and Denuvis does not necessarily require
the aptitude rank of a Horus.
·
SjUKER – The Sjuker, Aperiam and ji-Destak makes up
the scientific branch of the Groven society.
The Sjuker are the proverbial archeologists of Jovia, far-famed for
their exploits and expertise in the fields of archeology and geo-science. The
formation of SjUKERS stemmed from the need to rediscover and unearth the fallen
cities of ancient Gra-Ven and the lost histories of Old Jovia.
·
APERIAM – The Aperiam works in tandem with the esteemed
“Black Alchemists” of the Jihansk (Ji-Toh-Ran) race. However due to the
strict secrecy of the Jihansk scientists on their trade, their dealing with the
Aperiam is rather limited and is relegated on a need to need basis.
·
jI-DESTAK – the Explorers. They are the “scouting” arm of
the SjUKER. All Sjukers undergo the ji-DESTAK training before attaining rank.
Those who also become Veistur, Saisar, Jisar, Denuvis and Haiper Widam trains
for a period for this field to better understand the topography of the seas and
the lands.
B.4
Economic Structure
The Guilds
1.
Sailors: Individuals employed
by the merchant ships and military frigates. They are the skills required in
both sail-ships and steam driven frigates or warships. Naval experts are
trained in their schools and must pass a higher degree of tests before
acquiring the rank of either a “Quarter-Master”, up to “Bridge
Commander”. Although the
military has their own ranks of personnel, they are nevertheless trained in
sailor schools before joining the independent group that is the Groven
military.
2. Magus: As in the other
races, the arcane studies and practices of magic are considered as a separate
undertaking to that of the regular method of living. Both respected and feared
because of their open use of very powerful “wind” magic, the Groven
Guild of Horus practitioners are interrelated to the Groven economy. “Windfinders”
of the Haiper Widam are hired by merchant and military frigates
to faster and efficiently move their ships across the vast ocean waters. These Windfinders
are masterful handlers of wind and water with which they can weave powerful
storm and gale in a matter of seconds.
3. Blacksmiths: Of metals and ores,
they are greatly associated with the military arm of “Sjukers”,
the group of scientists, excavators and explorers. The vast industry of plate
making, ingots, forging, blasting, smelting and glassmaking are theirs to
control. Large percent of the economy is funneled to the process, making them a
vital system both in the military and trade. From large mining groups to the
lowly hammer and anvil, this group is the most structured of all the guilds.
4. Masonry: The better half
of the blacksmiths trade, this guild is responsible for the wood and stones of
all the other guilds. From houses, bridges, aqueducts, sewers and tunnels, to
carriages, ferries, and even shipbuilding. In general association with the
blacksmiths especially in shipbuilding, they are generally referred as “Constructors”,
thus blurring the lines separating the two guilds.
5. Textile: more importantly
known as “The FELTON Guild”. Aptly named after the rare species
of mollusks whose inner membrane of silky, mucus like composition is air-dried,
milled and woven to a silver sheen fabric of high strength and quality. The
arduous and lengthy process of manufacturing these fabrics make them highly
sought after, fetching very high prices in the open market. Also known as the Argais
Felto Maris Dereguis or “The Guild of Argais Felto”, the same
man who named the Felton mollusks and made its fabric and the guild for what it
is today.
6. The Outer Guild: The Outer Guild is
somewhat a counterpoint to the workings of the Inner Guild. Grains, livestock,
animal husbandry, cottage industries, farming and fishing, the Outer Guild is
made up of several minor guilds that do not fit with the other major guilds
mentioned. With their numbers, the Outer
Guild is effectively the largest and more profound in scope and importance to
the others. Their component s of small lifeblood industries such as grains,
wheat, meat and poultry gives them the control of the market and the dictates
on its prices. This is the only guild which possesses a sub-structure,
literally, an organization within an organization. The monetary system may fall
on the responsibility of the Inner Guild but the movements and inflation of
prices and commodities rely on the status of every minor guild. This thus
compels the other major guilds to have an open eyes and ears policy on them for
they act as a barometer to the status of the whole Groven economy.
7. The Inner Guild: The bureaucratic
division of the Groven guild economy. This guild controls the input and output
productions of the other guilds. They are composed of “pen – pushers” who
records the monetary and economic flow of the Groven economy. They are the one
who collects the taxes from all the different sectors of the Groven society. Though
generally despised by the populace, the Groven people put most of their faith
in this guild. The most probable reason why the Groven banking system is the
most successful money handling unit in all of Jovia.
B.5
The Groven Madra
“…born of the winds
and tide…”
That is how the Groven describes their
ancestry that also better characterizes the magic that they carry. The “Windfinders”
are those Madracus [magic practitioners] of command within a ship responsible
for the navigation and even the overall performance of their vessels. It’s as
if the Madracus and the ship is one with the wind and the sea for even with
such immenseness in bulk and size, in the hands of a Windfinder, a Vedross ship
is nothing more than a rigged paddle boat that will follow its master on any
given tug. Though not a secret to the other races for their visible use of wind-water
magic, the skill and manner/ process by which they weave the elemental magic
remains a well guarded secret between the Windfinder ranks. They rely heavily
on the mastery of these two elements to propel their vast naval army of
warships, Vedross, frigates and cargoes across the open water at such unnatural
speed, however rough and demanding the weather they may encounter.
Their “Shjiros” or elemental
spirits take the form of water and the wind beings, born of the depths of the
sea and the unpredictable skies.
*
* * * *
Section 72 L8 [Padin
Horde Finds] Sub-Entry 12
The appearance of the Oroxillian is
thought to be conceived by a powerful Gra-Ven Horus (summoner), but unknown to
the rest of the world, the reality is far from simple. Though the credit went
to the Groven Horus, it was not his conjuring that summoned the great beast.
The identity of the actual summoner remains a mystery to us historians, and we
are willing to let it remain so…for now, until the truth can be finally told.
A
left-over from the Great War of Shadows, the Oroxillian is one of the many that
survived the great conflict. It is considered as a Dark-Shjiro, an elemental
creature that embodies the negative force of creation. Its rampage across the
Kujion peninsula has further changed the feature of the land. It is believed to
have sprouted from a rift on the unknown waters of the southern seas. The Earth
Shjiro that halted its advance is a feature of tales. Nobody have lived to
witness the battle that ensued so no clear account can support the authenticity of the event…unless the
recovered “Book of Cion” can be used as a basis. The said book is a part
of the twelve volumes of prophesies that was handed down to each successive
Horus Superior of the Horus Madracus din Tamat (the main organization of Tamat
across the Jovian world). It is part of the “Belaam Initiative” that guided
Saltar Highwind in his search for the solution to the enigma of ending the
Great War of the Shadow. (See chapter II: Brief History ~ Entry 56)
In one of the entries, a mention of a
great earth elemental named “Haiada” is said to play a vital role in the
Great War. Although no mention of its survival was ever recorded, the broken
description from several said “eyewitness” accounts on the Earth Shjiro that
stopped the Oroxillian rampage is eerily similar to the Haida of the Book of
Cion. If so, the only viable explanation to its summoning is a rather confusing
mix of pure speculation. The only known powerful Horus that can ever conceive
of summoning such a powerful Shjiro belongs to (and is unanimously backed by
the Tamat Council) the Defan race. The ancient race of the Defan is traced to
the first of the original Salitarian Maguses. It is said that the blood of the
Defan (and of Salitar) is the strongest conduit to the Earth magic of the
“core”. If so, who among the Defan
should be given the proper credit? Up until now, no such mention from the Defan
diplomatic ambassadors to the races has ever confirmed such feat. This thus led
us to a quandary on the truth behind the Oroxillian stoppage.
Section 72 L8 [Padin
Horde Finds] Sub-Entry 28
Such mastery of magic has never been
seen again in today’s Jovia, but we fear that the events of the last thousand
years have not been totally resolved. The Spine of the WÜrm is proof of that
lingering truth. The Society of Horus Madracus has given such awareness to all
other existing Arcanum guilds and organizations. For now, we are recommending
total vigilance for any signs of malefic occurrences from all corners of the
known land and we have increased the numbers of those Magus and Tamats on the
nations that are in near vicinity to the Spine.
C.
Ji-Toh-Ran
C.1.
the Race
Ji –Toh – Ran: (n. unknown
ancient script)
The
general meaning is considered to be a combination of three terms taken from
the ancient languages of the three clans that makes up the race.
|
|
Ji
(or Jih)
|
“fist”
|
Toh
|
“arm”
|
Ran
|
“feet”
|
Based on historical accounts from
several records that have escaped the destruction of the wars, the “Jahansk”
(or Jihansk - the people of Ji-Toh-Ran) is a combination of several warring
tribes in the southern expanse of the Raien continent. Their exact origins is
relatively unknown, It is said that three of the most powerful of these tribes
decided to form an alliance, thus began the massive takeover of the rest of the
warring minor groups. Their history before the “merging” remains entrenched
within the walls of their massive stronghold in the Karban Fortress
located at the heart of the Ji-Toh-Ran capital. It is continuously kept guard
since the nations founding with the Mor-gian Honorary guard, an elite
force of soldiers taken from the select forces of the Jahansk military.
Whatever reasons that the secret kept within demand utter secrecy is only for
the highest ranking Jahansk leader to know, and the rest of the Jovian world is
willing to let it remain so.
The
legend of the “TRIAD”
The legend of the Ji-Toh-Ran race (according
to their own histories) is said to pre-date that of the “Great War of the
Shadow” and the birth of Saltar Highwind. Before the continents and lands of
today existed as it is now, the Jovian landscape is rather forgiving. According
to the legend, three men (representing 3 minor Jovian races) made a
brotherhood pact - being of lesser stature, to claim a place on the war council
of man that is to battle the great serpent. The serpent is a five headed wyvern
with each of the heads bearing the mark of the elements. The one in the middle
is the largest and bears the mark of the four elements.
As the battle began, it was met by the
steel and rock of a well built flame haired farmer (Alcaberden), but
before he was able to complete his stoke was mistakenly taken from behind by
his twin brother, amputating his left leg. It was a tragic mistake that
petrified the two with one breath of the stone marked dragon head. A golden haired
(Groven) burly man followed suit, wielding a mighty cudgel. He was met
with a harrowing fire-blast from the flame marked head. The tall pale man (Etraia)
with slightly pointed ears followed by a dark skinned (Raien) man, both
wielding long bows positioned both flanks of the beast. On cue, they let loose
a barrage of arrows. It was a blur of movements. They were firing arrows at a rate
that seems unnatural. As the arrows rained on the beast, a mid built man (Kujio)
dashed out, long blade arching on the air. The confusion was enough that the
last man, a tanned well built warrior (Defan) wielding a fine blade
lunged forward and buried the blade on the belly of the dragon..
The beast bellowed an ear piercing
cry. The Air-marked head released a thunderous gale that swept the archers and
the other two warriors off their feet. The head of Water spewed out a torrent
of mucus-like flood, drowning all but the three men of the brotherhood who are
hiding behind a high rock outcropping. As the beast slowly regained its feet,
the three huddled for a moment to plan their attack. Seeing how the beast works
its magic and how the rest failed in their attempts, they devised a way that
will bring down the beast.
“I will be the feet, to carry you as
you make your attack.” said the first to the second.
”I will be the fist, that will be the
death of the beast.” said the second.
“…and I will be your arm, to help
shield you against its magic.” said the third.
With an agreeing nod, they emerged
from their hiding as the flood and wind subsided.
The beast saw the new aggressors, and
turned its entire heads towards them. “How do you wish to accomplish what the
others have failed to do?” said the largest head.
“We are one, they are not.”
With that said, the first man, a large
well built mason, took the second – a thin agile man – on his shoulders. He
took-off in a run at such an impossible speed. The beast, now confident for
having defeated the other six warriors, just watched and sneered as the two made
their first attack. As the two reached the halfway distance, the third began
his move. Out of his sleeves, he took out a wind chime made of the thinnest
copper. Taking out a tiny hammer, he slightly and continuously tapped the
chime. The pealing sound grew from a chorus of low notes, slowly building in
rhythm and crescendo as it becomes amplified by the surrounding smooth canyon
walls. The third man knew from observation that the beast has a very sensitive
hearing. As the beast began to react violently from the noise, it failed to
notice as the first man hauled the second forward like a human javelin as he
peaked his run. The second man flew straight as an arrow towards the belly of
the beast, imbedding himself to its belly through the open wound where the
sword of the last warrior has managed to wound it.
The earth shattering screams of the
five heads caused the ground and the walls to shake and tremble. A sword
appeared on its back, cutting open a new hole that spewed out the second man.
In a final desperate attempt for a reprisal, the four heads blew out four
pillars of raw elements around the place, melting the rocks, flooding the
ground, disintegrating the trees and uprooting anything and everything with a
mighty hurricane.
The wyvern was finally consumed by its
own power.
After everything settled down, the
three men is nowhere to be found. It is here that the legend becomes
contradictory, with a hundred versions of how it all finally concluded. All
points out though to a single closure, a one line of verse that is common to
all versions. It said…
“The legacy was thus built, the “Jih”
(fist) to end the evil, the “Toh” (Arm) to shield against the magic, and
the “Ran” (feet) to vessel the strength.”
And so the Ji-Toh-Ran colony was born.
Through time, it became a country of strict military structure. The most
disciplined army in the face of Jovia. As their legend represents, they are not
a strong proponent of magic. Instead, they rely on their very advanced science
which they keep in very deep secrecy. It is virtually impossible to pry out any
such knowledge from them for a Jahansk is very patriotic. Their upbringing is
very strict, owing to their legend. They still think that the rest of the world
view them as a minor race and is continuously in search to prove their worth to
the rest of the world.
C.2
Geography and Basis Architecture
Of all the races, The Jahansk way of living
focuses more on the barebones of necessities and less of the frivolities that
is common to most Jovian (except perhaps that of the Defan). Due to
their very strict military upbringing, the Jahansk populace rarely indulges in
superfluous items. Their houses and buildings use modern methods of mortar
application. The simplistic approach to their architecture is reflected all
throughout the residential and other large buildings. Their expertise and
scientific approach to construction afforded them to erect tiered towers and
buildings, wide avenues and spanning bridges.
They are the first to employ structured
housing system and “city planning” method of segregating residential,
industrial, military and commercial districts. The residential areas called
“blocks” are self sufficient villages that are also arranged according to
social rank. Outlying villages on the rural areas still follow this method
albeit less scaled. Inside every house, they make full use of leather and woven
fabric, carpets, cushions and earthen ceramics. They employ man-high tainted or
“smoked” glasses of several hues like the Groven to wall much of their houses. For
a military nation, they lack rampant use of “fences” in rural houses and
establishment, this only shows the degree of discipline that the military
upbringing instills on the populace. The very low petty crime rate is a further
testament to the Jahansk vaunted discipline.
The Jahansk military capitalizes on
their very mobile land force and it reflects on their use of wide paved roads
of bituminous content. The Ji-Toh-Rans extensive road network is the most
advanced in the whole of Jovia, such that deployment of troops anywhere around
the Jahansk nation takes only two days at most from the northernmost island
province to the south harbor of Kranst.
Compared to the majestic arching
bridges of Groven and Etraia, or that of the regal bridges of Alcaberde, their
spanning bridges are a marvel of science and engineering.
When it comes to clothing, even though
they maintain a simplistic approach to the design and make of their casual
clothes, it is obvious to any one who sees that the variety and rate by which
they often change styles is probably the only “chink” in their vanity. It could
be attributed as an escape to the otherwise monotonous color and make of their
military uniforms of gray and deep blue hues.
C.1.
Military and Political Structure
To speak of the Ji-Toh-Ran military
is to describe the general structure of all Jovian military. The Jahansk army
is the blue-print of perhaps every military command structure except maybe that
of the Defan (which is relatively unknown) and the Kujion Shogunate.
Even the Groven Naval command was restructured to fit the Jahansk system
towards the early part of the 5th Aria (1735 Vg.).
From the highest ranking officer to
the lowly foot patrol, the Jahansk military unit is a singular machine of
discipline and efficiency. The backbone of their army is the very rigid command
structure that is both the political and judicial power.
(Fig C.1)
The structure of command from the
highest rank of Supreme Chancellor to the lowest rank of the organization
follows the system known as the “CHEVRON SIGIL”. (See fig. C1).
The Chevron or KALA (sl.
Mountain) in the Jahansk language is also known as the “Triad” or
the “Triumvirate”. Only the Commander in Chief is exempt from this rule,
however his power is limited to the range of influence that the three
chancellors has, this means that even if he holds the highest position in the
land, the first chancellors keeps his authority in check. Collectively, the
three highest positions after the Supreme Chancellor are known as the “Kala
Domina” or “The First Triad”.
The “KALA” [CHEVRON SIGIL]
[KALA –
from the Salitarian language meaning “mountain”.
]
All
classes regardless of division follow the “Kala” or the “Chevron Sigil”. This
code of conduct for officers and military personnel is also translated to their
way of living. Basically, the nature of the code is in three forms; To the Blood, to the Cause, To the
World.
An
appended manuscript that contains the first volume of the code was sent to the
Alcaberde on a request from the then emperor as a part of a mutual treatise
between the two nations during the end of the Bolton Siege1, in hope that a misunderstanding
of such scale will never be repeated.
In
it, the first lines of the code read as…
“The strength is my
word, for in it lays the truth that is my shield and my sword. My Duty is my
soul, for with it I have a purpose. My heart is my sept (family), for it is the
blood that teaches us what it is who we are.”
The
manuscript does not explain in detail the true workings of the KALA, only the
intricacies and subtleties that are required for it to be followed correctly.
To someone not of the Jahansk, the whole of the code is but a work of
contradictions. That is half of the truth. The KALA follows on the principle of
the ‘triad’ wherein one will not exist without the other two, as much as the
two will not be complete without the other one. So basically translated, each
of the three has a purpose, but which is augmented and held in check by the
other two. This simple formula have held the nation of Ji-Toh-Ran to a longer
period of solidarity and stable existence compared to the rest of the world,
the Defan included.
Herein follows a brief excerpt of
the general code as it stands.
To the
Blood
: “Know where you stand and why. You became what you are for what has come
before. What comes after is what you will do for tomorrow.
1.
Ancestry
2.
Family
3.
Legacy
To the
Cause:
“Know the names. The Ji is the fist, the Toh is the arm. The Ran is the feet -
the weapon, the shield, and the strength.”
1.
Respect
to authority [Loyalty]
2.
Recognition
of Command [Duty]
3.
Uphold
the truth [Honesty]
To the
World:
“Know who we are, in knowing then will we know how the world stands with us and
without us.”
1.
Excellence
2.
Courtesy
3.
Knowledge
With the success it has given the
Jahansk military in the field of organization and discipline, the KALA or what
passes as a similar form of it became the prevalent form of organization
particularly to the military arm of most races.
The sub-structure of the following
commands follows this rule.
i. ONO CHANCELLOR (Deputy Commander
External) (fig. C.2)
The Internal Chancellor handles the
ambassadorial and diplomatic works of the government, both internal and
external. All intra-race dealings
And
non-military issues with the other races pass thru this specific chain of
command
ii. HENDO CHANCELLOR (Deputy Commander
Internal)
The whole of Jih-Toh ran government is
run by military personnel. No public individual can hold any position within
any of the offices. This is an understatement however since almost all levels
of schools in the Jahansk country is military based, thereof anybody is
entitled for a position by virtue of levy and promotion.
The Internal Chancellor holds the
highest rank of authority within the standing army - the part geared for war.
The Military
Organization (table C.1)
Hendo Chancellor
|
|||
ARMY (Gestung)
|
|||
Naval Rank
|
Army
|
||
(General
Term)
|
Jahansk
Nomenclature
|
(General
Term)
|
Jahansk
Nomenclature
|
Fleet
Admiral
|
Fer-heur
|
Major
General
|
Seitur
|
Vice
Admiral
|
Cor-Gunor
|
Brigadier
General
|
Sol-Seitur
|
Admiral
|
Agunor
|
Colonel
|
Coliamer
|
Commander
|
Wasim
|
Lieutenant
Colonel
|
Sol-Coliamer
|
Lieutenant
Commander
|
Su-Wasim
|
Major
|
Fubir
|
Flag
Officer
|
Suain
|
Captain
|
Alter
|
Captain
|
Warskt
|
Lieutenant
|
Daniara
|
Lieutenant
|
Duweir
|
||
Marine
Class
|
Army
Class
|
||
Master
Sergeant
|
Cafwa
|
Master
Sergeant
|
Cafwa
|
First
Sergeant
|
Su-Cafwa
|
First
Sergeant
|
Sol-Cafwa
|
Staff
Sergeant
|
Entren
|
Staff
Sergeant
|
Entren
|
1st
class Private
|
Entreinin
|
1st
class Private
|
Entreinin
|
2nd
class Private
|
Su-Entreinin
|
2nd
class Private
|
Sol-Entreinin
|
3rd
class Private
|
Or-Entreinin
|
3rd
class Private
|
Or-Entreinin
|
iii. JAMAN CHANCELLOR (Deputy Commander
–Juridic / Chief Adjucator )
The de-facto judicial arm of the
government, their function and purpose extends beyond their division, as they
interact directly with any position within the Internal and External division
of the Kala Domina regardless of rank and position which is the only ironic
exception to the KALA rule. However, this does not necessarily permits them to
interact the same way inside their own; in fact, this division follows the
chevron sigil code more stringently than the other two. It is for this reason alone
that there are only few who venture to work in this division. Only the
hard-lined and academically outstanding individuals are chosen and/or invited
to join the ranks. Much the same, even personnel from the other two divisions
would rather stay away from the Jaman division because a visit to one means
either you are due for promotion or worst – which is the usual – you are in for
disciplinary action.
Unlike the rest of the other
organization that is typical to the Jahansk system, the Jaman Division is the
only ‘linear’ and multi-tasked branch of government within the Ji-Toh-Ran as
seen in their command structure. (Fig C.2)
The
function of the Intelligence Marshals at first impression may seem to supersede
the function of the Diplomatic division of the Ono Chancellor. In fact
they have no authority whatsoever in
implementing decisions regarding matters of state and in inter-racial relations
or decisions, instead, they provide the most valuable asset which is
information through which the decisions of the Ono are generally influenced by.
Subtly speaking, they are the power behind the authority, but this does not
make the Ono to fall utterly under the influence of the Jaman. Information may
be the key to tactical politics but the art of diplomatic politics dwell more
on the ‘sincere’ and realistic side of things and not n the ‘honest’ or
truthful derivations. This in effect thus separates greatly a diplomatic mind
against factual thinking. In mediation, it pays to be discreet than to be blunt
so to speak.
entries below ar edit marks that I have to do and yet to include in the "History" concept... a sort of spoiler I think
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
I.
Structure
of Jovian Civilization
II.
Brief
History
III.
General
(modern) topography
IV.
The
Celestial Denizens
V.
Calendar
System
VI.
The
Races
VII.
A.
Defan
A.1. The Race
A.2. Geography and Basic Architecture
A.3. Military
A.4. Main Arms
A.5. Politics and Culture
A.6. the Ties that Bind
B.
Groven
B.1. The Race
B.2. Geography and Basic Architecture
B.3. Military and Political Structure
B.4. Economic Structure
B.5. the Groven Madra
C.
Ji-Toh-Ran
C.1.
C.2.
C.3.
C.4.
C.5.
D.
1BOLTON SIEGE: During the period of the Great Insurrection
of 1380vg, a full scale war erupted between the Ji-Toh-Ran and the Alcaberden
nation. The cause was the trade dispute that begun on the port of Bolton – a
commonwealth island of Alcaberde located south-west of the Welehem Port
district. The ambitious Sor-Ventri (a
region head or governor) of the Larcose Region (made up of the rural district of Pentosi and the port cities of
Welehem and Bolton Island) decided to curb the trade between his nations
with the Jahansk. The trading rules are run under the method that have been set
by the Ji-Toh-Ran and has been like that for a good number of years with both
races profiting on a mutual ground. The governor drafted a new trade regulation
limiting the Jahansk exportation of items while increasing the access of
Alcaberde on the Jahansk trade routes and blocks. The new regulations were
implemented without prior notice creating chaos in what could have been a usual
trading day on 72 daven of 1380 Vg. The Jahansk frigates ignored the
regulations and proceeded to the port of Bolton which is the customary pivot
route for cargoes from Ji-Toh-Ran to the Alcaberden mainland. When they were
prevented from unloading their cargoes and were ordered to turn back, the
Jahansk senior officer in command sent word to the Welehem Port. After a three
day stand-off the governor refused to lift the regulation on grounds that the
Jahansk have been profiting more with the current system that is why he took
the initiative to make the necessary revision. The officer saw this as disrespect
to the code of KALA which is the predominant aspect of the Jahansk culture and
to the trust they have given to the Alcabereden nation. On day 90 of that same
year, a fleet of seven DURCHMIER (warships) and twelve KURNDROGIER (frigates) anchored on Bolton shores and begun the immediate
takeover of the island nation. The Emperor of Alcaberde, receiving altered
information from the governor about the matter, ordered the South fleet to
engage the naval fleet currently anchored in Bolton port. What followed was a
full scale naval war between the two nations. After a full year of war, the
matter was resolved with the redrafting of the current trade rules. It was also
during that time that an inquisition was made that implicated the governor of
Welehem with treason and was sent to the Ji-Toh-Ran for whatever punishment
that they will seem fit for the crime. As barter, the Alcaberden Emperor asked
for a copy of the “KALA” sigil in hope of preventing another diplomatic blunder
between the two races. On 88th daven of 1382, the Bolton siege was
finally ended and the Port of Bolton and the islands control was returned to
Alcaberde.
NOTE:
In need of Rework! ____Datum system for the PADIN HORDE FINDS
To be revealed:
The modern Defan is a race of superior
short-spear wielding warriors. Before, they were known as a race of highly
skilled swordmasters. Their vaunted ‘Recital’ or forms are legendary in status
and regarded as the ‘benchmark’ of what a perfect swordsmaster should be.
They are considered as outsiders even to
their close ties, the Groven. It is unclear why for their skills that they
choose to remain incongruous to the dealings with other races. In the periodic
wars that followed the Great War of the Shadow, their appearances in those
conflicts can be counted on but two hands. Even then, their interaction were
limited in scope and occurred briefly. However, the truth of the matter is very
far from what the races deem true. The Society of Horus Madracus is maybe the
only faction that knows the bitter truth, and even they keep a close lip on the
matter.
The ‘true’ Defan race lies beyond the
towering and impassable jagged peaks of the Spine of the Wurm mountains that spans
north to south of Jovia on the east and a similar albeit smaller and sporadic one
on the wide open ocean of the far west called the “NORSIK a`JAMAN” (Tail of the
Serpent).
Before there was a race called Defan,
the nation of Salitar existed as an amalgam of several races. Within this
conglomeration, several factions existed; one such is the Defan that prides
itself with their pure-blood heritage. Although within the spans of generation
as to be expected, the number of pure-bloods started to dwindle in numbers as
the genes mixed with the other races. For the Salitarians, what constitutes the
‘pure-blood’ lineage of the Defan is the direct siring of the male stemma that
is the basis for the inclusion to this faction. During the course of the Great
War wherein the Salitarian and of what remains of the Groven empire carried the
bulk of the battle against the antagonists, the Defan is the only major faction
that was split into two, the major part of which decided not to meddle with the
conflict, while the lesser numbers carried the leadership banner for the rest
of the Salitarian forces.

The Jahel became the de-facto leaders
of the Salitarian army and ultimately to the rest of the surviving Jovian
forces that chose to do battle with the Shadow. The members of what is to
become the Jahel came from the ‘outer rims’ states that are located then in
near proximity to the borders of the Salitarian empire. Being in direct contact
with most of the outlying nations that borders the empire prompted them to
immediately join in the war effort when the Shadow began its spread throughout
the Jovian world. The more aristocratic and political members of that time [who
constitute the greater number of the Defan faction] chose to isolate themselves
from the conflict and converged in the ‘inner’ state of the Salitarian capital
and even resorted to declaring their ‘neutrality’ in the conflict until the
identity of the aggressors are finally put into light. This led to the division
of the major Salitarian faction into two separate sub-factions, the Jahel and
the Palfur.
To the rest of the Salitarian nation,
the abstinence of the Palfur from the global conflict created havoc within the
vaunted integrity of the empire. Some states and factions declared their
support to the Palfur while the greater numbers, enlightened by the recent
events have visibly chastised the Defan in general for their ‘pride’ and folly
and chose to join with the rest of the world in battling the Shadow. The irony
is - it was still the Defan [the Jahel sub-faction] that carried the leadership
of the war during the whole course of the conflict.
1Another irony is that
of the two sub-factions, it is with the Defan Jahel that the ‘purest’ of the
blood-line of ancient Salitar truthfully flows. The thirteen families that are
the proud inheritors of the ancient legacy all become part of the Jahel.
The non-rank members of the Jahel made
up the bulk of the ‘special’ forces that garnered legendary status because of
their exploits against the Shadow armies. Even long before the coming of the
shadows, the Defan are known to be superior swordmasters and are well respected
and feared throughout the land. They carried that legacy and swordsmanship onto
the war, creating legends upon legends that further honed and solidified their
vaunted status, going as far that their presence alone could rally a defeated
army into victory. They also carried the shame of the aristocratic Palfur who
chose to sequester themselves from the war for fear that their legacy (of
Salitar) will again be lost after so much has been gained to rebuilt the
empire.
Towards the end [the rest will be revealed in the proceeding volume entries]
however, the war took on a massive toll on the rest of Jovia that the larger
portion of the Palfur finally decided to join the conflict. Unknown to the rest,
the other remaining part of the Palfur has decided to break ranks and made a
pact with the Shadows. That particular move has caused further casualties and
loss to the Jovians on the war, forcing them back towards isolated territories and
reduced into pocket resistances. With the arrival – or more properly, with the
‘reanimation’ of Saltar Highwind the war took on a definite turn for the Jovian
forces. In the battles that followed, the Tamats and the rest of the surviving
Horus, beefed up by the recruitment of Maguses who were forced into hiding
during the war were able to accumulate victories upon victories against the
Shadow racking up advantages for the Jovian force badly in need of a respite.
In one of the lengthier campaign, the unified forces managed to capture the
majority of the traitorous Palfur. And when the ‘Wall’ was erected [as the
Spine was first called] the bulk of the Jovian forces, the majority of which
included most of the surviving Defan – willingly trapped themselves beyond the
Wall during the final push of the war so as to prevent any ‘spillage’ of the
Shadow to what is to become the ‘New World’. No one knows after what fate
awaited those heroes who chose to sacrifice themselves so that the rest of
Jovia can survive.
The Palfur and the remaining Defan
Jahel who stood guard over the captured Palfur remained in this side of the
‘New World’ in what is now the land of present Defan, near the ‘Spine of the
Wurm’.
Since their numbers are particularly
small compared to the rest of the Palfur, it was only a matter of time for the
Defan Jahel to be subjugated and turn from being the ‘jailers’ into ‘captives’.
Isolated from the rest of the surviving forces who now is in the process of separately
rebuilding up their own territories, the Jahel could only accept their fate and
submit to the might and authority of the larger Palfur
Fortunately for them however, the
Palfur somehow saw the error in their ways. The ruling sentiment that has been
building up to the majority of the Palfur since allying with the Shadow even
during the war finally took over the rest of the Palfur. The Defan as a whole
are strict followers of protocol. When the Jahel separated from the main body
of the Defan to join the war, they were branded as ‘traitors’ by their
superiors who chose to remain neutral [the group that is to become the Palfur].
With the ambitious front of the Defan Palfur leadership gone, the new bloods
seek to rectify the mistakes of their leaders by absorbing the surviving Jahel
into the new Defan nation, sparing them the unnecessary execution.
However, the bitter feelings cannot be
easily erased from the Jahel. They accepted their leased freedom but fought on
to gain independence from what they deem as a ‘mockery’ of their true heritage.
They cannot accept authority from a body who in the first place abandoned their
duties because of their selfish desire for self preservation. What followed was
a bitter and bloody struggle that caused unimaginable loss in both sides.
The Jahel achieved their independence
after the main body of the Defan Palfur announced their willingness to end the
feud. They realized that in their folly, they have repeated the mistakes their
leaders made during the War of Shadows by trying to coerce the Jahel in
accepting their authority just to ‘preserve’ what was left of the Salitarian
nation, of history trying to repeat itself.
In the end, as a final absolution, the
Defan Palfur unanimously agreed to ‘never again’ hold the sword that has been
the single most notable reputation of honor for the Defan. With that bold move,
they intend to erase the shame that they have created on the legacy that was
Salitar. Some who despised this edict followed the Jahel in their exodus to the
other parts of the Defan land. They became the ‘Sognasa’ or the break-away clans of present Defan. Of what became
of the Defan Jahel, not one even amongst the Tamat has particular knowledge of.
Only the slightest rumors persisted that the main body of the Jahel crossed the
ocean towards the Raien continent through the now Ji-Toh-Ran and left only a
small group in their place in the Defan lands.
The present Defan race as it stands
today is mainly of the Defan Palfur descent. Their vow to never again hold the sword
is maintained for their use instead of the now fabled ‘Defan Spear’, a
shortened spear that is used both as a throwing and parrying weapon.
Nota:
1With the conclusion
of the war, the family names of the ‘purest’ of the pure-blooded Defan, the Jahel
[including most families of the other Salitarian factions] disappeared with the
creation of the Wall. The Remwels,
the Gebaune, Isaca, Khalim, Korez, Tlada, Pureza, Piu, or Rezo, Zarcona, an-Nur, Selvanum pi, Selvanum tui;
these are the oldest families that were entirely lost to the culmination of the
War of Shadows. Of the thirteen, only the families of Piu, and an-Nur managed
to survive the war albeit few since they acted as the ‘keepers’ of the captured
Defan Palfur. The Piu however was finally lost during their drive for
independence against the Palfur after the Great War, leaving the an-Nur to
carry on the banner of the last of the Jahel.
Entrada sa mga susunod na kabanata.
1.
When the ‘Crack’ began [this event is known as the precursor to the return of
the Shadow to the ‘New World Jovia’], what occurred is that the length of the
spine - on the sea near the Defan continent – was found to have collapsed
entirely. This was discovered by a regular patrol boat carrying several Groven
Sjukers (archeologists) and Horus on
routine inspection to the outer rim of the spine. Upon the discovery, the whole
team was effectively decimated by unknown forces. They were ‘reported’ lost
after several excursions were sent to find any traces of their whereabouts. The
rest of Jovia, still unaware of what transpired, went on to send routine patrol
to the same location of the Spine. When a certain Madracus accidentally
discovered a ‘mirage’ spell on the area that somehow masked the ‘crack’ on the
mountain range, it was only then that they realized the gravity of the
situation. The Madracus managed to hide the discovery more out of fear than
plain initiative. When the group landed on Defan soil, the Madracus, already
wracked with nerves still managed to account his findings to the Horus-in-authority
for that particular sector. In turn, the Horus immediately sent word to the
main body of the Society of Horus Madracus in the heart of Alcaberde. What
followed became the precursor of what is to become the Second War of the Shadow.
Before the first conflict of the
Second Great War, unknown to the rest of the world, another ‘crack’ was already
in existence before the discovery of the first one. This one appeared on the
Defan highlands, near the territorial boundary of the Red Palm Clan of the
Defan. The sudden appearance of sword wielding warriors from this ‘crack’ has
sounded the call of truce within the continent, effectively unifying all Clans
into one military sphere. Outside of the Defan land, all Zetars and ambassadors
currently in diplomatic missions to the races were called back. This created a
massive uproar within the political world, some speculating a massive Defan
militarization for a war against the races, while others; the Society in
particular was particularly alarmed with the peculiar event. Of all the Jovian
factions and races, only the Tamat council has the sole advantage of being
welcomed freely within the Defan. When the Tamat Council representative that
was sent to look into the matter returned for his full report, their worst fear
was finally realized, the wall has been breached.
Initially thought of as a group of
‘Shadowspawns’, the sword-wielding warriors were initially driven back by the
Defan. Somehow a particularly small group managed to elude them during one of
the massive encounters. When they were traced to the northern summits of the
land which is already part of the Hintayan
zone [or the ‘waiting zone’ – aptly named since it is the boundary that
separated the ancient Jahel faction to the rest of modern Defan] that marks the
border of the Sognasa [break-away] clans, the Council of
Seventeen broke the ‘Seal of Sotoma’
that publicly ended the restriction of the Defan clans from entering these
domains. A sporadic succession of battles ensues that drove the Sognasa clans
down from their ancestral places in the mountain heights in their similar aim
to capture the splinter group of outsiders that crept into their lands. Upon
reaching the lower lands that is already part of the Jahel, the Sognasa clans
was caught in a pincer between the Defan and the surprisingly numerous Jahel swordmasters
who now calls themselves the Sarandatin.
It was here that the true nature of the ‘visitors’ were revealed. It turned
out, that the outsiders were in fact the surviving descendants of the proud
Salitarian race that sealed themselves away on the other side of the ‘Wall’. It
was a long stand-off between the three divisions of the Defan that took three
days in deliberation. The Defan Clans, the Sognasa Clans caught in between, the
Sarandatin (Jahel), and the
Salitarian emissaries under the latter’s protection. Only when the High Council
of the Tamat Society came to confirm the identity of the group, it was then
that the legendary “Crown of Zaltar” that the newcomers have deliberately kept
in hiding all the time was revealed, finally sealing the conflict and ending
the stand-off.
Their true history and heritage hidden
from them for a very long time, the Defan nation’s once proud status began to
crumble because of the recent events. The Council of Seventeen and the Zetars
who are the only ones who knows the truth for it is part of the acceptance of
their position struggled furiously to hold the nation together for the coming
conflict. The rest of the clans who felt betrayed by their superiors began to
spread discontent among the populace, even successfully managing to dissolve
two existing minor clans and inviting secession of one of the Seventeen ruling
clans from the council. A good number even went as far as joining the Sognasa
Clans, creating their own ranks within the break-away clans. The Sognasa, badly
in need of leverage against the mightier Defan accepted the arrangement. The
final and most painful blow came when the “Salitarian’ emissaries was
recognized by the other races, merging with the Sarandatin Defan [the decendants of the Jahel], to form a
new Salitarian nation, further ending the Defans fight for identity as the sole
inheritor of the legacy that is Salitar.
In bitter defeat, the nation of Defan,
or what remained of them, which is to say still covers more than two thirds of
the original size surrendered any hope for recognition as heir to the
Salitarian heritage. By doing so, they finally established Defan as a separate
nation, independent from even the new Salitarian nation’s authority. It was the
hardest pill to swallow for any man, but the Defan have accepted this defeat in
light of the revelation of their long forgotten shame. They argued that
whatever dishonor their ancestors have made has now been paid, in blood and in
soul by forsaking their ancestral identity. The Defan as it stands now is no
longer Salitar, and is no longer the Defan of old. They will keep the Defan
name only in honor of the payment they have made to clear their shame. In
accepting the fate that befell them, they are now a new race, reborn from the
ashes of old glory, and strengthened by the lessons they have learned on the
ages that followed. As first offer to the rest of the races, the new Council of
Nineteen (absorbing three of the reformed
minor clans into their midst), announced that all able bodied Defan Warrior
will serve as the front-liners for the coming war against the Shadow. Thus
began the mass exodus of the Defan to the rest of the known lands, creating
another period of legend that established the Defan name as highly as Salitar.
These events all happened during the
first phase of the Second War of Shadows. A period that saw a multitude of
revelations kept secret for thousand of years, bringing new light and further
questions to the otherwise convoluted history that is Jovia.
2.
“The Ties that Bind”
Part 2
Another revelation that appeared during this time is the blood relation
of the then Defan Jahel and the Ji-Toh-Ran. When the Jahel made an exodus to
the land of the Jahansk, they were initially met with resistance. The Jahansk
even then are known to have a rather xenophobic attitude towards the other
races. The Jahel knowing this utilized it as a weakness and a bartering
leverage. The Defan Jahel //////also with the Raien
3.
------------------------------------------------------------------------*-------------------------------------------------------
Revision Notes:
Version 1.0.0.7
(October 1, 2007)
1. Transcribed initial draft to *.doc*
file [original e-draft of .txt file dated February 7, 1999 re-encoded]
2. Initial entries include
“Introduction”, “Author (pseudo) description”, “The Races”, minor introductions
to the “Defan” and “Groven” races.
3.
Added a brief historical timeline from pre-Aria period.
Version 1.0.1.7
(November 2007)
1.
Made
corrections on the Historical period timeline entries.
2.
Made
a more detailed entry on the “Calendar System” and time/day methodology.
3.
Augmented
the Graven entry.
Version 1.0.2.7
(December 9, 2007)
1.
Updated
entries on all levels
2.
Added
the first Jih-Toh-Ran entry.
3.
Correction
on historical entries
4.
Updated
the Groven Naval command entries.
5.
Run
first >grammar< check on document.
6.
Corrected/
abridged the time entry on the Actual birth of Aldeos and the unearthing of the
Padin finds
Version 1.0.3.8
1.
Added
succeeding Ji-toh-ran entries
2.
AUTHORS NOTES:
1.
In
my years of reading hard-fantasy fiction & science fiction, comic books and
anime, I have grown to love the stories that were given life by the exceptional
imaginations of their authors. One in particular is the ‘Wheel of Time’
mega-saga of Robert Jordan who up until this writing has spanned a volume of 6
books and still counting. In my search for a definition to one of my races, the
Defan in particular – I was looking for an alternative to the usual ‘sword and
sorcery’ formula. It was with the race of “Aiel” that I found the match. The
short spear wielding warriors of the Spine Mountains caught my interest more
than the Ogiers, the Waylines and the Seanchan, the Ashaman and the Aes Sedai.
Throughout the fantasy/sci-fi world, it was always the ‘sword’ that is the
prime item of conflict. With the short spear formula, It renewed my taste on an
otherwise monotonous genre that has evolved slowly since the breakthrough works
of J.R.R Tolkien that is predominantly the blue-print of most fantasy works.
2.
A
decade after my first draft (1998) of this manuscript, I have encountered
several other ‘inspirations’. One of that is the interactive CCG called The
Legend of the Five Rings. I started playing the card game way back on its
‘beta’ release [emerald]. I was speculative of it at first because at that time
I am already into Magic:the Gathering CCG. With the onslaught of card games
capitalizing on this new hobby market, it is hard to have another CCG hobby
[then called TCG or Tradable Card Game] that has the longevity potential like
MtG has, for that reason alone that I failed to catch the ‘Alpha’ [Imperial
ed.] bandwagon of L5R. I have tried Battletech hoping with the gaming
background TSR has, the B-tech CCG will be one of the more durable games.
Unfortunately, it was the game system that failed it. Same goes for Netrunner
[limited playability], Doomtown, Jyhad [lack of concrete fan base], Rage,
Pokemon [fad syndrome] and a multitude more of other card concepts. With L5R
however, more than the hype of ‘overpowerful’ cards, it was the ‘inter-active
storyline’ and the loyal fan-base that put it on the same pedestal as MtG. It
is one of the most interesting storyline ever conceived for a CCG even up until
today. ,The formula is much the same – ‘sword and sorcery’ – but, without the
damsel in distress and instead of a medieval setting [ho-hum L]
that is seemingly the basis of modern fantasy, fans are treated instead to the
older and more mystical setting of imperial Asia. Truth to be told, most modern
take on fantasy and legends were conceptualized only during the earlier part of
the 20th century and since the knights and castles became the
predominant form of fantasy items, it became the standard that was soon
followed. Asian lore however has a more diverse and mystical form predating
back even before the invention of Papyrus and the transcription of Illiad and
Odyssey. Through L5R, the concept of Asian legends took form, although the
samurai of feudal Japan is the main topic which falls nearly on the same era of
medieval Europe, the mix of eastern legends help propelled the game to its
modern popularity.
WSE ~ARJ ~ RYD
© This digital print, the JOVIAN logo, the Great Races,
their names [Defan/Salitar, Groven/Gra-Ven, Ji-Toh-Ran/Jahansk, Raien,
Alcaberde, Kujio, Etraia], TheHorus, Horus Madracus, Magus, the Tamat and the
KALA, including the conceptualized language of the Salitar, the Groven and the
Jahansk are all intellectual property of the Author. Any semblance to actual
event, location and living character is purely unintentional. Parts of this
manuscript may never be reprinted and mass produced as a separate and entirely
different story without the consent and knowledge of the Author.
Digital Release of January 31, 2008
Welmer Saac Ebuenga







