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Post by Admin: Otto on Sept 9, 2023 18:52:25 GMT -5
Table of Contents
Cultural Groups
Regional Customs
Flora and Fauna
Military Factions
Criminal Factions
Important NPCs
Important Locations
Economics and Trade
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Post by Admin: Otto on Sept 9, 2023 18:52:31 GMT -5
Cultural GroupsThe NatanRoaming the Lunar Sea
Dominant Religion: The Main Pantheon (Salina, "The Sea") | Animism
Preferred Colors: Natural Leather Tones, Neutral Colors
Main Art Focus: Textiles, Leatherwork
Way of Recording Events: Oral
Preferred Weapons: Spear, Javelin, Harpoon
General Appearance The Natan are a nomadic group consisting largely, and almost exclusively, of semi-amphibious sharkfolk. Individuals of the Natan closely resemble the face shape, colors, and markings of various species of sharks. Centuries of living in the chill of the Frost Gale have caused the Natan's skin to thicken, abnormally so, in order to shield them from the drastic temperature of the Frost Gale coast of the Lunar Sea.
The Natan wear outfits made of the pelts of arctic seals, sea lions, mantas, belugas, and other large marine animals. These outfits are sometimes lined with the feathers of avianbears, the fur of reindeer, and other land-dwelling animals for extra warmth.
Roaming Natan of the Lunar Sea The Natan live upon the back of a Shoalback Leviathan which slowly navigates the frigid waters of the Frost Gale. The Natan's ancestors have formed a symbiotic relationship with this island-sized whale — caring for it just as it provides for them. Each and every Natan who lives upon the Shoalback Leviathan has heard the story of the creature's origin, dating back hundreds and thousands of years during the days when the gods walked the earth.
Legends of the Natan once told that Salina herself stumbled upon the war-torn Natan in their once-home on the coasts of the Lunar Sea; and seeing the devastation, she cried for them. From her tears was born the Isle of Wander— a safe haven— where the Natan would never again bear witness to the war of the gods, nor any wars of the mainland again. For centuries after, the Natan have called the Isle of Wander their home— caring for it, and worshipping it.
The Isle of Wander is brimming with Frost Gale flora. Barren tree lines can be seen from nearly a mile away as the isle approaches, with sea-faring birds gliding between them. Animals are rare to see upon the back of the Isle of Wander, as sharing the space of the isle becomes more and more difficult as decades pass; however, it is not unusual for the Natan to befriend or domesticate native sea-dwelling animals, such as mantas or eel hounds. These sharkfolk live in small villages upon the Isle, most often in a type of chum— a tent made of marine leather and hide.
The Isle of Wander is treated as if it is a deity in and of itself; something sacred, and to be respected. A gift from Salina, from the sea, which they revere as the goddess herself. When the Isle of Wander drifts close to shore, usually remaining there for days at a time before drifting out, the Natan will often engage in socialization and trading with coastal communities.
General Cultural Temperament The Natan are a peaceful group of individuals; but because of the nature of their home, to stumble upon the Natan is a rarity. When meeting the Natan upon the coasts of Frost Gale, these sharkfolk are generally very engaging and charismatic; their once war-torn history makes them incredibly opposed to large-scale conflict; and they trade often with coastal folk in order to upkeep relations. Many of the Natan are often so docile, that they will willingly play with the children in a coastal town— allowing them to swing from their tails, arms, or fins like a jungle gym— or tell them stories of the Natan's origin.
However, meeting the Natan on the open ocean paints an entirely different picture of them; this is due to repeated incidents of piracy on the Natan as years passed; which, while rare; has left its scars on the civilization and the Isle, alike. These instances have caused their tolerance to navy, sailors, and pirates to sour; and these individuals are oft met with hostility. To set foot upon the Isle of Wander without invitation is as good as a death sentence; unless you have an incredibly compelling story, expect the cold eyes of the Natan to be the last thing you may see.
The Natan place a great amount of time and devotion into the Isle of Wander; ensuring the upkeep of its imported flora, fauna, and ecosystem; and trust no other to do so without good reason. Although many native Frost Gale plants have been imported onto the Isle of Wander, the diet of the Natan still primarily consists largely of fish and marine life which follow the Isle of Wander as it navigates the sea. The Natan are believed to be one of the original origins of the Eel Hound, which aids them consistently in their underwater hunts.
The Natan excel in creating textiles and marine leathers from that which they catch, and believe in wasting nothing; they tend to use these unique items to trade and barter with; as they reject the Solar economy of Charon due to their generally isolated nature.
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Post by Admin: Otto on Sept 9, 2023 18:52:35 GMT -5
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Post by Admin: Otto on Sept 9, 2023 18:52:39 GMT -5
Flora and Fauna Shoalback Leviathan Power Level | Alignment | Low | Docile
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Description | The Shoalback Leviathan is a massive species of whale; this marine mammal is so large, and moves so slowly, that the Shoalback Leviathan will develop begin to develop entire ecosystems along its back. The largest Shoalback Leviathans known to Charon are home to entire islands complete with their own unique ecosystems. The Shoalback Leviathan filter-feeds slowly through the water, ensuring that they maintain a constant source of food for their gargantuan forms. They are docile creatures, not known to dive, and move too slowly to pose any real threat; however, the creatures that live upon their backs can be hostile.
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Abilities
| Crafting Material | - Gargantuan Size
| - Hide
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Post by Admin: Otto on Sept 9, 2023 18:52:46 GMT -5
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Post by Admin: Otto on Sept 9, 2023 18:52:50 GMT -5
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Post by Admin: Otto on Sept 9, 2023 18:52:55 GMT -5
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Post by Admin: Otto on Sept 9, 2023 18:53:07 GMT -5
Important LocationsTempest's ReachLocationOn a remote Island equidistant between the Arid Mesa, the Moonglade, and Frost Gale. DescriptionLocated at a remote Nexus point in the ocean, Tempest's Reach is a dormant volcanic island, surrounded by jagged rocks and and a dangerous reef. The rocks are constantly battered by the violent currents that line the coasts of nearby continents, and there is little to no vegetation on the island, and the prison itself doubles as a light-house, where nonmagically inclined inmates are forced to work around the clock to guide ships away from the rocky shoals. The prison is dead silent save for the constant sounds of the waves bashing against the jagged rocks just below the prison’s walls. HistoryThe Island where Tempest's Reach now sits is an inhospitable chunk of rock in the sea that had no inhabitants. Many sailors and adventurers refused to go near the island since most, if not, all ships that had navigated near it never returned. In fact, it took some time to be discovered at all; the area of the ocean it is settled on is constantly pummeled by rainstorms. The prisoners are almost always within either the prison’s walls or the lighthouse due to the frequent and violent storms on this cold stretch of sea. It is rare that the prison sees the sunlight poking through the clouds. It was not until an exceptionally skilled Crescent Isle sea captain and his crew happened upon the island during one of its rare days of calm skies. As a result of this, Tempest Reach was originally established long ago as a light-house, where it later served a double purpose as a prison with an exceedingly harsh punishment; Solitary Confinement. Today, Tempest's Reach, as declared by Royal Decree, is used to house some of the most violent criminals of Charon; those convicted of crimes while already in prison. The prison guards and staff are the only magic users on the island. As part of the Solitary Confinement, inmates rarely see one another and are forbidden to talk to anyone. Guards are the only ones who can speak, and they take great care not to do so around inmates. Transportation to the prison happens intermittently due to the jagged rocks that surround the prison; On the days when the Prison isn’t being pummeled by a storm, the ship sets sail to bring prisoners to the island when the waters are calmer for navigation. There have been countless attempts at escaping the prison, but all have been met with tragic outcomes. Every attempt, according to the record, has meant certain death, and many of the prisoners’ bodies have never been recovered due to the dangerous currents.
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Post by Admin: Otto on Sept 9, 2023 18:53:11 GMT -5
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Post by Admin: Otto on Sept 9, 2023 18:53:15 GMT -5
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