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Fantasy Tales of Jeogoa *Lore*

OOC
Here
Characters
Here

gwenpool

she deserved better
SIGNUPS: Fantasy - Tales of Jeogoa *sign-ups*
ROLEPLAY: TBA
OOC: Fantasy - Tales of Jeogoa *OOC*

If you're reading this, thanks for your general interest in Jeogoa. I recognize this can be kind of daunting, inviting players to a world they are entirely unfamiliar with. So here I will try and flesh out as many details as I can, adding more niches as they become needed. If you are ever unsure about something, or want to know something that doesn't appear to be explained yet, please ask me in the OOC and I will help you and the others who have questions!

And in lieu of a better introduction, let me jump right in!

Firstly, it should be known that Jeogoa is at its core a fantasy setting. There is very little technology past medieval era, and there is magic, which differs depending on the region. But it being a fantasy setting does not mean it has the typical fantasy attitude. Jeogoa is heartily a more modern approach to medieval fantasy, with language and attitudes that reflect more modern storytelling. This doesn't mean there won't be hardships and injustices, but purposely those are kept to more broad or fantasy themes.

What I'm trying to say is that Jeogoa is super gay.

Yes, in Jeogoa, same-sex relationships are not just accepted, but completely ordinary. It is just as common for someone to have a partnership with someone of the opposite sex than the same sex. In fact, gender preference is more akin to the preference of liking a certain hair color in a partner. Asexuality and aro persons are also hugely prevalent, throughout all cultures and social classes.

Adoption is also widely utilized, and available in all three regions. Adopting a child is completely the same as bearing a child, socially. Bloodlines are more seen as a social structure in this world than any actual, physical thing. In fact, some non-democratic provinces have leaders who go their entire lives without bearing children, only to symbolically 'adopt' their trusted other that they want to lead after their death, and thus making that new person, and their line, the new royalty.

Gender is also extremely advanced, with the concept of having to stick by what you were assigned absolutely disregarded. Even the two races that bear exclusively female children have males or agender, because societally there is nothing saying that they have to be what they were assigned at birth.

And with some very few, old-fashioned exceptions, women are seen as completely equal in stature. In fact, to give an illustrative example, calling a woman "ma'am" if they are in a higher ranking or stature than you is seen as extremely offensive. Female generals, for example, would respond to Sir.

Not sure what to have your character(s) doing? Firstly, try grouping up with other players' characters as much as possible (it's why I wholeheartedly recommend pre-establishing relationships with other player characters, family or otherwise). I will try to help out with possible plots as much as I can, and if asked I can provide ideas in here.

SPECIES
Going to get this out of the way now and put it right at the start, because this is obviously a very prominent thing for anyone wanting to make a character.

Humans
Average lifespan: 79yrs
Age of maturity (this will be added to give you a basic idea of the rates in which non-humans age): 25

Humans are known for their prowess in equal parts fighting and imagination. They make good hunters, or soldiers, and also possess a greater sense of beat or rhythm than other species. They also tend to be the best at creative works pertaining to themes like general fashion.
Humans are considered the pioneers of the races. The majority of Jeogoa has been settled by humans first, which is why one of the three regions (Santagona) is most prominently humans, and their social allies, the cats. Humans are stereotyped as being very stingy, and restless.
Physically, they are also much more diverse in terms of facial features.

Ealca
Average lifespan: 131yrs
Age of maturity: 6yrs

While ranging on the shorter side, ealca tend to have very large builds. Their skin is very rough, and almost impossible to cut, and hairless except for their human-like hair on their heads. Their eyes are small and their pointed ears are very rounded. They are also exclusively born female.
Range of adult height: 3'2-5'3 (regardless of gender)
Possible skin colors: orange, spring green.
Possible eye colors: fire brick, dark khaki
Possible hair colors: sandy brown, light coral, dark orange, yellow green, ghost white, gray
Ealca were originally completely nomadic, keeping to themselves. While there are now ealca integrated in both Flamegulf and Soimart, some still keep together outside of the major cities. They also are the source and founders of divination magic, and many naturally possess this gift.
Ealca also tend to be naturally organized in their thinking, and are considered great inventors. They also have better eyesight than most of the other species, so make powerful marksman.
They are stereotyped as very boisterous and wild, as they naturally have very loud voices, and socially feel comfortable speaking their minds. But they also come across as somewhat elitist to non-ealca, as some see themselves as superior in many aspects. But ealca are considered very intuitive, and many leaders in anything from the local quarry to national government are ealca.

Beth
Average lifespan: 62yrs
Age of maturity: 59yrs (they are constantly growing and maturing throughout their entire lives)

Beth are structurally very small and lithe in build. Their ears are small and round, and they have long snouts and a very long tail. They have hair like humans.
Range of adult height: 5'7-5'9 (regardless of gender)
Skin colors: dark orchid, antique white, azure, midnight blue, amethyst, lime, aqua
Eye colors (males): yellow green, gray, orange red, medium violet red, peach puff, medium sea green, ivory, cornsilk
Eye colors (females): medium orchid, saddle brown, blue, honeydew, cyan, Peru, sandy brown, snow
Hair colors: pale green, thistle, light yellow, light green, sky blue, khaki
Beth are known for a wide spectrum of things! Many gifted scientists have been Beth, as many tend to be incredibly developed in intelligence. Beth are also known for being knowledgable in gardening, and many take an occupation as flower-arrangers in bigger cities. They also coined the art of needlepoint.
Beth are much more flexible than most of other races, and can do things like flips and other gymnastics-esc abilities with little practice. Many take these abilities to use in occupations such as treasure hunters. Beth are also naturally gifted at fire and illusion magic.

Eirdil
Average lifespan: 28yrs
Age of maturity: 18yrs

Eirdil are a furred, feline race that have features similar to a housecat. They have pointed ears, long tails, claws, feline eyes, whiskers, and have varying stripe patterns. Buildwise, they are small and lithe. They can style the hair on their head like a human's, which is a different color than their fur color, exclusively orchid if they were assigned male at birth.
Range of adult height: 2'4-3'9 (regardless of gender)
Fur colors: goldenrod, dark blue, forest green
Eye colors: black, light goldenrod yellow, maroon, slate gray, dark green
Hair colors (male): medium orchid
Hair colors (female): medium aquamarine, light pink, green yellow, orchid, moccasin, orange red, medium violet red, misty rose, dark khaki, turquoise, light yellow, Sienna
Eirdil were the inventors of delicacies such as tea (in fact teahouses are quite popular and the most historic ones are run by eirdil), and are also historically quite clever and bold, the inventor of a rare tool, the glider. Eirdil are known for being raised culturally to help others in need, no matter who they are.
Like an ealca, eirdil are naturally organized thinkers, and also naturally much more graceful. Many eirdil looking to make a living become elegant dancers, or cooks, as historically eirdil culture rested heavily on making great foods and beverages. Eirdil also have heightened senses, and are fantastic hunters.
Eirdil tend to not keep romantic partners, but usually live with one or more emotional partner, as they crave socialization at a much greater rate than other species and will quite literally die of being alone. While they are considered naturally more intelligent, they also tend to resort to action, whether this includes violence or just taking initiative in a situation. They prefer being action-oriented as a life motto. They are also considered to be the most sympathetic.

Jeitrar
Average lifespan: 25yrs
Age of maturity: 21yrs

Jeitrar are incredibly small and wiry in stature, with puffy fur that has varying light green stripe patterns and antennae on their head, alone with insect-like wings on their upper back which can let them hover about four feet. They have styled hair like humans.
Range of adult height: 5'6-6'1 (male), 5'5-5'9 (female)
Fur colors: misty rose, dim gray, indian red, olive, dark turquoise, slate gray
Antennae and skin colors (male): khaki, forest green, Ivory, lime green
Antennae and skin colors (female): aquamarine, orchid, dark olive green, Sienna, dodger blue, cyan
Stripe colors: light green
Wing colors: powder blue, pale green, light sea green, linen, khaki, navy, sky blue
Hair colors: dark olive green, moccasin, blue violet, dark orange
Eye colors (male): khaki
Eye colors (female): cornsilk, light goldenrod yellow
Jeitrar originally came from settlements of heavy snowfall, and do the best in colder climates. They also naturally have a way with animals, being able to tame a wide assortment to help them pull sleds or other uses. They are known for being stealthy and smooth-talking, and also very graceful, making good dancers in a style similar to ballet, traditionally.
They are naturally perceptive as well, with all their senses dialed much higher than a lot of the races. They tend to be rational thinkers, wanting more information before they proceed. They tend to speak very politely.

Ortiedrir
Average lifespan: 34yrs
Age of maturity: 25yrs

Ortiedrir are lithe and short in stature. The males can potentially dip to heights shorter than the majority of the species. They have short honeydew fur with round eyes (which, due to a wide biodiversity of ortiedrir, can be virtually any color), long, rabbit-like ears, stubby tails, and their legs are incredibly long, about 3/4s of their body. They have hair like humans that differs from their fur color.
Range of adult height: 2'8-5'7 (male), 5'6-5'7 (female)
Fur colors: honeydew
Eye colors: any
Hair colors (male): pink, hot pink, silver
Hair colors (female): cornflower blue, ivory, fuchsia, chocolate, mint cream, dark magenta, pale turquoise, medium aquamarine, brown
Most ortiedrir still follow the cultural norm that started from back when they lived in their own settlements long ago, which involves them wearing heavy armor that covers the entirety of their body, including their face. They personalize this armor, that they keep all of their lives after crafting it at the age of 25 (a rite of passage, still done among ortiedrir communities), and modify and improve it as they age. Their armor personally says a lot about them, and those that wear this armor are more recognized with it on than off, especially by other ortiedrir. Folklore and history is also important to them, and much of their history has been carefully preserved, filling schools and libraries. Their stories are both insightful and humorous, and many ortiedrir still carry this air of humor. This also makes them great public speakers. They are also somewhat intelligent, pioneering things like mathematics, and also tend to be involved with arts like drawing.
Ortiedrir have much greater levels of adrenaline, heightening their instincts and senses at not much at all, causing them to be naturally alert and fast-paced. They think at a much faster pace than most other species, which can make them somewhat hard to follow to non-ortiedrir if they aren't self-restraining. This also makes them generally very enthusiastic. And while they tend to be a very respectful people, they are stereotyped as being very big-headed due to their way of seeming distant from non-ortiedrir, though they don't tend to discriminate.

Irrac
Average lifespan: 98yrs
Age of maturity: 26

Irrac have a human build, though usually keep themselves lower posture-wise. They are scaled, and have cat-like ears and small horn-like protrusions on their forehead. Their eyes are small, and just a solid color, which reflect things in a way that make them look as if they were made of brass. Human-like hair.
Range of adult height: 5'5-6'0 (regardless of gender)
Scale colors: navy, pale turquoise, magenta
Horn colors: black, light sea green, yellow, teal, light coral, Indian red
Eye colors (male): pale green, dark violet, rosy brown, goldenrod, lawn green
Eye colors (female): dark salmon, pale goldenrod, medium purple
Hair colors: dark green, dark orange, sandy brown, pale goldenrod, dark red, green yellow, coral, salmon
Irrac are a species that have historically avoided any sort of fighting, and most of their culturally-backed abilities are more geared towards the arts. Many are sculptors, able to go out and quite easily identify rock that they could use. Many are also poets, passing down old works or creating new ones. They are also much more dextrous than other species, and their fingers can move a much greater range. Irrac also have a natural way with animals.
Irrac are used to talking very fast amongst each other, so it can be hard to understand an irrac accent if you are non-irrac. They are stereotyped as somewhat vain due to their cultural embodiment in the arts, but most irrac are raised to be courteous and non-judgmental. And despite their only recent generational shift into combat-related affairs, irrac tend to be very brave compared to other species.

Ipcol
Average lifespan: 130yrs
Age of maturity: 82yrs

Ipcol are large-beaked, small in build, with wings that stem from their shoulders. Their wings are so large and encompassing that it can completely cover their arms and body like a cloak when folded over their front. They also have a long feathered tail and talons, as well as hair. Exclusively born female, but as all the races, many ipcol choose to transition to male or non-conforming. Culturally, ipcol are seen as the most beautiful of all the species, to the point that some ipcol feel it degrading. Their bones are also hollow and very easily breakable, so many treat ipcol like fragile artifacts that must be preserved. Many ipcol strive to be soldiers, but it is seen as laughable, even if they are skilled. Ipcol also tend to lose their feathers the more physically active they are, as they fall off quite easily -- and take an entire year to grow back. Because their beautiful feathers are something attributed to their beauty, it has led to many ipcol being culturally swayed against doing any sort of occupation that involves movement (like aforementioned fighting -- soldier ipcol are usually easy to spot because of their lack of large wings or tails). Quite controversially to many, some ipcol are even paid to just be as still as possible, like works of art. While this is insulting to ipcol, many ipcol looking to make arguably easy money will pursue this.
Range of adult height: 5'0-6'2
Beak colors: dark orange, purple, lime, turquoise, light sea green (can shift between multiple of these colors, as a gradient)
Feather colors: Orchid, lavender blush, aqua, dark khaki, light cyan, medium aquamarine, dark sea green, slate gray, moccasin, mint cream (can be two or even three of these colors, either as a gradient or having different colored feathers on the wings and tail entirely)
Talon colors: goldenrod, fuchsia, dark violet, white smoke, green, medium orchid, cadet blue
Hair colors: light grey, salmon, dark magenta, spring green, floral white
Ipcol are aforementioned known first and foremost for their beauty, but are actually historically great scientists. They founded many of the founding principles and studies of geology, many ipcol still leading excavations into ruins and caves. They are also very in tune to medicine and plants, many raised to be able to identify these things in nature. They are also good with animals.
Due to their reliance on other species to survive, because of how they have been used for many generations as objects of beauty, they are very good at acting, which they can use for a career if they choose or to use for manipulation. Something almost entirely forgotten is the fact that ipcol can actually breathe underwater, an exclusive ability that is very unclear as to why they have this. Many ipcol are even unaware they can do this. But, very culture-shockingly, some ipcol actually choose to shave off their heavy feathers, so that they can explore underwater, or just swim at all.
They are stereotyped personality-wise to be romanticists and plucky, and ipcol are raised to be helpful to others. But due to the aforementioned dependence many are raised to do, they can be very possessive of friends and loved ones.

Emvin
Average lifespan: 58yrs
Age of maturity: 37yrs

Emvin have very feline-like features when it comes to their face and limb structure, and tend to have very wiry but muscular builds, and can build muscle much easier than any other species. They have cat-like eyes (which while a small, dull range for males, can be virtually any color for females), rounded ears, and teeth that are sharp and very large. Their skin has very faint leopard-like spots that contrast their normal skin color, and emvin also have claws, a long, heavy tail, and human-like hair.
Range of adult height: 3'11-5'8 (male), 4'5-5'4 (female)
Skin colors (male): gray, dark sea green, sandy brown, salmon, yellow, lavender blush, light green
Skin colors (female): dark orange, light green, medium sea green, chocolate, brown, salmon, light coral, deep sky blue
Eye colors (male): pale turquoise, papaya whip, dark slate gray
Eye colors (female): any
Spot colors: medium blue, salmon, dark goldenrod, dark slate gray, cornflower blue, medium orchid, forest green, lime, Peru
Hair colors: light cyan, Indian red, deep sky blue, medium turquoise, dark orange, khaki, sky blue, light yellow, pale violet red
Emvin are naturally given the ability to use dark magic, and are also quite gifted in stealth. Like irrac, they are much more dextrous, which they have historically used for everything from quilting to inventing.
They are seen as fearless, charismatic, and plucky.

Cats
Average lifespan: 16yrs
Age of maturity: 1yr

In Jeogoa, cats were historically the lifelong companions of humans, back in the first eras of civilization. While it is unclear what exactly transpired, around the time magic was discovered, cats had at first a familiar role with magical humans. But that somehow evolved as generations of cats became more and more imbued with magical genes, and now cats are equally sentient to the other species, even able to talk. While eventually birds, most notably owls, also gained this ability, cats reserved their spot in human high society, even being in the upper class alongside them in Santagona.
Cats are known for being perceptive and knowledgeable, being great detectives or historians. They are great at socializing, many preferring pursuits involving brain over brawn. Like expected, cats are also much greater with agility and grace.
They are known for being practical and average-mannered, but also very discreet -- many find themselves dealing with criminal activities, of which they are very controlling of others. They also tend to take extreme risks, not worrying about potential danger until after the fact.
(players choosing to play as a cat may choose any breed or design of real-world cat to use for their description)

Birds
Average lifespan: 30-40yrs depending on species (25 for owls)
Age of maturity: under one year

Like cats, birds evolved to sentience after being imbued with magical properties. While humans had birds as their original companies, when the non-humans invented magic, they turned to birds. Now, every species of bird is a fully-speaking person given the same weight and rights as a normal species. Owls are the most prominent, accounting for about 50% of bird population in either Flamegulf or Soimart.
Birds are known for their skill in socialization, and their songs and calls are seen as quite pleasing, and they like performing dances with each other up in the air. Birds have started to develop rudimentary technology for themselves, like small instruments. Birds with the inability to fly due to a broken wing or otherwise even tame other animals, of which they use to take them places. They tend to be very focused on one thing at a time, never being side-tracked from a goal, even if that goal is to cause mayhem or pestering.
Owls are considered much more mystical. They are known to brave the skies above the sea to explore, which is somewhat unheard of, as the other species tend to be afraid of the ocean. Owls are also well-established in investigative and medical work, many taking up roles akin to forensics, even. Due to their skill in flying, they are the most evasive of any species. Owls are also the most powerful with magic of the birds, and even greater than cats, with all owls able to manifest sorcery with little effort and at an early age. Owls tend to be friendly, but tend to want to debate everything, though are very open to new ideas. They are witty and tend to always be on the move.

CITIES/REGIONS
The continent of Jeogoa is separated into three regions; to the south is the small territory of Santagona, north of that is the largest territory, with the largest city, Flamegulf, and southwest of them both is Soimart. Each of these regions is owned by the respective city, but other than the major settlement and some small outskirts, the territory outside of their settlement is mainly wilderness, along with some region-specific things.

Santagona
Population: 840
Santagona, settled by humans and their cat allies long ago, is to this day the only settlement not encompassed of all the species. While the other two regions are more or less equal in population between the races, in Santagona 80 percent of the population is either human or cat.
A huge chunk of Santagona society lives underground, namely the most elite, definitely very few non-cats or non-humans. The underground portion is very well hidden, only a trained eye knowing what to look for would know the very specific, unassuming stone that marks where Château d'Angounin lies beneath. Like most of the arctitecture, Château d'Angounin is a very round-shaped building. The royal guard that defends this castle are very elite human axe wielders, or feline warriors with iron claws.
The territory of Santagona is mountainous, with forests on the flattest of their terrain. Large collections of ruins are also prevalent on their land, making it prime targets for excavations, historians, treasure hunters, or etc. Thesman Canal also runs right through the heart of Santagona land, even edging the major settlement itself. It is a prime fishing location throughout Santagona.
Santagona's biggest issue are the frequent wildfires that take on the woods, which despite the overabundance of trees, because of the fires many people avoid inhabiting wooden buildings. Some theorize the spirits are what set their woods ablaze.
A whopping 90 percent of Santagona is uncolonized wilderness, that small piece of 10 percent being the major settlement of Santagona and its few outskirts town, many of which are reserved for non-human/cat folk. There is ubiquitous wildlife, but very scarce natural resources, and despite its pride of independence, Santagona relies heavily on trade.

Magic
Magic in Santagona is widespread compared to other communities, and viewed with respect. Having charms or other enchanted items are very common. However, using magic is restricted to outside the city, or in Pralmia. The phenomenon of werewolves has also been said to have come from Santagona. Shapeshifters in general are a common art that emerged in this region, the power to be able to go back and forth between one specific creature. Other magics that those in Santagona can achieve are necromancy, lightning magic, which can be achieved by either symbols or by drawing power from enchanted objects like mirrors or bones.

Government
Santagona is run by hereditary autocracy, their current ruler in this line the human woman Dar Salazar. However, the rulers of Santagona have consistently and historically counted on very powerful magical beings as a sort of council, and it is said being a powerful enough, and respected enough, magical being could give you power synonymous with the ruler.
The legal system in Santagona is probably its most heated discrepancy (penalty for fraud is death, etc), especially in how it is skewed towards humans and cats. Personal freedom is almost non-existent here due to the strictness in laws and how much of their citizens lives are controlled.
But they play foreign politics well, and have extremely good foreign relations with Soimart, to where that settlement overlooks their blatant species-ism. But they are currently trying over Flamegulf in war.

Notable Locations
Pantheon of Reverence: At first unassuming, looking like nothing more than a large mound, this was actually thought to be the original holy grounds for the goddess Mathildis. Hollowed out inside, it is a beautiful religious site with fine decor worthy of homaging the moon goddess. This is the most popular site in all of Jeogoa for marriages, and the holy people that work here are said to allow any species to marry here, regardless of the human and cat stances.
Pralmia: On the outskirts of Santagonan settlement, in the city heavily forested, is the school for magic. It is large in size and very old fashioned compared to the architecture anywhere else, showing its historic atmosphere. It has an excellent reputation for schools in Jeogoa, its symbol-based magic, involved in symbology, being something rather unique (symbology club exists for the practice of this magic even more heavily, and particularly contributes to their reputation). The famous ealcan charm maker and enchantress Drusilla Ó Suaird has donated a considerable amount to this school, which could explain why Pralmia is so open to allowing non-humans and non-cats despite its long-stood location in Santagona. You start in this school when you are 16, and graduate at age 25 (or non-human equivalent). However, unlike most magic schools, in Pralmia you can only be accepted if your family comes from magical prowess.
The Fair Werewolf: The noted place to buy magical items in Santagona. It is owned by a female Javan pond heron, named Berezi, presumed werewolf, and extremely friendly. The selection is somewhat limited due to the ban on using magic in Santagona settlement. In general, it sells magical supplies and how-to books that talk about the local practices of Santagona. The merchandise is at the very least average quality, sometimes very good, but due to the lack, it is all somewhat overpriced.
Museum Hall: A large, multi-story museum which focuses on history of beasts and other creatures rather than history. It has a sort of fairy tale aesthetic with an interior of night sky colors, and houses the remains of ancient beasts. At night, you can hear strange noises coming from within, or so it's said.
Maple Ridge College: The only college in Jeogoa, as the other two settlements focus on early education, Santagona believes in training its citizens as adults to more specifically integrate into different roles. However, it has a bad reputation, from everything from the bad turnout of its students and their in-house behaviors to the fact that many of its staff appear inadequate. Even their in-home cook was just arrested for vandalism. Students of this college live on the grounds of the school.
Gift Store: Sells wide variety of gift items, especially decorative items. Very good quality but extremely overpriced. The staff are also condescending to their customers.
Arts Store: Sells entertainment for all ages, anywhere from low to very good quality, and fairly priced accordingly. The staff is extremely helpful. They sell plays, books, art, poems, etc.
Supply Shoppe: Sells adventuring supplies, but low quality and somewhat overpriced, but the staff is extremely polite.
Music Store: Sells assorted music supplies, which is mostly drums because of Santagonan culture. Average to excellent quality, extremely overpriced, with somewhat unhelpful staff.
Alchemy Shop: Sells assorted items such as acid, alchemy tools, antitoxins, holy water, etc. Low quality but priced fair for it. Only sells to adults. Staff is extremely condescending.
The Boasting Jester Inn: The inn and pub. Overall location-wise it is decent, always sparkling clean, and very small, as many don't travel to Santagona. Fair good quality drink pricing, overpriced decent food. The price for a room is also fair, with either a small or medium sized room. The drink variety is limited and the food is very exotic. The crowd here is normally loud and cheerful, but do come across as shady locals and otherwise. Usually a good half are always drunk, and there's always a few openly armed. The bard there plays excellent music, a male ealca named Marcel. The bartender, a human male named Apoorva, is a cheerful individual, behind him the menu carved on a sign.

Culture
Intelligence is highly valued here, and education is greatly encouraged. While there is no mandated schooling, those who come from magical families are deeply encouraged to go to Pralmia when they reach 16. The city of Santagona is also known for their scientific prowess, as at their College they have undergone countless studies that have attempted to modernize science for all of Jeogoa, to the point where knowledge is a genuine trade export. Most of their citizens have some form of scientific discipline. Politics are also discussed among their people, but it is seen as nothing more than a bleak form of entertainment due to the lack of power the everyday citizen possesses. Due to this lack, many citizens have resorted to opening illegal black markets and other underhanded tactics, especially the prevalence of different gangs. Even assassins are commonplace here, drawn to the great amount of wealth they can possess. It also makes them highly respected.
Not only is there a species gap in understanding but also a class discrimination, where only the highest of pursuits and intelligences are considered valid.
People are also very shallow culturally here, as having strong emotions is seen as a sort of taboo.

Religion
Santagona's religion is that of the polytheistic religion following the ten gods. It is believed by all here. They believe in an afterlife, and express their worship through dance, and many here who take up dancing as an occupation can find success.

Economy
Santagona, in lack of physical resources, gives out a mass supply of gadgets and scientific knowledge/inventions as way to stay afloat. Scientists and inventors in Santagona are rarely able to make a personal profit off of their work, giving it to keep their collective small settlement running, usually not by choice.
The biggest resource Santagona craves as an import are semi-precious stones, which are worth a lot here.
Their imports and exports are almost completely equal.
The main resources Santagona does have are meats and fish, from the large amount of wildlife and from the access to the canal.
Their economy is stable and improving, and wealth is in the hands of very few, kept away from normal citizens.

Military
The military is solely built up on volunteers, but many are drawn in by the underhanded tactics the military uses to impress peasants and other lower-classes. The military has historically been used for conquest in the past, to get what little land they have from its past inhabitants, the past human colonies descended from explorers. Their military is still building, but has not been in use for some time. While officially there is no concern, some worry that Santagona is building up to conquest again.
High stature in military is reserved for the wealthiest, as your rank is essentially purchased. Many peasants are tricked into the luxuries the military provides, only to learn that those luxuries are only reserved for a class they could never hope to reach.
Powerful clerics or heavy crossbow units are the two primary soldier, depending on if the volunteer has magic or not. Sometimes, they have been known to specifically seek out shapeshifters. The military soldiers are known for their rowdiness and willingness to let loose, to the point where they could end up going into battle intoxicated -- sometimes to their benefit.

Etc Information

Santagona holds a tournament one day a year, starting on Brew Day (December 19th, calendar-equivalent). The citizens hold this dear to their hearts, as their chance to really express themselves. It has magical duels, sponsored by Pralmia, martial arts, and jousting. The three tournaments are held elimination-style, and overall lasts about week on average, whenever it hits down to three winners. For each fighting style, the winner is chosen by battle, but also an honorable mention is chosen too, to receive equal prize. The honorable mention is the equivalent of a crowd favorite. Both win a good set of armor crafted especially for the day, each year different in style, and different for each of the three paths. There is no betting allowed during this, but the crowd is an enthusiastic one nonetheless. Another highlight of the tournament is the inclusion of both hiring bards from across Jeogoa, and the invitation for many of the beloved local bards, to perform.

Santagonan pets/tamed animals: eland, moose, shrew, aoudad, badger, fish, beaver, snake, gazelle, porcupine, thorny devil, bear dog

Santagonan wildlife examples: lamb/sheep, alligator, hippo, rabbit, eland, lynx, baboon, bunyip, pegasus

Ingredients common in Santagonan meals: melons, peanuts, figs, rosemary, beef

Flamegulf
Population: 8900
Flamegulf is by far the biggest of the three, in city size, population, and territory. It is almost completely equal in its diversity of species, each one accounting for about 1/13th with some skew. The city is a huge grid of streets and alleyways, not the most well-cared for, but highly defensive in its design, to ward off attackers. It is the oldest established city, showing its history in every piece. It is also seen as the poetry capital of Jeogoa due to its rich arts.
While there is a castle that historically held its leadership, it is never used, the most recent line of leaders preferring to be out among the people. So the castle, round and protected, is in disrepair due to never being used.
The territory of Flamegulf is entirely canyons and fens, the former being what the city is built on while the later mainly wilderness.
Flamegulf is right on a tectonic plate, so suffers many earthquakes. About 90 percent of Flamegulf is unsettled, left to wilderness and nomadic others who do not conform to societal civilization. The wildlife is ubiquitous and there is a fair amount of natural resources.
Magic in Flamegulf is much more reserved, only belonging to an epic few. If someone of Flamegulf is destined to pursue magic, the ability is unlocked by being granted from the spirits of La Dalle Abominable, and every 12 year old raised in Flamegulf makes the journey to see if they are worthy, as a sort of ceremony. The magic is used mainly for everyday life, and seen as ordinary by those who live here. Due to the lack of magic, enchanted items are very rare.
The types of magic that Flamegulfians use are lightning and fire primarily, or decay magic if you're feeling rebellious. Their magic comes from pure ability, not relying on any sort of external outlet (staff, enchanted item, etc).

Notable locations
La Dalle Abominable: Set in the marshes away from the city, it is a large, crude temple dedicated to nature spirits, whose pools are said to be laid across the deepest of the swamps, guarded by immortal dragons. The temple is not to be intruded on.
Akouxwora, Institute of Wizardry: An enormous magic school located close to the ocean, very old fashioned in its design, a long standing relic from before Flamegulf was entirely established. It has a fair reputation, probably the best out of the three magic schools. Its students are called 'wizards', so if a magical person ever refers to themselves as such, it means they originated from this school. Its primary activity for its students is the dueling club, which frequently holds fundraisers. You start in this school at age 12, and do not graduate until you are 26 (or non-human equivalent).
Horoscopes and Heroscopes: Limited selection of novelty items, average to excellent quality and fairly priced. Condescending staff.
Central Institute: A place that gives off happy vibes, an enormous multi-story museum designed mainly to appreciate the history of the gods and stars, of which many come here to learn about. It has a sort of retro look to it, with an interior that has an intentional, exposed design. While not official of course, it is said this is a meeting place for The Sapphire Hand.
Maple Wood Grounds: A large park that was created by magic a few generations ago, to create life in a small part of the canyon city. Because of this, the trees and otherwise seem very alien. There's a gazebo and even a spot for swimming, along with many trees throughout.
Pinto Academy: Named after the founder, a female Jeitrar named Alexandria Pinto. The small public senior high school, where students start when they reach the cusp of adulthood. It has an average reputation, and has a fairy-tale aesthetic.
Jewelry Store: Sells fine jewelry and accessories of average, fairly priced, to good quality that is slightly overpriced. Extremely condescending staff.
Rations Stand: A small setup dedicated to selling dried foods of all kinds to travelers, like dried fruit or jerky. Low to fairly good quality depending on the type of food and the season, but it is always fairly priced. The staff is extremely rude.
General Store: Sells nature-themed knickknacks and household items. It is all very good quality and fairly priced, with extremely polite staff.
Clothing Store: Sells clothes in the fashion of Flamegulf, average to very good quality, but extremely overpriced, and the staff is a bit rude.
Hunting Store: Sells assorted hunting weapons and gear of average to very good quality. It is extremely overpriced, but the staff is extremely polite.
Outterridge Arena: Named after founder, female saw-whet owl named Líadan Outterridge. A medium, square arena with gates to the north and south. Seats 3240. Used for gladiatorial fights, public announcements, and executions. The walls are made of brick and the floor of obsidian. It is adorned with mythical tapestries depicting the gods, the stars, and the spirits, as well as many inscriptions across many of the walls. The national banner is very prominent, but there are also banners of all of the renowned Flamegulf families. The arena itself is quite cruel for its gladiatorial fights, with hidden spikes, spinning blades, sections of the floor that are electrified by magic, acid pits, and manually-controlled dart turrets from the stands, which some guests can pay to use. Gladiators that fight here, while many start as criminals or prisoners, can end up rising to the prominence of celebrity if they do well enough. They are still owned by another individual, like a contract, but can live a very luxurious life. It should be noted that it is actually seen as very unsavory to kill your opponent in a gladiator fight, since so much money goes into these individuals, from fan merch to contracts.
The Brass Moon Tavern: Named after the irrac founder, it's a good quality pub/inn that is decently clean and medium-sized. Everything from the rooms to the food and drink is fairly priced. The drinks, of which there is an average variety, are poor in quality. The food is good but limited in choices. The rooms are all uniform in size, a medium size. There always seems to be a healthy crowd, always loud and mostly shady. It also happens to be poorly lit, only pressuring you all the more to keep up your guard. Usually half the room is drunk at all times, and most of the patrons arm themselves. There's a stay-in band that is decent, and the current owner and bartender, a male Emvin named Morgan, is a curious sort, always wanting to hear stories from those that stay in. He stands by the menu, a very plain sign.

Government
Flamegulf is run by an oligarch theocracy -- meaning run by a group, all who dedicate themselves to religious practices as well as rule. There are always three rulers, and when one dies, another is chosen by the remaining two from the pool of dedicated religious Flamegulfians. The current rulers are Parwiz Bondesan (male ealca), Elkan Barta (male human), and Petronilla Ash (female boat-billed heron). Those chosen by magic are highly respected in Flamegulf leadership, so much like Santagona, you hold great influence if you are magical, because in Flamegulf the spirits are heavily respected, and if you are a magical Flamegulfian, it means you are seen as worthy by spirits.
Much like Santagona, Flamegulf is also known for having a terrible legal system, which much coming down to gladiatorial fights or executions, and travelers from other regions are common victims of this, law enforcement finding any excuse to arrest them.
Personal freedoms for Flamegulf citizens (ignoring travelers) are very good, the best out of any region.
Flamegulf was surprised to find themselves losing a war against a settlement as small as Santagona, but have yet to surrender. They have had it with Santagona's policies, lust for conquest, and blatant species-ism. And while not publicly against them, Flamegulf finds themselves in very poor relations with Soimart, and are worried Soimart may join the war to finish Flamegulf; the two populations united would be too much for the giant canyon region.

Culture
Wealth is highly valued in Flamegulfian society, with your status largely determined by this. Scientific discipline is also known in Flamegulf, like Santagona, and many breakthroughs have been made here. With the arena here, athletics (gladiator fights) are the most popular form of entertainment, with powerful gladiators reaching the fame of a celebrity. The most respected position still goes to the soldier, as willingly going to fight a losing battle is seen as heroic to Flamegulfians.
Foreigners are heavily discriminated against, a Flamegulfian immediately able to tell you are not from here by your accent, clothes, or otherwise. You are also judged by cleanliness. And the biggest social ill is the current popularity of black magic by magic-users, namely foreigners who come from the other regions that allow dark magics such as necromancy. This is seen as abhorrent addiction and a disregard of the sacredness of magic, to the religious folk of Flamegulf, so it is heavily frowned upon if you are a citizen, or you would be arrested if you are from another nation.
Indentured servitude is widely accepted in Flamegulf. Many are born into lives of being a servant, or are kidnapped from other nations, even from Flamegulf's own lower classes. Others willingly become someone's servant in order to pay off an otherwise unpayable debt. In lighter scenarios, persons from Flamegulf have been known to dedicate themselves to another willingly out of respect. For example, a mercenary may dedicate themselves to a great soldier/explorer/mercenary/etc after they've saved their life.
Servants are to be treated well by law, and if one is found to be abused, the abuser goes to prison briefly (the exact amount of time usually depends on the person's status)
Soldiers are the only person not allowed a servant. If they have been found to steal one or harbor one, they lose a limb, and are still expected to fight.
Speaking of laws within culture, illegal spice trafficking is a bit of an issue right now, something commonly associated with boosting dark magic prowess. You are given a small fine if found participating in this.

Religion
Just like Santagona, Flamegulf also believes in the Ten Gods, as well as the afterlife (a heavy amount of talk goes into hyping that up). People go to the public temples to pray on their own, public sermons being frowned upon, as they believe religion to be a private matter. It is seen as a solemn act. Instrumental music is commonly associated with Flamegulf religion, as they have no vocal hymns. Most musicians here have either dedicated themselves to religious music, or do so as a way to gain favor with leadership. The religion here is overall believed by most (not as many as in Santagona).

Economy
Their main export is animals, for food, and their main import is precious metals. Their main resource they share amongst themselves are mining metals. There is currently a slight trade deficit, affecting prices of metalworks accordingly.
The economy overall is weak but improving, a welcome sight to many of the lower class who have been struggling of late. But it may not bring them the fortune they are hoping for, as most if all wealth remains in the middle and upper classes exclusively, to the scientists, soldiers, religious folk, and etc.

Military
Their military is actually very strong, but a clear lack of unity and strategy has been their downfall. They primarily send out small, fast ships along the rivers to wage their fights or assert their dominance, patrol their borders, etc. The military is entirely composed by draft, which means not anyone is guaranteed the respected life of being a soldier (arguably also not optimal due to a great chance of death). Lately the military has been used, other than for war, for asserting their dominance over Soimart and other locations, their way of "foreign peacekeeping". Due to Flamegulf's obsession with wealth equalling status, Flamegulf also demands that you pay for your rank, just like Santagona. That means the highest classes will always be able to dominate and bark orders at the lower classes, just like in the rest of their society! They prefer ranged attacks of all kinds, or falchions (machete-like swords), something culturally unique to this military. They also have been known to capture the very rare trolls that lurk in the swamps, and abuse them into becoming tamed creatures of war. Overall, the culture within the military is rampantly corrupt, with large amounts of hazing, especially to those of lower class or persons who were not born in Flamegulf. They have also been known to hugely abuse citizens within their own city, getting away with unspeakable acts especially to lower classes. They are also known to do things that would violate our world's Geneva Conventions, like torturing prisoners of war for little purpose, etc. The culture of this military is a result of a huge, long-standing echo chamber of toxicity between its soldiers, constantly holding each other up and commending each other's horrible acts. That said, Flamegulf soldiers are incredibly loyal to each other (omitting the quiet aforementioned outliers), and would easily die for each other, or never give each other up in scenarios of torture / selling out, etc.

Misc Info

Flamegulfian pets: serpopard, chimp, mongoose, hedgehog, civet, sloth, crocodile, chimera, mare/horse, ermine, toad

Apes are extremely common in Flamegulf wildlife, and are almost considered a pest due to their absolute presence even in causing mayhem in the city.

Favorite ingredients in Flamegulf cuisine: pink beans and ginger. It's in every feasible dish a cook can come up with.

Soimart
Population: 3700
Soimart is another nation of equal species diversity, even more so than Flamegulf. The city itself is carved into the side of an enormous dormant volcano, which has been refitted to serve the needs of the people. It is the only territory in Jeogoa with access to silver mines, silver being the most valued item economy-wise. The city of Soimart also lies on the coast, so has access to good fishing. Its history is deep and ladened with trouble, and to this day there are still many unexplained disappearances of both citizen and outsider alike.
Soimart is absolutely overrun with vermin. It is about 88 percent wildlife, the rest being what is settled by and in the volcano the citizens call home. The wildlife in this territory is dangerous, more so than anywhere else in Jeogoa. Resources are abundant.
Magic is widespread and most commonly used for communication; unique to any of the other types of magic in other regions, persons from Soimart that are taught here can send messages to other magical persons from a distance that only grows with strength (persons must be of equal strength, the distance one can send a message and the distance one can be to receive both require magical prowess). Enchanted items are very common. Other types of magic that originate / are taught in Soimart include madness, darkness, lightning, and plant magics. Magic here is taught by movement, with powerful magic theoretically achievable if you are heavily disciplined in the movement it takes.
The architecture is mostly wooden, and many buildings are small in size, like the keep itself which houses the leadership and other important figures. The keep is surrounded by large wooden walls, and the building itself has huge windows and balconies -- something mirrored in many places in this city.
Where there are not volcano-ladened mountains, there are great forests, but unlike anywhere else, the forests in Soimart territory are enchanted. These are the most sacred areas of anywhere in Jeogoa, with pools that contain spirits said to dwell within, guarded by the dragons. The volcanoes in Soimart land only erupt when the spirits choose, and when they do erupt, the entire forests of the land spontaneously set ablaze with a mystical fire, which doesn't destroy the trees, and shows no sign of damage when the flames disappear. It is known vocally known why the volcanoes erupt at such times, but many theorize it is when the spirits are unhappy with the people.
The land of Soimart is not just for the citizens of the city itself, but Soimart is quite commonly known to be the only territory that knowingly and acceptingly contains tribes. Most of these tribes are historical branches of species that never integrated with Soimart or Flamegulf, and still prefer to nomadically trek the mountains or forests. Others are groups of individuals that have left the ways of the nations behind, to live free. The most notable tribes are la Caste de l'Araignée Perdue (solely Beth), la Horde de l'Aura Macabre (Beth and ortiedrir), The Small Bow Tribe (a mix of every/any species), and The Arcane River Clan (solely ipcol). The relations between these clans, as well as their relations with Soimart themselves, have historically been mixed, but Soimart holds a firm belief that they have a right to roam the woods and mountains of their land, as most have done for countless generations (Santagona and Flamegulf have historically taken action against non-conforming groups on their land). Most of the tribes, especially those who have been in the woods for centuries, have an understanding with spirits that transcends anything the three nations have been capable of understanding. It should be noted that while the majority of tribes, clans, and etc live in the mystical woods, they are never harmed by a magical blaze, much to the bewilderment of non-tribe folk. And as for the newer clans and tribes, they seem to be equally safe from spirit magic, the spirits seeming to protect them due to their choice of finding their own way.

Notable Locations:
Seaksarth: A large magic school for those of Soimart. Its location is not actually in the territory, but its students are taken into a mystical dimension, seemingly created by the school's historical founders (the exact nature of this dimension is proprietary). Has a fairy-tale aesthetic. It has a fair reputation, like Flamegulf's, but has been in decline, falling behind the aforementioned's shadow. Historically though, it almost always consistently does the best in any competition between the three schools. Students start when they are 16, and graduate at age 20. While anyone in Soimart is welcome to possess magic if they have it, they can only be taught in this school if they have magical family.
The Cheap Naga: Run by the rare sight that is a dragon, a male named Kay. He sells a limited selection of books, as well as home protection spells for people of any level of magic experience, having crafted them himself. It is all good to excellent quality and fairly priced, and Kay comes off as sufficiently nice.
Vegrevon Grounds: A large, formal park. It contains a pond that many swim in, and has lots of flowers.
Pesty School For Boys: Named after its founder, ironically a woman, a dragon named Livie Pesty. A small public senior high school, and the only school in Jeogoa that is specifically for one gender, but historically has been known to accept other genders on an individual basis. It has a very culturally distinctive design, something you'd say looked futuristic in aesthetic compared to the rest of the architecture and interior of Soimart. It has an average reputation, but many students complain of strange noises at night.
Music store: Sells string-related instruments (the cultural instruments of Soimart) and related equipment for said instruments. Average to very good quality, but somewhat overpriced. Sufficiently polite staff.
Reis Arena: Named after its founder, male spectacled owl named Bira Reis. Hexagonal with gates on every side. Seating for 8070, because it was originally built with an intention to be something that brings every nation together for its spectacles. It is used for gladiatorial fights (use the info on Flamegulf's gladiators, because same cultural rules apply), races (animal mounts and just running), sacrifices, and ceremonies (you can get married here too!). The wall is slate and the floor is dirt. There are carvings everywhere, as well as many corpses that were never bothered to be removed. Statues of every president adorns the halls, and historic weapons are on display as well. Unlike Flamegulf's, this area has no traps or non-opponent dangers. Every month, for five days each, a tournament is held. It includes jousting, magic duels, and archery. It is point-based in personal achievement, and like Santagona's tournaments, there is a winner and an honorable mention (think crowd favorite) who each win an equally great prize, for each of the three types. These six winners get a prize depending on which type they competed in, as it specifically relates. Not as big, but certainly notable, are the music competitions done here as well. Mostly it is just locals that attend or participate in these tournaments, and while not officially sanctioned, betting is almost encouraged, with unabashed surveyors around the arena taking bets. For entertainment between the actual competition, there are fantastical staged exhibitions. These are choreographed like a performance, with the fighters having practiced this exact fight for the entire month leading up to the tournament. There are also bards hired to play during this.
The Lonely Priest Tavern: The quality of this pub/inn is so great, it is fit for the president themselves (of which they do frequent). It is sparkling clean and very small. The drinks are vastly overpriced, the food is overpriced but not to the same degree, but lucky for travelers the rooms are fairly priced. The drink/food are very good quality in an average variety, and the rooms come in every possible size. It is always crowded due to its small size, with average noise level. Many of the regulars are shady and visibly armed, and a good half is always drunk it seems. There's an in-house bard that is good at what they do, and Soimart has their own card game that is played here. The menu is very plain-looking, beside the owner and bartender, a male dragon named Prem. Prem is known to cheer on fights that occur in his bar, and in the rare instance he meets another unbound dragon, he will flirt with them.

Government
Soimart is the only nation in Jeogoa with a true democracy. Leaders are elected from a pool of persons that campaign, and theoretically lead until they die -- but citizens can vote to end their lifelong rule early. But like everywhere else, Soimart is heavily influenced by beings of great magical power -- they are known to sway votes, or sway the president to conform to their ideals. Personal freedom, something somewhat suppressed of late by the president, is under fire sometimes. They are in general very bad at foreign relations, but have managed to stay at peace with Santagona while feeling pressure from Flamegulf, which has great interest in their land.
The current president is a male white-tailed trogon named Traian Kijek.

Culture
Class is determined mainly by education here, as your level of education is what is highly valued by others. Soimart is known for their art, its people having time to indulge great amounts of time, or even careers, into such. Because of this, art shows and even temporary exhibits, like a sort of pop-up museum , are the biggest form of entertainment. Athletes, like the racers and gladiators, are the highest respected position, due to the citizen's love of the pastimes.
There is a lack of respect for elders in Soimart unlike anywhere else in Jeogoa, and they tend to be discriminated against. This has been something to be tried and changed by the most recent president, and now it is officially illegal to extort them -- you get flogged! Eye contact is seen as a taboo, and illegal substances run rampant, sometimes making their way to Flamegulf from here.
Birds are employed as messengers in Soimart, and are considered incredibly important. If you hurt one, you are imprisoned for a few years.

Religion
Soimart follows the Ten Gods, but they believe in reincarnation, not afterlife. Much effort goes into documenting when citizens are born and deceased, so that people can try and surmise who they used to be, so they can chase down any clues or feelings. The prayers are public in the temples and are group-based, the music not involving instruments -- it involves chanting. Religion is only believed by some in Soimart, and definitely has the most atheists out of anywhere in Jeogoa.

Economy
The main export is food animals, main import textiles, and the main resource is mining precious metals (silver!!!). The imports and exports are equal, and the economy is not only very strong but still improving. Wealth is evenly distributed -- there is no class system determined by wealth here, something completely unique to Soimart.

Military
Very weak, and if they aren't getting enough volunteers, they will draft. It is only used for national defense, and they constantly worry about being attacked, as they are not properly equipped for such a feat, and definitely do not feel comfortable helping in any war. Rank is actually granted by superiors. Their army consists of crafty mages, with non-magic units being equipped with javelins. Dragons are also seen in this army, but are unbound ones (aka not immortal and not accompanied by a spirit). Despite a lack of huge strength, their military are a very proud bunch, formed on nationalism. They try and impress the lower educated into their ranks, especially the untrained young mages who come from no magical family.

Etc Info

Pets are not something belonging to the culture of Soimart, so someone with an animal companion is instantly noted to be an outsider.

Wildlife: toad, bull, bear, warthog, duckbill platypus, unicorn, quagga

A huge crop grown here is lima beans, to where visitors from other nations will grow tired of it very quickly.

This is all the general info needed to successfully be able to make a character. Things like common weapon types, info on dragons/spirits/gods will be coming soon in subsequent posts on this thread! If there's ever a question you have pertaining to information however niche, shoot me a question in the OOC, and after answering that there I will most likely add it to here for others to see.
If you plan on sticking around, please keep an eye on this thread, as new info that could be important to your character could always pop up.
There's so much more I plan to add off the bat, but simple answer, this took way too long as is so I'm taking a break lol
 
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Weapons
these are common weapons that are seen in styles across Jeogoa, not really limited to any culture/class unless stated otherwise somewhere else
- Halberds
- Spears (commonly for throwing)
- Tridents (both large ones for stabbing and smaller ones for throwing, all equally impaling)
- Rapiers (the swords of this world)
- Hammers (great big warhammers, greatly helpful for facing armored foes)
- Longbows
- Lances
- Crossbows
- Daggers

Currency
Rubies
Only accepted in Soimart
Thick reddish metal coin with Breckenridge (who despite being a genderless god, appears to be depicted as a feminine on this coin) on one side, a unicorn on the other.

Honor Klojne
The universal currency, accepted in all three -- the only accepted currency in Flamegulf
Large green metal coin that has on one side a man hunting a squirrel, and on the other side a griffon.

Graines
Only accepted in Santagona
Enormous green metal coin, ox on one side and an apple tree on the other.

Behavior Credits
Only mentioned/accepted/used/etc in very specific cases concerning certain illegal Flamegulf activities
Enormous but thin copper coin, one side has a plethora of multiracial persons depicted, apparently past clergy rulers and their families, and the other side has a lizard.
 
God(ess)'s
While one certain consistency between all Jeogoa's religious beliefs are the existence of all of these gods, actual depictions and racial traits are too muddled and disputed

Bronislav - Young, masculine god of knowledge, cats, and music. Commonly depicted as a cat or of feline descent

Erlend: Youthful, masculine god of communication and fate.

Élie: Young, masculine god of pestilence and cities.

Mendes: Without gender, depicted as a monster that does not depict any existing race or animal. Of innovation and air.

Geier: Young masculine god of daytime, art, and songbirds. Depicted as a bird or ipcol.

Mahthildis: Young feminine goddess of the moon and of death.

Breckenridge: While depicted as a variation of existing races depending on the religion, one thing is now thought to be certain -- Breckenridge had no binary gender. They are of war.

Gopal: Young masculine god of humor and metalworking.

Ulrike: Old feminine goddess of parenthood, harvest, and owls. Often depicted as an owl herself.

Kayode: A masculine god depicted as a monster, not unlike Mendes. A god of strategy.

Spirits and Dragons

Spirits are not gods, nor claim to be. Spirits are only seen as mystical by the species of Jeogoa because of their power, immortality, and seclusion. They can have many form, and a wide, seemingly endless plethora and variety of powers.

Spirits are most common in the mystical forests that set ablaze by their commands that erupt the volcanoes, previously described in the locations section of this thread. Spirits are found in these sort of pools, each pool housing a singular spirit.

Every pool is guarded, however, by a singular dragon. The spirit and dragon are a fated, sacred pair.

Dragons come in a variety of sizes and colors (usually striped or with other pattern) but always with six sets of limbs -- enormous wings and four legs. Dragons also tend to have large horns on the back of their heads, with smaller going down their necks and tails. Many have ears behind their head horns. Dragons also tend to have a sort of feathery-feeling fur that goes down from their neck to their tail.

Dragons have powers that can vary just as a spirit's does, but usually limited to less of a plethora. Dragons in servitude to their spirits are also immortal.

However, a very recent generational shift has occured for dragonkind. For reasons personal for every dragon, some become Unbound -- separated from their bond. Some do this out of eagerness to see the world, or others because they fail in their protection and get their spirit killed -- or any other reason. But, by no longer being under the protection of a spirit and its pool, a dragon that is unbound does not have immortality, and lives for only a little longer than four centuries after that.

Dragons in society are seen as incredibly fearsome, being born protectors of the most magical beings in Jeogoa. Anyone with any smarts knows to be wary and not trick or take on a dragon.

A spirit holds tales of great adventures, and are able to detect and discover monsters across Jeogoa. Spirits have even been known to be able to brave the sea and tame the very creatures there.

Things like locks are meaningless to a spirit, who can instantly dissipate it. Spirits have also been found to in combat create their own magical sword which bares their energy. A spirit that befriends a Jeogoan species will bestow the gift of food, their own creations and greater than any culinary masterpiece of the mortal world.

Dragons have an unspoken understanding with animals, and no wild animal will attack a dragon. Dragons have a keen understanding of law and treat every responsibility and code with utmost care no matter where they are. An unbound dragon is also very easy to talk to, being very understanding and empathic creatures.

They are very organized in their thought process, and can be tricksters if it suits their needs, usually making it out as a spectacle. They are diplomatic, but willing to take risks.

Holidays

Tavernes: Only celebrated by Flamegulf. It marks the arrival of spring, involving games, dancing, and a candle ceremony.

Proclamation Festival: Celebrated by all territories due to its sacred nature. When someone turns 12 (or non-human equivalent) they are allowed passage to all three nations, ignoring any standing mishaps between any nation. A neutral party is the one that takes them through to let them experience life in each one. The proclamation is made on the winter solstice, where the new members of that nation are celebrated by a pageant play, a candle ceremony, and speeches by the leadership and sometimes the new members of the nation.

Brew Day: Celebrated by all three nations, marking the foundation of the three nations, celebrates the historical three war heroes that established this. There is gift-giving, special prayer, and a pageant play that shows off beauty and history.

Vérité: Celebrated by all three nations. Marks the arrival of summer. Includes speeches by an assortment of individuals such as leadership of the nation and of the arts/resource department/schools/etc. Also includes a special meal and quiet reflection throughout the day.
 
Unique Jeogoan Plants

Iascakkache: Shrub with tiny frilly leaves. Reproduces via numerous moderately-sized pastel pink catkins. Found growing in all regions. The leaves reduce headaches.

Fumeterre de Dérive: Tall-growing plant with huge round leaves. Reproduces via clusters of bright purple, five-petalled flowers. Grows in all regions. The flowers have elements that protect from magic.

Akiette: Bushes with moderately-sized, long, thin leaves. Reproduces via several moderately-sized five-petalled amber flowers. Found only in Soimart, growing on the peaks of the mountain. The flowers give off an aura that can make someone(s) less noticable (think a perception filter from Doctor Who). This can tend to make the bush somewhat hard to find, as it hides itself to protect from insects.

Souchet du Cœur: Shrubs with huge, round leaves. Reproduces via a singular lilac, five-petalled flower. The shrub can only produce one in its lifetime. It is only found in Santagona, for it grows only in the elemental ruins. Its flower can lead to giving someone the ability of lightning magic, so Pralmia often sends out students wishing to learn that magic type to find one of these flowers, which are exceedingly rare.

Iladons: Low-growing plants with huge, frilly leaves. Reproduces via numerous tiny, bright purple, bell-shaped flowers. Only found in Flamegulf for it grows only in the swamps on their territory. The leaves of this plant can heal injuries, and the flowers can calm aggression. The flowers are the primary ingredient for a fast-acting anaesthetic that can be either injected or inhaled depending on your goals.
 
Constellations

(Note the repeat in days [the ending day of one is a starting day for another] because the sign you're born under actually switches by midday, not midnight)
For simplicity, this is using our calendar.

Queen
The sign of persons born Jan 1 - Feb 10
Six stars.
The constellation represents an old enemy that once threatened Jeogoa, before the three founding heroes saved everyone.
The stars are seen in spring, halfway toward the northern horizon.
People born under it are highly independent.

Hunter
Feb 10 - March 22
Seven stars that appear as a figure drawing a bow.
Represents the ancient legendary figure that helped saved Jeogoa with their upbringing as a hunter serving them as a famed archer.
The stars can be seen on the winter solstice, where it appears low on the western horizon.
Those born under this sign often suffer from jealousy.

Lantern
March 22 - May 1
Eleven bright stars.
Associated with a powerful spirit that would guide lost souls out of the mystical wood.
The constellation sets toward the eastern horizon in the winter.
Persons born under this sign are aggressive.

Castle
May 1 - June 10
Seven stars, associated with the prophesied messiah.
During the autumn equinox, it rises from the northeastern horizon.
Those born under this sign are intellectuals.

Table
June 10 - July 20
Nine dim stars.
Associated with a character from a long passed down folktale.
It rises on the autumn equinox, on northeastern horizon.
Those born under this sign are unusually lucky.

Trident
July 20 - August 29 (I'm a trident!)
Six bright stars, associated with a historic tale of the first betrayal. The weapon of a trident is long associated with evil deeds and untrustworthy because of this.
During the summer solstice, it appears over the northeastern horizon.
Those born under this sign have an affinity for fire magic.

Horn
August 29 - October 8
Fifteen dim stars, associated with a historic folktale of greed, where water magic was the cause of a bard who stole the water for their own purposes.
In the summer, it appears over the eastern horizon.
Those born under this sign have an affinity for water magic.

Leaf
October 8 - November 17
Fifteen stars depicting the ancient folktale of the power of courage.
In autumn, it sets over the western horizon.
Those born under this sign have fiery tempers.

Frog
November 17 - January 1
Nine bright stars associated with one of the great founding heroes.
In the winter, it rises over the eastern horizon.
Those born under this sign are hard-working.
 
Factions
The hidden underground of Flamegulf

The Gilded Spider

A collection of Flamegulfian rangers, motivated by money and with heavy influence over the going-ons of Flamegulf.
Completely unknown to the average populace, a secret. It's somewhat old, established for about a century now.
Leadership is by a single individual, the guild in itself is very small, and falling apart due to many issues that have plagued it this generation.
There's relatively few enemies to this guild, other than a few seers. But it does have some allies, in the form of a large number of Flamegulf priests, a very few spies that relay information, a few mercenaries that are hired by them, a handful of very powerful merchants that support them, and a few fellow rangers not officially involved.
They are very limited in resources. As it stands, they have a rather small amount of gold and gems to keep them afloat.
The former leader, a jeitrar man named Žarko, publically denounced the guild, which got him killed by the now-leader, the male dragon Glaukos. But the jeitrar's accusations caused a great rift in the guild, causing many of his loyalists to waver in their support of the guild, and therefore Glaukos. As of now, Glaukos and the guild are opposed to Flamegulf's leadership and policies. The Guilded Spider also is known for their sometimes violent hate against ipcol.
As previously alluded, the only way to lead this guild is to kill the previous leader.
The Guilded Spider is a proud guild, usually rejecting bribes. They are sometimes somewhat poor because of this.
Their main base is that of underneath the Brass Moon Tavern; an austere lair that comes across even more cheaply made than the tavern, like a sort of disregarded fixer-upper.
You must be highly skilled to join this guild, which is decided by whether or not you complete the task designated by the guild. The guild is possible of being found, but it takes some difficulty. The guards, which are disguised as regulars of the Brass Moon, are laughable. They usually get too drunk. But to get to this lair, you need to not only get past these persons but make it through the magic traps that are set up; traps only members know the locations of and how to disable them.
The Guilded Spider takes many prisoners, due to their need to see persons disappear from aboveground Flamegulf; persons they see as colluding against their ideals. Their dungeon is much-used.
All members use a secret language. And pretty much every member comes across as shady, it's almost a requirement.

The Sapphire Hand

A group of fighters, motivated by power -- respecting those who show strength, and ridding themselves of those who do not. They have very strong influence in all areas of Flamegulf, with an excellent reputation, and it is well-established as a part of Flamegulf.
The leadership is a group, always a foursome. Currently: a male snowshoe cat named Darshan, male jeitrar named Lotario, a female ortiedrir named Katica, and a male neognathae named Miško. Whenever a member retires or dies off or otherwise, a new member is decided by the group as a whole.
The group is somewhat small, under 100 members (an actual count is unknown, officially). Internally, it is very stable; everyone trusts each other and being in the group is actually very fulfilling to its members.
The group has very few enemies, its only one worth mentioning being The Guilded Spider. But it also has very few allies; a few of the courtesans, and local paladins.
The guild has many resources; a large amount of trade goods, decent amount of magic prowess among its members, a small amount of wealth, a rather small amount of artifacts.
The guild is rumored to help lucky commoners, as they are against the current political situation, which makes this long-standing guild distrusted by the current leadership, who has officially cast them aside (which is why they can now be officially classified as "underground organization")
The history of this guild is long-standing and far-reaching; almost anyone could have some semblance of ties to this guild.
Bribes are scorned, the guild is too honourable. Cooperation is mostly good. Any sort of meeting that happens in the guild is open for non-leadership members to join (but not required). But meetings only occur when an issue arises.
The lair is an architectural dream, built into the home of a long-standing line of members. It is built like a maze, with accomodations for everything within. Spiky traps lay the way for those who try and sneak in.
The guards for this guild are frightening competent, guarding from within the house, as not to give away the location.
This guild also takes prisoners, and their dungeon is much-used.
To join this guild, one must pass an ordeal; who you were before does not matter, only if you pass this.
Members can be identified by a symbol on their clothing, and are characterized as being unusually strong; whether this is a requirement or something taught once you become a member is unknown.
 
Unique Diseases

Sage Flu
Found exclusively in irrac. Symptoms include sneezing, nausea, their sole-colored eyes turning a red brass color, and seizures. It's suspected to be viral in cause. Does not go away on its own; continually worsens until death or treatment -- but it has a simple treatment.

Numb Sleep Disorder
Found exclusively in owls. Symptoms include memory loss, drowsiness, and nausea. But it is very easy to identify one that has this disease due to a very characteristic smell. It's caused by the bacteria in animal bites. It gradually worsens, but improves after a few weeks. Relatively simple treatment.

Poisons

La Malicia De La Musaraña
Causes violent mood swings. Fairly difficult to mix in with other substances -- easier to administer directly via injection. Dark green, tastes sour.

Fholvidis
Causes difficulty concentrating. Somewhat easy to mix in, so it can with some skill be hidden in a drink -- it has a very characteristic color and drink that may need careful selection in order to mask. It is reddish-brown, and smells very good.

Pulsion
Causes rashes. Moderately difficult to mix. Opalescent white, tastes somewhat like milk. The smallest of doses is effective, normally by simple contact on the skin.


That's all I've got for now, if you have any curiosity on any niche or broad topic for lore, please let me know in the OOC and I will put the answer here!
 

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