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Posts tagged with "conworld"

Ancient Migration to and in Northern Geona, part IV

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Ah, so here we finally are. I hope you'll excuse that this post will probably be far less detailed than it would've been when it was planned some nineteen months ago...



So were were we?

Ah, that's right:



By the way, I sincerely hope you'll also excuse that my maps in this post will look even more shitty than usual, due to having had to piece them together from old files with programs they were never intended to be used in.


Now, that was the situation 200 BD on North Geona.

Enter year 49:



(Duh-duh-duh-duuuh.)


In the year 49 BD, history seemed about to repeat itself as a gigantic confederation of Orcish armies sprawled up from the south much like the Ogres some 2000 years before. There was, however, a vast difference. The Orcs were no immense gathering of nomadic tribes on a rampage - they were an organized, disciplined invasion, bent on conquest first, plunder second. With them came also a host of Leonin tribes, allied to the various Orc-clans, but far inferior in numbers.

The armies moved northwards through the Goblin lands, annexing the Goblin tribes who surrendered and destroying the rest. An ancient alliance of southeastern Goblin peoples originally set up to ward against what might have been crusades from the eastern Human nations went to meet the Orc threat head on towards the end of the year. The Orcs crushed them, and, rightfully concluding they'd broken the neck of organized Goblin resistance, they split into two main forces, going north and west.

As the southeastern Goblin lands were pacified and brought under the rule of the Orcs, the armies came to a halt for just over seven years. The reasons are unknown, but there was likely a change in leadership at this point, as well as some efforts to consolidate their rule over the Goblin lands conquered and negotiating terms with bordering Goblin tribes outside their new-won territories.



The method appears to have been simple - the allied Goblins were treated with great respect and largely let be, while the Goblins showing resistance were thoroughly crushed - there are rather certain evidence that entire villages and towns were burned to the ground due to individual Goblins attempting to undermine the Orcish rule.

Then, in early 41 BD, the Orcs pushed further. The administrative division in two main forces seem to have segmented over the course of the years, and the northeastern armies moved further north while the western ones ventured out towards the coast.


Oddly, they never got there. The Goblin tribes along the coast had been torn apart over the previous years with internal tribal wars fueled by the angst of the sudden presene of the Orcish empire to the east, and when the Orcs got further west, they were met by a Goblin west loosely unified under a collegium of five warchiefs who all swore friendship and alliance to the Orcs rather than to fight them. This marked the beginning of Goblin repression under Orcish rule, as the western Goblins considered themselves to be more or less equal to their new Orcish allies, and demanded the same priviliges as the Leonin tribes had enjoyed. This was given, to the great resentment of the Leonin. In order to satisfy both parties, the Orcs put their own, eastern Goblins into all positions and tasks the Leonin and western Goblins found risky or shameful. With the exception of a small, priviliged elite, all the already meekened easterners were quickly placed in servile, disliked positions, and within few months, the eastern Goblin tribes functioned as little more than slaves not only to their Orcish overlords, but to their own western cousins as well.



With their newfound Goblin allies, the western Orc Empire had also gotten a foothold among the Goblin-friendly Human tribes of the southwest. The massive amounts of invaders - Orcs, who each consume far more than the average Goblin, and Leonin who are accustomed to large, far-ranging Nomadic lifestyles and vast territories - as well as the decade of warring and plunder had left the southern plains rather crowded and exploited, and the temperate hills of the now bordering Humans seemed to offer much-desired space and lumber. Through their Goblin allies, they started probing these odd beings, finding information about their languages, cultures, numbers and organizations. Certain of the Human tribes had long-standing enimosity against the western Goblins, and by the middle of year 40 BD this gave the Orcs a prerequisite to attack a number of these tribes without causing too much of an unsettling among the less Goblin-hating neighbouring tribes. To their immediate north, though, the more civilized coastal city-states were growing uneasy with Orcish expansion.





Seeing as I'd like to keep going in this much detail about the Orcish invasion and I still have a lot to cover, I think I'll call it the day for this series. What follows, while technically a migration, should more accurately be described as what it was, the Great Orc War, and I shall try to keep from letting another year and a half pass before I get to it. After all, this time, I've already made the maps...

And as ever, any comments, feedback, constructive ideas, critical questions or even mocking ones are appreciated. (What can I say; I like the attention. :D )

Just in case you thought I'd forgotten

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- I haven't. The world of Jeeb is still something I hope to one day keep working on. It might be unlikely, it might be I'll make tons of changes to it if I one day do, but I still plan and hope to. Meanwhile, it's in hibernation.


Still, here's a new, smaller continent I drew up for Jeeb today. So far you people have only seen the northern third of Geona, one of the supercontinents of the world, Geona in its entirety being just short of the size of Eurasia in the real one. This one is tentatively named Nezhambar, and its size is approximately like India. The old, British one that includes Pakistan. While I have (again tentatively) placed it on my world map of Jeeb, I hesitate to share that as I'm planning multiple more landmasses on it that hasn't been drawn on, yet. Still, it's liekly to lie very far away from Geona, on opposite sides of the world, pretty much, east-west-wise. My plan is to use this continent to intigrate a very detailed (yet, as always, unfinished) history of undeads I made in my early teens onto the world of Jeeb, setting the gist of that story on Nezhambar (I say the gist as while lots of the ideas still appeal to me, the actual execution of stuff I wrote when I was fourteen is ghastly to say the least. The one thing from it I'm still truly in love with is the character of Sirian-Cadra, which is what I named the first liche. (Mortus Primus, eh?)).

So, in layman's terms, this is the continent that, whenever I get around to writing a story for it, will end up being the "undead continent". Where nothing's all that different from other middle-age-like places to live 'cept that when you die, your life CONTINUES to suck.

That's that then. Welcome to Nezhambar:

Gnomen Nursery Rhyme

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For every thing there ever was there were people,
quite a few.
Someone to think, someone to see, and someone, yes,
to do.

A God to imagine it.
A Goblin to invent it,
A Dwarf to improve it.
Then an Elf to admire and enjoy.

(Yes quite, that's right, just so!)

A Troll to treasure it.
A Man to apply it.
An Orc to abuse it.
Last an Ogre who'll smash and destroy.

(Oh no! Oh my! The woe!)

But finally, then, a Pixie will come,
and play so the shards go astray.
Yet stop, you might say, are we not missing some?

Yes.

Two dozen Gnomes who got rich 'long the way.

Bicentennial Odontology

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"Now, just a few seconds longer, there, Mrs. Adams, and it'll all be over... there! Now you can spit."
Fredrick "Garlic" Gobblevalley, dentist par excellence and, totally coincidentally, also frightful excuse of a bowling player, threw off his plastic gloves and made some notes on a sheet of paper on his orderly yet over-filled desk. The sun gleamed in through the window and played shadows over Gobblevalley's mouthbind, which did nothing to hide the ever-looming stench of an impressing sortiment of onions from his patients but still made him look dashingly handsome by hiding his beak-like nose and giving the very subtle impression of a gentleman rover bandit in the Wild West. Behind him, Mrs. Adams was done spitting, and tried to sit up - quite the impossibility, seeing as he'd conveniently forgotten to move his instruments-panel away from over her. Mrs. Adams apparently refused to admit this little piece of stark reality, ensnaring the panel with Gobblevalley's instruments in what could be described as a helpless little dance, but will rather be described as a gruesome display of the purest futility. Gobblevalley chuckled to himself - Mrs. Adams had been his English-teacher some twenty-odd years earlier, and never once would he he forget how she made him dance in the school-performance of Pinocchio. If there was one thing to be known about Gobblevalley, it was this: He did not dance.

After a conveniently hurried excuse for a totally unecessary bathroom-break, Gobblevalley came back into the room, smiling pleasantly to the sprawling heap of wrinkles in his dentist's chair. "Well, now, sorry about that. Oh! I'm so sorry, I seem to have forgotten to remove my instruments. I do hope you weren't inconvenienced?"
"Oh, no, not at all," came the frail remains of a voice whose spirit died years ago with the sevenhundredandtwentysixth attempt at making young boys cease their war-like activities with the classroom-sponges. There is just no coming back after that, and Mrs. Adams' voice had as it realized this decided to retire while still in marginally decent health.
"Well, that's very nice of you, Mrs. Adams, very nice of you. I guess a little extra laid-back time isn't something to wrinkle one's nose at, eh?" Chuckling merrily of his own excellent little pun with the always very tasty side-dish of twenty-year-matured vengeance, Gobblevalley moved over to move the panel away. And then the phone rang. Not believing his luck, Gobblevalley waved a hand at the wriggling Mrs. Adams' and her clearly uncomfortable hind-parts. "So sorry, I'll just be a minute."
"Not a worry, young man, not a worry," it sounded feebly from deep within the chair.

Grinning more widely than years of experience in the field of dentistry told him was physically possible, he pulled down his mouthbind and picked up the white little phone on his desk.
"Grayham Dentist's office, Dr. Gobbleyvalley speaking."
"It's started, Gobblevalley. You have hereby recieved your summons," said a bleak voice in the other end.
Gobblevalley admitted to some amount of perplexion at this. "Started? What has? Summoned to what?"
"The Bicentennial Election of Dentists!" hissed the voice impatiently. "I can't believe that I have to remind everybody!"
Gobblevalley was affronted. "Well excuse me for the audacity of being born after the first World War." Then the sentence finally followed the tone in properly registering in his garlic-weakend brain. "Wait, what? The Election?! Are you sure?"
A sharp wheeze in the other end, as the mere question was a blasphemy towards not only all that is holy, but also all that is holy's petite old grandmother and her stray cat Marlin. Then: "Of course I'm sure! Do you think this is a child's play, Gobblevalley? Do you think it's a game?!"
"Oh, eh, nono, no not at all! I'll be there!"
"I trust you are at least familiar with the protocols of location and ritual?" said the voice, clearly trusting no such thing. This, at least, Gobblevalley felt comfortable with. His old professor had initiated him fourteen years ago at the Academy, but he'd never thought it would occur during his own lifetime.
"Of course I do." He lowered his voice, mindful of the patient tossing helplessly a few feet behind him. "Where the Palatal hill drinks the first few drops of the morning sun, the first of December, there all who know the art of arts will come to remember. I always found the rhyming to be a little silly, honestly." He added that last part, feeling cheeky now that he was on familiar ground.
"We all do," groaned the voice. "Can't be helped. Tradition, you know. Like the drilling?"
"Ah, of course."
"Right." The voice seemed to suddenly remember itself and grew bleakly mysterious once again. "You will attend," it stated, and hung up.

Gobblevalley whirled around, carelessly dropping the phone to the floor in the process. "Dreadfully sorry Mrs. Adams, but something has come up, I will need to leave at once. The nurse will be in within the hour to see you out." Grabbing his coat, idly wondering what the frail sounds from the chair was intended to mean before deciding that he didn't really care, Gobblevalley left his office in exultion. Finally, the dentists would choose their king!

Views on suffering on Notablog

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"If you die without suffering, you haven't deserved death."
- Orcish Credo

"Suffering? Aye, one once was told of such concepts. 'Tis when the cost-effectiveness of living goes down, is it not?"
- Tjohn Grumkarv, First Merchant of The Gnomen City of Sezth, son of The Revered Fohmas Grekling

"Life is pain, my poor friend."
- Anonymous Elf, probably of French descent

"Suffering is to the living like cold to the stars."
- Centaurian proverb

" 'To suffer'? There is no word for this in the Goblin tongue. Closest equivalent would be 'lehrben', 'to live'."
- Master Scholar Timothy Merenville, Senior Librarian of the Imperial Archives of Nopas

"If you suffer alone, get company"
- Dwarven Saying/Drinking Game


(Inspiration fo this post was an MSN-conversation with Obdormio on the subject of DiceWars, thanks dude.)

The prodigal world returns

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Yes, you thought you'd seen the last of it, didn't you? To be honest, I did, too. But then I just kind of got the urge to produce some ill-concieved spur-of-the-moment text, and here we are.



THE LACH NESS-MONSTER OF NOTABLOG

Closely related to the Loch Ness-monster of our world (no known relation to the one on Mars, though), the Lach Ness-Monster ("Lassie") of Notablog is rumoured to dwell in the depths of Lach Ness, a giant swimming-pool owned by Bert the Half-Gnome, holder of titles such as Mega-rich Accountant Supreme (an honour given him by the Gnomen Accountants' Fellowship), Chief of Cashy Money (awarded him by the Dwarven League of Master Gold-smiths) and Ponce of the Year (by Father Time Magazine), and also the modest little villa to which the Lach Ness belongs.

Bert swims in Lach Ness daily and claims to be on great terms with Lassie, a claim Lassie, in a somewhat suspiciously handy cover of maybe not existing, has yet to affirm or deny.


Lassie is rumoured to be about yay long, and yay high, and possess the knowledge on how to teleport timbermen out of wells and tortoises out of soups. The Gnomen Waiter Association Inc. has long tried to get his claws on her for the latter reason, as she seems to be sabotaging him in his job. (Or so he claims. Lassie, again, has conveniently played the "may not exist"-card to avoid giving any official comments on the matter)


Lassie was for a period dating Captain Nemo, but theirs was a forbidden love, and they drifted apart. (Literally) She will still sink the occasional oil-tanker in fond rememberance of what they shared, though. (There is surprisingly high industrial naval traffic going on in Mr. Bert's swimming pool)

Ancient Migration to and in Northern Geona, part III

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I'm making this a four-parter, so (please don't) sue me.

1000 BD - 200 BD

We'll continue where we left off, with the same little piece of map:




The keen reader will have noted that the arrow showing Troll regression actually points off the map, and indeed, the Magh-civilization was, when finally overwhelmed by the Ogre onslaught, chased off the continent in a large, organized naval retreat of the entire population.
The Magh had been strikingly pacifistic throughout their defense from the Ogre migration, and the Gong and the Taug, completely taken aback by the, to their long-lived eyes, extreme speed their entire sibling civilization had been eradicated, decided to take immediate action. An unequalled rally of Trolls occured in both civilizations - which would speed up their processes of developing real, concrete nations - and when the Ogre migration reached the far shores of the Magh mountains and turned to the sides, they were for the first time since entering North Geona centuries before met with a forceful, organized opposition by advanced cultures - on both sides. The Ogre armies were annihilated, and the remains shattered in hiding throughout the mountains. The Taug and Gong armies kept searching the mountains, killing Ogres on sight, for a stunning 400 years before finally pulling out for good. In respect to their fled brethren - who the Troll still expected to return sooner or later - no attempt at re-settling in the Magh mountains was made.

After the Taug and Gong made their mutual withdrawal, the Gong kept sending search-parties in secrecy. The Gong Trolls had discovered the frightening power of violence through the Ogres, and decided this needed further studying. These search-parties managed to bring back some of the remaining Ogres in hiding that the armies hadn't found, and the Gong slavery of Ogres which remains to this day begun.

Elsewhere on the continent, other organized civilizations started rising. While argument can certainly be made for naming the Centaur area of the plains a nation for millenia already, our sources to their culture are too scarce for this small text to venture into speculating if this label would be accurate or not. Similarly, the eastern Human population seems to have consolidated their hold on their area, but whether or not they built nations there, and how their relations to the Gong and their Goblin neighbours were, we do not know.

The Goblins kept expanding, but still as individual tribes and temporary tribal alliances, no lasting unification was created. In the west, they met an increasingly hard resistance against the Humans and Centaurs whose borders they were pushing at, but in the east, they could still spread out relatively without hinderance.

In the western north, Dwarves, Gnomes and Humans mingled, the Gnomes having been welcomed and well-treated by the Dwarves and Humans upon their arrival at the beginning of the millenia. They quickly developed a set of closely related fiefdoms modelled by the Dwarven earldoms in the east of the peninsula. Apart from on the coasts, this peninsula in general remained scarcely populated, but where it was populated, all three species could usually be found. The Dwarven Earldoms as we know them today were starting to be organized in a recognizable fashion as well, and in the far north a Human civilization of quite some size surprisingly appeared around the ancient trading-post of Sjiptun.

Around what was later to be named the Joanian sea, the old city-states were building more permanent alliances and power-bases, and several nation-like constructions appeared and disappeared. The two lasting ones were the Cunn Alliance, spreading out from three major cities in the northeastern corner of the sea, and the Vimdor Empire, started when the city of Vimdor allied itself with two powerful tribal chieftains and conquered nearby tribes and cities.



Notes on the map:
As mentioned, both the eastern Human civilization and the Centaurs may well have had (several) nations which should be marked. In addition, the western Humans had several smaller nation-like civilizations in this period, especially in the Joanian sea, none of which laster a full century in any mentionable geographical or political size.
"0" in the time-scale simply means "sometime during the Darkness", as our measurement of the time during the Darkness is sketchy at best. The Cunn Alliance, while it crumbled and disappeared during the Darkness, could be considered as resurrected in the form of the Cunn Federation aroud 160 AD, which lived on until annexed into the Nemman Empire under Emperor Zash I Cheston in 331. It finally disappeared fully as an independent nation in the reign of Emperor Nishon The Ruthless in late 399 when he removed the title "Prince of Cunn" and reigned only as "Emperor of the Nemm Empire".

Ancient Migration to Northern Geona - II

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Development from approximately 3000 to 2500 BD:


The centuries following the entrance of Dwarves and Human to Northern Geona are characterized by peaceful expansion by most of the species. The northwestern Humans mostly organized in smaller tribes, expanded throughout today's Bendoria and around most of the Joanian sea. In the southeast, though our records remain dubious and lacking, Humans seem to have spread out in all directions. The result of which was that the Trolls, who at this point had never encountered other sentients yet was far more organized and civilized than most, began retreating cautiously up in the mountains and deeper forests of the northeasts, keeping their safe distance from the strange, numerous Humans spreading out.
The Goblins, similarily, them too without any common organization, was growing and expanding throughout the southwest, and encountered those who would be the forefathers of the Cunnmen of today. The interaction, surprisingly, seems to have been as often one of peaceful trade as hostile activity, though a few violent encounters have no doubt also occured.
The Dwarves seem to have encountered the Humans at this point, too, quickly opening trade-routes and even some interspecies-settlements in their borderlands.


Between 2500 and 2300 BD, the peaceful expansion ended, caused chiefly - but not only - by the wave of nomadic Ogres coming up through the northeast, slaughtering everything in their way, which at that point seems to have been mainly Humans. The barbarian Ogres continued northwards throughout the coming centuries, the western Goblin tribes taking advantage of the power-vacuum in their wake, expanding further.

Development from approximately 2500 to 2300 BD:


Humans fleeing north and east as a result of the Ogre onslaught, of course, caused the cautious Trolls to retreat even more into the mountains. The isle of Gong and the city of Taug appears to have begun their role as the two centres of Troll civilization at this point, as a reaction to the species having been spread throughout a wide area. In the vast peninsula between them, the now ruined city of Magh seems to have played a similar role, tying the three main areas of Trolldom together.

As the millenia closed to an end, a third wave of immigrant sentients appeared, arriving by sea in the Dwarven lands. The old records indicate that they came from the south, and why they didn't land more to the south has been the subject of many a book. No theory to date has fully managed to explain this, but more attempts are made every few decades. The Gnomes themselves have been silent on this. Many scholars supporting the idea of the Gnomes simply having been frightened by the sheer amount of Goblins and Humans in the south and preferring the more desolate north for settlements claim this silence gives credence to their theory, saying the Gnomes hold their tongues so as not to offend their Goblin and Human trading partners of today. Other scholars think this theory is ludicrious, as Gnomes seem to be one of the most, if not the most, adaptable species on Northern Geona, and also one of the most urbane ones, and the idea of them at any point in time fearing large numbers of other sentients seem, to them, ridiculous.

Development from approximately 2300 to 2000 BD:


The Goblins were still expanding at this point, now also in the west, pushing at the borders of the Centaur plains, who had remained undisturbed before this. In the east they continued following in the wake of the Ogre tribes, picking up and conquering the areas the Ogres laid waste to. The Ogres and their slow, seemingly never-ending march has squeezed the Humans back southeast now, and as the second millenium Before the Darkness came to an end, they were heading northeast. Straight towards the isolationist Trolls.

Ancient Migration to Northern Geona - I

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In relation to Obdormio's point on the number of sentient species, I thought I'd write a (very short) post on the immigration to Northern Geona.


As far as can be told, the Trolls, the Centaurs and possibly the Goblins are all native to Northern Geona. However, a multitude of other sentients have all arrived here, journeying from somewhere else. These immigrations seem to have come in waves throughout history, and the oldest one we know of is that of our own forefathers, as a large wave of Human immigrants came by sea and landed on what is today known as the Nemm Isle and the Deìan Peninsuela around 3400 Before the Darkness. We know little of these Humans, other than that they came by ships far more advanced than their other technology would indicate, and that they were followed a century or so later by an even bigger wave from approximately the same direction, who, apart from having far more primitive ships, appear to have been of the same culture. These, too, settled on Nemm Isle and on what is today northwestern Bendoria.

Around 3000 BD, a similar wave of Dwarves arrived on the western shores of what is today their Dwarven Earldoms. They appear to have come from the northwest, by ships, but, as is typical of their species, the information they have allowed our scholars is scarce.

At approximately the same time there is supposed to have been a large migration of Humans in the south-east, towards the Unknown Lands - or at least so the few sources of the period the Trolls of Taug and the High Centaurs have let us look at indicate. We do now know if these are the forefathers of the Humans who are today rumoured to live in this mysterious area of Northern Geona, but it does seem likely.


A note on scale - the Nemm Isle is approximately the size of Ireland

Another post on the migrations between 3000 and 2000 BD will be forthcoming.

The Metaphysics of Jeeb

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Seeing as Obdormio made a very valid point regarding the number of sentient species on this world, I thought I'd try to make a little quick study on their origins and the like - without going into too much detail.

First of all, all sentient mortal species on Jeeb are dualistic in their innermost nature. There is the body, and there is the soul. So far, that seems very familiar, right?

Well, it gets a little more complicated.

There are two kinds of gods on Jeeb, for whom I'll borrow the Greek terms Daimon and Deus, though I might change that in the future, as none of this stuff is set in stone as of yet.

Now, note that neither Daimons nor Deuses (yes, I make English plural forms out of Greek words, so sue me) are the Highest Form of Being, nor are they the lowest forms of immortals - there are plenty of lower (though not necessarily weaker) spirits, too. But they are in general the closest Jeeb gets to our understanding of gods. Again, this is a general rule - there are other beings who both are worshipped as and functions as gods, but that is irrelevant to this text.


The Deuses are the children of Time and Matter, while the Daimons are children of Time and Æther. They were in agreement when the first thinking mortal being was created, the First Mortal, Aon. From Aon's example has all self-aware life - including wildlife and animals - been made, though Aon is unique in having the entirety of both groups of gods supporting his (used here for simplicity, the myths say nothing of Aon's gender) creation.

All beings were thus made out of both Daimon and Deus power, meaning they have qualities of them both. The body is the work of the Deus, the soul the work of the Daimon, and the mind is their joint effort to hold their creation together.

The animals of Jeeb were thus both given the Deus urge of competition, command, involvement, self-preservation and conquest, as well as the Daimon urge of knowledge, insight and detatchment. The problem the gods soon discovered was this - the Deus element caused the animals to kill each other, while the Daimon element did not, thus when their bodies died, their souls lived on. Another joint effort (though not all members of both groups participated this time) was made to create a natural order, a system for the souls to ascend through after their bodies died.

When sentience later was concieved, it was again modelled after Aon, but with the experience gotten from the creation of the animals close at hand. There was at this time two seperate divisions of the creators - some gods preferred to create sentients modelled in part after the primates, whilst others preffered to create inspired by the form of the drakes.

Of course, some gods - in certain cases even individual ones - had more invested in certain species than others, and competition soon arose - not only between the Deuses, which was normal, but also between Deus and Daimon, and even, though far less often, between Daimons themselves. In certain cases, this lead to rebel gods creating new sentient life, by taking what had already been created and warping it to their own liking, mixing sentient beings with the animals of their own preferance. This was soon put a stop to by a Decree of a gathered majority of Daimons and Deuses, a Decree which, once uttered, cannot be broken. Theologians who recognize the story of creation as referenced here in any recognizable form usually divide time between Before the Decree and After the Decree, as it was with this that the age of creation finally ended.

Other sentient species have since appeared, but never through the creation of gods. Some has been made by other mortals in their mad pursuits of power and knowledge, others by gods working indirectly through other mediums, but never through outright creation. Generally, such sentients are considered abominations by most mortals, spirits and gods alike, and several brutal wars have been fought in attempts to eliminate such beings.

To get back to the duality, the body-soul-division of the sentients were the same as that of the animals, though few of the gods would have them follow the afterlife of the animals, and there were created new realms to greet the souls of mortals who had lost their bodies.

A note is at its place here - mortal souls, like mortal bodies, can be destroyed. There is, however, far more rare for a beings soul to try to kill another beings soul - and bodies cannot kill souls, nor vice versa - and thus, souls usually live on when their bodies die. In the rare case of a soul dying before the body, the same thing happens, and the surviving half retains the mind, the link between them, and the memory of the life before one half died. This memory, however, is erratic and blurred by the mind missing parts of what made it work originally, and having to adapt to the new situation, which is why necromancers and their ilk tend to get vague and confusing answers when asking questions of dead souls.
Souls also, unlike bodies which are made out of matter, have no way of deterioriating on its own unless it itself wants to - the will is the essence of the soul, much like energy is the essence of the body.

Certain oddities of course exist - in their own way, every single species is its own oddity, but some are more odd than others. The Elves, and the Trolls, for instance, are quite special. The Elves were concieved as an attempt to avoid the splitting of soul and body, by tying them so closely together that one could not be destroyed without also destroying the other at the same time. This has lead to their bodies not being deteriorated by age, because their soul is preserved by the will and the body cannot be weakened until the soul is (and vice versa). However, it has has the unforeseen side-effect of age deteriorating the will, thus deteriorating the soul AND the body. Elves, thus, can logically not have any form of afterlife - if they die, both body and soul has died with them. The Elves themselves aknowledge this, but at the same time some of them claim some kind of afterlife for themselves of which little is known neither the content of, the explanation of, or the certainty of. It is, after all, very possible that this is but a self-deluding beleif based on nothing at all.

The Trolls are odd in a similar way - they are born seperated, bodies and souls not connected yet, and thus they are, at first, almost mindless. The souls are kept in some form of aetheral sleep, where they are put under teaching and guidance of older Trolls, usually in their family. The exact hows of this is unclear. The bodies, meanwhile, live much like simple beasts, in packs with other children, until well after they reach puberty. They are also followed by adults and taught values of the matter, like hunting, fishing, craftmanship, and so forth. Then, through a long ceremony which is what the Trolls usually think of as their day of birth, the souls are awakened and entwined with their bodies.
In the rare - and greatly tragic - case of a Troll child's body having died or disappeared during its youth, the soul is imposed in the body of a close relative. Thus there are some Trolls who consists of two souls in but one body, who usualy develop strongly prophetic abilities at the expense of their sanity - but not always. In the few cases where the insanity does not appear, or appears only in a weak and insignificant state, such Trolls usually grow to be extremely talented and valued individuals in Troll society. There are no records of Trolls having been instilled with three souls, and it is believed that this would instantly kill both souls and body.
After the soul and body is entwined, the Troll usually sets out on a long wandering journey, which can take anywhere from one to ten years, where the soul and the body grow accustomed to each other, and merge together into a personality. It is usually - but not nearly always - during these wanderings Trolls find and choose their mates from other wandering Trolls. When a Troll returns from this wandering, another ceremony is performed, one mainly ceremonial in content, but if two Trolls return as mates, the ceremony has a more actual content, as their souls and bodies will be merged through it, in a manner not as extensive and complete as when two souls are instilled in one body, but which still resembles it in many ways. The exact extent of which the merger has seems not to be controlled by the priests - a rare few of these merging ceremonies (which can also take place at a later point in time for those who find mates after having returned from their wanderings) have actually physically blended the bodies of the two Trolls, causing the ridiculous notion among some other species that there are Troll races with two heads.
When Trolls die, the souls stay merged. Why the gods who created the Trolls did all this with them is unknown, but very likely, it was an experiment similar to that of the Elves, trying to eradicate the "design flaw" of the body dying before the soul. Indeed, Trolls live far longer than most species, which may seem to indicate some success on their creators' part. There are also far more myths of Trolls having achieved true immortality (combining body and soul) than there are similar myths of, say, Humans, Orks or Dwarves. Another similar attempt may be the concept of reincarnation, which appears in several species, in various ways and to a various extent.

Mounts and beasts of burden on North Geona

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Dwarves - original trainers of donkies, exported by the Gnomes, causing the breeding of the mules which would later be introduced to the Dwarves and out-compete the donkies in the North.
Gnomes - used donkies, bought from the Dwarves, until the Nemman Empire started breeding horses on a large enough scale for export, and they finally bred the mule, which is dominant among Gnomen beasts of burden.
Bendoria - most warriors can afford a horse for riding, but they have never evolved any form of cavalry. Got their horses from Nemman import. Farms use oxen and mules.
Nemm - the nobility and merchants are the only ones who can afford horses, and use them mainly for travel and pulling carriages - not carts, they use oxen mules for that and farm-labour. Light cavalry exists, but only nobles serve as such, and therefore they are relatively few compared to the forces of infantery.
Taug - no animal of burden is known. In battle, some very few Taug have been reported as riding giant mountain bears.
Gong - use enslavened Ogres for animals of burden, no other is known. Similar rumours as the Taug regarding giant mountain bears.
Ogres - none.
Mimoh - none, though have been known to use big rams as animals of burden.
Other Minotaurs - none.
Orks - boars and domesticated plain-wolves, both for cavalry and farm-labour. Also use enslaved Ogres to a lesser extent (Goblins are too small to be able to carry enough to make them worth the trouble of feeding them). Some small use of plain-lizards in the south-east.
Goblins - mules and plain-lizards, and, in some tribes, enslaved Orks. Use boars and plain-lizards for cavalry, but not to any great extent.
Leonines - no animals of burden, no cavalry - but those few integrated into Nemman society tend to elect riding horses into battle.
Nomadic Centaurs - obviously no form of mounts, and no form of trade or farming which leads to no beasts of burden, either.
High Centaurs - have experimented with rhinos as farm-labour, but other than that, no domesticated labour-animals at all.



Note on horses: originally wild beasts on the Plains surrounding the great lake, originally domesticated by the Cunnmen, developed from mounts for travel to mounts used in organized warfare by the Nemmans when they conquered Cunn. (Cunn officers had ridden horses into battle, but no entire regiments of horsemen had existed on North Geona prior to the Nemman cavalry)
The fact that the horses came from the eastern plains originally seem to indicate that the civilization(s) for the unknown lands in the east may make use of horses as well.

Thanks to Lothair for pointing out such a list was needed.

The Mountain Minotaurs of North Geona

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See? I keep my promises.


Some of them, anyway.



So, Minotaurs! In mountains! (Damn, I said the m-word, and thus, this quote is unavoidable, so we'll just do it and get it overwith, 'key? *clears throat, which is odd, as I'm typing this* "I want to see mountains again! Mountains, Gandalf!")


The word "Minotaur" comes from Trollish "Taur" ("beast"), and a derived version of the Minotaur's own word for themselves, "Mohon" (pronounced "Mohn"). While most of the Minotaur subspecies are rather primitive, the Mountain Minotaurs, or the Mimoh (pronounced "Mah-mo"), as they are named in their own language, are actually among the most civilized people on North Geona.

There are two races of Mimoh, highlanders and lowlanders, and it is the former category I will deal primarily with in this post. The lowlanders, for those interested, are heavily influenced by another subspecies of the Minotaur, the nomadic Minotaurs to their west, both culturally and also somewhat physically, and if I ever write a post on the Nomadic Minotaurs, I will get back to them.



The highlander Mimoh are large, very large, even for Minotaurs, and while they otherwise look a lot like their lowlander cousins, they are generally much bigger and taller. The male average height is a gargantuan 3,3 metres, the female slightly lower at somewhere between 3 and 3,1. They are broad about the shoulders, and have very big, impressive horns - hornsize, too, being a major social denominator. In fact, while the horns may be the most important, it appears that Mimoh society generally discriminates against those who are smaller or weaker physically - a tendency seemingly at odds with their almost pacifist, intellectual ideals.
The Mimoh have hairy, thick and long fur, ranging in colour from as white as snow via stone gray to a very pale, icy blue, a bluish gray being the most common. "Pure" colouring, with all bits of the fur being in the same shade of the same colour, is often considered pretty, especially in females, while uneven colours on the fur is generally considered a mark of bad breeding, though it is important not to overdramatize this - in fact, almost no Mimoh has such a pure, unmixed colour on their furs. It is an ideal, not a demand, much like Humans consider for instance obsesity to be aesthetically inferior to being in fit shape.
Their feet, though mostly humanoid, end in oversized cow-like cloves, which most scholars consider to be in order to keep their massive weight from making their feet get stuck when walking on unstable ground. The irises of their eyes are a grayish white, with pale blue pupils.

The Mimoh society, unlike other Minotaurs, is based on cities and villages, not small family-units or tribes. They have five major cities, and somewhere between twenty and thirty villages (no scholar has been able to determine the exact number, partially since some of the smaller villages seems to be inhabited by both lowlander and highlander Mimohs, so that one doesn't know into which category to place them)


The Mimohs all consider themselves from one of these cities, as all other villages in theory is beneath the rule of one of the five. Their largest city, Nohm, seems to hold some kind of sacred significance to all Mimohs, but the exact details of this is unclear.


While the Minotaur females are, in one way or the other, surprisingly respected, often almost revered, in all the species, the Mimohs seem to have carried this to the greatest lenght - with the exception of warfare, where there is a predominance of male Mimohs among the officers, there is no part of the administration of Mimohean society where the females do not outnumber and usually outrank the males. Among lowlander Mimohs, there is even signs of females being the only ones allowed to serve as priests, though we have evidence the highlanders do not share this ludicrous idea. All these strange customs may be a result of their pantheon being headed by a goddess, not a god, though as many have pointed out, so is the Troll pantheon, and while they, too, have given their females an outrageous amount of control of their nations, they have in no way subordinated themselves to them, as the Mimohs seems to do. Another, though somewhat obsolete, theory, is that this is a result of barbaric influences from the Ogres to the south of the Minotaur lands. This theory is built on the faulty assumption that Minotaurs are as primitive as the Ogres, and that they have or have had close social contact, which we know now to be far from the truth - in fact, most encounters between Minotaurs of any kind and the Ogres are reported to have ended in horrible bloodshed.

One notable advantage the highlander Mimoh seem to have gained from their female rule is vast amounts of spare time - almost all great Mimoh philosophers, scholars and architects have been male. This has also greatly beneficed their society - the water-supplying systems of the Mimoh are unequaled even by the Gnomes, and even all the way over in the heart of the Nemman empire the richest try to gain Mimohean architects to make their estates for them. Especially the Mimoh stonemasonry is renowned.

Another reason for their great intellectual achievements may be their rather long lifespans - they live to be very, very old, males often reaching 120 years, and females sometimes as much as 130. The highest recorded age though was a male, a librarian and intellectual who lived to be 182.

Due to their advanced cities and their following need for trade, the highlander Mimoh are, despite their desolate dwellings, the chief source other species have for knowledge on all Minotaur. Especially they enjoy a close relationship with the Trolls of Taug. They have even on occasion been known to send out researchers to gather information on other species and cultures themselves, yet another result of their, for Minotaurs, rather odd ideal of the scientist and the scholar rather than the hunter and the warrior. That being said, the highlander Minotaurs are an impressive military might, though relatively few in numbers, they make up for it in a very tightly organized society, and of course their huge, massive bodies. Luckily, they are a peaceful society who only attack when provoked, and usually they are only provoked so by their more primitive cousins from the swamps and the plains. There have been a few Mimohean Wars, though, the most notable being when in 1152 the Empress Charltèen I of the Nemman Empire tried to expand her rule up through the Orcish Plains towards the Trolls, and the Trolls called for their Mimoh allies for aid, causing the slaughter of the horrific number of nine Nemman legions.

Notablog and Jeeb

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Due to work, my new webcomic, having been/still being sick, and some other factors, I haven't written any conworld-articles lately. I just wish you to know that I haven't forgotten, and I'll get right on it as soon as I can muster the creative strenght to do so.

Slag

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Or, in English, "Battle". In my "book-project", though it is an insult to book-projects to call it so, I today had to have two characters play a strategic board-game. While the world the plot takes place in resembles ours closely, culture- and technology-wise, I felt having chess or backgammon there would be pushing it. So I invented some names and pieces on the spot.

Then I made a mistake. I showed this latest addition to the text to Obdormio. Who, by his nature, of course insisted upon a comprehensive guide on how to play the damned thing.


So, here I am. This is still just in the "random ideas"-stage, and it will probably never get any further than that, but hey, I put some work into it, so here you go:



The green line is the Castle Wall of the Green House, the grey one is the Castle Wall of the Shadow House. The blue lines on the sides mark off the Astral Plane, where only the Magicians move. They may move elsewhere - and, to take out other pieces, they usually have to - but are far less powerful outside it ny nature of being more vulnerable.

The purple squares are the High Seat of each of the two houses. The red square is the Throne of the Realm, and the yellow squares symbolize the Royal Court. Most pieces gain some kind of bonus ability when standing in the Court, for example, if your King-piece is on the Throne of the Realm and there are no enemy pieces on the yellow squares, you may promote any one of your peasant-pieces standing on a yellow square to a Knight. (Provided you have no more than one Knight already, there cannot be more than two on each side at the same time) Likewise, if a Knight reach the Throne and you have no King in play, the Knight becomes a King.

Now, how do you win? Well, there are, at this planning-stage, several ways, divided into three categories:

In all scenarios:
1. By placing a Magician-piece on the Royal Throne without any enemy Magician-pieces being placed on the corresponding Astral-squares.
2. By the other player yielding, signified by tipping over (one of) his or her highest ranking remaining officer-piece.

If neither side has a King-piece in play:
3. By having a Knight or Field Marshal-piece in your opponents High Seat-square whilst having no enemy pieces on the Royal Throne or your own High Seat.
4. By taking out all the enemy's officer-pieces and retaining at least three officer-pieces yourself.
5. By placing a High Priest-piece on the Royal Throne without any enemy Magician-pieces being placed on the corresponding Astral-squares.

If only your side has a King-piece in play:
6. By having your King-piece in your High Seat-square without any opponent pieces threatening him.

If both sides has a King-piece in play:
7. By having your King-piece in your opponent's High Seat-square without the opponent being able to remove it in one move.
8. By having your King-piece, non-threatened, on the Royal Throne, while no other piece (including your own) occupy any High Seat or Court-square.
9. Only if you in addition to the King-piece have two Knights in play and placed on squares behind your Castle Wall: By having your King-piece in your High Seat-square without any opponent pieces threatening him while no enemy piece is on the Royal Throne or in Court.



I know. I over-complicate. I always do. It's a character-flaw.

Just wait 'til you see the rest of the rules. (That is, until I bother to imagine them with enough clarity to write them down)


Edit:

Okay, I've made (tentative) rules for the pieces.

Pieces you start play with, from lowest to highest rank:

6 peasants
3 archers
2 siege engines
2 chariots
2 knights
2 magicians
1 field marshal & 1 high priest

Throughout play you may also acquire the following pieces:

1 knight templar, of equal rank with magicians
1 king, highest rank


Peasants: Move and strike like pawns in chess, but cannot move two squares on their first move. When standing on their own Castle Wall they can strike forwards as well as diagonally forwards. When on the enemy Castle Wall, they may strike horizontally as well as diagonally forwards. They cannot enter the Royal Throne-square.
When a peasant is situated behind the enemy Castle Wall its owner may choose to spend a move removing the peasant, and adding a new peasant on any of his or her own free Castle Wall-squares (bar, of course, the two Astral-squares)
When a peasant is situated on a Court-square and its owner's King-piece is standing on the Royal Throne, if there is no enemy units on any of the Court-squares adjacent to the one the peasant is standing on, a move may be spent to exchange the peasant for a Knight.

The officer pieces:

Archers: Move like peasants, but with the following changes: They may enter the Royal Throne-square. May always strike forwards as well as diagonally forwards. May move backwards as well as forwards, but cannot strike backwards. When on own Castle Wall they can strike any directly opposing Siege Engine within firing distance if there are no pieces between them.
May, under the same circumstances as the peasant-knight-exchange described above, be exchanged for a Siege Engine or Chariot, by choice of its owner.

Siege Engines: Moves one square in any direction, save to the three behind it. Cannot strike pieces that aren't placed either on the enemy Castle Wall or in Court. Does not move to the square it strikes pieces in, but spends a move striking them without moving the siege engine itself. Is within "firing distance" when there are between two and no free squares between it and an enemy piece situated on a Castle Wall or in Court. (Though they may not move backwards, this opens for them being able to, in some rare instances, strike backwards, on ones own wall or on the Court.)
No player may have more than two Siege Engines in play at the same time.

Chariots: Exactly like Rooks in chess, but cannot enter any enemy Castle Wall-squares. No player may have more than two Chariots in play at the same time.

Knights: Move and strike like Bishops in chess. When a Knight is moved into the Royal Throne, if its owner has no King in play, it is exchanged for a King-piece. When located on a square next to a High Priest or King-piece, Knights may move - not strike - one square forward, sideways or backward, as long as the square they move to is directly next to the High Priest or King as well, effectively changing the diagonals they may move on.
When the same conditions as for the peasant-knight-exchange are in place, only with a Knight instead of a Peasant and a High Priest instead of a King, a Knight may be exchanged for a Knight Templar-piece.
No player may have more than three Knights or two Knights and a Knight Templar in play at the same time.

Magicians: Move and strike like Knights in chess, but when on the Astral-squares may also move (not strike) one square forward or backward. Able to move on the Astral-squares. If both a players magicians are situated on exactly opposing Astral-squares while the opponent High Priest is on a square between them, a move may be spent to strike the High Priest.

Knight Templar: Move and strike like both Bishops and Knights in chess. You cannot have more than one Knight Templar in play at the same time. Knight Templars may move onto the Astral plane but only to strike a magician or high priest-piece.

Field Marshal: Move and strike like the Queen in chess.

High Priest: Move and strike like the King in chess, only up-to-two squares instead of being limited to just one. May, however, not jump over pieces. Are able to move on the Astral-squares, and able to strike magicians on it. Cannot strike officer-pieces except for Kings and Magicians.

King: Move and strike like the King in chess, but without restrictions - you may for instance move the King into a square where it may be struck.
If, at any time, all the Court-squares are filled with peasants and/or archers, regardless of sides, all Kings are immediately removed from the game.
You cannot have more than one King-piece in play at the same time.




A concern I'm having is that there'll be too few peasants. A variant rule may be to add four Village-squares, like so:

and say that whenever a peasant is located on a village, a player may skip his move to place an additional peasant on any free non-Astral square of his Castle Wall - the limit of peasants for each player being eight.

Religion on Notablog; The Creation; an astonishing roller-coaster of an article-series in two sizzling chapters

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As commenced upon here

Religion on Notablog: The Creation; an astonishing roller-coaster of an article-series in two sizzling chapters, filled to the brim with, well, not saucy gypsies, I guess, but saucy stuff nonetheless, Part Two - that is the Second - The End and the Finish, a Final Chapter




*clears throat*


Where were we?


Oh, yes, the world began. (I'd add that this made a lot of people very angry and has since been widely regarded as a bad move, but lawsuits (and lawsweathers, and even tiny lawpanties) could follow, so I won't.)

Right. So what do we have?

That's right, we have two branches of evolution:


TOMMY -> Jeff of Biscuits

Obviously, this is a branch which thinks it has branched out enough, and has decided to settle in in its old age to eat biscuits and watch the telly and never really regretted not having branches of its own.

The second branch, however, turned out to be a regular reproductive feast:

TOMMY -> The Mother of All -> The World, that is, the four-dimensional realm of existance for all beings -> All kinds of sick stuff, and some honey.


Anyway, let's dwell a little by the World. The World wasn't one entity, but four, one for each quality it possessed. These were Depth, Hight, Width and Time. Time was the oldest (DUH!) and Depth the youngest. Indeed, in the millenia before Depth was created, the World was like a Tetris-game, only without the silly bricks. Then along came depth, and suddenly Mario could go behind white hills if he bent down on top of them for a while. Marvel on top of marvel.

Be all that as it may, the four siblings were, as most ANCIENT BEINGSTM, somewhat perverted, and they reproduced. All at once. With the exception of Time, who went and boinked the Mother of All and begot Quantum Physics, none of the siblings did ever produce offspring except when together with all the other three.

Their offspring, the offspring of the world, are usually divided into two groups:

The Elements, who were the oldest. Twelve of them there were, and they were born in groups of three. The first three were named Heat, Cold, and Just Right. The ones in the second were named Light, Darkness and Shady. The ones in the third group bore the names Gas, Mineral, and Fluid, and the ones in the fourth Spirit, Sentience and Emotion.

The youngest offspring of the World was The Dimensions. They have never been counted, but there are at least fourteen of them (this is known because the Grand Elven Scholar Beatilialielliel once started counting them, but died of boredom when he had counted the fourteenth, also known as the Dimension of Would You Please Wait In Line While We Get The Yellow Form, Sir, You Will Be Out Of Here In No-Time). What is common to all of them is that they share all their four parents' characteristics and attributes, only in a smaller, well, dimension, and sometimes unbalancedly so.

The Elements were placed by Grandpa Tommy and their great-uncle Jeff as the supervisors of their younger siblings, and were burdened with the responsibility of making sure the Dimensions worked as they should.

While it has been known to happen that they form a secundary body for reproduction, the Dimensions can't reproduce in their normal state, and as such, they rarely have children.

The Elements, however, did reproduce, and quite oftenly, too. This is the Origin of the Elder GodsTM (available in paperback now for 1600 Norwegian Kroners, delivery-time 2-3 weeks), and it's damned cool. I won't spoil it for those of you who haven't read it though.

Anyway, the Elder Gods started living in the World, within the Dimensions, and started creating. While the Elder Gods could indeed reproduce with each other, they seemed to much prefer creating stuff, either on their own or in co-operation with other Elder Gods (who at the time, of course, were called just "Gods") They created universes within the Dimension, they created suns, and planets, and meteorites, and moons and receding hairlines, and they saw that it was good (or, at times, really sucky).

Then came the Infantile Gods. To this date, no-one knows from where, but it has speculated it has something to do with Jeff of Biscuits and Quantum Physics. Nobody never quite knows what those two are up to.

The Infantile Gods were, well, infantile, and as such, they messed up a hell of a lot. They were also gods, and as such they messed up even more. They meddled in the Elder Gods' creations, and made new ones. As they grew older, some of them intermingled with the Elder Gods, but most did not. And as mentioned elsewhere, at a point the Elder Gods tried to guide the Infantile Gods into making a coherent, sensible world.

The result was Notablog.


And on the seventh day, indeed they all went to the restroom, for lo, by then they sorely needed to take a leak.


- The Puff Book of Genesis

R-E-L-I-G, R-E-L-I-G, R-E-L-I-G, RELIGION WAS THE THEME-O

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As ordered by Obdormio.


Once upon a time, there was a - oh, bugger this, go here, read everything above the chart, and come back.


There. Good boy. Or girl. Or hermaphrodite. Or possibly bad boy. And/or girl. (Whoever said I wasn't a quick learner?) There's no way for me to know, is there?





Now that you've learned all that stuff about Elder and Infantile Gods, it's time to move on, and make like the Buddhists and forget: What you just learned was shit, and having mastered it, we can move up a level, to new shit.

You see, originally originally, there was but One Entity. His name was Tommy, and He was a grouchy sort of feller. Well, He was the only sort of feller, true enough, but he was distinctively of the grouchy disposition. Being grouchy, He quickly decided that being the One Entity was somewhat suicidal, as He had to take his bad mood out on himself all the time. (Well, He would have had to to that, had Time been invented, at least). So Tommy created the Second Entity, Jeff, the God of Biscuits. Jeff, however, was way too dry to be an appropriate victim for His grouchyness, so he made the Third Entity, also known as the Mother Of All. (There is rumoured to have been a fourth word to her name, but it has been shrouded in the depths of Time, Modesty and Sensible Censorship)

And so began the world.


Seeing as Obdormio, who ordered this topic, just logged off, I won't be getting instant gratification by way of ego-boosting commenting upon the post.

Therefore, this will be a two-parter. MWHAHAHAHAHA.


Here ends "Religion on Notablog, an astonishing roller-coaster of an article-series in two sizzling chapters, filled to the brim with, well, not saucy gypsies, I guess, but saucy stuff nonetheless, Part Initial One: The Start and the Beginning, a First Chapter."

I hope you're looking forward to the sequel, "Religion on Notablog, an astonishing roller-coaster of an article-series in two sizzling chapters, filled to the brim with, well, not saucy gypsies, I guess, but saucy stuff nonetheless, Part Two - that is the Second - The End and the Finish, a Final Chapter", as it will indeed be far longer, far more informative, and hopefully far more entertaining than this sordid piece of fei hua.

The languages and nations of Northwestern Geona

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For simplicity's sake, I've decided to use real-life languages with (heavy) tweaks. Seeing as I don't know a lot of languages, and know almost no languages well, this means I can't go into a lot of detailed exposition on most, which is, I think, as it should be.


First, since I've not made a post on that topic yet, I'll need to list the nations/species on North Geona:



1: The Human Empire of Nemm

2: The Gnomen Trade Federation

3: The Fiefdoms of Bandor ("Bandor" on Common tongue)
Predominately Human, with strong influences of Dwarven culture. A post on Bandor will at some point be made.

4: The Dwarven Earldoms ("the Dwarven kingdoms" on common tongue)
Note that some very few of these Earldoms (the ones to the far east of the area marked as 4) are predominately Gnomen. Information on the Earldomes is likely to be given a post on the Gnomes as a species or in the post on Bandor as background information. I'm not as of yet planning a post dedicated exclusively to the Earldoms, though.

5: Taug
A Troll-nation, there will be a post on the two Troll-nations at a later time.

6: The Minotauren Realm (commonly known as "Bulland")
Not a political entity, the Minotauren Realm is simply the area which is inhabited almost exclusively by Minotaur-races, from the swamp-dwellers in the far south to the hairy mountain-Minotaurs in the north. The different races form even more different societies, and often have quarrels and even wars among themselves. They only band together when their borders suffer violation from outsiders, the most known such occasion upon the Ogre invasion two hundred years ago.
There is little contact between the Minotauren societies and the cultures of other species, though individual Minotaurs at times do travel to other realms. (When they do, they seem to be attracted to Dwarven, Trollic, Orcish and Bandorian territory) The most civlized and culturally advanced of the Minotaur-races, however, the mountain-Minotaurs (known locally simply as Mountains), have established a solid and stable contact with the Trolls, and it is through these (and the odd Minotaur descendent outside of the Realm) that the western nations know anything of the Minotaur at all.

A post on Minotaur-races will be forthcoming.

Population, approximately:
Mountain-dwellers: 20% (the only subspecies whose villages really resemble civilized cities)
Forest-dwellers: 50%
Plain-dwellers: 20%
Swamp-dwellers: 10%

7: The Orcish Plains
There is likely to be a post on the Orcs and Goblins at one point.

8: The Lake And The Plains ("the Plains")
This almost rectangular area has a political complexity to it far greater than any political situation actually existing inside it. It is inhabited mainly by Minotaurs, Leonins and Centaurs, who are all either based in small independent camps and villages or nomadic in nature. The area was designed by a cooperation between Gnomes, Goblins, Humans, Centaurs and Leonins, to end the enormous nuisance the area had been. Originally, most of it belonged to the Nemman Empire, though southern parts were Goblin tribal land, but the Empire ruled it only in name. They held the territory due to its vast natural resources, but virtually no Human settlements ever got hold in it. The resources they managed to mine out of it were never able to make worth the great effort it took to keep the Orcs and the Goblins away from it. When the Gnomes started becoming a major economic power within the Empire, the area was sold to Gnomen investors, as its owners found it too troublesome to be worth the bother, but was of course still under Imperial rule. What was finally done, was that a meeting between the Gnomen owners and the leading Goblin chieftains to the east took place, and they decided that neither Humans nor Blackbloods should hold the land. This was accepted by the leading Leonin and Centaur chieftains, who promised to ward off Orcish immigration and invasion on the northern side. Happy to have found a solution to the mess, the Imperial rule quickly agreed to the treaty the Gnomes had worked out, and gave the area to be owned by "whoever lives there, as long as he or she be not Human, Gnome or Blackblood."
Note that while most other countries have many cities but have only their capitols marked on the map, the city marked on the Plains is not a capitol for the Plains as such, but is the only true city of the Plains, the city of the High Centaurs.
Population, approximately:
Nomadic Centaurs: 44%
Leonins: 33%
Minotaurs: 12%
High Cenaturs: 6%
Goblins: 2%
Others: 3%

9: The Ogre Mountains
Mountain-area inhabited by the brutish Ogres. No true political unity.
Population, approximately:
Ogres: 90%
Orcs: 5%
Trolls: 2%
Orogs: 2%
Minotaurs: 1%

10: Goblin Tribal Land
As mentioned, I'll hopefully get around to write a post on this.

11: The Unknown Lands
Very little is known about this area, though it is rumoured to be inhabited mostly by Humans. The very different descriptions and tales from the place has lead scholars in the Empire to believe this is in fact several smaller states, not one great one, states that prefer to keep their borders closed to outsiders. For the time being, at least.

12: Gong
The second Troll-nation, home to the second of North-Geona's two Troll-races.

13: Tribal Lands of the Kharand
The Kharands, a spider-like species, dwell in these rather desert-like plains. What lie south of them is as unknown as the Unknown Lands.




Well, that was the quick overview, then. The quick run-down of languages will be something like this (and yes, I do realize that all of these are European languages. This is the same third of the same continent, for Tolkien's sake, they SHOULD have similar languages):

Common Tongue: Modern-day English, more or less, though obviously with differences, and heavily influenced by Gnomish. Originally the language of the Southerners in the Nemman Empire.

HUMAN LANGUAGES:
Nemman High Speak: A very archaic English.
Bandorian: A kind of Scottish English influenced by Dwarven.
Cunnian: English with Spanish influences.
Nedonian ("Nedons" are the name of the race of Humans living in the Unknown lands) : Not known as of yet, though probably their language is distantly related to Cunnian, so Spanish-like is an educated guess.

Dwarven: A twisted Norwegian/Swedish-mix
Gnomish: A Swedish-biased form of the Dwarven tongue influenced havily by Common Tongue and Nemman High Speak.

TROLLISH
Taug-trollish: French, with tweaks.
Gong-trollish: French heavily influenced by Russian.

BLACKBLOOD TONGUES:
Orcish: Generally a very simplified German. The differenct Orcish races speak very different dialects, however, and some of them lean almost as much towards a simplified Russian as simplified German.
Goblin: Archaic German.
Ogre: No real language, just grunts and the like. Some do speak a very simplified Orcish, though.

TAUREN TONGUES:
High Centaurish: Latin, more or less.
Low Centaurish: Italian, somewhat influenced by Goblin.
Leonin: Only a language of its own on paper, in truth they speak a slightly more sophisticated dialect of Low Centaurish.
Bullspeak: The Mountain-Minotaurs' language is somewhat like Russian, though far less similar than most of these other parallells, and (just slightly) influenced by the two Troll-languages. The other Minotaur-races speak simplified dialects derived from this, often influenced by Orcish.

This is probably a messy overview lacking in the being informative-department, so I'll give this bonus, a list of words in Common Tongue, Dwarven and Gnomish. As mentioned, both languages hold great similarities with Scandinavian languages, the Dwarves more so than the Gnomes. Gnomespeak has developed from Dwarven, and have more Human influances than Dwarftongue.




* Taug-troll
** Gong-troll (they have no common word for both kinds of troll)
*** More commonly used, though, seems the term "Ozling" to be, which translates approximately to "Petty creature" or possibly "person with low morals"

Elephants on Notablog

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Elephants have had a looooooong and ardeous existance on Notablog, and, being elephants, they remember every single last little meaningless trivia of it.

Which, of course, has driven them mad. Madder than rollercoasters on speed, on the Moon, during spring break, with a shotgun-fetish and tendencies towards humping everything with a shiny piece of wrapping-paper on it.

Luckily (I guess...), before they got quite that mad, they side-branched into sentience! Lo and behold, the humanoid elephants on Notablog, 2,5 metric metres tall on average, with fearsome tusks and even more fearsome tiny elephant-eyes, evolved when the goddess Zeem'd Agodid Eatetaim (elephant for "Oh wonderous shinyness" or something) decided that hey, this seems like a good idea. They're kinda funny-looking, they're peaceful yet capable of defending themselves, and they're, like, huge, so why not make'm sentient? I mean, when you look at an elephant and then a baboon, who'd you prefer giving sentience? That's right. (See why Christians who believe in evolution are clearly completely bananas? If they were right, we'd all be whales or something.)

The sentient elephants, in Elvish "Modons", evolved rather without outside interference in the middle of a very desolate but large continent, and are the only known non-flying species who developed forms of air-travel before they did water-travel.

Modons are by many considered the sixth most intelligent mortal species on Notablog, when looking at the average member of the species, behind the Puffs, the Elves, the Trolls, the Leprachauns and the Gnomes (who are not necessarily ranged in that order), but this is information which could easily be misleading, as the Modons in many areas seem unintelligent barbarians. For instance, they don't even have a written languages. With the exception of a very few clerics and shamans, they have never tried to learn another species' written language, either. They claim there is no need, seeing as they remember everything anyway. Several Gnomes are rumoured to have died of frustration after not having been able to successfully explain to Modons how people may pretend NOT do remember a deal if it isn't written down.

Living for at least ninety years on average, the Modons are a sturdy species, living longer than the more numerous Orcs, Humans and Goblins, but far shorter than, say, Dwarfs and Elves. This is due to their extremely high resistance against almost all kinds of diseases, and their peaceful nature, letting almost every member of their species die by natural death.

Modons are generally on good relations with all sentient species they come in contact with, being very fine diplomats by nature. Orcs, Minotaurs, Humans and Elves alike are fond of the Modons. They do seem have a somewhat strained relationship with the Puffs and the High Centaurs, but none of the three species has ever admitted this to anyone outside their respective species. It has been speculated, however, notably by non-Elven scholars, that Puffs and High Centaurs are disappointed in the Modon species for not being willing to implement advanced technology and structured education in the arcane arts in their society, as they may be of the opinion that the Modons are a species who potentially could rise to be among the most advanced cultures on Notablog. Elven scholars have of course scoffed and even laughed at scholars supporting this theory, as the High Centaurs and the Puffs never have had a strained relationship with the Elves, and Elves clearly resist technology in their societies as much as the Modons do. A cheeky Dwarfish scholar named Erik Ironpen famously commented to the Elven scholar Yatheliel during such a debate that "maybe that's because you're all so sweet and cosy they can't stand the thought of being mad at you just for being primitive", but seeing as this was almost followed by an all-out-war between the Elven Nations and several Dwarfish kingdoms the very next day, Ironpen's comment will not be commented upon here.

Modons are primarily vegetarians, but they do eat meat, mostly on holy festivals and the like. (A side-note that may be of some interest: Some anti-Modon movements among other species - rare, of course, even speciesists like the Modons - claim that they eat Gnomen, Elven and Human babies in these rituals.) Religion is integral to the Modon way of life, and their great Goddess and her nineteen aspects are worshipped with great fanaticism - but never with zealotry. Never have the Modons attacked or even been noticably offended when another species' religious views openly conflict with theirs.
Most of their rituals consists of thanking the spirits of nature and their goddess, and, for some reason, spraying fresh water on idols and totems with their trunks. Some interesting stories of Human and Elven explorers into un-charted Modon territory have sprung out of this, when the leaders of the expeditions were asked to "use their trunks to spray the glorious goddess".
The Modon religious authorities are the Shamans and the Clerics. Shamans are always female among Modons, and are well versed in the arts of communicating and manipulating the spirits of nature. Shamans are usually the religious authorities in the rural areas of Modon culture, while in the more urbane mileus Clerics, warrior-priests of Zeem'd, are the most influental ones. The two groups are closely co-operative, however, and to become an Archcleric a Cleric must (among other things) study for at least three years at the feet of a renowned Shaman, just as Shamans are not permitted to perform certain rites without having studied the holy verses of Zeem'd with the Clerics in a Modon city for at least a year.

The civil authorities in Modon culture are the Village or City Elders, consisting of a council where the eldest eleven per cent of the inhabitants have one vote each on important issues, and elect a nine-year-sitting inner council of five to handle smaller issues. None of these five can be Clerics or Shamans, to avoid monopolies on power in their society. To the same effect, during the race times when Modons are at war, the inner council elects two among their own to participate in a war council, which is also consisting of three warriors or hunters, elected by a vote made by all adults in the village, or, in the case of large cities where this would be impractical, by a vote made by all warriors and hunters in the city. Only one of the three warriors elected to such a council is allowed to be a member of the clergy, and cannot hold a higher rank in it than Cleric.

Modons are polygamists, which makes for very stange households. A household usually has between one and three husbands, and between one and nine wives. (This is the average. Modon law states no maximum or limits) Possibly, this custom arose due to the low number of childs born among Modons - twins are even rarer than among Humans, and a pregnancy takes almost fourteen months.

Modons on Notablog at one point seperated in two races - the grey ones in the villages in the woods and jungles, and the white and slightly larger ones living as nomads on the plains. As other species came in contact with them and their culture solidified, however, the two races grew back into one, neithers genes appearing to be dominant, causing Modons born today to be either white or gray, but with seemingly no logical reason for being of either - two gray Modons may well spawn a white one, and vice versa.

Modons are great chefs.

Cities!

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The biggest cities in, er, Western Northern Geona, as they are known to the Nemmans.




The natural piece of information going with this would be some paragraphs on the Gnomen Trade Federation, consisting as it does of four of the major cities on this map.


The Gnomen Trade Federation ("the Trade cities" on Common tongue)

In ancient history, the Gnomes dwelled in the southeastern part of what is now Dwarven territory. However, due to their tendency to view areas as possesions (not homes), they quickly scattered around the continent, taking up buisnesses in the great cities of other species. Some of the central trading cities eventually grew to be so dominated by Gnomes, that they after some centuries gathered the wealthiest Gnomes in a meeting and discovered they between themselves owned four entire cities. They quickly got the northernmost two cities aknowledged as seperate nations, but the southern ones gave them some small difficulties. The southeastern city was the very centre of all inland trading and travelling then as now, and the Nemm Empire was not willing to let go of the territory. However, once the Gnomes had simply shut down all their buisnesses in the Empire for half a month, thereby more or less crushing the entire infrastructure of the Empire, they got the city rather easily.

The southwestern one encountered a different sort of problem - the local Imperial authorities were not willing to surrender the territory _despite_ the orders they recieved from their superiors (who had been convinced to do as Gnomes bid them by the incident with the southeastern city). This not because they hated Gnomes, but because the omnipresent military problems the city were faced with by the Goblin tribed to the south were simply too grave to be left outside Imperial Military control. The problem were solved when the Gnomes managed to do what no other species have ever done; to form a peace treaty with the Goblin tribes. Still, Imperial troops to this very day have fortresses in the Gnomen city, something which annoys the Gnomes to no end.

The Gnomen cities have approx. the following population mix:
Northeast ("Stakarn", of Gnomen "Stak" (Strong) and Dwarven "Arn" (Homestead)):
Dwarves: 50%
Gnomes: 30%
Trolls: 15%
Humans: 3%
Others: 2%
Northwest ("Gnomstad", of Dwarven "Gnom" (Gnome) and "Stad" (Place, city)):
Humans: 35%
Gnomes: 32%
Dwarves: 22%
Trolls: 4%
Minotaurs: 2%
Others: 5%
Southeast ("Sekkurn", of Gnomen "Sekk" (Purse) and "Urn" (Homestead)):
Gnomes: 44%
Humans: 29%
Minotaurs: 6%
Centaurs: 5%
Dwarves: 2%
Goblins¤: 2%
Others: 6%
Southwest: ("Sydurn", of Gnomen "Syd" (South) and "Urn" (Homestead)):
Humans: 50%
Gnomes: 30%
Goblins¤: 10%
Others: 10%

¤: The so-called Gnoblins, Goblins who have adopted Gnomen lifestyle, custom and law, and has been granted citizenship.

The DATING SYSTEM of Notablog

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As requested by Terje.


The most commonly scholary used system of dating on Notablog is the "BTP"-system. ("Before This Post") In it, dates are given by calculating how many years ago the event described took place.

Of course, this has just moved the problem slightly, as the BTP-system doesn't work unless every scholary text using it is properly dated in another system, so as for the reader to know from what point to calculate backwards. DLTA is the most used system for this.


The DLTA-system had its origin 44 005 years BTP, when a drunken badger of some sentience told a tale at the Dig In(n) for an equally drunken audience, and started it with the following sentence: "This all happened some five thousand years damned long time ago". Among the audience was one Cheekie B'sted, an Half-Elf, Half-Human scholar of some merit and even more ambition, moonlighting as a drunkard, supposedly to "study the local plebian culture" under the cover of an unemployed bard without a repertoire. When he awoke the next day he had gotten, in addition to the compulsory horrible headache, the idea of making an inter-species-usable dating system. He quickly decided that they were currently living in the year 304 DLTA, seeing as how threehundred-and-four was his all time favourite number. He had won several lotteries playing that number (he never won on the exact ticket with 304 on it, but the only common denominator between the times he won was that among the tickets he'd bought and NOT won with was one numbered 304) and it was also his age when he first lost his virginity to a particularily saucy Gnomen widow of questinable repute.

The DLTA-system follows the cycle of Notablog around its sun, and one trip around it is one year, consisting of 304 days (it spins slower and is bigger than Earth). Really, it is 306, but Cheekie B'sted, as mentioned, preferred 304. This has lead to the seasons being gradually shifted around in the year, as no-one has ever thought of adding two days to the year after B'sted's untimely death when he was killed by a particularily provoked Gnomen husband of (until then) being-dead repute in the year 352 DLTA.

Shorties - Part 4/4

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Dwarfs on Notablog come in several varieties - which the Elves insist on calling "races", though it has nothing whatsoever to do with getting first to a set finish-line. Trust the Elves to get a word wrong and then insist its the language that's wrong and the word that's right.

First, there's the Red Dwarfs, named so for their red beards and hair! (What a gargantuan surprise that was, right?) A typical Red Dwarf may look like this. (In other words, just to be clear, not like this) The Red Dwarfs are a very jolly folk, famous for their talents at yodling, beer-brewing and hunting. A far less unapproachble people than most other Dwarfs, the Red Dwarfs are the most common kind of Dwarf to be seen in non-Dwarfish villages and cities around Notablog.

Then, there's the Pe'doff Dwarfs. Feisty yet stoic, and moody, even gritty, the Pe'doff Dwarfs are a very aggressive folk, their main industry being the wielding of weapons and the making of war. Throughout history, they've most notably fought Orcs and Goblins, but they've also had several large-scale wars with Elves, Trolls and Humans alike. Even the Gnomes have suffered the unexplicable bad mood of the Pe'doffs. Physically, they are stocky and powerfully built, even for Dwarfs, and have blonde or light brown hair and beards. Also noted for having no sense of humour whatsoever, if you don't count their tendency to make outrageously ornamented party-hats out of their victims ears.

The Grumbler Dwarfs are grey-bearded, and on average notably shorter than most other Dwarfs. They are miners, predominately, and this repetitive activity throughout their centuries-long lives has led to a fearsomely bad mood, an unapproachable disposition, and some surprisingly deep philosophical insights, born out of decades of having little to do in the bad lantern-lights other than think and mine. Among their most famous philosophical contributions is the Differentiality Postulation, stating that the reason not all sentient species look alike is that if they did, the Dwarfs would have no way of knowing who to avoid.
Though they rarely leave their mines, many of the Grumblers have been known to wander in Human territory at some point in their youth, usually to confirm for themselves that all non-Dwarfs are imbeciles that should be loathed, avoided and, if necessary, kicked in the crotch. The Grumblers, you see, are staunch believers in empiric acquisition of knowledge, and frown upon conjuncture and autoritative testemony.

The Butterhead Dwarfs died out some ten thousdand years ago, but when they still roamed Notablog, they were a real nuisance. Why? They were obsessed - obsessed - with fashion. How they looked, and what they wore, that was alfa and omega. To day, no Dwarf will ever touch a needle - which is why they buy Human or Gnomen-made clothes, or simply wear metal - in the fear of ending up like a Butterhead.

The Gruff Dwarfs are closely related to the Grumblers, descending from a line of Grumblers who for some unlikely reason decided to integrate themselves into Human society as experts on spelunking, mining and the like. If you ever stumble over a Dwarf in a Human tavern, odds are he is a Gruff Dwarf. Odds also are he is unemployed, and that he's freelancing as a mercenary to make ends meet. Which, despite a Dwarf's ends being far less far apart than, say, a Human's ends, is difficult in this day and age. Add a Dwarfish temper, and my advice to you is to not stumble over a Dwarf in a Human tavern. People have died for far less.

If a Dwarf ever stumbles over you, though, kick his shorty ass as hard as you possibly can and run before he sees who it was.

Last, there's the highly dangerous, immensely powerful Veryverymad Dwarfs and the Mountain Dwarfs. The last have developed a society somewhat like a feudal Human one, but lives in cities almost exclusively placed on mountains, and are the most numerous Dwarf-folk today, followed closely by the Red Dwarfs. Though they are not as jolly and nice as the Red Dwarfs, they are not going out of their way to be difficult, and they value honourable behaviour ("buy me a cup of mead, eh?") equally when performed by non-Dwarfs as with Dwarfs.

The other ones... well... the less said, the better. Madder than Mad Jack MacMad, winner of last year's Maddest Madman competition. Suffice to say, if you ever stumble over a mountain lion, a snow leopard or a mountain drake, just tell them you're waiting for your Veryverymad Dwarfish buddy, and they'll wet themselves - which, in that climate, will give them hernia before you can say "frost".

They will still eat you, mind you, and do so angrily, their crotches ripped with icy pain as they present you with your horrible horrible death, but they'll be hurrying, so as to finish before your buddy shows up, so you'll suffer for a shorter period of time.

Who ever said Dwarfs were good for nothing? :D (Well, apart from every Elf who ever lived)

The Human Empire of Nemm

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The Human Empire of Nemm ("Nememp" on Common tongue, or simply "the Empire") is, obviously, a human-controlled area, generally viewed as the local dominant "Human nation" by the other species in the vicinity, and, as most empires, views itself as the very heart of civilization.

The Empire is the leading nation in the powerful Northern Alliance, a diplomatic entity of Northern Geona formed to keep the Orcs at bay, consisting of the Nemmans themselves, the country of Bandor, the Dwarven Earldoms in the North and the north-western troll-nation on the continent; Taug.

The Empire has approximately the following population mix:
Humans: 73%
Gnomes: 15%
Dwarves: 5%
Others: 7%

Though somewhat smaller today, in its days of glory, the Empire of Nemm covered vast portions of the western part of North Geona:





Being predominately populated by Humans, I thought I'd give a quick sum-up of the different Human races living in Nemm:

-Nemman
Nemmans heir from the Nemma Isle, where the Nemm Empire originally took form. They are tall (2,0 metres at average for men, slightly less for women) and muscular, with blonde or light brown hair, blue or grey eyes, long legs and broad shoulders. They tend to be adventurous and fond of traveling, exploration and warfare, and therefore surprisingly small percentages of them actually live on the Nemma Isle, though the richest of them usually have a household there for prestige's sake. The Nemmans are an elite race within the Empire, usually holding high positions and great fortunes. They make up some twenty per cent of the total Imperial Human population.
-Northerners
Most humans in Bendoria and nearly all Humans in the Dwarven Earldoms are Northerners, or of partly Northern descent. They are tall, though not as tall as the Nemmans, being something like 1,85 metres tall at average, and though generally as muscular and powerfully built as the Nemmans, they have a more tough and gritty figure, a less proud and arrogant bearing. Their shoulders are not as broad, and on average, they have shorter legs. They are more skeptical towards strangers and foreigners than the Nemmans, and culturally tend to lean towards Dwarven values and view on life, being heavily influenced by these. A lot of Northerners are farmers, but almost all males know how to handle a spear or an axe and a shield, as it is a matter of honour to be able to fight and defend one's land and family. Their hair is blonde or red, and their eyes blue or green.
In the Empire, they usually find work as soldiers in the legions, or as body guards for merchants and noblemen, and they make up eight per cent of the Imperial Human population.
-Southerners
The general Imperial Human population, and most of the workforce, are of Southern descent, having slightly darker skins than Notherners and Nemmans, dark hair, and brown or grey eyes. They are much shorter, the average Southerner being somewhat below 1,7 metres tall, and are in general a peaceful folk, though the Imperial legions in great part consist of Southerner conscripts. Some sixty-five per cent of the Imperial Human population are Southern.
-Cunn
The Cunn, being the remaining seven per cent of the Imperial Human population, dwell mainly around the inland coast and in the Imperial Capitol. They are the true rulers of the Empire - as the Nemman nobility pay far too little attention to social and domestic issues to wield any true power outside the military branches of government - and they hail from the inland where it borders on the Orcish plains. Their skins are very pale, and their hair almost black. They have dark yellow or brown eyes, and are more or less exactly 1,7 metres tall at average, with far smaller individual differences than most Human races. The Cunn living on the Deiàn half-isle by Bendoria have, after the founding Bendoria cut them off from the rest of the inland Empire, been developing into a clearly different culture, though they are so similar of the other Cunn in physical sense that they cannot truly be counted a race of their own. Another factor for not naming these Cunn as a seperate race is noticable tendencies among Southern inhabitants on the Deiàn half-isle to develop the same cultural differences from the rest of the Empire, though notably in a lesser extent.


That's it for today, folks.

Map

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I'm tired, so you're only geting a new map today. Probably or hopefully, there'll be more soon.


I want to see mountains again! Mountains, Gandalf!



DWARFS OF THE DWARFISH VARIETY - PART THREE

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A wise man, who due to wanting to be eligible for my Anonymous Tip Reward has decided to remain anonymous, once said: "Dwarfs come in two varieties: those who speak with a Scottish accent, and those who don't".


What the layman will probably not understand is that the implied words after "don't" aren't "speak with a Scottish accent", but rather "who don't speak". Meaning "those who don't speak Human languages".

Dwarfs, you see, are veeeeeeery protective with their language. Unlike the Gnomes, who in the years around 55 DLTA decided that if they insisted on doing all their contracts in Gnomish, and used all kinds of horribly complex grammatical ways of writing in Gnomen, they could get away with a helluva lot more than they already were, and who therefore indirectly caused the entire world to start at least dabbling in Gnomish around 56 DLTA. And though their own language is nothing like Scottish, their English is decidedly like Scottish English. No one has ever been able to figure out why. Though some (Elves, obviously) have tried, little good has come of it. The most outrageous theory to date, for example, is that they speak like that because they like the sound of it, a theory which was indeed piped out of the collegium to which it was presented.

Speaking of Elves, this article is somewhat delayed due to an Elf - I won't mention any names, but he's blonde, tall, pointy-eared and somewhat girly-lookin' - insisting that I sent the article through the Elven Council of Non-Discriminative Behaviour Enforcement, seeing as though there apparently have been complaints that my articles on this page have been species-biased. I can't imagine how they ever got that into their thick - oh, I'm sorry, I meant their slim, elegant, super-human hyper-intelligent skulls, but I'm playing along, for the time being. I wonder if Tolkien ever had to deal with this sort of crap.* (Lewis probably did. I mean, there's a reason there are no Elves in Narnia, people! Again, I won't mention names, but Cyaldar, I'm looking at you.)

I'm getting off course, here. Where were we? Oh, yes, Dwarfs. Short, bearded fellows. Hm. Did I have a theme for this post? Anyone? No?

Hm.

Oh, well, it's getting late, anyway. And I think that I did write a whole bunch of stuff on the Dwarfs here, but then those Elves went ahead and censored it. Yes! Yes, that has to be it. I'm thinking I'll pick up where we left off in part four, which will be a roller-coaster of an article, written in beer, on beards. Or at least it will be about Dwarfs, more or less. More than less, hopefully. If the Elves don't short that one down, too.





*I'm suspecting he did. I mean, that Elrond-guy can't possibly be a multi-class Prophet Sage Ruler trying to upstage Gandalf in ancient lores without there being some kind of message behind it. The only reason he got through the censorship, I suspect, is due to being called a "Half-Elf" - which is bullocks, of course, the guy chose elfhood when given the choice by the Valar, thus making him an Elf for all intents and purposes. They tried the same chickening out in the movies, casting him as a guy who was physically incapable of being completely cleanly shaved, trying to move the blame over to the Humans.

Elrond, I council you to sleep lightly. We're on to you.

The Dwarfs Of North Geona

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(the spelling-trial on Notablog had multiverse-reaching effects)




First, the MAP. Today, we add rivers! We go down toooo the riiiiver, and into the river we diiiive...








And then... the Dwarfs! In theme with my other weblog-pushing conworld these days, even. It's late in the evening, so I apologise to those having read my earlier works on North Geona for this being something of a rehash.



In North Geona Dwarfs are 1,4 metres tall at average, but as tall ones as 1,7 have been recorded. They have very solid and broad bodies, with thick skin (though nowhere in the vicinity of the Orcs'), thick bones, and an immense amount of thick, rough facial hair. Females have been known to have sideburns, too, though that Dwarfish women have long beards is indeed a myth. Dwarfs generally have great stamina and raw strength, but little speed and agility.

Dwarfs have three main ways of identifying themselves: Who is their Earl (i.e. where do they come from, geographically), what is their Clan, and who was their father (or in females' cases, mother). This leads to them also having a complex view on loyalty, as the three identifying traits might often have leaders who are at odds with one another. Usually a Dwarf would pick his Clanchief over his Earl, and his father over both, but that is only as a general rule, and the individual cases differ greatly.

Dwarfs are, as a species, stubborn, but easily amused, and aggressive but easily calmed down. They marry for life, and only take one spouse. Re-marrying is allowed, but frowned upon. Males are considered better fitted to govern military institutions (surprisingly, as there is as many female Dwarfish warriors as there is male ones), and females are considered better at managing a household, but other than that, both genders are considered equal.

The lifetime expectancy is approximately 800 years, but Dwarfs have died of natural causes as early as in their 500s, and as late as at the age of the Dwarfish Seidmaster Dürg the Blue, who lived 'til he was a staggering 1239. A lot of Dwarfs die in Holmgangs and war, though, so the actual average age of death would probably be somewhere around 300.

There are no known racial differences between the Dwarfs of North Geona, who are themnselves members of the Grey Dwarf-subspecies of the Dwarfish species. There are signs of the Dwarves in the area of North Geona known as Bendoria growing quite different from their homeland-cousins, though, so in a millennia or two, one can perhaps talk of a racial separation. But not yet, and Dwarfs, if anything, change slowly.

Oh, har-de-har-har!

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Fucking Elves.


They've made a caricature. Of me as an elf, as if my degredation wasn't complete enough by their giving me RED hair. RED!


LOGI is the guy who is all fire and lunchables! Me, I'm not too big with the dramatics, I can style my hair without going all elemental. True, I'm described as "fair", but first of all, Snorre never really knew what the My Daughter he was talking about - being a Christian and all - and second of all "fair" can actually mean "blonde", too, it doesn't necessarily put me down as a redhead once and for all.


But the main travesty here, of course, is the elf-bit. Yes, I'm leaner and slightly less brutish than these other chaps strutting around in my neighbourhood with their "Omniscienter than thou" (puh-lease. Like I can't go throw away one of my eyes if I ever need to see it all. Which I don't, by the way. Anyone who has seen Freyr skinny-dipping in the early spring... suffice to say, at that point, I'd tear both my eyes out for far less than omniscience. Hel, I'd settle for an omnious scientist in those circumstances) and "Look at me, I've got a big hammer without a proper shaft" (I would point out that I got him that hammer, but it'd seem so damned petty, so I won't) - attitudes, but that's not saying a heck of a lot, as these chaps could go to the finals with the Yeti and the Bigfoot and the Titanic Toe and whomever in the Hairiest Freaks Alive-contest. That doesn't make me a bloody elf. And it sure as helf doesn't make me a bloody elf with my hair on fire.


However, I do consider growing a goatee.





As if this horrible shock wasn't enough, my dignity has been further stamped upon, as the sodding Trolls have joined in. Apparently, I'm rather big in their pantheon, and they found it insulting to see me portrayed as an elf. (On that at least, we could agree. Fucking Elves.) Therefore, they've went ahead and made their own little picture of me, adding injury to insult. I mean, honestly, while my skin may not be quite as extravagant as that fairy (no offense to the Tuatha Dé Danann intended) Snorre claimed, I do not look like my face has been carved out of a sodding tree. My eyes do not glow (except when people dingle money in front of me, but that's hardly a situation for fair assessment), and while indeed strong and awesome, my teeth aren't that sharp. Years of apple-eating gets to you, you know, dulls 'em down.

Seriously. One could get iconoclastic for far less than this.



The only thing that could be worse than this would be... I don't know, maybe if the Humans came trotting along. Yeah, yeah, that'd probably be horrible. They'd probably be making me into some silly super-villain dressing in green pyjamases and wearing some strange horns only found on some especially silly Texas-bred cattle or something. Without a goatee.

Luckily, even Humans can't possibly be that blasphemic.