skylark

Sunday, February 5, 2012

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

Text Box: NOTE: 
 The races are expounded on the following chapters.


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.

{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.


“0” [zero period]

Birth of SALTAR CORNUM
(0 ~ 1 Varganen.)


1st ARIA
1335 Varganen

Beginning of “The Great Insurrection”
End of “The Great War of Shadows”


8th ARIA
2010 Varganen

Birth of ALDEOS SIRIDINAN


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
Kev

First meal
Safi
Kuon  (gr. Strength)
Work hour
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

Sunset or after sunset
Wika

Supper
Nom

Rest hour (by definition), Sleep period
Pamin
(sl. Dream)
Or direct translation is “dreamland”
Gabi
(sl. Silence)

Dapit
Or Liway
Roughly translated - “blessing of the creator”


Fig. A.3


VI. The Races

Text Box: See introductory entries on Chapters I & II on the “Structure of JOVIAN Civilization”

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

NAVY (Dieskrum)
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.

Text Box: To better understand and explain the situation, we will call the major half of the Defan faction as ‘Palfur’ (sl. Curtain) and the lesser half as the ‘Jahel’ (sl. White) as they were unknowingly called then.

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


No comments:

Post a Comment