Region 47B | Halja
Dark Asylum
Sinths Thuidans Waithja Sokan Talzjands Eorl
Population - 1 108 000
Spoiler: Terrain
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Auf-Graundas -
Deep chasm
Eisswaggs -
Ice plateau
Axion -
Large Tunnels
Auf-Graundas lies in the centre of Halja and is a very hot, deep chasm. Within the depths, a toxic green glow is faintly visible. The only settlements to be found in Halja are found on various levels in Auf-Graundas, the most famous of which being the City of Kings. The City of Kings is the most important trade hub of Halja and is also where the Throthjans Hailjan is.
Spoiler: Auf-Graundas - Image
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Eisswaggs is easily the largest cavern in Halja. On the large, icy plateau lies several important features such as the Kardiloss settlements, airship assembly (the roof of this section of Eisswaggs opens directly to the Niskovian Steppe) and the Great Stair (which leads to Mount Shlyuz in the Niskovian Steppe). Around the base of the Great Stair lies the famous Visyknin settlement, the Grove of the Sycamore, named for a concentration the strange but interesting twisted trees which have been long dead. Somewhere on Eisswaggs also lies the Bat Caves, the home of the mysterious Orthyknin.
Axion, the largest tunnel system to be found in Halja holds many mysteries. Its shape is too consistent to be natural, though it has been in Halja since before the Haljans came. Set in the walls throughout the tunnel are many vast, interlocking gears made of a shiny stone seemingly darker than black. They are so cold that anything which comes in contact with them will freeze instantly.
Spoiler: People
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689 000 Haljans | 329 000 Kardiloss
Haljans
See the People section of Fræzeid for a description of the Haljans
Though the Prophet who gathered the Haljan tribes and led them through Hathiscandza, Scandza and ultimately to the relative safety of the lands beneath Southern Scandza will be remembered forever, his son Blauthjan Thuidans Kaiser was the first Kaiser of the land then called 'Halja'. Blauthjan was the one to rule the Haljans during the time after the Cataclysm. For a long time, the Haljans lived peacefully underground before becoming homesick for the surface once more. It was during their first expeditions to the surface that the Haljans met the Niskans, who were nomads much like the Haljans themselves.
Like the Haljans of Fræzeid, the Haljans of Halja wear clothing, though they do so to express their individuality in what they feel is an art form. Their clothes range greatly from robes to coats to a simple shirt and are typically coloured black, sometimes incorporating accents of whites, greys and browns. The Haljans of Halja create interest with metal embellishments such as buckles and studs and various clothing textures, though leather and woven yak hair is the most commonly available.
Strangely, Haljan females are not given names and usually go by a word or short phrase. Even Haljan females born to the Thuidans family do not bear a name and are in fact no different to any other Haljan female of Halja. Haljan males are not allowed to carry a weapon, however are typically the only ones allowed to wield the famous Haljan Scythes within Halja (these scythes are not considered weapons). These Scythes are wielded by those who are capable of leading a Kvista. The more ornate the Scythe, the more capable the bearer. Due to these traditions, the Feran Army has relatively few Haljan males with the army of Halja comprised exclusively of Haljan females.
Kardiloss
The mysterious Kardiloss were instrumental in ending the war in Halja against the foreign raiders. Settling on the Eisswaggs a short time before Fera closed its borders, the Kardiloss bear little resemblance to who they were when they left. Formerly the Yorukunin Aristocracy, the Kardiloss left on the orders of the High Prince Yuuhi during the Cantus Sai (an arts festival) of 366 of the Common Calendar before the High Prince was driven insane by a failed assassin poisoned his Nyx Merum. The Kardiloss fled from the Desecration of the Soul in search of Sanctuary, which they believe they have found in their new life in Fera.
Contact with the Overworld appears to have triggered some changes in the Kardiloss, making them what they are today. The Kardiloss are tall, slim, pale humanoids with large eyes and strange crystal wing-like formations floating by their upper arms called 'Hanseiyoku'. They have large, dark eyes resembling a snake's and long dark hair, typically cut to below the shoulders. The Visyknin have few magical properties and though more tolerant to the light, remain largely nocturnal. Their Hanseiyoku, eye and hair colour match with Visyknin Hanseiyoku dimly glowing bright purple, green or blue. Most of the Visyknin adore nature and are the farmers of Halja.
The Orthyknin are an immortal race with unknown magical powers related to life (though strangely, the Haljans seem immune to most Orthyknin magic). Their hair is black, their eyes and Hanseiyoku glow various shades of red. Orthyknin are weak to sunlight and fire, preferring to live in near complete darkness where they can see best. Orthyknin fangs are much larger than the fangs of a Visyknin.
Spoiler: Resources
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Luftus Nochenwaurm
The Luftus Nochenwaurm intrigue and perplex as they inexplicably weave their way above Haljan heads. Where most creatures have bones to support the flesh, flesh to move the bones and skin to contain the flesh the Luftus Nochemwaurm appear to be simply a large skeletal structure「between roughly 10 and 30 skaurpjo-bein in length」floating leisurely through the air, far above anything that may harm them. Even if there were something interested in attacking one, Luftus Nochenwaurm are capable of moving about twice as quickly as a Haljan and have proven to be highly dangerous in combat. Their skulls look quite similar to that of the eastern lizardfolk with enlarged fangs, yet they seem only to have a spine and some ribs as though a tail was attached directly to their head. Very rarely, a Luftus Nochenwaurm has even been seen with two heads!
Thankfully, the Luftus Nochenwaurm appear to have lived peacefully alongside Haljans for many years. Though not a companion to every Haljan as the Aukii Bats are to the Kardiloss, Haljans can often be seen roaming below a Luftus Nochenwaurm or two.
Spaiha
Break free the shackles named 'ignorance'
Spaiha shall show you the way
Before you can live, you must learn
-Author Unknown
The art of seeing without being seen is invaluable in the gathering of certain knowledge one should not live without. As natural predators, the Haljans know this instinctively and have spent countless centuries perfecting what has become known as 'Spaiha'. Haljan Spaiha are often seen studying the life of Fera to best preserve themselves and their sacred lands. Of particular interest to modern Haljan Spaiha are the various strange beasts of Halja who would otherwise tear a Haljan to shreds within a matter of seconds. The Elite Spaiha often team up with Zoologist Kvistas to document the behaviours of such fearsome beasts. Disturbingly, there seem to be very few of aforementioned creatures in Fera today.
Though the Haljans decided to entrust the Orthyknin and Visyknin with the secrets of Spaiha, these people appear to have little to no interest in using Spaiha in the traditional sense. After only a short time, Visyknin were known for being masters of discovering things they should not know of Overworld politics. Though the Visyknin are largely farmers, a fair few such practitioners of Spaiha are eager to experience the environments their ancestors used to be so proficient at manipulating. If you know exactly where to go and who to safely contact, you may just find the Visyknin Spaiha available to assist. That is, as long as the price is right and the job intriguing.
The Orthyknin do not appear to have any Spaiha, yet the piercing gaze of the current Prince always seems to know your innermost secrets.
Lothra Dragk Absinthe
Artemisia absinthium, the strange plant found abundant throughout the lands near Halja. The question of why the Haljans barter for so much of a plant considered by most to be a weed is only surpassed by the question of where and how the Haljans procure such large amounts of Lothra Dragk Absinthe. What is known, however, is that the strange slightly luminescent green liquid known as 'Lothra Dragk Absinthe' is undoubtedly the most potent alcohol to be found in all of Airtha. Though the Haljans do not seem to suffer much in the way of a hangover, most humans who have sampled the drink have become intoxicated quickly and woke the next day with little memory of having done so and the mother of all headaches. This only further confuses those who watch as the Haljans consume large amounts of the liquid on a day-to-day basis for some cultural reason or another. Indeed, Haljan artists seem to remain in a permenant state of intoxication.
Though the rather small amount accompanying typical Haljan diplomatic endeavours is only of the finest quality of Lothra Dragk Absinthe, Niskans have neglected to drink the offered drink for so long it is no longer custom for Feran diplomats to offer a Niskan Lothra Dragk Absinthe.
Vatn-Dauths
The strange, faintly glowing, burnished gold coloured pools of what seemed to be a liquid similar in consistency and behaviour to water spotted throughout Halja had been left alone for many centuries due to how inherently dangerous they are. Were one to touch the Vatn-Dauths directly, one would feel strange energies coarsing through them causing very strange sensations and muscle spasms throughout the body for the short period of time one could touch the Vatn-Dauths without dying. Prolonged exposure to large amounts of Vatn-Dauths appear to result in a fatal amount of the energy and a slightly charred corpse though nobody has yet caught fire outright. When poked with metal, the energy moves easily through the metal and into the one foolish enough to have poked Vatn-Dauths with a metal implement. Furthermore, if metal is placed in the pools it would eventually glow a dim red as though heated in a forge.
After some time, despite the obvious danger, a foolhardy Haljan decided to very carefully collect some in various containers, discovering that this energy does not travel through wood, certain types of stone or very thick leather. Intrigued, the Haljans have begun to collect the stuff and attempt to find uses for it. Indeed, it appears to be useless as fuel for fire as it is not flammable, is certainly not safe to drink and definitely does not make a pleasant cocktail even very diluted with water and Lothra Dragk Absinthe. Perhaps at a stretch it could be placed at the base of a metal framework to produce very poor heating and light.
Import Desire Art
Spoiler: Religion
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Laiks Riqis - Majority
Skodur Laiks Riqis - Minority
Region 76B | Zente
Land of Flowing Rivers
Us-Maitan Thuidans Waithja Talzjands Eorl
Population - 350 000
Spoiler: Terrain
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Zente is a land of low caverns, gorgeous rivers and thundering waterfalls. It is difficult for many to navigate the labyrinth of tunnels which link the various caverns together, which is how the Children of Ryuu have remained isolated in Zente for so long. Most believe it should continue to be this way, making no effort to improve pathways between the Naphar Territories and their own. The largest cavern by far is the one where the Tatsu Sea and the largest Children of Ryuu city can be found. As the Children of Ryuu are the only people who are not nomadic in Fera, Zente has the largest cities in Fera despite being very small compared to the rest of the world.
Natural Landmarks
Hoshi-Unaga Bay - Underground bay beneath the cliffs at the edge of the northwestern-most mountains of the range which marks the Neo Scandza-Valeriya border
Kinoko Forest - Vast forest of massive bioluminescent mushrooms
Tatsu Sea - Large sea at the bottom of Zente
Hoshi-Unaga Bay
Much of Neo Scandza's northernmost coast consist of high cliffs in which several caves and tunnels lead to Zente. It is thought that more than half of the caves of the northwestern corner of Zente's higher layers are filled with the water which feeds into the Tatsu Sea at Zente's depths. One of the main rivers which feeds the Tatsu Sea is called the Hoshi-Unaga River. At its mouth, a large cave to the Northern side which opens directly onto the sea holds far calmer waters. A lost civilisation of long ago carved space along its edge and began to construct a trading town before disappearing. Today, the ruins are slowly being eroded by the wind and sea but further into the bay is a thriving Children of Ryuu trading port which has recently been cobbled together quickly when tunnels to Hoshi-Unaga Bay were completed.
The bay and river get their names from the eels which live in their thousands there. They are the only known species with natural bioluminescence to live so close to sea level. Their markings are light blue to white dots along their length, making the waters look similar to how the people of Zente believed the sky of the surface would look. It is said on particularly tranquil days for foreign traders unused to life underground the Hoshi-Unaga Bay is a comforting sight even though it is no true parallel to the majesty of the night sky.
Kinoko Forest
Much of Zente's plant life has black leaves to best utilise the relatively dim light from the strange stones found throughout Zente. It is unknown how the stones came to be or how they work but the people of Zente nonetheless are grateful for their existence else life as they know it so far below the surface would not be possible. Various species of fungus thrive in Zente due to its consistently dark, wet conditions. Most notable of these are massive bioluminescent mushrooms which can be found in pockets throughout Zente. Within and around these mushroom forests are the most species of berry bushes in Zente including the Tora Berry which is important to the culture of the Children of Ryuu and cannot be grown anywhere else in Zente.
While not the largest forest in Zente, Kinoko Forest boasts the most life, longest history and a cultural significance to the Children of Ryuu. It is thought that a walk through Kinoko Forest during the Festival of Souls shall bring you good fortune for a year as this is when and where the material and spiritual worlds are at their closest. The mushrooms of the Kinoko Forest tend to be a light pink, purple or blue in colour though green, orange or yellow is not unheard of. They stand much taller than a Child of Ryuu but tend to be slightly shorter than the trees of the surface. The mushrooms are also much sturdier than the smaller fungi, but not sturdy enough to be anywhere near as useful for construction as stone. Fallen mushrooms decay very quickly especially in the relatively wet climate of Zente. Much like the trees of the surface, the mushrooms have branches though not in the same way as the trees. These 'branches' are flat, round growths on the thick round 'trunk' of the mushroom which strongly resemble shelf fungi. It is argued that these 'branches' are separate plants to the mushroom itself, especially as the top is the same distinctive large, round top as other mushroom types. However, no conclusive evidence has been found to definitively prove or disprove this theory. It is known however that without the 'branches' the main mushroom will die soon after.
On the fertile ground created by fallen mushrooms and mushroom 'branches' are typically a plethora of unique flora and fauna. The extra light from the mushrooms of the Kinoko Forest allow plants with thicker foliage that are more likely to have edible leaves and/or fruit to thrive. Partially due to this, mushroom forests are regarded as sacred and to deliberately cause unnecessary harm to one is a serious crime. Kinoko Forest in particular is of importance to the Children of Ryuu. Their northern capital, Reikei grew near Kinoko Forest. It is believed that it once served as a window to the Spirit Realm and to this day remains close though the window was closed long ago. It is also believed that one of the spirits became trapped in Kinoko Forest on the day the window closed. The spirit Mushu is said to grant a unique piece of wisdom to any who can find Mushu. Though many Children of Ryuu make pilgrimages to Kinoko Forest very few have found Mushu. These few refuse to share this piece of wisdom, claiming it to be forbidden though none know the reason why.
Kinoko Forest provides Zente with the most Tora Berries of any forest both in lands nearby where they can be grown and wild berries foraged from the forest itself. There are strict cultural reasons and written laws restricting foraging within Kinoko Forest, yet despite this the food foraged from Kinoko Forest has allowed Reikei to prosper. Though Reikei could survive without Kinoko Forest, life would not quite be the same. It is thought that many would move away from Reikei were Kinoko Forest to die as not only is it a source of food, its cultural and spiritual significance cannot be overstated. Many Children of Ryuu visit Kinoko Forest at least once in their lifetime.
Tatsu Sea
Dominating the lowest cave of Zente is the Tatsu Sea. Spanning across much of the Southern part of the cave, the Tatsu Sea is thought to be almost half as large as the Blue Horizon Sea. Despite overfishing concerns causing new laws to be introduced decades ago, the Tatsu Sea still remains the most important source of meat for Zente.
Spoiler: People
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249 000 Children of Ryuu | 71 000 Nephara
Nephar
The Nephar are a peaceful and dying nomadic people who live in the upper caverns of Zente. They wear no clothes and claim no lands for their own yet seem quite content with keeping to the lands the others call 'the Nephar Territories'. Much like their way of communication, their camps are usually colourful. Clan banners hang still around a cluster of tall triangular tents among which the Nephar may be seen going about their daily business. The Nephar are Pastoral Nomads, though they still retain hunter gatherer skills which proved useful recently when raiders of an unidentified nation stole the livestock of some of the Nephar Clans. Contact with the Ferans was difficult though the Nephar recognised and were grateful for having been left in peace. Though today trade goes through their territories, the Nephar still remain friendly to Fera though they have not yet grasped the rights they are afforded by being citizens of Fera.
It is thought that the Nephar are distantly related to octopus or squid. They stand to around chest height on four column-like legs which are webbed. Their body is short and cylindrical with smooth skin capable of changing colours. Some of their markings glow, making it easy to spot them in the dark. Were it not for their intelligence they would easily fall prey to the creatures which live in the Nephar Territories. Four tentacles above each of their legs are how they utilise tools similar to how other sapient species do. They have no necks, their tentacles instead connecting directly to where their head starts. Their heads are large and round, though most of it is covered in a large shell which the Nephar chooses from one of the rivers of Zente. They see through two eyes which swivel on stalks and are capable of seeing far more colours than the Haljan eye can. The Nephar communicate exclusively by changing the colour of their skin to each other, sometimes supplemented with tentacle motions as a Haljan might with pincer clicks or a human might with hand gestures. This is the primary reason why communication between Feran and Nephar is extremely difficult, though over time the Children of Ryuu have taught the Nephar their writing system.
Children of Ryuu
Spoiler: Resources
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Ankaika - Deep Gorge Fruit
Ankaika
Ankaika - or Deep Gorge Fruit in the trade language - can only be found in the valleys between the hills in small, deep pools of water. Strangely, these deep pools of water where the plants are found are usually the same shape and lined with numerous Ankai plants which has led scientists to believe the plants somehow create holes in the ground which are then filled with water when the wet season causes much of the lowest points of Zente to flood. The Ainkai plants have long, dark green leaves which are almost black, making their pools take on a distinct inky look. Their leaves grow one per flexible 'branch' each which grows from the woody sections which grow beneath the ground. During the wet season, these plants grow glowing light blue flowers which rely on the small sea life which inevitably thrives in their pools to spread their pollen. A few weeks after flowering, dark, round fruit begin to ripen into the large, deep purple melons known as Ankaika.
Ankaika have a textured deep purple skin which is tough but can be prepared into a hot drink which has a light, slightly bitter taste. It is said this drink has many health benefits and is a very popular drink in Zente. Ankaika's flesh is a deep fuchsia colour with small black seeds scattered throughout the centre. It is juicy and sweet and has a calming effect while also being good for one's health. Ankaika is also good for recovering from winter related sicknesses faster. It can also be made into wine which is very popular among both the people of Zente and the carnivorous surface Haljans. Due to its popularity as both a sweet and healthy food, the people of Zente often dig deep pools in gorges and plant Ankai seeds at the bottom. The edges of the pool are often decorated and it is not uncommon to see small pet fish kept in them. Often the fish that are kept in these pools have bioluminescent markings to contrast against the dark leaves of the Ankai plants.
Import Desire - Tea
Spoiler: Religion
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Pagan Animist - Majority
Skodur Laiks Riqis - Minority
Spoiler: Laiks Riqis
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You dare question me? Good. Question everything, but if you ever doubt me...
Laiks Riqis centres on the belief of five Forces and an encompassing Force called 'Fryx' which weaves these forces together to create everything. Despite this creation belief, Laiks Riqis also teaches its followers that time has no beginning or end point and is not at all linear, instead weaving an erratic path through infinite realities. It is believed that a linear timeline of a single reality is too simple to amuse Fryx for very long and thus such a world would be similarly dull for its denizens. Though the five Forces of Laiks Riqis (that are not Fryx) have names for simplicity, they are nonetheless so vast and complex it is nigh impossible for even the most brilliant of scholars to even begin to comprehend. This is helped none by how interwoven the Forces are. Despite this, there are some aspects of each Force which are unique from each other. Of particular note are the elemental domains of each, which are detailed below.
Stellyx
The Force of Stellyx's elemental domain is Spirit. Stellyx represents guidance and order to sapient beings everywhere. Without Stellyx, one's perspective would be the maddening maelstrom of the world. Though Stellyx is responsible for these limits, it is also an integral part of pushing these limits. If one were to attempt any form of mysticism without the Force of Stellyx, one would not get very far at all for one's spirit is the conduit between one's self and the Forces of Laiks Riqis. (That said, completely excluding any other elemental force is likely to net a similar result). It is also believed that Stellyx is an integral part in one's journey beyond the grave. Though Umbrax is the primary force which guides the dead, one's strength of spirit determines how whole one returns from Taknys. Stellyx is also the force responsible for destiny, how one follows it, whether one can stray from it and the quality of one's own. It is believed that Stellyx is most consistently the strongest in those who are a positive influence on all around them.
Terfonel-D
The Force of Terfonel-D's elemental domain is Air. Terfonel-D is particularly known for representing merriment and culture. Various forms of art and expression are as whimsical, ever-changing and vital as the air itself. Furthermore, it has been proven that those encouraged to express themselves early in life are more capable of abstract thought during their later years. It has even been theorised that young musicians more often excel in the art of the sciences. Therefore, the followers of Laiks Riqis readily embrace art, expression and culture as an integral part of life and consistently appreciate the Force of Terfonel-D for the role it plays in improving the quality of life of all.
Umbrax
The Force of Umbrax's elemental domain is Water. That which lies deep under the water is mysterious and intriguing, unreachable and dangerous. Umbrax represents the various attributes of the unknown. What one doesn't know could and will harm oneself, while at the same time remaining unknown could and will preserve oneself. For countless centuries, that which another creature doesn't know has been used to successfully observe and hunt prey. More recently, the unknown has been used to develop a technique called 'Spaiha' which is represented by a black drop hitting a black pool of water on a deep blue backdrop. Umbrax also represents life and death, as water is core to both of these. After this life, Umbrax is responsible for guiding the departed through various threads to the central field, Taknys. Whilst in Taknys, the dead recover and become something new before returning again to the place the Forces wish them to be.
Zirconyx
The Force of Zirconyx's elemental domain is Earth. The earth is reliably there for all, selflessly providing for all known life. Zirconyx also represents what it means to be a guardian. To protect others and to strive for the betterment of society. As such, Zirconyx and the lessons learned from this force is integral to positive contribution to society. Zirconyx also represents stability; something which is easy to forget in the turmoil which is life. To strive for and provide a balanced amount of stability within the ever changing world is to be at peace and better able to move forth be it in the fields of science, caring for one's family or anything else. In this way, Zirconyx is linked with Stellyx as the meditation important in balancing one's spirit goes hand in hand with the responsibilities of caring for the physical.
Virux
The Force of Virux's elemental domain is Fire. Cycles of renewal are rare where fire of a metaphorical or literal sense is absent. The fires of the few plants present in Neo Scandza are integral to their seeding and the fires of passion between Haljans are integral to the laying of eggs that would someday hatch. As such, Virux represents birth and growth, nurtured by love and passion be it a Kardiloss providing water to a sapling or a Haljan Kvista encouraging newborns to find their feet for the first time. Though all Forces of Laiks Riqis serve an important role in ensuring the life cycle (popularly referred to as a form of 'reincarnation' in the trade tongue) it is thought that Virux is a key component in ensuring life goes on as it always has. Rumour has it that to bring a being from Taknys directly or staying within one life for eternity is possible due to Virux, but to do such a thing would be an abomination. However, using Virux and Stellyx to unlock secrets of past lives is not and is even encouraged.
The Forces as One
The sixth force of Laiks Riqis is known as Fryx. Fryx is at once a separate entity and a combination of all the Elemental Forces of Laiks Riqis at the same time. It is simplest to think of Fryx as the force which encompasses all other forces in an extremely complex and balanced manner. Though the majority of the time this makes Fryx an enigma, sometimes Fryx manifests as something similar to a deity or avatar. Perhaps due to Fryx's nature, Fryx is the only force of Laiks Riqis which makes more direct contact with sapient beings. Some theorise Fryx takes on a neutral form so not to alarm those Fryx would interact with. Others theorise that perhaps this form is the only way one can comprehend Fryx. Whatever the reason, Fryx always takes the same appearance on the rare occasion Fryx appears in one's dreams. More often, Visions are granted through what is believed to be Fryx's Eye. His chosen form is that of a slim, pale human who does not look like a human female or male. He wears bouncy, shiny dreads similar to the Masked Ones and is never seen without a scarf over his mouth and nose. The irises of his eyes are white rimmed with black. If one were to only have the shades of black, grey and white one could still accurately depict Fryx. For clothes he wears a longcoat, simple boots and trousers held up by a cloth belt. Curiously, he is never seen wearing a shirt.
Spoiler: Artist's interpretation of Fryx
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Spoiler: The Feran Calendar
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The Feran Calendar is based on both visible Moon cycles of Airtha. As the Moons cycle differently, Feran Months reflect this by hyphenating months to reflect times when the moons are not in the same Feran Month. The larger blue moon always comes first during such hyphenated months. During a Feran Year there are seventeen Months (not including hyphenated months), which come under five Seasons of the year which represent the five elements of Laiks Riqis. These are Vyrid the Time of Renewal, Stewala the Time of Harvest, Terskura the Time of Change, Umbrei the Time of Sleep and Zildær the Time of Awakening.
The following are the names of the seventeen months.
Vyrid
Blodyn
Æheits
Zewala
Haidreths
Vaust
Ynskeran
Terskura
Vithins
Gæaths
Umbrei
Rewis
Frius
Höriths
Zildær
Gänwyn
Anskera
The following is the full Feran calendar
Time of Renewal 65 Days
Vyrid Mena | 22 Days |
Blodyn-Vyrid Mena | 9 Days |
Blodyn Mena | 12 Days |
Æheits-Blodyn Mena | 18 Days |
Æheits-Zewala Mena | 4 Days |
Time of Harvest 87 Days
Zewala Mena | 21 Days |
Haidreths-Zewala Mena | 6 Days |
Haidreths Mena | 15 Days |
Vaust-Haidreths Mena | 15 Days |
Vaust Mena | 7 Days |
Ynskeran-Vaust Mena | 21 Days |
Terskura-Vaust Mena | 2 Days |
Time of Change 63 Days
Terskura Mena | 20 Days |
Vithins-Terskura Mena | 11 Days |
Vithins Mena | 10 Days |
Gæaths-Vithins Mena | 20 Days |
Gæaths Mena | 2 Days |
Time of Chill 89 Days
Umbrei Mena | 21 Days |
Rewis-Umbrei Mena | 8 Days |
Rewis Mena | 13 Days |
Frius-Rewis Mena | 17 Days |
Frius Mena | 5 Days |
Höriths-Frius Mena | 21 Days |
Zildær-Frius Mena | 4 Days |
Time of Awakening 61 Days
Zildær Mena | 18 Days |
Gänwyn-Zildær Mena | 13 Days |
Gänwyn Mena | 8 Days |
Anskera-Gänwyn Mena | 22 Days |
Though the Feran Calendar begins from the Ferans' recovery from the Cataclysm, the years are not counted as they are in the Common Calendar as years are further grouped under larger 'eras' (listed below). These eras began with the Era of Earth on the year 3 of the Common Calendar. Each Era lasts for six years before the next begins. As there are five Feran Eras, each full cycle lasts thirty years.
Era of Earth
Era of Fire
Era of Soul
Era of Air
Era of Water
For convenience, Ferans use a system of weeks to name and number nights. Unlike various other calendars of Airtha, these nights are numbered in a system similar to Feran Eras. So for example, the first Fryksnag in a 'week' will be 'Fryksnag 1' regardless of where it falls in any given month. There are six nights of a Feran 'week' always beginning with Fryksnag.
Fryksnag
Zewnag
Tersknag
Umbrenag
Zildnag
Vyrnag
-- Note that all 'g's at the end of a Feran word after 'a' are pronounced as though they were a 'k' --
The Format of a Feran Date
The year 480 of the Common Calendar during the Winter season
15 Era of Water 3, Umbrei Mena, Frykstags 2
Spoiler: Official Treaties
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Uvrazhen Kostevnik
-Signatory nations pledge to share mutually beneficial technological advancements with other signatory nations
-As an Ally to the Commonwealth of Lorvyn;
-Ferans are afforded the same rights as other citizens of the Commonwealth of Lorvyn and are allowed to roam the entirety of the Commonwealth of Lorvyn provided they abide by local laws
-Citizens of the Commonwealth of Lorvyn are afforded the same rights of Fera while within Feran borders and are allowed to roam the entirety of Fera provided they abide by Feran law
-Signatory nations and their vassals shall not partake in aggression against other signatory nations be it by military means or otherwise
-Signatory nations and their vassals shall not impede trade between other signatory nations
-Signatory nations shall provide military support should any signatory nation attacked by a mutual outside threat
-Signatory nations shall provide military support should any signatory nation attack a mutual outside threat
Signed by
Aglus Thuidans Leikeis Kaiser - Fera
Grand Prince Zoran Alkaev-Nisakovich, High Prince of the Niskan people, Honorary Elder of Valeriya, Prince of Karintiya, Prince of Kaspiyskiya, High Chief of the Felcath Clans and Potentate of the Severtian people by hereditary right of conquest - the Sovereign Principality of Niskovia
The Seki Treaty
-Signatory nations and their vassals shall not partake in aggression against other signatory nations be it by military means or otherwise
-Signatory nations and their vassals shall not impede trade between other signatory nations
-Signatory nations shall provide military support should any signatory nation attacked by a mutual outside threat
Signed by
Aglus Thuidans Leikeis Kaiser of Fera
Emperor Sanell Fireguard of Hurosha Empire
Spoiler: Projects
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The first cathedral of Laiks Riqis† 「Halja」 - Project start - 294 | Project completion - 431
Throthjans Hailjan† 「Halja」 - Project start - 375 | Project completion - 394
Feran Embassy 「The Niskovian Steppe」 - Project start - 386 | Project completion - 399
Niskovian Embassy* 「Halja」 - Project start - 388 | Project completion - 392
Haljan Numerals and Measurements† 「Fera」 - Project start - 397 | Project completion - 414
Improved agricultural infrastructure 「Halja」 - Project start - 397 | Project completion - 404
The Fræ Throthjans† 「Fera」 - Project start - 411 | Project completion - 449
Luftus Nochenwaurm Flight Harnesses† 「Fera」 - Project start - 425 | Project completion - 444
Feran Currency 「Fera」 - Project start - 461 | Project completion - 464
Guilds 「Fera」 - Project start - 486 | Project completion - 491
Haljan Caste System† 「Fera」 - Project start - 503 | Project completion - 527
Fjarskad Amphitheatre† 「Fræzeid」 - Project start - 531 | Project completion - 536
Feran Identity and Social Improvements† 「Fera」 - Project start - 540 | Project incomplete
* - Foreign Projects in Feran Lands
† - Legendary Projects
Spoiler: Army
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Zente
Hisui Tei
Hisui Tei is one of the oldest orders of warriors in Zente having originally served the Emperor of the now Lost Empire; something which no other order in Zente can claim. They feature a balanced mix of shield and spear infantry, archers and scouts. Hisui Tei's generals employ aggressive tactics which utilise the Children of Ryuu's natural abilities to their fullest. Zente has remained safe from large scale incursions by surface dwellers hundreds of years ago due to Hisui Tei's ability to exploit their limited vision and inexperience with Zente's terrain. It quickly became obvious to the foreigners that cavalry was useless in Zente and heavy armour was more a hindrance than protection while navigating the caverns. Relentless ambushes and heavy losses in even battle eventually led the people of Zente to victory. It is thought by some that these incursions were carried out by the ancient empire to which the Niskans' distant ancestors once belonged in an attempt to expand their borders below the surface.
Enen Kiri
Enen Kiri is a small order of warrior monks who focus more on medicinal training than martial. They are well known for their work in aiding the poor, sick and elderly as well as their ferocity on the battlefield. Utilising primarily war bows, light swords and bucklers, Enen Kiri utilise deception and guerrilla tactics to achieve victory. They are well known for offering their services only to those in need, though in history they have needed to come to the defense of their lands when an unknown centaur nation attempted to expand their borders into Nephar Territory. Members of Enen Kiri no longer have homes, instead traveling Zente to carry out their work.
Spoiler: Technolovy
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Below are brief descriptions on how the following technologies are relevant to and utilised in Feran society.
Simple Clockwork Automata
Due to the nomadic nature of Ferans, it started to become difficult for various tasks to be carried out which other nations accomplished with ease. It was for this reason that various Automata were devised. With various tasks now being powered by water and wind, the Ferans now need to spend less time in one place to maintain it. To create a more natural atmosphere in the places where things have been constructed, the Automata technology has been used to make small water features.
Clockwork
Despite being relatively expensive to produce in Fera, clockwork is nonetheless much easier for Kvista to work with due to its more portable nature. Larger clockwork can be found in the Automata throughout Fera. Clockwork is primarily used for its navigational, timekeeping and entertainment purposes. Clockwork devices are invaluable when flying an airship.
Calculus
Though the Fræ Talzjands teach as many Ferans as possible of mathematics which can improve the average Ferans' life, the texts which contain more advanced mathematics known as 'Calculus' have proved invaluable to various Kvista responsible in studying and improving the sciences and construction.
Steam Power
Despite Niskans having designed a boiler which can be dipped into Vatn-Dauths to generate heat, Steam power is not currently in widespread use in Fera.
Airships
Airships are rather large and unwieldy for Ferans to carry with them. As such, airship construction is usually divided among various specialised Kvista which coordinate travelling to the construction site to take turns in piecing together the airship. Due to the presence of Haljans for an extended period of time, Visyknin often come to the site to tend to the domesticated livestock needed to sustain the Haljans and avoid an adverse effect on the surrounding wildlife which could last a long time. Using foreign flight techniques and saddles, Ferans devised a way of turning airships into large chariots pulled by Luftus Nochenwaurm fitted with special harnesses based on the plough collar design. This allows for more reliable travel and though it is difficult to tell, the Haljans believe the Luftus Nochenwaurm enjoy the Haljan company and experiencing new things. Airships are mainly used for trade, exploration and faster travel over longer distances. Most Haljans have never been on an airship as they are comparatively rare. The vast majority of Feran airships are owned by Fera as a nation rather than an individual or Kvista.
Ocean-faring Ships
Most Feran merchants pride themselves on being some of the very best at what they do. With the addition of Fræzeid (previously known as the LLC) to Fera, access to the sea via the canal to the Gulth Sea (Golden Sea) has brought myriad new trade possibilities to Fera that would not have been possible were it not for ocean-faring ship technology. Due to issues with raiders, slavers and other unsavoury types of the past, Fera's borders are permanently closed to all but a select few. As such, trade with Fera used to be carried out almost entirely by the Ferans themselves with nations close by. As ships can more easily carry large weights for long distances, Feran merchants have begun trade with more distant lands.
Medicine
Despite Leikjos and druids across Fera having used herbal medicines for centuries, the properties of 'shedding trees' and how they are applied amaze and perplex them. Perhaps one day a suitably amazing resource available to Fera shall unlock the secrets of this new medicine to them...
Ultralight Materials
Currently, Utralight Materials techniques are held by the Kaiser as though potentially groundbreaking in combination with Geliy Vapour at some point in time, Fera has not yet developed a way to simulate the effects Cavorite has on various materials.
Advanced Lenses
Currently, Advanced Lens techniques are held by the Kaiser as though potentially groundbreaking in combination with Zjörnu Bruka at some point in time, Fera has not yet successfully used the same techniques to cut Zjörnu Bruka due to its myriad differences to glass.
Steam Trains
Currently, Steam Trains are an idle curiosity to a few Ferans who may in the future utilise their hybrid steam-clockwork engines. At present, Steam Trains are only useful for ferrying large quantities of resources to various ports for shipping to Fera's trade partners. The plans for these Steam Train networks have only just begun, however and are unlikely to be in use in the immediate future.
Magnets
Due to Star Metal's slightly magnetic nature, it is relatively simple for wealthier Ferans to attain small magnetic devices invaluable for use in navigational endeavours. Most of the aforementioned devices however, are owned by Fera as a nation for exploration expeditions in the search for the rest of their lost brethren.
Printing Press
The Ferans have recently begun to refuse to cut down any of the trees within Fera and as such continue to have very little with which to print on with the majority of works being printed upon thin leather. The techniques for producing suitable leather and printing on it has not yet been perfected, however. As such, the majority of all printed texts belong to Fera itself, kept with the current Kaiser the majority of the time.
Aerial Naval Carriers
Despite the more military-oriented nature of this technology, it does provide Ferans with good techniques and devices to be incorporated in ocean-faring ships so Feran explorers can take befriended Luftus Nochenwaurm with them.
Hovercraft
Even with their limited mobility, hovercrafts' minimal impact on the land makes them a popular choice for moving anything too heavy to transport otherwise. Though the production of hovercraft is difficult and expensive, enough hovercraft have been constructed in Fera that these useful machines are present in more than a quarter Kvista across Fera.
Griffon Riding
Though Fera does not have griffons, griffon riding equipment and techniques have proved invaluable in the creation of the Luftus Nochenwaurm harness which are used to pull airships throughout the Sovereign Principality of Niskovia. Furthermore, a brave few have designed and used racing saddles for the Luftus Nochenwaurm despite the Luftus Nochenwaurm being a poor racing mount. Rumour has it that Iona of the Sovereign Principality of Niskovia's personal Luftus Nochenwaurm inexplicably flies far faster than any other; indeed more than thrice as fast for a Haljan could outrun a Luftus Nochenwaurm with little effort however Iona's Luftus Nochenwaurm could outrun a Haljan with no effort.
Mithril Forging
As Ferans have no Mithril nor the desire for Mithril specifically, Mithril forging is currently of little use to Fera. Despite this, some of the techniques in forging Mithril have proven to be useful in forging Aizium to a certain extent. However, more research is necessary for more reliable and high quality Aizium forging techniques.
Sewage Systems
As a nomadic society, Sewage systems are only useful in the various outposts scattered across Fera be they trade, science, economy, defense or some other type of outpost. As Feran outposts are designed to be maintained with as few Ferans as possible, sewage systems have proven invaluable in keeping these outposts clean with relatively little effort. The most sophisticated sewage systems in Fera can be found in Pirate's Rest; a small walled port town largely populated by Fera's allies and approved foreign goods overseers.
Blackpowder
Though the Ferans know of blackpowder, they have no interest in utilising this technology at this time.
Plate Armour
Though plate armour is an amusing concept and plate armour forging techniques have been useful in the creation of barding, Haljan plate for a Haljan's scorpionesque body and a few non-military oriented things, most Ferans do not wear much in the way of plate armour. Those who expect to be in a fight are more likely to wear a gambeson. A portion of the Feran army wear a combination of partial plate and chain mail armour, however this is the extent at which plate armour is used and is certainly not an everyday sight within Fera itself.
Efficient Construction
Despite the relative simplicity of Feran outposts, efficient construction has been incredibly useful to Fera in establishing quality constructs almost twice as quickly. Though Fera contains a primarily nomadic society, most of the permanent construction work found within Fera has been enhanced by efficient construction equipment and technique.
Oracles
Though the Ferans know of Oracles, they have no interest in utilising this technique at this time due to its reliance on entheogens and Feran beliefs on entheogens and one's mind.