DrNightstone

I am a scholarly nerd who's a fan of the Elder Scrolls, Glorantha, philosophy, cultural anthropology, religion, folklore, mythology, and all the beauties that make humans, human. Here's a blog about those things.


Elder Scrolls

A collection of lore posts, apocryphas, and theories about the world of Tamriel.


Glorantha

Various posts on Gloranthan lore, myths, and deities.


World Building

Here are a bunch of worldbuilding notes I have on various ideas (that I never got to finishing).


Misc.

All the other posts that don't fit the other categories.


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Elder Scrolls Posts

TitleDescriptionDate
Bjoulsae River-Horse FolkPost on the River Horse people.14-Nov-2024
Time Telling in TamrielHow various cultures tell time.12-Nov-2024
Book of Grasping FortuneThe 293 Sacred Laws of Hous Hlaalu11-Nov-2024
On Heart's DayA dark tale of a spiraling hedonist.27-Oct-2024
Naganu HaalThe Daedric Prince of Eternal Harmony10-Oct-2024
Theogonia TamrielicaA much weirder, proto-Nedic tale of the gods.30-Sep-2024
Hestleeli-EiThe Story of the Eye of Argonia26-Sep-2024
Eoanic HeresyThe Simian Origins of the Bosmer.26-Sep-2024
Clan SanyataapaeThe Platonic Altmer26-Sep-2024
On ChrysamereThe Origins of the Paladin's Blade26-Sep-2024
Under the Tibrol TreeThe Sacred Tree of Tamriel26-Sep-2024

Elder Scrolls Posts

14th of November, 2024

Bjoulsae River Horse Folk: An Introduction

("The Bjoulsae River"; Midjourney)

The Bjoulsae River-Horse people are a unique culture within the Elder Scrolls universe that sadly does not get mentioned much outside a few sentences. Known for their semi-aquatic lifestyle, these nomadic tribes navigate both land and water with ease, embodying a rare blend of Breto-Nedic heritage and reverence for nature. They are rooted in ancient traditions and a strong shamanic faith. The River-Horse clans maintain a society steeped in rigid social roles, vibrant spiritual practices, and a complex pantheon of Sun and River deities. From clan-specific rituals and unique foods to their intricate family structure and deep-seated beliefs, the Bjoulsae people are fiercely proud of their heritage and resistant to the changes brought by city life and outside influence, trying to return to the Golden Dawn. In the coming series of posts, we’ll explore the various facets of this fascinating culture, from their economy and warfare traditions to their legends, crafts, and seasonal celebrations.

General Summary & History

The origins of the Bjoulsae River-Horse people lie deep within myth and legend, with each clan, tribe, and family carrying its own unique version of their beginnings. Two main cultural traditions dominate their historical narrative: the Udh-Kuuvaz and Sha-Kuuvaz, also known as the "Blue-Clans" of the north and the "Red-Clans" of the south. Though these distinctions appear geographical, they are profoundly cultural, representing differing views on faith, heritage, and the spiritual journey of their people.The Udh-Kuuvaz, the northern Blue-Clans, are deeply connected to the river and focus more on animism than solar theistic worship, believing themselves to be the direct descendants of Father Sun and Mother River. In their myths, the Bjoulsae people were once Centaurs—noble beings united as horse and man—until the cataclysmic Many Sun War, which split them into separate forms. Despite this physical separation, they believe that their spirits remain intertwined, bound in an eternal connection with the river and sky. The Udh-Kuuvaz see this connection as a call to uphold their shamanic ways, focusing on ancestral reverence and the guardianship of the river.In contrast, the Sha-Kuuvaz, or Red-Clans of the south, recount a tale of divine origin that links them to the stars. According to their myth, they were once celestial beings who fell to earth after forsaking the sacred river by building the City, a symbol of lost virtue and misguided ambition. Their folk hero, Kokömaz, led his people back to the river, restoring their sacred bond and eventually ascending to rejoin Father Sun. For the Sha-Kuuvaz, the river represents redemption and a return to a once-lost purity, and their culture is marked by a pious devotion to solar deities and the rigid order they believe necessary to maintain harmony.Most modern-day Nedeologists at the University of Gwylim suggest that the Bjouls share a common Nedic ancestry with Bretons and Imperials, especially from the late Merethic tribe cultures of the Keptu and the Galeni. However, unlike their cousins who gravitated towards establishing kingdoms and permanent settlements, the Bjouls remained true to the "pure ways."For the Bjoulsae, survival is paramount, but unlike the Reachmen or the Velothi, their path to survival is through vigilance and preservation rather than change and transformation. They strive not to evolve with the world but to honour a glorious past, believing that adherence to their ancient ways and strict social codes ensures resilience. The pastoral life is central to their survival, with clans moving their herds through seasonal cycles. Farming, to the Bjoulsae, is seen as beneath them—a destructive act that disrupts the earth and disregards the reverence owed to nature.Over time, a faction of exiles from the Bjoulsae broke away and settled in the region that would become Evermore, an act seen as a cultural and spiritual taboo. For the nomadic Bjoulsae, the idea of fixed settlement represents stagnation, while their own existence remains one of constant movement and ritual, with each clan, each journey, and each gathering grounded in traditions as old as the river itself. As a people, they are nomadic, proud, iconoclast, and profoundly anachronistic, bound by a strict and unchanging social order that honours their ancestors and resists the tide of change sweeping across Tamriel.

("The General Territories of the Bjoul People"; LadyNerevar)

Biology

The Horsemen, deeply attuned to the sacred waters of the Bjoulsae, have evolved for semi-aquatic life. Their downward-facing nostrils and protective ear wax prevent water entry, while greasy hair, often supplemented with dreugh wax, provides additional waterproofing. With smaller mouths, rounded jaws, and versatile tongues, they can suction-feed on slippery seafood, and their high tolerance for salt suits the saline river environment. Their eyes, in shades of bright sea blue, gold, or emerald green, offer enhanced underwater vision.Frequent underwater foraging and hunting have also shaped their physiology. Efficient breathing patterns with quick inhales and slow exhales, as well as adaptive heartbeat and blood flow adjustments, conserve oxygen during immersion. Their flexible spines enable lift-based “dolphin kicks,” and their bodies are adapted to digest and excrete excess salt efficiently.The Bjoulsae exhibit skin tones from warm terra-cotta to dark sepia, with smooth, hair-reduced skin to reduce water drag. Dark brown to black hair on the head and pubic areas grows along the current’s direction. Slight webbing between fingers and flexible limbs aid in swimming, while the rare webbed fingers and paddle-like toes, viewed as blessings, enhance aquatic mobility. Their subcutaneous fat, streamlined bodies, and fusiform shape minimise heat loss, increase buoyancy, and enable efficient movement in the river.

(Midjourney)

Childbirth

For the Bjoulsae, birth is intrinsically tied to the river, as they believe that Mother River is the source of all life and that the waters of the womb and river are one. In the week leading up to birth, clans often migrate closer to the river. If a full clan movement is not possible, the immediate family of the expectant mother embarks on a pilgrimage to the water. Most births occur during the Blue Season, a time of peace and abundance, while children born outside the river, known as Housekin, are considered to have a weaker bond with the river.Bjoulsae river births are generally low in pain and risk, with reduced infant mortality and infection rates compared to land births. Immersion in the river provides natural pain relief and protection. Newborns instinctively hold their breath until surfacing, often born coated in a waterproof wax similar to that of dreughs. They also have a layer of body fat for warmth and buoyancy. Remarkably, infants can swim and dive before they learn to crawl, developing diving reflexes like breath-holding and rhythmic limb movements within the first few months. By four to twelve months, they instinctively roll to float and breathe. After their first year, they begin learning to swim, dive, and walk on land.

14th of November, 2024

The Bjoulsae Clans Pt. 1: The Udh-Kuuvaz

In the social structure of the Bjoulsae people, clans serve as the foundational unit, each one a collective of multiple family bloodlines bound by tradition and loyalty. Governed by a clan ring—a council of elders with representatives from each family and a chief elected by consensus—the clan embodies a tightly-knit community. At times of war or significant change, clans may unite to form larger tribal groups, pooling resources and skills for mutual benefit. Each clan holds its own marked region and moves with the seasons to prevent overgrazing, often rotating their settlements in harmony with the land. While rare, major migrations do occur, as clans occasionally abandon long-held territories in search of unclaimed lands. The typical clan comprises about seven family lines and an average of 600 members, though smaller clans number around 400 and larger ones reach up to 800. Names among the northern Udh-Kuuvaz clans tend to reflect cultural titles, while those of the southern Sha-Kuuvaz honour their ancestral founders, highlighting the cultural nuances that distinguish each group within the greater Bjoulsae society. Each clan also cares for an ancestral breed of horse unique only to them, though cross-breeding or stealing horses from another clan is also not unheard of.

("A Northern Rider of the Mossgrass Clan"; Midjourney)

Udh-Kuuvaz: The Blue Clans of High Rock

Twin Song
The Twin Song clan is known for its steadfast neutrality, often avoiding conflicts that other clans might eagerly pursue. This peaceful stance, however, has led some to see them as weak or indecisive, while others believe they represent the wisdom of restraint. Their chieftains are cautious and tend to avoid risks, focusing instead on diplomacy and fostering goodwill among the clans. Although they refrain from raiding or warfare, Twin Song is frequently called upon as mediators in clan disputes, their counsel valued for its impartiality. Made up of the Xem, Krarnt, Thrïïv, Puk, and Drïv families, the clan remains dedicated to preserving peace, even as others mock them as too passive. They breed gentle, mottled grey horses with faint silver dapples called Windstride Mares. They have a calm temperament and an uncanny knack for sensing shifts in the mood of those around them. While not bred for speed, they are reliable for long journeys.
Tail-Dancer
Erratic and unpredictable, the Tail-Dancer clan is known for shifting drastically in tone and policy with each new chieftain. In one generation, they may be ferociously warlike, only to turn to rituals of fertility and blessings in the next. This volatility makes alliances with Tail-Dancer unreliable, as their allegiances can change on a whim. Composed of the Nööf, Chïïvuf, Ru, Börg, Krööder, and Mun families, Tail-Dancer embraces fluidity, finding strength in adapting to their chieftain’s vision, however temporary. This clan's unpredictability is both a source of strength and mistrust among the Bjoulsae. Their horses, the Firebacks, have a coat of deep chestnut accented by a black mane. While a challenge to tame due to their high energy and occasional bursts of aggression, a skilled rider can use their explosive speed to their advantage.
Old Drum
Among the most spiritual of the clans, Old Drum embraces a deeply shamanistic culture. Their chieftains are high shamans, binding many spirits to the clan, and are more aligned with ancestral worship than with the conventional solar deities. Their way of life, turning toward the spirits of earth and wind, often puts them at odds with more pious clans. Despite this, the Old Drum's expertise in genealogy and spiritual rites draws others seeking mystical counsel or assistance. Consisting of the Öthuush, Ne, Tuupernt, Pelvern, and Zoshi families, Old Drum remains somewhat isolated, yet indispensable to those who respect their powers. The Shadowhoof steeds are dark as midnight with faint markings of swirling grey along its legs and neck. They are also intelligent and patient and can sense hidden dangers and spirits.
Mossgrass
The Mossgrass clan, settled in the lush regions of the Bjoulsae, derives its sustenance largely from foraging. Known for their skill in alchemy and herbology, they work closely with foraging spirits to maintain their connection to the land. Sun worship is also prominent within Mossgrass, blending with their unique knowledge of plant life to create powerful remedies and potions. The Wer, Ta, Nyon, Ose, and Nïïnt families form this clan, whose wisdom in the ways of nature is highly regarded, making them vital healers. Verdant Chargers, the breed of this clan, are green-tinged and coated with subtle vine-like patterns along their back and shoulders. They are thinner and smaller but known for their great agility.
Gold Hoof
Ambitious and entrepreneurial, the Gold Hoof clan is renowned for their aggressive pursuit of trade and craftsmanship. Masters of pottery, tool-making, and map-making, they frequently engage in commerce with other clans and even with the "water-people." Gold Hoof’s influence often extends beyond the clan, as they map out trade routes and establish connections for mutual prosperity. With seven families—Wöf, Gach, Fööch, Lüsh, Nedem, Ölvïv, and Nyev—the clan’s dedication to trade and expansion makes them both powerful and respected. The Gilded Stallion of this clan has a golden-bronze coat that shimmers in sunlight, with a white mane and tail, that is usually braided. They are beautiful and of high worth among the clans.
Seven Winds
They are the clan of true explorers. Seven Winds takes to the Bjoulsae valleys with a curiosity unmatched by other clans. Constantly on the move, they seek lost treasures, sacred relics, and forgotten holy sites, accumulating rare artefacts as symbols of their journeys. While not directly involved in warfare, their discoveries and travels inspire awe and reverence. Their clan comprises of six wandering families: the Byïnt, Bïk, Chil, Weh, Vam, and the Gugöönap. They are all committed to discovering the unseen corners of the world and expanding boundaries. Their horse breed, the Mistclands, has a silver-blue coat and wisps of faint white that drift along their flanks. They are exceptionally fast and agile, perfect for light-footed travel.
Stone Arrow
The Stone Arrow clan is renowned for its hunting prowess, choosing to rely more on local wildlife rather than herding. Embracing an “animalistic” approach, they wear the skins of their prey and engage with spirits of the hunt, a practice some clans see as heretical, especially when they try to "walk like their prey." Yet Stone Arrow’s expertise in tracking and hunting makes them valuable allies in times of scarcity. Their families of Inünt, Krïïm, Niirkünt, Nopör, Erku, and Jiirnef embody a spirit of raw survival, each family bearing a specific totem sacred to them. The Ashmane is the breed of the Stone Arrows. It has a charcoal-grey coat and black striping down its legs and spine, with a powerful build and fierce nature.
Bright Feather
Known for their affinity with birds of prey, Bright Feather breeds hawks and eagles, alongside horses, as companions and symbols of their clan. Believing that birds were a gift from the Sun, they train these creatures to assist in hunting and carry messages. Their feathered garb and close ties to the Skyrim regions add to their distinctive identity. With families like Gyüt, Nuus, Sok, Dorop, Ayaakh, Tüüs, and Adhe, Bright Feather stand proud, though some question the heretical notion of birds as sacred. The Bright Feathers have managed magically to breed a strange horse breed called the Suncrest Charger. They have tawny, eagle-feathered coats with streaks of gold along their neck and chest, which make for excellent jumpers and a swift runner. Some clans say that the Bright Feathers are preparing for a ritual to prove that birds and horses are related and to finally breed the Ur-Horse, the Hippogriff.
Starseeker
A clan gifted in both spirit and divine magic, Starseeker is a clan devoted to rituals and enchantments. Their frequent rituals draw both interest and suspicion, as they offer their magical services to other clans—for a price. Skilled in enchanting artefacts, Starseeker holds mystical secrets beyond the reach of many. The Zöyo, Viirnt, Böfak, Saande, and Krökyï families maintain a careful balance of reverence and enterprise, often blurring the line between spiritual power and economic exchange. The Starseekers care for the Signmane breed. They are dark-coated horses with flecks of white and silver that resemble various constellations across their bodies. No two horses hold the same pattern. While not particularly fast nor powerful, these horses are sensitive to magical energies and are used by shaman-priests for ceremonial purposes.
River Strider
Highly attuned to the Bjoulsae River, the River Striders are led by matriarchal chieftains known for their skill in water magic. Often trading with "water-people" and spirits, they hold a unique bond with the river. This clan, with families like Hasöölez, Guulvi, Thron, Elli, Ruzap, Krunt, Yaak, and Raq, embodies a deep reverence for water, honouring it not only as a resource but as a living spirit that guides their way of life. The Riverdancer horses that are bred in this clan are blue-green with rippling, wave-like pattern across its body. They make for agile swimmers. Much like Bright Feathers, the River Striders are trying to return the lost breed of the "sea-horses" or hippocampi.
Green Feet
A clan dedicated to earth spirits, Green Feet has a profound connection to the land and its creatures. More shamanistic than many clans, they often commune with the "earth-people", drawing visitors seeking earth-related magic. The clan, made up of Thï, Olul, Rïfethaath, Ava, Ruunu, Dhont, and Hïxuf families, is revered for their earthy wisdom and practical knowledge, bridging the worlds of nature and spirituality. The horse breed of this clan, the Earthchargers, is a stout, earthy-brown horse with dark, bark-like markings along its legs and shoulders. This horse is known for its strength, stability, and exceptional resilience, capable of carrying heavy loads.
Four Walls
The Four Walls clan, often considered unconventional by other Bjoulsae clans, maintains close ties with the city people of Evermore, engaging in trade and occasionally in political affairs. Unlike the nomadic traditions of their kin, Four Walls is relatively stationary, preferring the stability of the Evermore region. This closeness to urban life earns them scorn from other clans, who see them as backward or overly influenced by outsiders. Yet, Four Walls remains resilient, balancing tradition with practicality. The clan, made up of the Teerir, Nas, Rüüliz, Kra, and Mol families, values commerce and diplomacy, navigating between two worlds with adaptability and persistence. The Four Walls keep Stoneback horses, that are also seen commonly ridden by Breton nobles of Evermore. They have a grey and tan marbled coat and known for their build for stability rather than speed.
Camel Killer
Known for their fierce reputation, the Camel Killer is an eastern clan that has a history of raiding Hammerfell settlements and Yoku ruins in Bangkorai. They carry a deep-rooted enmity toward the "sand-horse people," which manifests in their regular combat training and dedication to understanding the techniques of their adversaries. Each chieftain enforces rigorous sword training, preparing clan members for skirmishes that honour past grievances. The clan, composed of the Kriva, Ïfi, Niil, Ada, Kuukh, Totuuga, and Ure families, upholds a warrior’s spirit and prides itself on its readiness to defend and retaliate, making them a formidable presence in the region. They ride Desertshadow mares, that have a sandy coat with dark, swirling patterns along its flanks, resembling the dunes. They are agile and adaptive in harsh arid climates.
Flame Fur
The Flame Fur clan is on a mission to purify the Bjoulsae Riverlands by hunting "unclean" creatures found along the river and coastlines. Distinctly selective in their diet, they consume only cattle meat, considering other food sources unclean. Known for their strict practices, they burn all hunted beasts as offerings to maintain purity. Their clan holds a particular disdain for bestial shamans, whom they view as desecrators for allowing spirits to inhabit their bodies. The Hüdo, Röören, Yöl, Wüsh, Nyen, and Pethu families form this disciplined, intense clan, revered and sometimes feared for their zealous dedication to purity. The Embermane, the horses of this clan, have a striking chestnut-red horse with a dark, smoky mane and orange streaks along their coats. They are known for their fierce temperament and loyalty and show no fear of wild spirits and werebeasts.
Lake Horse
Devoted followers of the Lake Horse Goddess, the Lake Horse clan assumes the role of guardians of the sacred Lake Halcyon. Their chieftains are believed to possess gifts of foresight and wisdom, derived from ritual practices performed at the lake’s shores. The Lake Horse clan often gathers to read prophecies from their goddess, dedicating themselves to interpreting and carrying out her will. The families of this clan including the Nösh, Dhu, On, Rashaara, and Tokhi. The families care for a breed called the Ripplesteeds. They have a shimmering blue-grey coat with dark green dots. They are quite intelligent and good swimmers.
Cloud Skirt
The Cloud Skirt clan is instantly recognisable by their vast herds of sheep and distinctive woollen garments. Known for their openness to new experiences and adaptive mindset, they are a welcoming and trusting people, believing that survival lies in unity. Their chieftain maintains a powerful connection with a sheep spirit, which guides their herd and blesses them with wisdom. The clan, formed by the Tsüülirnït, Reshïthoq, Nokukh, Shan, and Lor families, embodies adaptability, welcoming change as a necessary element of life and prosperity on the Bjoulsae plains. The Sheeptail Ponies of the clan have long, woolly manes and a coat akin to a sheep's fleece. They are short and stocky and suited for colder climates and hilly terrains.
Tusk Nose
Herders of pigs and hogs, the Tusk Nose clan is unique among the Bjoulsae, with a settled lifestyle that keeps them in close connection with the earth. They are often viewed as "unclean" by others, partly due to their association with the "Bad-Earth People" and their practice of paying tribute to the spirit Malako. However, the clan’s chieftains are known for their bravery and tenacity, respected even by critics. With families like Thraar, Duugï, Ïsh, Yornt, Thos, Thuukyöm, and Reex, the Tusk Nose clan thrives through resilience and a sense of purpose that defies external judgement. They care for a strange breed of horse called Boarhorses. They are rather large and muscular with muddy brown, black, and green coats. They have bristles along their neck and some even have tusks.
Good Pot
Renowned artisans, the Good Pot clan has a reputation for their exceptional pottery and clay work. They are believed to possess ancient knowledge on crafting, passed down from the river itself, which taught them to shape the earth. Good Pot’s artisans are known to create clay armour and weapons for ritualistic ceremonies, imbuing them with mythic significance. The clan, consisting of Sïïn, Sïylah, Meel, Hyïshiint, Vadaal, and Ji families, is highly respected for its craftsmanship and connection to the land, maintaining traditions that echo their reverence for creation and the earth. The Clayback horses of the Good Pots have warm clay-coloured coats with specks of green and red at their legs. They are strong and have very sturdy legs and an unshakeable demeanour.
Four Colors
The Four Colors clan is famous for originating the Rainbow Spirit Society which is devoted to and celebrated for its vibrant use of dyes and body paints. They view their purpose as a sacred mission to reforge the Four-Color Bridge, a mythic path back to the Sky Tribe of Father Sun. Their artistry is vibrant and meaningful, transforming their bodies and belongings into symbols of spiritual transcendence. The Nööh, Dron, Krarn, Hyüünt, and Jaarg families comprise this clan, which embodies creativity and spiritual expression, honouring their beliefs through brilliant displays of colour and ritual. They breed the Painted Horses. Their coats are splashes of black, blue, red, and white, with eye colours that never match. They are elegant runners who can jump like no other.
Ash Skin
The Ash Skin clan honours their deceased by transforming their cremation ashes into tattoos, embedding the strength and wisdom of their ancestors into their own flesh. This ritual, seen as both physical and spiritual, connects the living to the departed, who are believed to offer guidance and protection through these markings. Ash Skin, consisting of the Hyöl, Yïïm, Yaas, Jant, and Ju families, is highly respected for their reverent practices, viewing the body as a sacred canvas that tells the stories and spirits of their lineage. The Ash Skin breed the Ghosthide horses. They are pale grey with faint blue stripes and white eyes. They are overall calm and loyal horses.

Five Fingers
The Bjoulsae language varies in accent and dialect from clan to clan. Nevertheless, they share a universal sign language which they can use to communicate with each other, paired with verbal speech, and with the "water-people", for one cannot speak underwater. The Five Fingers, however, uniquely communicate only through sign language, which they consider a more sacred and efficient form of communication.Verbal sounds are rarely used, reserved only for emergencies, and this silent form of expression is a nod to the water-people. The families of the Yïnt, Ümez, Örnt, Fi, and Yogu see silence as a path to deeper harmony and a more profound expression of cultural unity. The Silentstep breed of horses have a soft, shadowy coat with soft, nearly soundless hooves. They are small, sensitive, and known for their alertness.
Two Tongues
The Two Tongues clan is enigmatic, known for their unique dialect and accent, which often hinders communication with other clans. Dwelling closer to the sea’s mouth, they have developed distinctive customs that remain a mystery to other clans. Despite this isolation, Two Tongues remains a cohesive group, connected by their secretive language and close familial bonds. The clan comprises the Yïnt, Ümez, Örnt, Fi, Yogu, Teestüsh, and Zornt families, preserving their distinctive identity through their linguistic and cultural uniqueness.The Seawhispers, the horses of this clan, have a coat of dark blue-grey with hints of green. They are known for their endurance in damp and coastal climates, dependable on rocky, wet terrain.
Blood Spear
The Blood Spear clan, infamous for their association with exiles, former bandits, and outlaws, is both feared and shunned by most clans. Known to deal in slaves, though rarely keeping them. They operate on the fringes of Bjoulsae society, upholding certain traditions but defying others. Despite their reputation, the Blood Spear clan remains steadfast in its ways, representing a darker side of Bjoulsae culture where survival and independence trump all else. The clan-bred horses, the Duskfang Warhorses, are dark and muscular, with red eyes and manes that fall like dripping blood. These beasts are aggressive and loyal to their chosen riders to the death. They have a high threshold for pain and thrive in combat.
Red Fish
The Red Fish clan has sworn a vow to the Bjoulsae River and the sea gods, strictly adhering to a pescatarian diet as part of their spiritual devotion. This clan has a natural affinity for water, with members who can swim for days and venture into open seas, fearless of aquatic threats. The Döch, Jöögö, Jül, Kosivï, Hyaadheylaarnt, and Miih families make up this clan, who view the river as both sanctuary and life source, revering its depths and currents in their unique way of life. The Seabright horses of the Red Fish have a striking pearly white coat with hints of turquoise along their mane and tail, and their appear almost luminescent under sunlight. They have high stamina and are great swimmers.

17th of November, 2024

The Bjoulsae Clans Pt. 2: The Sha-Kuuvaz

("A Southern Bowman of the Ato-Nuuro Clan"; Midjourney)

Sha-Kuuvaz: The Red Clans of Hammerfell

Ato-Hyeel
The Ato-Hyeel clan upholds what they consider the “pure horse ways” of the Bjoulsae, an ancient tradition that venerates horses above all other creatures. They herd only horses and refuse to hunt or consume any other animals, reflecting their dedication to the sun gods. Led by patriarchal chieftains with a strong martial spirit, the Ato-Hyeel claim divine authority in their connection to the sun, a bond they extend to the clans in their region through powerful blessings. They continue the ancient practice of slavery, a tradition they view as essential to their way of life, despite the discomfort it stirs among neighbouring clans. Formed by the Sa-Hyeel, Ejuurnt, Hyuhü, Rieerkok, Yüürn, Drïsi, Nööp, Wastïïr, and Jeeqü families, Ato-Hyeel embodies a steadfast and traditionalist warrior spirit, frequently raiding to affirm their status and uphold their beliefs. Their Sunfire Stallions have a golden coat which can glow a warm aura with yellow eyes and bright orange manes. They are known for their martial prowess and speed.
Ato-Nuuro
The Ato-Nuuro clan is famed for their expertise in the five arts of raiding, skills they depend on for survival. Driven by a volatile nature, the clan raids regularly, even during sacred river times, an act other clans consider dishonourable. Their chieftains lead with little caution, prioritising plunder over diplomacy, often bringing both wealth and enemies to their people. The Ato-Nuuro clan comprises the Sel-Nuuro, Bïjo, Rörg, La, Kyel, Bam, and Hyaal families. The Stormrun Chargers, the horses they breed, have a dark, stormy grey coat and jagged white markings like lightning, is known for its fierce temperament and agility. This breed excels in speed and quick direction changes.
Ato-Dhuunt
Considered cursed by misfortune, the Ato-Dhuunt clan endures poverty and scarcity, surviving in the driest lands with little to sustain them. Their herds and goods are minimal, and they often rely on the kindness of others for aid. Although some clans pity them, the Ato-Dhuunt are proud and resilient, enduring hardship with quiet strength. They are made up of the Ox-Dhuunt, Lïïv, Luureef, Zoorgüx, and Ruk families. They breed the Dustmane Horses, which have dusty brown coats with lighter flecks along their legs, giving them a camouflaged appearance that blends with the dry landscape. They are smaller than most horses but they require little food or water.
Ato-Nyesh
The Ato-Nyesh clan claims a direct lineage to Father Sun, viewing themselves as the purest of the Bjoulsae. They are intensely devoted to sun worship, rejecting shamanism and all deities except for Father Sun, whom they honour as their ultimate ancestor. Their chieftains, always patriarchal, are often skilled in powerful sun magic, leading with heroism and conviction. Comprising the Je-Nyesh, Xen, Zuut, Tsarg, Loq, Yoosüv, Büch, Tsokach, and Jiith families, Ato-Nyesh is proud and resolute, living their lives with unwavering devotion to the sun’s light. Their Solarsteeds are a brilliant white with golden markings along their neck and back. They walk with grace and exceptional stamina.
Ato-Buur
The clan of renowned artisans. The Ato-Buur clan crafts intricate beadwork that dazzles in sunlight, reflecting a spectrum of colours. These beads are prized across the region, and many come to trade for their creations, which are said to hold secrets learned from the "water-people". Composed of the Pus-Buur, Tsüshde, Vethoov, Rar, Druuxos, and Osusarg families, Ato-Buur embraces its unique art, blending spirituality and craftsmanship in vibrant, sunlit designs. Their horse breed, the Jewelcoats, are light grey horses with iridescent specks along their coats. They are pretty average but are often exchanged with other clans for their beauty.
Ato-Engach
With large herds of exotic cattle, jackals, fell runners, and even worm mouths, Ato-Engach relies solely on their animals, needing no foraging or hunting to meet their needs. Their extensive herds are a source of pride, providing everything the clan requires. The Düt-Engach, Gyön, Nya, Shö, Pödaax, Thosu, and Woob families form this self-sufficient clan. The Hornback horses of this clan are robust, and stocky, with unique ridges along its back that resemble horns. They are powerful horses with high endurance.
Ato-Drarn
Ato-Drarn is a proud and haughty clan, known for their rigid adherence to tradition and an air of superiority toward those who do not follow their ways. They maintain high standards in all aspects of life, looking down on outsiders and even neighbouring clans for perceived flaws. The clan, made up of the Ree-Drarn, Roor, Varüüshdu, Nïïgo, In, Sööz, and Nïïq families, exudes an almost regal arrogance, clinging to ancient customs with a fierce sense of identity and pride. The Pridehoof horses bred here have a sleek black coat with a striking silver mane. They are aloof, only allowed the most skilled rides on their backs.
Ato-Neshef
Renowned for their mastery over rain and thunder magic, Ato-Neshef are devoted members of the Blue Man Spirit Society, forging strong ties with air spirits and guardians of the skies. Though their magical practices are powerful, some clans criticise them for weakening their connection to the sun in favour of the elements of water and air. Comprising the Ukh-Neshef, Gyöf, Booh, Muurneh, and Müheen families, Ato-Neshef holds the secret myth of flight, making them enigmatic and mystically revered. They breed the Thundercoat horses, which have a deep grey coat with blue-tinted markings and blue-purple eyes. They are quite sensitive to the changes in weather, often becoming restless before storms.
Ato-Pelvü
The Ato-Pelvü clan holds the gift of fire blessings, harnessing the power of the sun’s flames in ritual and magic. Known for training those who seek to unlock their own divine birthrights, the clan’s chieftains are expected to be blessed with divine fire. With families including Pü-Pelvü, Dhagyuuv, Kaax, Kriru, Hyugüüsh, and Shuq, Ato-Pelvü is seen as a conduit of the sun’s power, their rituals resonating with fiery devotion. The Emberlight Stallions have a rich, dark red coat with flecks of bright orange to match their eyes and mane. They make for great battle horses.
Ato-Daash
The Horsemen in general practice solely oral tradition and do not read and write. However, the Ato-Daash clan reveres written knowledge, a legacy from the White-Walled City they once fled. They collect ancient texts and guard lost Bjoulsae myths, recording knowledge that few others possess. Their writing system, thought to be derived from Old Nedic runes, reflects an esoteric wisdom they rarely share with outsiders. The Ur-Daash, Seehiiq, Müs, Miir, and Kyaaz families make up this esoteric clan. Their Inkhide Mares sleek, jet-black coat with subtle, swirling patterns that only appear in certain lighting. They are known for their beauty and intellect, good for long journeys.
Ato-Gyavö
Most Bjoulsae use bronze weaponry and even fewer know how to craft them, but the Ato-Gyavö clan possesses the secret of iron smithing. They guard this knowledge carefully, viewing iron as both a powerful weapon and a potential corruption of the sun gods’ teachings, so say other clans, for the sun gods never used iron weapons in their wars. Only on rare occasions do they trade their iron tools or weapons. The clan made up of the Kex-Gyavö, Doosup, Gal, Byï, Roox, and families. The clan, to match their legacy, breeds the Ironhide horses, which have a dark, steely-grey coat and a strong, muscular build. They have high durability and strength.
Ato-Maaz
Known as the Pig-Haters, Ato-Maaz bears a fierce hatred for the Bad-Earth people and their goblin kin, viewing them as ancestral enemies. The clan maintains rituals and spirit alliances specifically geared toward combating these adversaries. Made up of the Hyak-Maaz, Jejïv, Xüghüna, Thris, Gïs, Taangï, and Feek families. The Pig-Haters ride the Banehoof horses, which have dark coats with rough patches and faint reddish marks that appear like scars. They are aggressive and difficult to control.
Ato-Nöörn
The Ato-Nöörn clan, famed for their herds of bulls and cows, is accompanied by a legendary white bull spirit that grants fertility blessings. They live by the principle of continuous movement, believing that their unity as a clan outweighs the individual. Known for their leatherworking, Ato-Nöörn is formed by the Rüm-Nöörn, Gyaf, Kaarnt, Xash, Choop, Meer, and Darn families, embodying resilience and sacrifice. They care for the White Bullhorses which are large, white-coated horses with a distinctively muscular build and small horns just above their eyes. Known for their high endurance.

Ato-Nyaarn
The Ato-Nyaarn clan is known for its relentless pursuit of evil sorcerers, demons, and witchcraft. They specialise in divine protection magic, warding off curses and dark spirits. The Bul-Nyaarn, Ïndaar, Shöt, Byüh, Woorg, and Dhaamönt families form this clan of mercenaries, respected as protectors against malevolent forces. Their Witchbane horses are a silvery-white with faint black markings that form protective symbols along its legs and face. They can detect the wicked supernatural.
Ato-Nanö
They are goat herders who dwell in the hilled regions. The clan has adapted to high altitudes, believing the peaks bring them closer to the sky gods. Known for their unique use of goat furs and horns. The Dan-Nanö, Tsooh, Ithooch, Thrü, and Lerg families are renowned for their courage and resourcefulness. They breed Goathorn Mares which are compact, sure-footed horses with a grey coat and two small, upward-curving horns on their foreheads. They can travel well through rocky terrain.
Funorkösi
Shrouded in mystery, the Funorkösi clan isolates themselves in canyons, keeping to their secrets and avoiding contact with other clans. Little is known about them, and they are rarely seen, making the Funorkösi a true enigma among the Bjoulsae.
Ato-Hyük
The Ato-Hyük is famed for producing the sweetest kumis in the valley. They attract traders from afar hoping to acquire this “drink of the gods.” Their kumis is a valuable commodity, often bartered for other luxury items. The Kyez-Hyük, Amoob, Fash, Pör, Löp, and Humür families know the secrets to make this legendary drink. They receive their milk from the Sweetmane horses which are smooth cream-coloured with faint golden fleck. Their milk is very creamy and never bitter.
Ato-Teekh
Practitioners of ancient body modification, the Ato-Teekh clan consider scarification a sacred form of genealogy and mythic expression. Each scar tells a story of ancestry, power, or war. Their chieftains are often marked head to toe with these symbols, embodying their clan’s devotion to legacy. Some clans see this as a form of past barbarism while other pious folk find it respectable. The clan is comprised of the Ah-Teekh, Thïïshdï, Ran, Jïfïïkh, and Warnt families. Their horses, the Markhide horses, are light tan and are born with natural scar-like markings that deepen with age. They are stoic horses and strong.
Ato-Kyokurkep
The Ato-Kyokurkep is famous for waging war against the Bad-Water People, launching daring naval attacks on their cursed islands. Known for occasionally using sorcery to match their enemy, this clan is both feared and criticised by others for their extreme tactics. The Vof-Kyokurkep, Krulaaq, Epuuf, Thin, Xeemop, Yengay, Neeh, and Rooro families embody a fierce resolve and willingness to face dark forces. The Saltmane horses of this clan are sleek, dark blue with white streaks along their mane. They are fierce and great swimmers.
Ato-Asat
The Ato-Asat clan controversially practices the dark ways of human sacrifice to the sun gods, viewing it as a powerful means of securing divine blessings. As devoted sun worshippers, they reject shamanism entirely, believing it diminishes the sun’s light. Formed by the Koh-Asat, Töch, Furg, Xek, and Tsööwüch families, they wield significant influence, using sacrifice to fuel their connection to the divine. They families breed Bloodshine mares which are striking red horses with glossy coats. They are aggressive yet loyal and even carnivorous.
Ato-Char
Also known as the City-Haters, the Ato-Char clan despises outsiders and city-dwellers, claiming to be among the first to have escaped the White-Walled City. With a reputation for hostility toward all outsiders, the Yer-Char, Wööl, Drukh, Luroowe, Pözïv, and Shoduh families uphold an identity built on independence and defiance. Their Flintcoat horses are rugged, dappled grey coat with dark undertones. They have quick reflexes and attack all those who are not of the Ato-Char clan.
Ato-Dref
The Ato-Dref clan is unique for its use of chariots, a skill passed down through a secret myth. Their chariots are central to their culture, used in battle, sport, and daily work. Once part of the upper class in the White-Walled City, the Efu-Dref, Nöön, Tagu, Aldïz, Kyeb, Tedhuuv, and Noongi families honour this ancient tradition with pride. Their chariots are pulled by their Swiftcart Mares, which have a smooth golden-brown coat with streamlined markings along their sides. They are ideal for pulling chariots and carts.
Ato-Küytuus
A small but extreme clan, Ato-Küytuus is dedicated to purifying the world of earth and air spirits, embracing only water and sun. Their anti-shamanistic stance drives their practices, often bringing them into conflict with other clans. Formed by the Ut-Küytuus, Örï, Dazürg, Hööjef, and Chiirn families, they strive for a pure connection to the natural elements they revere. The Spiritblue horses of this clan are light grey with blueish undertones. They are fearless and not easily surprised even by ghosts.
Ato-Byutsaan
This is a clan of astrologers and keepers of the old caste system. They preserve ancient star charts and myths, following the Nedic traditions of old. The El-Byutsaan, Thruylech, Nyara, Ïlax, Urnooz, Diimör, Lirdï, and Maawiz families uphold a disciplined structure rooted in their celestial heritage. Their Starstride Mares have a black-blue coat with a faint yellow and light blue speckle across their bodies. They have a great sense of direction and can lead their riders back home with ease.
Ato-Hukhol
Known for their fast, durable reed boats, the Ato-Hukhol clan explores beyond the Bjoulsae, navigating rivers and seas with guidance from wind-spirits and sea-gods. Formed by the Dhir-Hukhol, Chuunt, Lözech, Koukou, Nyaarg, Shiish, and Römö families, they are adventurous and deeply connected to the waters that shape their journey. The Tidewalker horses are blue-green with black streaks. They are resilient, confident, and great for adventures.

17th of November, 2024

The Structure within Bjoul Clans

In our previous posts, we explored the broader clan structure and the ways in which the Bjoulsae River-Horse people organise themselves across their lands. Now, we turn our focus inward, delving into the intricate framework within each clan. This section will examine the internal dynamics that shape daily life and identity among the Bjoulsae, covering the distinctions of biological sex, gender roles, family structure, life phases, and societal classes. Through these elements, we gain a clearer understanding of how each clan maintains its unique identity and sustains its deep-rooted traditions.

Biological Sex

Among the Bjoulsae, biological sex is understood through six primary classifications, each recognised and respected (or, in some cases, pitied) according to longstanding beliefs about body, spirit, and the needs of the community:Küüs (Males): Individuals who are masculine-presenting with a penis, making up approximately 40% of the Bjoulsae population. Küüsi are traditionally associated with warrior roles, providers, and figures of leadership in many clans, though each clan interprets this role through its own cultural lens.Chir (Females): Feminine-presenting individuals with a vagina, also making up about 40% of the population. Chiri are often seen as caretakers of the home and clan, guardians of cultural practices, and central to fertility rites and rituals, reflecting their close association with nurturing roles and community cohesion.Nal-Küüs (Female to Male): Individuals born with female bodies who undergo a transformative initiation ritual to align their spirit with that of a male. This practice, seen as a way of harmonising the body and soul, is common in most Bjoulsae clans. Some individuals are believed to be born with spirits that do not match their bodies. Nal-Küüsi may also transition to meet the needs of their clan, adapting to roles that require their presence. They make up approximately 7% of the population.Nal-Chir (Male to Female): Born male but becoming female through an initiation ritual, Nal-Chiri reflect the Bjoulsae belief in aligning spirit with form. As with Nal-Küüsi, the transition is both personal and sometimes practical, helping individuals take on roles needed within their clan. They also constitute about 7% of the population.Ghish-Or (Intersex): Androgynous individuals possessing both male and female reproductive organs, Ghish-Or are rare and often viewed with reverence, as the Bjoulsae associate them with divine beings and powerful sea creatures. With their unique physicality, Ghish-Ors are seen as embodying balance between the three spirits, and their presence is often thought to bring blessings. They represent about 5% of the population.Tuus-Ghish (Neuter): Those without functional genitalia or any genitalia at all, Tuus-Ghish are viewed negatively within Bjoulsae society. Often associated with sterility or seen as bearers of misfortune, they are pitied by some but discriminated against by others, seen as “broken” or “cursed.” This classification is typically used for those who cannot reproduce, as well as inanimate objects and lesser spirits. With a culture heavily focused on fertility and continuity, Tuus-Ghish individuals are rare, making up less than 1% of the population.

Societal Gender

Among the Bjoulsae, gender roles are pivotal in defining an individual's responsibilities, social identity, and spiritual connection. Each person undergoes an initiation ritual upon reaching adulthood, after which they are assigned a societal gender that aligns with their spiritual path and the needs of their clan. The Bjoulsae recognise six primary gender roles:Gyïïr (Sun-Men): Representing masculine roles associated with sun magic, Gyïïri are typically Küüsi and Nal-Küüsi individuals who embody strength, leadership, and assertiveness. They serve as hunters, spearmen, riders, and chiefs, forming the warrior core of the clan and making up around 25% of the population. Gyïïri dress in practical garments of leather or wool, adorned with animal pelts, bones, and symbols of power. Bold and confident in body language, they engage in feats of strength and are permitted to use weapons and “masculine” gear, embodying the clan’s ideals of protection and martial prowess.Tsa (River-Women): With feminine roles aligned to the river, Tsali are often Chiri and Nal-Chiri individuals who serve as gatherers, healers, hearthwives, and herbalists. They are the caretakers of the family and home, representing compassion and wisdom. Constituting 25% of the population, they wear flowing robes or skirts dyed in natural colours, carrying baskets and medicinal pouches. Calm and patient, Tsali speak softly, embodying nurturing roles essential to clan well-being and are trusted to handle sacred plants.Naaste-Gyïïr (River-Men): These are males with feminine roles, enabling them to harness river magic rather than sun magic. Naaste-Gyïïri are Küüsi, Nal-Küüsi, and occasionally Ghish-Ori individuals who gravitate towards river-associated roles, such as sailors, marine warriors, fishermen, and traders. Though seen as effeminate by some Southern clans, they embody wisdom, preferring quiet reflection over action. Wearing robes woven from reeds and seaweed, they contribute thoughtful insights at the river’s edge, focusing on guidance and trade, and make up roughly 8% of the population.Hyash-Tsa (Sun-Women): Hyash-Tsali represent females in masculine roles, empowered with fire magic. Typically Chiri, Nal-Chiri, and occasionally Ghish-Ori, they are archers, horse breakers, herders, and fire-keepers. Emerging after the Many Sun War to defend their clans, they now serve as cattle herders, and horse breeders, making up about 8% of the population. Their clothing resembles that of Gyïïri but is more tailored, reflecting their balance of strength and femininity. Confident and direct, they exude authority and command respect in negotiations, though Southern clans often view them as unconventional.Thripü-Serntaf (Middle-People): Assigned to Ghish-Ori individuals, Thripü-Serntaf embody both masculine and feminine roles and are the shamanic bridge between the natural and supernatural worlds. Skilled in speaking to spirits, they handle the tools of warriors and the sacred plants of healers. Thripü-Serntafi dress in a blend of masculine and feminine attire, often featuring fur skirts, sacred jewels, and spirit tattoos. Their movements are deliberate and ceremonial, embodying balance and unpredictability as they channel various spiritual energies. They make up around 4% of the population, more commonly found in Northern clans.Tuus-Kuur (Not-Adults/Agender): Tuus-Kuuri is the gender designation for those who have not yet completed their adulthood initiation rites and therefore do not have a specified role in society. This category includes all children, outsiders, and foreigners. With no specific duties or societal expectations, they are seen as neutral within the clan’s structure, representing approximately 30% of the population.

Phases of Life

The Bjoulsae River-Horse people observe a structured progression of life stages, each with its own roles, expectations, and rites. These phases mark an individual’s journey from birth to elderhood, guided by cultural and spiritual beliefs that shape the identity and purpose of each clan member.Dhöx (Childhood): Spanning from birth to around 12 or 13 years old, Dhöx is a genderless phase during which children are sheltered, nurtured, and free to play among their peers. They are gradually introduced to the fundamentals of clan life, learning from their extended family through shared experiences and simple lessons. At this stage, they are regarded as Tuus-Kuur, with no defined role or societal expectations, embodying innocence and potential. Dhöx represents approximately 15% of the Bjoulsae population.Ab-Byöt (Adolescence): From ages 12 or 13 to around 16 or 18, Ab-Byöt is a transitional phase focused on preparing for adulthood. Adolescents enter a period of intensive learning, absorbing deeper religious practices, sacred stories, and cultural traditions under the guidance of family and clan mentors. This phase culminates in the initiation rites, a series of challenging rituals that determine their suitability for adulthood. Those who pass are chosen by patron gods, assigned a gender, and granted a defined role within the clan. Those who fail may face exile, a cursed life, or, in rare instances, death as a result of the ritual itself. Ab-Byöt comprises about 15% of the population.Tal (Adulthood): Adulthood spans from approximately 16 or 18 until around 40, during which individuals fully assume their roles within the clan. Tal members are active contributors to society, performing specific jobs, adhering to their societal gender roles, and participating in religious cults. This phase represents the prime of life, where individuals embody the values, skills, and responsibilities they have been trained for. Adults make up the majority of the Bjoulsae population, around 60%, serving as the backbone of the clan’s social and economic life.Ïr (Elderhood): Those who survive beyond 40 enter Ïr, a revered phase of life marked by retirement from active labour and the assumption of sacred duties. Elders are respected as custodians of knowledge and tradition, training younger generations and leading their families with wisdom and authority. They form the clan council, advising the chieftain and shaping clan policy. The older an Elder becomes, the more respect they garner, although most live only to around 60. In rare and celebrated instances, some Elders reach 120, embodying the ultimate longevity and honour in Bjoulsae culture. They make up about 10% of the population.

Household & Family

In Bjoulsae culture, family is an expansive and inclusive concept, woven deeply into the fabric of clan life. The Bjoulsae do not distinguish between extended and immediate family as many other cultures might; instead, they view their households as unified, interdependent groups bound by mutual responsibilities and shared lineage.Each child is raised with multiple fathers (Adha) and mothers (Amatsa), as uncles (Sör) and aunts (Wükh) take on parental roles indistinguishable from those of biological parents. Cousins are simply brothers (Bodi) and sisters (Virda), with little distinction made between sibling and cousin relationships. This communal approach to family ensures that each child is surrounded by a broad support network, with guidance and care shared among many adults.Before their initiation rites, children live in communal dorms with mixed sexes, learning the basics of clan life and fostering bonds with their peers. Following initiation, however, they gain access to the larger home-tent, where spaces are traditionally separated by gender to reflect societal roles. River-Women typically manage the household, overseeing domestic matters and ensuring the well-being of family members, while Sun-Men handle external matters such as politics and defence.Regardless of individual roles, however, ultimate authority within the family lies with the Elder (Ïr), whose wisdom and experience command the final say in all significant family decisions. The Elder, often the most senior and respected member, is revered as the keeper of ancestral knowledge, with a perspective that guides the family’s direction and values. Through this structure, Bjoulsae households balance collective responsibility with respect for individual roles, creating a tightly woven social unit that mirrors the clan’s overarching principles of unity and continuity.

Education

In Bjoulsae society, education is a collective responsibility, deeply rooted in family and clan traditions. The earliest stages of learning are overseen by the women of the family, who introduce children to the fundamentals of clan life. These early lessons include the clan’s origins, language, myths, and essential survival skills. Children are taught through storytelling, communal activities, and hands-on experience, ensuring they grow up with a strong foundation in their cultural heritage.Following the rites of initiation and the assignment of a societal gender, education becomes more specialised. Adults with masculine roles are trained by the men of the clan in skills like horseback riding, combat, and the arts of war, preparing them to fulfil protective and leadership duties. Those assigned feminine roles join the women in the sacred river tent, where they are entrusted with deeper cultural knowledge, including the sacred stories, healing practices, and caretaking responsibilities central to clan life.For those with close ties to a shaman, there is an additional path: clan shamans, often seeking to pass down spiritual traditions, will take on initiates from within their bloodline. These apprentices learn the sacred rites, rituals, and the delicate art of communicating with spirits. Education, in the Bjoulsae tradition, is thus an interwoven journey that not only prepares individuals for their practical roles but instills a sense of spiritual and cultural continuity within the clan.

Classes & Professions

The Bjouls organise their society through a structured class system that varies slightly from clan to clan. While some clans adhere to a strict hereditary caste system, most clans offer flexibility, allowing individuals to achieve status through merit and service. Below is the general hierarchy that shapes clan society:Pïk (Ruler): At the top of the class structure is the Clan Chief, or in times of tribal confederacies, the Tribal King. Chosen by the ring of family elders, the Pïk holds the position of leadership, guiding the clan and overseeing the council’s decisions. However, the Pïk’s power is not absolute; should they misuse their authority, the elders can convene and elect a new chief. Chiefs possess considerable wealth, including many mounts, carts, and boats, as well as a large yurt, several dozen livestock, quality weapons and armour, and sometimes slaves if kept. They command the loyalty of their clan and any conquered peoples, symbolising the clan’s unity and strength.Teer (Nobles): Below the ruler are the Teeri, the clan’s nobles, which include elders, priests, shamans, lawspeakers, warthanes, and lorekeepers. While some clans pass these positions down hereditarily, most allow individuals to rise to this status through achievement. Teeri own their own tents and some herds and oversee groups of freemen within their areas of responsibility, whether leading a warrior band, a religious cult, or an extended family. Their status comes with authority, as they are entrusted with preserving the clan’s traditions, laws, and spiritual practices. They make up about 10% of the clan's population.Kuuv-Xöt (Freemen): The majority of the clan’s population (around 75-80%), Kuuv-Xöt are the common folk who carry out essential duties. They include herders, hunters, gatherers, crafters, and hearthwives. Most freemen possess a mount, cart, or small boat, along with a small tent or shared space within a noble’s yurt. They typically own modest livestock (about half a dozen), basic weapons, armour, and tools, providing for their families and supporting the clan’s livelihood. Their role is vital to the clan’s day-to-day survival.Hö (Slaves): Hö are the menials, thralls captured in raids, and foreign slaves who hold the lowest status within the clan. Without personal ownership of goods or livestock, they depend entirely on their owners, usually nobles and chiefs, but sometimes even freemen. Slaves may receive small keepsakes or tools to assist with their assigned tasks, yet their lives are largely controlled by their superiors. Keeping slaves is becoming less and less of a tradition among the Bjouls, especially the Northern Clans. Currently, they make up 10-15% of the clan's population.Wügya (Outcast): They are those who have been exiled or have broken with clan society, including rebels, criminals, and deserters. Stripped of all possessions, they are left with only the clothes on their backs, forced to survive outside the protection and support of the clan. Seen as dishonoured and often shunned by their former kin, Wügya have no place within the class structure and live on the fringes of Bjoulsae society.

Elder Scrolls Posts

12th of November, 2024

Time Telling in Tamriel

An abstract to the much larger text, "Chronometria Tamrielica", written by Pater Alagnaesolus of the Akatosh Chantry.

The Solar Star Cycle of Auriel

In Summerset, time flows according to Auriel, god of time and light. The Altmer’s calendar is intrinsically tied to the sun, with a solar-based structure that reflects their reverence for balance and order. They divide their year into twelve months, each ruled by one of the Celestial Signs, or “Star Signs.” These signs are seen as spiritual avatars that follow Auriel’s rule and law, guiding mortals through their lives and aligning their fates to the celestial heavens.Each month begins and ends with a solar alignment and is guided by its corresponding Star Sign. Altmeri weeks are precisely aligned, with eight days that flow like a cycle of ascendance, reflecting the journey of Auriel from dawn to dusk. They use intricate sundials to measure hours and have perfected astrolabes to chart the movements of the heavens, trying to divine Auriel’s sacred choir. Their year is fixed and structured, embodying their quest for eternal knowledge and enlightenment.

The Lunar Phases of Alkosh

The Khajiit of Elsweyr follow Alkosh, a god intrinsically tied to the dual moons, Jone and Jode. For them, time is a lunar cycle, not a linear progression, with Jone and Jode’s dual rotations dictating their year. Their timekeeping system is based on the 64 combined phases of the moons, as each moon goes through an 8-phase cycle. Each phase corresponds to a state of balance or shift, and Khajiiti mystics and astronomers study these cycles carefully.The Khajiiti week is organized by the progression of the moon phases, each phase marking one “Tale” (or “Tail”) within a cycle of the moons. Larger cycles, known as “Sagas,” are comprised of eight full lunar weeks, reflecting significant events or omens. This bi-lunar system lends a rhythm to Khajiiti life that feels mystical and fluid, dictated not by rigid dates but by the dance of moonlight and shadow. Time is flexible, bending and shifting like the sands of Elsweyr, and each Khajiit’s birth phase often holds deep significance for its role within society.

The Eightfold Seasons of Alduin

For the Nords, Alduin is both a god of destruction and the cycle of rebirth. Their timekeeping revolves around eight distinct seasons, each tied to the land and Alduin’s cyclical influence. These seasons reflect the natural life cycle of the north: Dawntime, Seed Sowing, Midyear, Sun’s Height, Harvest, Last Leaf, Frost Fall, and Dusktime.Each season, lasting roughly six weeks, forms a part of an ongoing cycle, reminding the Nords that time is an endless repetition, mirroring the cycle of kalpas that Alduin will eventually consume and reset. Nord years are not counted linearly but as cycles within kalpas, with each kalpa marking a grand period of history destined to repeat. The northern belief is that no matter how many seasons pass, Alduin will eventually come to eat the world, beginning the cycle anew. Their calendars are marked less by strict dates and more by the changes in the land and the signs of Alduin’s influence in the sky and earth.

The Imperial Calendar of Akatosh

In Cyrodiil, the Imperials revere Akatosh, the Dragon God of Time, and their timekeeping combines the Altmeri solar structure with Nordic seasonality. Their year is divided into twelve Star Sign-based months, similar to the Altmer, yet within these months lie the four seasons reflecting nature’s rhythms: Springtide, Summertide, Falltide, and Wintertide.The Imperial system marks each year with a unique designation within the greater Imperial Era, creating a structured timeline used to track history and maintain governance. Their calendar is well-kept, rigid, and precise, as befits a people who see time as a measure of their Empire’s durability. Yet, unlike the Nords, who see time as cyclical, the Imperials believe in linear progress—a timeline that grows from each era to the next. Time is both sacred and political, a resource as valuable as their empire’s borders, and each Imperial generation is keenly aware of their place in Akatosh’s grand unfolding.

The Temporal Enigma of Sotha Sil

The Dunmer have no god of time as such; instead, they look to Sotha Sil, the Clockwork Godking, who they view as the architect of secrets and metaphysical understanding. The Dunmeri concept of time is esoteric, described not by seasons, phases, or cycles but by layers and possibilities. Time in Morrowind is seen as a construct, a shifting clockwork mechanism that can be moulded, explored, and perhaps even defied.For the Dunmer, days and hours do not hold absolute meaning. Time is often understood as “Moments” within larger “Mechanisms,” and their scholars speak of “Temporal Paths,” ways of experiencing time that go beyond the linear. Sotha Sil’s followers view each second as a cog within a grand design, one that could be adjusted or reconfigured. The Dunmeri time-keeping devices are complex, using mathematical numero-symbols to imply that each phase of existence is an interconnected facet of a greater, unknowable clock, matrices within matrices.The Dunmer year itself might not even have the same length each time, as time itself in Morrowind is understood to be at the mercy of reality's structure. This amorphous and fragmented view is fitting for a people as attuned to ambiguity as the Dunmer, who see time as a part of the same mysterious forces that govern life, death, and rebirth.

Elder Scrolls Posts

11th of November, 2024

Book of Grasping Fortune

Filled with the 293 Sacred Laws of the Great House Hlaalu.

1) "The Dunmer who ignores opportunity deserves every failure that comes his way."
2) "Seize every chance to make a profit, but remember that your reputation also has value."
3) "Our words became our strength."
4) "The perfect approach to negotiations is to compromise with an eye toward securing the best possible deal."
5) "You can trade with a friend forever, steal from a fool once or twice, and bargain with the dead not at all, so always go for the most sustainable profit."
6) "In the great wind of progress, tradition cannot stand."
7) "Grasp fortune by the forelocks. When you see your chances, seize them."
8) "When you see a chance to turn a profit, take it. But do not follow money blindly."
9) "There are many ways to do business."
10) "House Hlaalu prizes initiative and ambition."
11) "Strive for balance in all things."
12) "Trade is the House's weapon, its tool, and its way."
13) "The most honorable conclusion to any conflict is compromise."
14) "Not everyone is reasonable."
15) "Once the trade is sealed, sealed it should stay."
16) "Never spend more for an purchase than you have to."
17) "Never allow a Mer to stand in the way of opportunity."
18) "Keep your eyes open, ears sharp, and palms unfolded."
19) "A Hlaalu without profit is no Hlaalu."
20) "You can catch more guars with jelly than lichen."
21) "War is good for business."
22) "Peace is good for business."
23) "To achieve freedom from greed, all parties must find balance."
24) "The bigger the smile, the sharper the knife."
25) "Good costumers are as rare as ebony."
26) "The harsher the road, the greater the profit."
27) "You can't make a deal if you are dead."
28) "Hear all, trust none."
29) "Never confuse wisdom with luck."
30) "Vengeance will cost you everything."
31) "Everything can be bought and sold."
32) "The greatest defense is a wall built of gold."
33) "The most honorable conclusion to conflict is compromise."
34) "Do not mistake patience for passivity; a Hlaalu waits for the right moment."
35) "Gold has no loyalty, but it always has worth."
36) "The shadow of influence often outlasts the wealth that cast it."
37) "If you cannot sway with words, sway with coin."
38) "A profitable secret is kept, not told."
39) "Wealth is the mortar of alliances."
40) "Generosity is the cost of reputation."
41) "Every coin spent today should return two tomorrow."
42) "In every risk lies a calculation; the wise make the odds favorable."
43) "The most trusted ally is the one whose interests align with your own."
44) "A true Hlaalu makes even misfortune yield profit."
45) "A poor deal made in haste is a debt owed to fortune."
46) "Convincing another to serve your interest is the highest form of profit."
47) "When the game changes, change your strategy, not your principles."
48) "Every fortress falls to the slow erosion of coin."
49) "Even a friend cannot deny the power of an offer they can’t refuse."
50) "Patience in profit breeds patience in power."
51) "It is wise to never wager more than what you are willing to lose, unless the gain is twice as sweet."
52) "An empty hand is nothing without a plan."
53) "Only fools seek vengeance without profit."
54) "Mercy is a form of credit, to be given with the intent of return."
55) "True profit is measured not just in coin but in influence."
56) "The wise do not flaunt their fortune, for quiet wealth gathers no envy."
57) "A Hlaalu does not trade in grudges, for they bring no profit."
58) "Gold can buy power, but wisdom earns respect."
59) "The House survives by the strength of its coin and the flexibility of its soul."
60) "Seek opportunities to trade, even when they seem scarce."
61) "Influence is the currency that never devalues."
62) "In negotiation, the most important asset is listening."
63) "Trust is a debt seldom repaid."
64) "A Hlaalu does not win every deal but learns from every loss."
65) "A sharp mind can earn more than a sharp blade."
66) "Wealth hoarded is power wasted."
67) "To endure is to adapt; to profit is to thrive."
68) "The measure of a deal is not in its terms but in its endurance."
69) "The best trader can sell without appearing to sell."
70) "Profit is seldom immediate, but loss is often swift."
71) "True wisdom lies in knowing when to walk away."
72) "The value of gold is constant; the value of reputation, fragile."
73) "A poor investment is never so bad as an opportunity ignored."
74) "Influence cannot be weighed but can weigh heavily on others."
75) "Revenge pays no dividends; let it go or sell it dearly."
76) "An open hand gathers respect; a clenched fist gathers only fear."
77) "In business, as in life, fortune favors those who take calculated risks."
78) "Do not ask what a partner can bring; ask how they might prosper from your success."
79) "Flexibility is strength disguised."
80) "Secrets are currency; spend them wisely or keep them safe."
81) "Cunning is the Hlaalu’s inheritance."
82) "A silent promise of favor is often louder than any boast."
83) "To bargain well is to know what each party values most."
84) "The open market is a battleground; always come prepared."
85) "When in doubt, observe the smallest gesture."
86) "Every alliance is temporary; plan accordingly."
87) "Generosity binds loyalty but only when it’s remembered."
88) "The wisest traders never burn a bridge they may need to cross again."
89) "Each act of deception has its price; ensure it is worth the cost."
90) "Profit shared today may return tenfold in trust tomorrow."
91) "Words and gold together can achieve what neither alone could accomplish."
92) "A bargain struck in haste leaves room for regret."
93) "Some deals are best avoided; not all profit brings peace."
94) "Those who speak first often reveal more than intended."
95) "Know the difference between an ally and a tool; both have their uses."
96) "Do not invest in mere possessions; invest in influence and connections."
97) "Even the smallest favor given can yield a great return."
98) "Reputation opens doors coin alone cannot."
99) "To know the market is to master opportunity."
100) "Always consider the value of silence in negotiation."

101) "A single coin may tip the scales of fate."
102) "The wise trader sells not just goods but dreams."
103) "Power is not only what you hold, but what others believe you hold."
104) "Even the softest whisper can seal a deal."
105) "A closed door hides nothing from a patient mind."
106) "Profit is the child of risk and calculation."
107) "A silent partner can speak volumes when needed."
108) "Trust and suspicion are best kept as equals."
109) "The art of trade is knowing what each side fears to lose."
110) "The value of an alliance is often in its silence."
111) "When all else is lost, look to reputation to rebuild."
112) "Never be the first to act in anger, nor the last to forgive."
113) "Fortune’s shadow falls on those who look the other way."
114) "To offer too much is to reveal weakness; to offer too little, folly."
115) "Every relationship is an asset or a liability; evaluate regularly."
116) "Nothing earned with ease can be truly trusted."
117) "A Hlaalu’s strength is in what they can withhold, not just in what they possess."
118) "The best traders do not advertise their skills."
119) "Charm is a currency few appreciate, but none can ignore."
120) "A dishonest friend is often worth more than a loyal enemy."
121) "To wait is wisdom, to hesitate is waste."
122) "True wealth is the art of making others desire your success."
123) "A reputation for fairness is a gilded cage; use it, don’t live in it."
124) "The brightest gem cannot outshine a subtle offer."
125) "When every option is profitable, beware the hidden cost."
126) "Every deal has three sides: yours, theirs, and the truth."
127) "Favors owed are a Hlaalu’s secret vault."
128) "Fortune’s gifts often come with unseen strings."
129) "Patience grows a garden of profit; impatience reaps weeds."
130) "Hold your coin lightly, and it will always return."
131) "A Hlaalu's wealth is measured not just in coin, but in wisdom."
132) "Gold may pave the road to power, but reputation keeps it smooth."
133) "Never underestimate the weight of a whispered word."
134) "Let others believe they have won; a clever Hlaalu profits quietly."
135) "Sometimes the best investment is a secret well-kept."
136) "A keen ear is worth more than a sharp sword."
137) "If you cannot profit from a friend, then make them a stranger."
138) "Success is a shadow: seen, unseen, and always moving."
139) "A small loss today can prevent a larger one tomorrow."
140) "An empty hand holds endless potential."
141) "A Hlaalu's loyalty lasts as long as the promise of gain."
142) "Fear not the loss of coin; fear the loss of control."
143) "In every tale lies a seed of profit, if one listens closely."
144) "Fortune’s favor belongs to the adaptable."
145) "A secret known is a favor earned."
146) "A reputation lost can be regained; trust, never."
147) "The shrewd trader weaves webs, not walls."
148) "Never insult a potential ally; they may be profitable yet."
149) "To demand too much is to limit the profit."
150) "A flexible mind is the Hlaalu’s most precious tool."
151) "A true Hlaalu never underestimates the value of silence."
152) "The worth of a rival is best judged by their usefulness."
153) "Sometimes, victory lies in appearing to yield."
154) "A bitter rival can become a valuable asset in the right hands."
155) "Do not fight fortune; persuade it to favor you."
156) "To bend without breaking is the Hlaalu way."
157) "The market flows like a river; know when to swim and when to let go."
158) "Influence is a coin that must be spent to be kept."
159) "A promise given is a coin borrowed."
160) "Always leave room for profit in your regrets."
161) "The wise trader finds opportunity where others see only obstacles."
162) "To conceal strength is to reveal opportunity."
163) "The cleverest profit is that which others do not see."
164) "The highest price is often hidden in the smallest details."
165) "Hold every asset like water; the tighter the grip, the less you have."
166) "The best profit may be the one you leave for others to find."
167) "A chain of promises holds stronger than iron."
168) "Coins travel faster on the backs of loyalty."
169) "True success is measured by those who wish to emulate you."
170) "Even the humblest trader holds power over their own name."
171) "Be as soft as silk and as firm as iron."
172) "A favor is best given when it costs you nothing."
173) "To lose gracefully is often the wisest strategy."
174) "The truest loyalty is bought, not asked."
175) "A Hlaalu knows that no trade is final until both sides are satisfied."
176) "To give freely is the first step toward gaining control."
177) "Gold flows like a river; learn to navigate its currents."
178) "A well-timed smile can win more than a full coin-purse."
179) "Not all profit is gained; some is avoided."
180) "In every defeat lies a lesson for future victory."
181) "Reputation is like water: easy to lose, hard to gather."
182) "To understand value, one must look beyond price."
183) "In every conflict, seek not to conquer, but to benefit."
184) "Trade is a delicate dance; step lightly and know the rhythm."
185) "A true Hlaalu leaves no bridge unburnt—until profit demands it."
186) "A Hlaalu’s duty is to their House, and their House’s duty is to profit."
187) "Fate favors those who make it pay."
188) "A debt honored is an investment in future gains."
189) "Opportunity comes to those who prepare."
190) "The most difficult profits are often the most lasting."
191) "In every investment, ask if it strengthens or weakens your name."
192) "Do not fear uncertainty; a Hlaalu knows it is the birthplace of profit."
193) "An ally today may be a liability tomorrow."
194) "Every coin has a twin: wealth and responsibility."
195) "Honor is flexible; a debt is not."
196) "A true Hlaalu knows the value of patience—until the profit arrives."
197) "To promise little is to exceed expectations."
198) "True wealth is the freedom to seize opportunity."
199) "A Hlaalu knows when to trade words and when to trade coin."
200) "In the silence of others, the Hlaalu finds wisdom."

201) "A wise Hlaalu leaves room for others to believe in their own advantage."
202) "Sometimes the best profit is found in the trust of a rival."
203) "Coin has no memory, but its loss is never forgotten."
204) "A small risk is the seed of great reward."
205) "Influence is like a flame; feed it carefully, or it will burn uncontrolled."
206) "A subtle smile can earn as much as a fortune."
207) "The best deal is the one that leaves both sides feeling they have won."
208) "It is unwise to let loyalty be costly."
209) "Know what you will give before knowing what you will ask."
210) "A Hlaalu does not need to see the full path to take the first step."
211) "The blade of ambition is best wielded carefully."
212) "A word spoken at the right time is worth a thousand coins."
213) "What can be given lightly can also be taken lightly."
214) "Even the smallest debt can be a powerful chain."
215) "To guard profit is to guard the soul of the House."
216) "In a world of guile, silence is a shrewd negotiator."
217) "A Hlaalu does not need to make the final decision, only the most profitable one."
218) "Promise less and deliver more, for profit grows in surprise."
219) "Every merchant must have the patience of a sculptor; profit is shaped over time."
220) "When fortune is unkind, remember that resilience is profit in disguise."
221) "A mind closed to change is a mind closed to profit."
222) "Only those willing to risk their pride are fit to make a trade."
223) "One does not need to win every trade to profit from every trade."
224) "Respect is a currency; it pays well, but never overspend."
225) "A clever mind can profit even from misfortune."
226) "The art of trade is often in what remains unsaid."
227) "Fear no rivalry if your own value is beyond doubt."
228) "Every gain requires a shadow of risk."
229) "To show weakness is to create strength in silence."
230) "The coin you give should whisper of more yet to come."
231) "Respect the rules of the game, but know when to bend them."
232) "A debt well managed is an opportunity well taken."
233) "To persuade is the highest form of profit."
234) "Even a single mistake can yield wisdom worth more than gold."
235) "The clever trader sees not what a thing is, but what it might become."
236) "Gold shines brightest when it reflects the face of a friend."
237) "Those who control time control profit; be neither rushed nor idle."
238) "Power grows not from strength, but from subtlety."
239) "In every silence lies an opportunity."
240) "A Hlaalu never reveals their next move unless it serves them to do so."
241) "A short victory can cost a long profit."
242) "The weight of obligation is lighter than the cost of betrayal."
243) "Even a barren deal can bear the fruit of experience."
244) "Cleverness can create wealth, but only wisdom can preserve it."
245) "Profit blooms where trust is cultivated."
246) "To rise above others, one must know how to walk among them."
247) "True loyalty is worth more than a vault of coins."
248) "Observe the moods of others; they reveal what gold cannot buy."
249) "The truest wealth is the freedom to choose one’s path."
250) "If you seek to rule, first learn to trade."
251) "The market gives as freely as it takes; know when to follow and when to lead."
252) "If a deal cannot be made, find a way to profit from the refusal."
253) "A humble gain today is often a foundation for tomorrow’s fortune."
254) "One’s word is worth as much as the trust of the one receiving it."
255) "Every coin hides a tale; every tale, an opportunity."
256) "Where one fortune ends, another may begin."
257) "A Hlaalu’s strength is in their adaptability; change is the root of survival."
258) "Do not seek to win every time, but seek to learn every time."
259) "It is better to walk away with less than to be bound by debt."
260) "Value lies in the perspective of the buyer."
261) "To hold influence over others, know first how to hold your own tongue."
262) "The cost of trust is high, but the cost of distrust is higher."
263) "He who knows when to retreat gains ground in silence."
264) "Some things are best bought not with coin, but with respect."
265) "Profits that come too easily are often lost just as quickly."
266) "Value is determined not by what one owns, but by what others desire."
267) "Always know the currency in which you trade."
268) "The wise trader leaves an escape even in the best of deals."
269) "An opportunity unseen is as good as lost."
270) "The true art of profit is knowing how to make it without taking it."
271) "If you cannot hold your ground, make a path around it."
272) "Strength and wisdom are the twin pillars of fortune."
273) "To invest in one’s enemies is to prepare for a profitable future."
274) "Beware of promises spoken in haste; they rarely bear fruit."
275) "To seek fortune is to befriend uncertainty."
276) "Do not trade for the sake of trade; trade for the sake of gain."
277) "A word well placed can win battles a sword cannot."
278) "The clever Hlaalu makes every action echo in profit."
279) "In every loss, there is a lesson. In every gain, a challenge."
280) "A deal is only as good as its outcome."
281) "A Hlaalu understands that power, like coin, is meant to be used."
282) "Bargain from strength, but know when to yield."
283) "A single lie can unravel a web of profit."
284) "If you control the supply, you control the demand."
285) "To choose carefully is to guard one’s fortune."
286) "The wise Hlaalu counts not just coins but possibilities."
287) "Fortune favors the careful listener."
288) "True power lies in making others need your success."
289) "A quick gain is the shadow of long profit."
290) "The strongest alliances are built on the foundation of mutual gain."
291) "To risk nothing is to lose everything."
292) "A Hlaalu without ambition is a guar without direction."
293) "Profit is the path to power, and power, the gate to freedom."

Elder Scrolls Posts

27th of October, 2024

On Heart's Day

[CW: nsfw, sex, rape, drugging, necrophilia]

Carric was a young man who was no stranger to pleasure. Every year, during Heart's Day, he indulged with whatever band of revellers caught his fancy. This year, he was drawn to the "Shaven Fruit Tasters," a raucous, boisterous group whose laughter and singing echoed down the torch-lit streets. They promised revelries "unlike any you’ve tasted," and Carric, feeling the familiar pull of wine, song, and pleasure, let them sweep him away.They began with laughter and ale, stumbling through the streets with a chorus of bawdy songs and raised tankards, then slipped into a tavern for more drink and some dancing. The night pulsed with rhythm and wine, men dancing in a drunken blur, exchanging smouldering looks, touches, and laughter. Someone pulled Carric into a messy, breathless kiss, and soon enough, the room was alive with whispered promises and hands fumbling under clothes. Carric felt as though he were melting into the warmth of bodies and sound.But the night’s promise of pleasure was just beginning, they told him with wild grins. They led Carric away from the tavern, their laughter now low, secretive. The Shaven Fruit Tasters spoke of a hidden temple—a shrine to Sanguine. Excitement flashed through Carric’s mind, his senses primed with the allure of forbidden mystery.As they approached the temple, he noticed it was guarded by women cloaked in blood-red silk, their faces painted with intricate symbols. They stood silent as Carric and his bandmates approached, then gestured for Carric to follow. His friends nodded, almost reverent, as the women ushered him forward alone. He glanced back, feeling a flicker of fear, which only empowered his arousal. They only waved him on.Inside, the air was thick and heady, rich with incense that tangled in his senses. Carric’s eyes adjusted to the darkness, and before him loomed a statue of Sanguine, his goat’s head grinning with twisted pleasure. At either side stood Mephala and Vaermina, his dark yet alluring wives, their eyes carved with a look of deep hunger. Around him, women whispered prayers and promises to Sanguine, their voices like the hiss of flames.Carric was handed a goblet, filled to the brim with dark, aromatic wine. He drank, feeling warmth seep through him, a strange languid pleasure washing over him. A Dibellan priest, bound and with eyes and mouth sewn shut, was led before the statue, and Carric felt his stomach turn, but he was unable to look away. The women around him took ritualistic knives and, with slow, practised motions, slit the priest’s throat, catching his blood in goblets filled with wine and crushed roses.A priestess offered the crimson liquid to Carric, and he drank without thought, feeling the rush of power, intoxication, and darkness fill him. His senses bloomed; the temple seemed to pulse with life and shadow. He was dragged down into a throng, his clothes pulled away, his skin whipped and scratched, until pain and pleasure blurred together, one indistinguishable from the other.Carric fell deeper into this maddening pleasure, tasting blood and fire on his lips. Women clad in black kissed him with cold, feral hunger, their teeth sharp. One by one, they began to force their bodies onto him, pulling him into darker rites, acts that became a fevered blur of ecstasy and horror, until he lost all awareness of where he began and they ended.As the night waned, Carric found himself beside the slain priest, caressing his still-warm headless corpse, not knowing if he loved or hated the sensation, only that it electrified him. The warmth called him. All touch was welcome. He and the bleeding priest in silks became one.When the women pulled him up again, it was only to lay him before a vampire, her eyes gleaming with cold fire as she sank her teeth into his neck, claiming him in the name of Sanguine.Hours passed, or perhaps mere moments—he could no longer tell. By the end, Carric was left trembling on the stone floor, too weak to stand, his body and mind shattered, yet craving more. The temple was silent, the darkness around him complete, and he understood: he had given himself to the god of pleasure, and there was no going back.

Elder Scrolls Posts

10th of October, 2024

Naganu Haal: Daedric Prince of Eternal Harmony

(Midjourney)

In the shadowed corners of Oblivion lies a realm that few mortals speak of, for its name, Solace, is whispered in tones of reverence and dread. Its lord, the Daedric Prince Naganu Haal (ehlnonymic: Negeneh-Heklo; protonymic: [NUMINIT]; aesthonymic: “The endless breath between silence and stillness, where time forgets itself and every sense fades into the quiet hum of nothing”), embodies a paradox that lingers beyond the grasp of mortal comprehension—he is the Silent Prince, Bringer of Eternal Harmony and Painlessness, Weaver of Stillness, yet his gift is peace so absolute that it borders on oblivion itself. His sphere is the removal of all sensation, a quietude so profound that those who enter his embrace are said to drift into a state of perfect, sensationless stillness, living forever in a realm of unbroken calm, zombied and deathless.

The Sphere of Naganu Haal

Naganu Haal’s dominion is not over chaos or torment but over the erasure of all things that tie the living to the volatile currents of existence—pleasure, pain, joy, sorrow, thought, and even time. Naganu Haal's sphere is that of eternal harmony, the realm of stasis and stillness.This form of peace, though, is not without its own price. To accept Naganu Haal’s gifts is to forgo all that makes one alive. His influence beckons those who seek release from suffering but often leads them to an existence more akin to an eternal unlife—a serenity so perfect it can be suffocating. His sphere of Painlessness and Peace manifests as cosmic anaesthesia, removing all sensations from body and mind alike.

Realm of Solace

Solace, Naganu Haal’s realm, is described as a vast, colourless landscape where the boundaries of existence blur. It is often compared to an endless sea of mist where nothing changes. Structures rise and fall without sound, and time seems to have no meaning. The inhabitants, known as the Veiled or Nagani, are former mortals who have surrendered their sensations to Naganu Haal. They float through the mists like shadows, eternally free of pain or desire but also stripped of identity and will. Visitors, if they are not careful, find themselves lulled into a stupor, the sound of their own heartbeat becoming foreign and distant. As a result, very few choose to venture into Solace willingly, and even fewer return.

Enemies and Allies

Naganu Haal's sphere places him in direct opposition to two notable Daedric Princes: Meridia, the Daedric Prince of Life and Light, and Sheogorath, the Mad God of Chaos. To Meridia, Naganu Haal represents a perversion of life itself, for life cannot exist without sensation, without the vibrant force of experience of light, sound, and emotion. Where Meridia champions the purity of vitality, Naganu Haal offers its quiet erasure, an existence without the highs and lows of being.Sheogorath, on the other hand, despises Naganu Haal for entirely different reasons. Sheogorath’s realm is one of madness, where sensation runs rampant and chaotic emotion reigns supreme. To him, Naganu Haal’s endless numbness is a prison, a horrifying place where the thrill of insanity can never bloom. Where Sheogorath spreads wild laughter, unpredictable thoughts, and frenetic action, Naganu Haal offers only stasis, a quiet end to all emotional turmoil.Molag Bal, however, finds a kindred spirit in Naganu Haal. Both Princes possess a deep contempt for life in its normal forms. While Molag Bal seeks to dominate and enslave, imposing his will through brutality and subjugation, Naganu Haal’s gift of eternal peace is a subtler form of bondage. Together, they represent opposite ends of domination—Molag Bal through violence and force, Naganu Haal through peace and sedation. This alignment is what binds them as allies, for they both wish to see mortals trapped in states where their agency is stripped away.

Myths and Legends

There are many myths surrounding those who seek Naganu Haal's realm, including the tragic story of the Pilgrim of Daenia. It is said that the pilgrim, once a noble warrior, prayed to the gods to relieve him of the pain of battle. Naganu Haal answered his plea, offering him eternal peace in Solace. The warrior accepted and was granted freedom from pain—but also lost all memory of his victories, his comrades, and the joys of life. The pilgrim wandered Solace for eternity, a forgotten shadow with no more battles to fight, no more love to give or receive.Another tale says that when tragedy strikes anywhere in Tamriel, be it plagues, earthquakes, or mass migrations, the priests of Naganu Haal always appear soon to those who suffered, wearing various guises, promising the seemingly impossible: peace and solace from the miserable world. Those who agree to this bargain disappear into ancient ruins and forbidden shrines, to never return. Only a very few know the fate of these souls, though a terrible odour rises from the zombie populations of those places.

Artefact

The Weeper's Veil is a shimmering, ethereal cloak woven from cosmic silence and fading starlight, crafted by Naganu Haal to offer freedom from pain and sensation. When worn, it grants immunity to all physical and emotional suffering, numbing the wearer to the world and allowing them to exist in serene detachment. However, over time, it erases all feelings, memories, and eventually, the wearer's sense of self, dissolving them into the void of Naganu Haal’s realm, Solace. While it offers profound peace and invulnerability, the Veil’s ultimate cost is the loss of individuality, leading to a quiet, eternal oblivion.

Elder Scrolls Posts

30th of September, 2024

Theogonia Tamrielica Pt. 1:
Divinates Primordinis

Written by Hesi-Tor "The Free Flower of the East" (anon Hesitoros)
Originally Translated by Chakandara (under the orders of the Akaviri Potentate)
Recently Revised by Lanchoromus, Court Scribe of Uriel V

[Translator’s Note: Although numerous accounts provide differing versions of the tale, the most widely accepted narrative states that Hesi-Tor, who either later assumed the name or was bestowed the title Hesitoros, was a Kreathi-Nedic slave originating from Ninendava. After his emancipation, Hesi-Tor became an active participant in the slave rebellion, fighting alongside Alessia in the struggle for liberation. Following their victory, he distinguished himself as an inquisitive and devout figure, becoming one of the earliest Nedic individuals to acquire literacy in Ayleidoon. His intellectual pursuits led him to serve as one of Alessia's sword-scribes, contributing significantly to the reconciliation of diverse cultural factions across Tamriel, both human and merethic, through the process known as Interpretatio Cyroda. Hesi-Tor's Theogonia Tamrielica represents a comprehensive synthesis of the various Tamrielic traditions concerning the principal deities of their respective pantheons. This work played a crucial role in assisting Alessia in shaping the foundational Imperial pantheon as it is recognised today. The present translation follows a linguistic progression from the original Nedo-Ayleidoon into Early Cyrodilic, culminating in the modern tongue of the Empire.]

Divinates Primordinis

From the formless dark did the Void first arise, born from the hidden womb of the Unseen. And in that vast, endless gulf did the blood of Aurbus stir, a maelstrom unceasing, where the primal powers of Anuelis and Padomaeus, ever at passionate strife, did meet in endless conflict. Anuelis, the Father of the Unseen, stood firm, unmoving as starlight, cold and pure. He longed to still the surging tides. But Padomaeus, the Snake Unbound, devoured with fierce abandon, and all he touched unravelled, for he was the power of change, wild and unyielding. From this algolagnic clash of opposites came the first spark of Creation—an orgasmic cry that pierced the Void, from which were born the Etadion, spirits in the first hour of dawn.Anuelis, eldest of gods, beyond time and shape, eternal stasis in fleshless form, bore the weight of unbroken silence. In his being was paternal order, like the sun high above, distant and untouchable. From his stillness, light did break, and in one tear, the Void was torn asunder, birthing the Aurbus, the realm unformed, where chaos and law did intermingle. He neither loves nor hates; he is all and nothing, the core of being itself.But Padomaeus, the devouring serpent, hungered to undo what Anuelis had wrought. Their struggle, both fierce and intimate, unleashed waves of destruction and birth. Their forceful union, laden with love and loathing, rippled through the heavens and earth, each strike of their clashing thrust giving rise to realms and beings yet unseen. From this cosmic strife, Anuelis begat Acatosius, first of the wheels to turn, and with that motion, the universe’s unravelling began.With Nirena, his consort, Anuelis stood apart, indifferent. She, his reflection, embodied the wild forms of creation, the mother of all that takes shape. Where Anuelis was pure potential, Nirena gave his dream substance. They together shaped the world, yet Anuelis remained distant, leaving Nirena to her craft. Whispered only by the bravest spirits, it is said she coveted Padomaeus, the dark mirror of Anuelis, and from their union did the delicate balance break, the world forever shattered by the mingling of stasis and chaos.Yet Anuelis remains, silent as the night sky, watching but never seen. His hand does not move in the deeds of gods nor mortals, for he is the void from which all things arise, and to which all must return.

But Padomaeus, born of darkness unmeasured, the endless void, rose as Anuelis’ shadow in the first breath of creation, the force that devoured what the light would build. Where Anuelis’ hand reaches to form with care, to mould with light and stillness, Padomaeus unbinds, the devourer of worlds. He is the serpent, coiled and ever-shifting, a ceaseless hunger that winds through the fabric of Aurbus, ever at war with Acatosius and the gods who stand for order.With Nirena, Padomaeus shared a bond twisted and perilous, for though she was Anuelis’, it was Padomaeus’ chaotic embrace she longed for in secret. In his touch, she felt the spark of life, wild and unchecked, the force that stirred the world to true breath. And from their dark union, in the throes of strife and desire, sprang the Daedrion, gods born of upheaval and change, each a reflection of the storm that raged between Nirena and Padomaeus. Thus, the eternal contest began, where Padomaeus and Anuelis clashed, shaking the very pillars of creation. Their battles, unfathomable to mortals, ripple through the realms as the calamities mortals know—earthquakes, storms, and fire from the sky.And it is said that the stars, bright and unyielding, are the marks left behind by Padomaeus’ assault upon the heavens, wounds in the firmament where he sought to rend the veil between worlds. They are the remnants of his war with Magnos, and with Acatosius, the unbending wheel of time, whose domain Padomaeus would tear apart if ever given reign.

Nirena, the earth herself, womb of all creation, consort to Anuelis, both mother and destroyer, lover and victim of the gods. She nurtures life, yet watches as all she bears withers beneath her, for her body is Mundos, fertile but cursed with suffering. From her womb, the gods were born, and through her, mortals first drew breath, yet her heart forever aches from the burden she carries.In her union with Anuelis, the Aedrion arose, the gods of order and stasis, yet her heart stirred for Padomaeus, the force of chaos. His touch, though dark and violent, breathed life into her being, for it was through his force that creation truly began. But her bond with Padomaeus was far more cruel. With a violent hand, Padomaeus forced himself upon Nirena, and from their brutal union were born the realms of Oblivion, each one a twisted shadow of her own desires and pain.Broken and bleeding, Nirena turned to Acatosius, who gazed upon her with pity. He took her as his wife, though not out of love, but for the sake of necessity. Together, they became pillars of the world, their union binding creation itself. Yet within Nirena still lingered the touch of Padomaeus, for the seeds of chaos cannot be undone. Even as she stood beside Acatosius, her heart yearned for Magnos, who abandoned her to her fate. And often, she takes mortal lovers in her own form, the earth itself, swallowing them into her bosom, embracing them in death.Her jealousy of Marilla is sung in whispers, for Marilla, the gentle mother, usurped Nirena’s place in the hearts of mortals. Marilla tends to the living, while Nirena’s love is for the dead, those quiet souls buried beneath her feet. With Arcaius she shares a bitter bond, for though he guides the dead in their final passage, it is Nirena who reclaims them, pulling them back into her cycle of endless death and rebirth.

Magnos, the Architect of the Universe, the Forger of Stars, is both Creator and Destroyer. Ever does his hammer strike upon the anvil of existence, birthing new suns, stars, and laws that govern the firmament. He is both father and son to Acatosius, for from Magnos did the first light emerge, and with it came the breath of time, yet under the rule of time, even Magnos is bound, for his son’s dominion holds sway over all, both maker and made.Magnos loves only his craft, shunning all partners, communing instead with the raw forces of the cosmos that bend to his will. He shapes the worlds with fire and law, yet even he is driven by deeper needs. Once, he was the lover of Nirena, seduced by her promises of creation. Their union, brief and fierce, brought forth the Aedrion, but soon Magnos turned away, abandoning Nirena to Acatosius’ mercy. She has never forgiven this betrayal, and her heart bears the scars of his desertion.In his passion, Magnos turned to Azurena, the goddess of twilight and change. Their love was like a flame that blazed across the heavens, consuming both gods and worlds. Their fiery embraces gave birth to new stars, but also left realms crumbling into oblivion. Azurena, the eternal goddess of transformation, matched Magnos in her power, and from their lust, both creation and destruction bloomed in equal measure.Though he and Padomaeus stand opposed, Magnos forging while Padomaeus unravels, they are but two sides of the same coin. Without Padomaeus’ destruction, Magnos could not create anew, for the cycle of birth and death is unbroken. Yet his true rival is Hermaios, the insatiable seeker of knowledge, who yearns to uncover the hidden truths Magnos has buried within the very fabric of creation. Their union was not one of flesh but of mind, and from it were born the dark secrets of the universe, secrets so terrible that even gods tremble before them. In the cosmos, they stand forever opposed—Magnos, the craftsman, and Hermaios, the keeper of the forbidden.Magnos’ hunger for knowledge is boundless, rivalling even Julianus. But where Julianus seeks order, Magnos thrives in chaos, bending reality to his will alongside Shezareth, shaping and reshaping the world in the fires of his creativity.

Elder Scrolls Posts

26th of September, 2024

Hestleeli-Ei: The Eye of Argonia

"After years of unprofitable attempts in searching for the legendary Eye, from dealing with shady camonnaserai to chasing time-frozen whispers off Snærmund, Cyrus was finally able to uncover a hopeful lead. He discovered that the Cub-Prince Ma'jha-dar had it all along within his claws, guarded safely by his moon-bishops of the Dunei Palace. After meeting with old contacts from the south, Cyrus and his crew donned disguises and infiltrated the sugared vaults during the Qo'Khelij Festival. Their heist was fruitful, but word soon reached the sharp ears of the Prince. As they road to the heart of Argonia, to use the Eye and locate the lost city of Ssith-Lixqoa, so did trouble follow in bedimmed cloaks and venom-kissed blades. Cyrus fought them off, but not without the grave sacrifice of his Bosmeri companion, 'Small-Shrub' Sylch."After all the strife and discord, Cyrus the Restless proved the existence of the once-forgotten city where the first Hist was said to be planted by the 'Original Creator.' To his surprise, while appearing devoid of life, the city was not without denizens. A tribe of Argonian never seen before, moving as one under the domain of the Kru-Bula-Kru, the Priest-King of Si'thlikass. To keep the rest of the world from finding out his arcane plans, the king, who was one with the city's ancient Hist tree, bent the amber sap into Cyrus and his crew, enslaving their minds to serve his will. Luckily, the Eye protected Cyrus from the sap's mind-altering effects and gave him the opportunity to slay the king. He was successful but the king and the city-tree were one and so, Ssith-Lixqoa began to crumble and sink into the bog waters of Argonia. It was a close call, but Cyrus, his crew, and most of the Argonians who regained their sanity in time made it out alive. The adventures returned to High Rock and handed the Eye over to S'rathra for payment. The curious Khajiit did however wish that Cyrus had the opportunity to explore the city further and see what new mysteries he could uncover. Still, Cyrus gave it not a single thought. After all, where is the money that?"

Elder Scrolls Posts

26th of September, 2024

Eoanic Heresy Numonym. 9373-7432-VW

"The land was still wet and hot as the first Eyoti-Adaliths began their chartopoeia of Tamrielle. Hulspeculum #25431A69 aninym. Imglagrahtibet took 10.00000182 Phynastersteps too many north and was caught within the not yet crystallised gealossa. They were tainted by nirolkhanic energies and were bound to a pithecomorphic form. Aedra-El Illya'fey [pseudonymic 14-T used to protect his protonymic, as sanctioned by the Invisible Librarian under Charrimantia 929-AB] experimented on ways of alchemautarium in hopes of reverting them back to Alcharyaisis. The neonymed Boicharyai hold an Alaxonic level of 82.99380001% and stand as pelindar to Illya'fey's Garden for the usage of the Perfectionists. Their atrament pryers forever bare the memory of their dawntime sins."

(Art by Xeno)

Elder Scrolls Posts

26th of September, 2024

Clan Sanyataapae

"During the Merethic Schisms, this clan of heretical ousters who rejected the Aurielectic Reforms sailed to the uninhabited southern archipelago of Valenwood. There they sought to continue their ancestral practices of the Aldmeri Old Way. They proclaimed themselves as the last remnants of Acharyai and established the city-state of Riellanium. Here, the people are split into three strict castes: the Goris, the Peline, and the Genyei. The Goris are the mystic-rulers of this society, embodying enlightenment, purity, wisdom, and perfect justice. From birth, their minds are trained to rule with piety and perfection with carefully measured education and rituals. The Peline embody the city-soul's courage by protecting its people. They are trained to be ruthless to foreigners and gentle with citizens. The Genyei make up the rest of the people, the crafters, food-getters, artisans, and poets. Focusing on matters of desire, sustenance, and material, they are the only caste of the three to own private properties and have families. When the population asks for it, the Goris scry for perfect pairings, to breed healthy bodies, minds, and souls. Alongside the Psijic way, the citizens of Riellanium seek spiritual enlightenment by leading pure, pragmatic, and practical lives, lest the soul return after death in the form of lesser Ehlnofey. They use only what they need, work with all as efficiently as possible, and eat only vegetation while preferring to use beasts of burden for farming and pastoralism."

Elder Scrolls Posts

26th of September, 2024

On Chrysamere

"Much of Cyro-Bretnic cultures, in matters of socio-economical politics, classical lingua-literature, and religio-mythic traditions, were bastardisations of their former Aldmeri occupants, such as the Imperatum Saliache and the Clan Direnni of Alten-anon-High Rock. Legends, stories and traditions were told from one age to another until their characters were brand new. Such was the same with the so-called Sword of Heroes. Chrysamere (tautological corruption of the Aldmeri words "Alcharya-Mer(e)" to mean "[of/to] the First [People/Elves] of All [People/Elves]") is in fact not a unique artaefact at all. There have been many forged and enchanted of its kind, a standardised adamanti blade for the Direnni Clan's subdivision of Pelinadar (lit. "border-warriors") to protect the island from invasion. With the fall of the Hegemony so did their numbers dwindle, but their blades do get uncovered by curious merethic archaeologists ever so era, which inspired fables of holy knights and brave heroes and gave birth to the Breton "Paladins", an order of holy knights who seek to protect High Rock from all evils."

Elder Scrolls Posts

26th of September, 2024

Under the Tibrol Tree

"Tibrol (Chaerrus hiera) or Ti Brol, coming from the Ehlno-Aldmeri name 'Ti-Brel' which directly translates to 'mighty [beech] tree', makes an appearance in many Tamrielic mythologia. It could very well be that this hardy plant is able to prosper in various climates and provinces, such as Nibeneth, the Grahtwoods, Colovia, the Reath, Galennia, Mirrored Isles of the Blue Divide, and even the Ashlands. It was the monk Dhnānaśíreśíl of the Old Ways who first discovered the Ten-and-One Sacred Forces by studying the sacred geometry of the tibrol tree. Some oral traditions have it that Vivec-anon-Mephala discovered their dualistic nature as magicae hermaphroditae while meditating under a tibrol tree. In Ada-Mor can one only find spinners sitting atop tibrol trees while the druids and witch-men of the West harvest the tibrol for spells of healing, divination, and learning. Hierophantic propagandae are a many of the Dragon Emperor Tiber claiming to be named after the tibrol to expand the validity of his holy nature, anointed even in its oil to the throne."

Glorantha Posts

TitleDescriptionDate
OkalatoThe Dark God of the Cacao Tree8-Oct-2024
Elmal at the Hills of GoldAn Elmali version of the Yelmalian myth.26-Sep-2024
The Epic of PilekamosA Gloranthan Epic of Gilgamesh26-Sep-2024

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Glorantha Posts

11th of November, 2024

BronzeQuest

My introduction to Glorantha has always been focused on lore above all else. Sadly, I have yet to play a single Gloranthan game, whether it’s HeroQuest or RuneQuest. I’ve always found HeroQuest a bit too abstract for my tastes, though I do enjoy its emphasis on roleplay. Conversely, while RuneQuest offers a vast range of skills and an impressive Runic system, it’s a bit too number-heavy for me. Later, I came across SpeedRune, a very rules-light system which I found rather fascinating, but unfortunately, it didn’t quite hit the sweet spot either.So, what’s left for me to do? Well, take all three systems and combine them into one, of course! Let me introduce you to BronzeQuest.BronzeQuest is a rules-light, roleplay-focused d100 tabletop roleplaying system set in the mythological world of Glorantha. Drawing inspiration from well-known systems like RuneQuest, HeroQuest, and SpeedRune, BronzeQuest offers a streamlined and accessible experience for both new and seasoned players. It creates plenty of roleplaying opportunities without needing a maths degree. The game features a character sheet with runes, skills, a clan sheet, passions, and more—all designed to enrich the roleplaying experience for both players and the GM.This is my first attempt at creating a roleplaying system, so I’m very open to questions, comments, and critiques! Is there something missing? Perhaps more examples or a different approach to a particular concept? Feel free to contact me on Discord or Bluesky (@drnightstone); all feedback is much appreciated.Now, go out there and create new myths!

Glorantha Posts

8th of October, 2024

Okalato, the Dark Fruit, the Bitter Water, the Bringer of Ecstasy

The Cult of Okalato (PLANT, MALIGN EARTH, MOON)

Okalato is the Lunar Grain Goddess of the sacred cocoa plant, originating from the temperate Arcos Valley. She is an entity whose power flows from the depths of the earth and the enraptured glow of the Red Moon. She is the keeper of the Dark Fruit, which when fermented and consumed, brings both madness and ecstasy. Her cults are secretive, operating in the shadowy corners of Earth and Lunar rites, where her worshippers drink from the Bitter Water and experience forbidden and divine visions. She is both a nurturer of crops and a force of unsettling power, showing that pleasure and terror grow from the same root. Okalato is closely tied to her divine mother, Gorgorma, who first discovered her in the forgotten Underworld, as well as to her celestial sister Hon-Eel, who rules over maize.Her followers include those seeking transcendence, ecstatic states, or the knowledge locked within dreams and madness. Okalato is honoured with sacred cacao, blood sacrifice, and occasional human offerings. She is adored in rural communities where the cocoa plant is grown, and feared in Lunar temples where her power is used for more nefarious purposes. Her followers know the cult's secret to properly growing and harvesting the sacred plant and how to make the ritualistic drink which aids their journies of catabasis.

Mythos and History

In the time before time, when the Earth bled from its many wounds inflicted by Chaos, Gorgorma the Hag-Queen of the Dead wandered into the deepest recesses of the Underworld. There, in a shadowed grove unseen by mortal or divine eyes, she found a tree unlike any she had known. It was Okalato, a lost daughter of the Earth, bruised and scarred from the horrors unleashed by Chaos and the gods who fought them. Gorgorma, seeing her kinship with this forsaken being, nurtured Okalato, tending to her broken branches and bleeding sap.As Okalato regained her strength, she bore strange and bitter fruit—dark pods filled with seeds of power. In gratitude for Gorgorma’s care, Okalato gifted these seeds to the Hag-Queen, teaching her the secrets of their preparation. When processed and fermented, these seeds created the Bitter Water, a drink that gave both mortals and gods fleeting glimpses into forbidden ecstasy—visions that could inspire greatness or drive one mad.Gorgorma, pleased with this gift, carried it back to the surface world, offering it to those who pleased her. Those mortals who drank from the Bitter Water were said to have seen the true face of death and life intertwined, tasting both bliss and terror. Over time, this ritual of consuming Okalato’s fruit became sacred, reserved for secretive cults who sought her hidden power.As the world became bound by Time, Okalato’s influence returned once more to the surface as the Red Goddess grew. Through Gorgorma, it spread to Lunar cults and her connection to the Red Goddess grew. The red of her sacred drink echoed the blood of sacrifices given in her name, and the madness it invoked aligned with the Lunar power of transgression and enlightenment.

Nature of the Cult

The Cult of Okalato operates in secrecy, often existing alongside or beneath more public Lunar and Earth cults. Worshippers are drawn to her for her association with both the darker aspects of the earth and the ecstasy of the Moon, though they know to approach with caution, for her gifts are as dangerous as they are sweet.While lay farmers of the cocoa plant are among her initiates, Okalato’s true initiates are those who seek power in visions and madness, using the Bitter Water to cross the veil of reality. The consumption of her fruit is central to her rites, with the preparation of sacred cacao being an intricate and dangerous process, overseen by her priestesses, who are often androgynous or take on multiple gender roles, reflecting Okalato’s own mutable form.Blood sacrifice is common in her rituals, with cacao beans offered regularly. More potent rites require the mixing of blood into the sacred drink, and on high holy days, human sacrifice is performed to enhance the power of the ritual.

Depiction

Okalato is an androgynous figure, sometimes depicted as sexless, and other times appearing male, though most often referred to as a goddess. Her skin is a deep sepia brown, like the bark of the cacao tree, and her eyes glow a haunting yellow-orange, representing both the richness of the fruit and the lunar light of the Red Moon. Her teeth, often bared in a fierce grin, are unnaturally white and sharp, symbolizing both her allure and danger.She is adorned in a skirt of writhing snakes, representing her connection to the Earth’s depths, and a necklace of human bones, trophies from those sacrificed in her name. Her body is covered in blood-red body paint, marking her as both a bringer of life and a force of violent transformation.

Runes

PLANT:
Okalato’s Plant Rune is central to her cult, for she embodies the growth of the cocoa plant, the life-giving force of the Earth, and the power that comes from nurturing crops. Her followers use this Rune to bless their fields, command plant spirits, and invoke the fertility of the land. Those strong in the Plant Rune are patient, nurturing, and fruitful.
MALIGN EARTH:
Okalato’s connection to the Malign Earth Rune reflects her discovery in the depths of the Underworld and the darkness she embodies. Initiates wield this Rune to draw upon the power of the corrupted Earth—the barrier between the world above and the underworld—to perform blood rituals, curse enemies, open gates to the underworld through caves, summon nightmares, or the poisoning of crops. Those who channel the Malign Earth Rune are often secretive, introspective, and driven by a dark understanding of the Earth’s hidden power.
MOON:
Okalato’s Moon Rune ties her to the cycles of the Red Moon, the madness and ecstasy her fruit induces, and her association with the Lunar Empire. Her initiates use the Moon Rune to invoke visions, create illusions, bend light, and enter states of transcendent madness. Those who favor the Moon Rune are spiritual, liberated, unpredictable, and passionate in their pursuit of hidden truths.

Opposed Runes

Okalato stands in opposition to the runes of Benign Earth, Air, and Fire, as they represent growth and light untainted by the darkness and decay she thrives in. Her lay members would say she opposes Chaos as well, but those who enter her deeper mysteries can relinquish the past trauma of their goddess.

Particular Likes and Dislikes

Okalato is deeply connected to Gorgorma, her mother, who saved her and taught her how to transform suffering into power. She shares a close relationship with Shafesora, the Goddess of Rain, whose waters bless the growth of her sacred cocoa trees, and Hon-Eel, her sister, the Corn Goddess. Despite her dark nature, she is an ally of the Red Goddess, finding common ground in the chaotic beauty of the Moon’s power.Okalato despises those who take the Earth’s gifts for granted and punishes those who abuse her sacred plant. She is a sworn enemy of those who serve untainted light and purity, for they reject the balance of pleasure and terror that she represents.

Cult Organization

Okalato’s cult is decentralised and secretive. Each sacred grove of cocoa is tended by a group of initiates, led by androgynous priestesses who are chosen through visions granted by the Bitter Water. Larger rites are held on the high holy day of Clayday/Fertility Week/Dark Season, where blood sacrifices are offered to empower the crops for the coming seasons.Sacred groves where cocoa is grown and processed are the holiest places for Okalato’s cult. These groves are often hidden, protected by both plant and earth spirits, and are places where visions are sought and power is gathered. Sacrifices include cacao beans, sacred cocoa drink, human blood, and on high holy days, human life.

Subcults & Associated Cults

Zipato Veek (PLANT):
A subcult that venerates Zipato Veek, the first elf who found Okalato when she left the underworld and returned to the overworld. Those who follow him are the key cultivators of the sacred dark fruit and have no fear when they come into contact with elves. Zipato Veek grants the Bear Fruit spell.
Shafesora (WATER):
This subcult is dedicated to the Pelorian Rain God, Shafesora, whose rains bring life to the sacred groves of Okalato. Followers are known for their devotion to both water and plant, calling forth the Rain spell to ensure the survival of their crops.
Gorgorma (MALIGN EARTH):
These followers are the dark hag, Two-Mouth Gorgorma, focusing on her connection to the Underworld and the suffering wounded and abused Okalato felt when Gorgorma found her. They obtain the spell Resist Pain to help those who seek pilgrimages in the darkest depts of the Underworld.
Mestela (MOON):
Mestela was one of the enlightened followers of the Red Goddess, who brought Okalato to Peloria, under the nurturing light of the Lunar Way. In return, Okalato gave the moon-mystics her bitter-water and taught them how to be enveloped in divine ecstasy. The followers of Mestela learn the spell Rapture.

Common Okalato Feats

Bitter Water Ecstasy (PLANT, MOON):
This feat calls upon Okalato’s gift of the Bitter Water, which grants the drinker visions of ecstasy and terror. When a devotee enters a state of purity by partaking in the sacred cacao, they are blessed with the ability to glimpse beyond the mortal world, entering a trance where they receive visions from the Red Moon or insights into the Earth’s mysteries. While in this state, they can receive prophetic dreams, summon earth or lunar spirits, or gain temporary knowledge beyond their skill. However, this comes with the risk of madness or terrifying nightmares.
Sap of Renewal (PLANT):
Okalato grants the power of the earth’s regenerative forces. By invoking the Sap of Renewal, devotees can heal wounds, restore vitality to plants, or even mend broken items. This feat is used frequently by farmers and those nurturing the sacred groves, as well as in rituals meant to rejuvenate the land after Chaos has scarred it. When invoked in sacred places, this feat can even reverse the effects of blight or rot.
Nightmare Bloom (MALIGN EARTH, MOON):
Okalato’s Nightmare Bloom calls upon the dark essence of the earth, summoning fearsome visions from the depths of the Underworld. Devotees in a state of purity can project their own fears or the torment of the Earth into the minds of their enemies, causing them to see horrific hallucinations. These hallucinations can paralyze foes with terror, drive them to madness, or make them flee. This feat is most often invoked by the Serpent’s Roots subcult during rituals of vengeance or punishment.

Spirits of Reprisal

Zimelach Root-Wraiths:
These small earth-bound spirits are tied to the roots of the sacred cacao trees and serve Okalato by punishing those who betray or neglect the sacred rites of the Bitter Water. They appear as small, gnarled humanoid figures with bark-like skin, their fingers dripping with poisoned sap. When sent by Okalato, they crawl into the dreams of offenders, twisting their sleep into suffocating nightmares that drain the energy of the victim, leaving them weak, sickly, and hallucinating. The only way to remove the curse of the Zimelach is through a full purification ritual and offerings of blood to Okalato.

Glorantha Posts

26th of September, 2024

Elmal at the Hills of Gold

It isn't surprising what Chaosium's view on Elmal is in the current lore "canon." But one cannot help to love our Orlanthi Sun-Shield, especially when King of Dragon Pass was the first entry into Gloranthan lore for me. So here is my version of an Elmali Hills of Gold myth but with an in-world twist. I wrote (or rather, Korol the Poet) in the form of Heortlingi poetry (a style I based on Germanic poetry with a dash of Babylonian), a method in which the Orlanthi would have their myths delivered. Now memorize it for your heroquest! (And ignore the God Learner map at the bottom...)"In the Age of Night,
as all grew cold,
Orlanth was dead,
Ernalda was dead.
Steadfast Elmal,
stood in defence,
of Orlanth's Hall,
of Orlanth's Stead.
"Loyal Elmal,
looked to the north,
he saw the Kingdom,
of Ice and Cold.
Clan of Valind,
grew closer.
So Elmal swore us,
to stop the Ice-King.
"Loyal Thane,
gathered his tools.
He took his weapon,
the Staff of War.
He took his Shield,
the Tent of Battle.
He took his FIre,
the Pain of Forests.
"The Disk of Clouds
called for Hippoi,
Child of Redalda,
Chosen of Beren.
Together they road,
reaching Urox,
the Umathson,
Slayer of Chaos.
"Light of Elmal,
was large no more.
The Leader of Herds,
offered to help.
Instead of embers,
Urox gave storms.
Elmal sealed them,
onto his spear.
"Warrior Sun,
sang in thanks.
A favour he returned,
the frenzied hunter.
Urox fought,
only with rage.
So to him, he brought,
the Battle-Wall.
"Elmal road off,
ever-ready,
to the Hills of Gold,
to the Halls of Valind.
There he saw,
the Demon Sun,
Jagrekriand,
of Kyger's Hole.
"The Destroyer jeered,
at Elmal's stand.
He attacked with demons,
and talons and flames.
Elmal's disk,
returned the embers.
Instead of light,
he threw his lightning.
"Death from Alkoth,
shocked and dazed,
fell to storms,
and bled out fire.
Elmal of Storms,
once dim and still,
swam in this fire,
was now sweltered and bright.
"The Hope of Vingkotlings,
climbed the hill.
He entered the Castle
of Ice and Cold.
Wife of Winter,
Wife of Vingkot,
welcomed Elmal,
wintry and frigid.
"The Sparkling Thane,
without his spear,
without his armour,
without his shield.
He mated with winter,
he melted her heart.
Her moans of pleasure,
melted all frost.
"The Wife of Winter,
now Wife of Summer,
blessed our Elmal,
and blessed our crops.
The Sun of Saird,
ever swiftly,
returned to us,
and too did Orlanth."

Glorantha Posts

26th of September, 2024

The Epic of Pilekamos

Glorantha being the bronze age setting we know and love, I couldn't help but write a "what-if" with the Epic of Gilgamesh set in the Dara Happan God Time. So I present the most-complete-yet-still-very-fragmented version of the Pilekamopioba.Tablet I: Pilekamos Deumaloligos
In Hamados, the city of [shining splendour],
In Hamados, the city of Deumalos,
Ruled Pilekamos, son of Deumalos,
Patron of the city, Celestial Son,
Blessed by [Yelm], the Sun Emperor,
Warrior of unmatched strength.
Warrior of unmatched might.
Pilekamos, the [eagle/horse]-hearted king,
Led his armies in the War of the [Many/Little] Suns,
Defending his father's name with [valour],
Yet, his heart was tangled in [earthly delights],
Feasting with Lodrili revelers,
Observing women's [rituals],
Mating for pleasure,
Neglecting [...]
[..] piety of a king.
The priests, in worry, whispered,
"Will Pilekamos ever rise to [purity],
As a king should, in the eyes of [the Sun]?"
The scribes, in worry, whispered,
"Will Pilekamos ever rise to [purity],
As a king should, in the eyes of [the Sun]?"
Tablet II: Engudus-ja-Kereusi
One day, the city guards reported,
A [stranger/creature] found injured in the woods,
Not of the Solar Empire,
Not of the Dara Happa,
Dangerous and untrustworthy and [...]
Pilekamos, with curiosity and compassion,
Ordered the healers to bring him in,
He ordered the guards to bring him in,
The stranger was a [Tawari Hsunchen],
He was a bull-man,
From the [Kereusi Tribe], named [Eřngyūdú],
Rugged and hairy, adorned with bull horns and piercings,
Unlike any in Hamados.
Unlike any in Dara Happa.
They did not understand each other’s [tongue/words],
But Pilekamos, ever curious, taught him,
The King of Hamados, taught him,
The [Fire/Solar] Language of Dara Happa,
And in turn, [learned] from [Eřngyūdú].
[Engudus], amazed by the city life,
Relished [cooked food/bread] and [beer/wine],
Music, clothing, and all that [the city/culture] offered.
The high priests in consternation,
Frowned upon Pilekamos’ teachings,
The high scribes, in consternation,
Frowned upon Pilekamos’ teachings,
To one not of Dara Happan [blood].
To one not of Hamados [blood].
To appease the priests, [Eřngyūdú] underwent [rites/lessons],
Joined the Temple of [Lodril/Gerendetho], taking the name [Engudus],
Thus, a bond was formed, inseparable and strong.
Tablet III: Azala-je-Onkalas
Pilekamos and Engudus, now close as kin,
Fought and wrestled, their bond grew deeper,
Drank and laughed, their bond grew deeper,
Though Pilekamos had a wife and children,
He spent more time with Engudus,
Travelling, hunting [...] sharing a bed,
Their friendship intimate, [love divine].
One day, Pilekamos decided to venture,
Into the sacred forest of [...],
Into the sacred forest of [...],
To harvest [yarm trees] for his city.
Engudus warned of Onkala, the [Aldryami] giant,
Protector of the sacred trees.
Pilekamos, undeterred, continued the journey,
They found Onkala, and cutting words were exchanged,
Onkala, [disappointed/angry] at Engudus,
For he had once saved him from death.
For he had once protected him from death.
A great battle ensued, Pilekamos and Engudus,
Victorious, but Onkala, before [falling],
Cursed Engudus, haunting him with [...] and [restless dreams].
Tablet IV: Vabiant-Ulerias
Upon their return, their names were praised,
Upon their return, their names were blessed,
The divine sun's dominion over the earth,
Their heroics caught the eye of Uleria,
The [Blue] Goddess of [Love/Lust].
One night, Uleria descended from the [heavens/sky],
Offered herself to Pilekamos, to be his wife,
"I give you myself, as to your father and his father before,
[...] I am [the Other] all males desire."
Pilekamos, for once, rejected [impurity],
Called Uleria the Goddess of Lust,
Called Uleria the Goddess of Lewdness,
[..] unworthy of the [Celestial Court].
Uleria, weeping, flew to Yelm,
Pleading for Pilekamos’ punishment,
For his disrespect and defiance.
Yelm, saw both sides,
[The Master of Justice], saw both sides,
Commended Pilekamos, yet [...]
Punishment was due for defiance.
Tablet V: Hippoimisos
To Uleria's request, Yelm released,
The [Sun-Horse] from the [north/south],
Havoc it brought to Hamados,
Stomping the ground, causing earthquakes,
Drinking the river, burning the crops.
Engudus alerted Pilekamos,
Together they [wrestled] the [Sun-Horse],
Held it down, Pilekamos’ [sword],
Cutting it open, its [blood] restoring the land.
Cutting it open, its [blood] restoring Hamados.
But before it fell, the Sun-Horse kicked [...]
Engudus, breaking his bones,
Paralyzing him, he lay in bed for [ten/seven] days.
Tablet VI: Azala-je-Engudu
Engudus, weak and broken and [...]
Wept, wishing for a glorious death,
To return to his [swamp/tribe],
Regretful of discovering [the city/civilization/culture],
Yet wishing to live.
Pilekamos, by his side, prayed every day,
Pilekamos, by his side, wept every day,
Called healers, but no [hope] remained.
After [ten/seven] days, Engudus passed,
In the arms of Pilekamos.
Pilekamos held his [fireless/lifeless] body,
Pilekamos held his Engudu,
For another [ten/seven] days, [frozen in pain],
[...] and dread [eating] him.
Engudus’ body was prepared for [the rites],
Not of a [common man], but of a [king].
Pilekamos, despite priests' disfavour,
Pilekamos, despite scribes' disfavor,
Commanded a new [temple/shrine] for Engudus,
Worshipped under the [name/title] "Lestakus",
Worshipped under the [name/title] "Hunter."
Tablet VII: Irda-maig-Yuthotti
Pilekamos, mentally wounded,
Feared death, seeking answers,
Feared death, seeking immortality,
Wore the [Sun-Horse] skin, Engudus’ bow, [...]
Embarked on a quest, [eastward].
Crossing the sacred river [Oslira],
Met the sacred river goddess [Oslira],
She spoke, "Answers lie in the [sky]."
Journeyed [...], to the mountain of [Jord],
At the [gates/valley], two scorpion men,
At the [gates/valley], two men of [Chaos],
Pilekamos, with his bow, defeated them.
Entered the mountain [valley],
Entered the mountain of [Jord],
Discovered the [city] of [Noastor],
[Stone-men], hidden from humanity.
Different [tongues/words] led to rage,
Pilekamos defeated half [...]
Forced the other half to build a [ship],
To sail the [river of stars].
Tablet VIII: Anaxial Kertoyuth
Sailing alone, Pilekamos navigated,
The [celestial river], encountering the Boat [Sun/Moon/Planet],
Where Anaxial, the [Sailing God], [...]
Pilekamos shared his troubles,
Pilekamos shared his tale,
Anaxial, in return, told the story of the [flood],
How he built the [great/god] ship, saving [...]
Through this tale, Pilekamos learned,
The wisdom of [cycles], life and death,
As the [tide], rising and sinking,
Even the [sun/Yelm] died, yet through virtue,
Was brought back to life.
Tablet IX: Pit-maig-Hamados
Wiser and [calmer], Pilekamos returned,
To Hamados, accepting mortality,
To Dara Happa, accepting his role,
Knowing the spark of the [immortal sun] within.
He gazed upon his [golden city],
He gazed upon his Hamados,
Reflecting on his accomplishments,
Reflecting on [...]
Pilekamos became a great king,
Pilekamos became a [pure] husband,
Ruled for another [...],
Before [leaving] for the [underworld/sky world],
To reunite with his friend, Engudus.
Tablet X: Dubgrulub
[Waiting to be translated at the University of Glamour]

World Building Posts

TitleDescriptionDate
Worldbuilding with Sex/GenderA complex view on cultural gender.10-Nov-2024
Random Perchance Gens.Random gens made for worldbuilding.22-Oct-2024
PunbuildingA method to worldbuilding via puns!26-Sep-2024

World Building Posts

10th of November, 2024

Worldbuilding with Sex and Gender

The beauty of worldbuilding for me is the ability to explore various aspects of humanity, that which is, is not, and can be. However, often when we see other races or even humans in fantasy worlds, we still see more of “Us” than the “Other” or even the “Another.” Usually, humans make decisions or build societies as they would if they were born and raised in some romanticised past Earth and at the same time, fantasy races like Elves or Orcs are hyperfocused monocultures that represent some human philosophy in different colourful skins and sharper ears.One aspect of culture that is often taken for granted is biological sex, societal gender, sexuality, relationship types, and so on. These are all key defining points that shape a society, from ancient to modern, from fantasy to science fiction. Usually, biological sex is only brought up when “alien” or “animalistic” races come into play but all those aforementioned aspects can be as complex or creative for humans as well!So, with that, I made a random human culture, let us call them the Kragvotu, who live in a fantasy, mythological Bronze Age world. I will use the people of Kragvotu as an example to write up a creative sex, gender, and relationship system for their society. This concept is inspired by Glorantha but also by various real-world cultures and my sociology textbook.

Biological Sex

The Kragvotu people recognise 10 biological sexes:Most commonly seen are the Sen and Drada. Sen are typical biological males, masculine presenting features with a penis, whereas Drada are biological females, feminine presenting features with a vagina. They are named after the first two humans that were formed by clay from the first gods. Together they make up 80% of the population.Then there are the Silmsen (“Shielded Males”) and Kejdrada (“Speared Females”). Silmsen are like Sen but they have a vagina instead of a penis, with the same reverse for Kejdrada and Drada. The majority of Kragvotu cultures see these sexes as part of their norm, using religion and their mytho-history to explain these occurrences. Together they make up 8% of the population.Dradasen, Sendrada, and Nivnezma are biological sexes that are neither masculine nor feminine present but rather androgynous. Their facial features might be unique, with neutral or ambiguous characteristics that don’t lean towards typical male or female traits. They may have broad shoulders which are offset by wider hips, making their build adaptable. Muscle tone is moderate, with a well-rounded physicality that suggests balance. They tend to be completely hairless except for the tops of their heads. The only difference between the three is that Dradasen have vaginas, Sendrada have penises, and Nivnezma (“The Two in One”) have both. The androgynous sexes are seen as especially otherworldly and divine-touched by the Kragvotu, especially the Nivnezma. Together, the Dradasen and Sendrada typically make up 5% of the population, while the Nivnezma make up about 2%.Gaktdrada and Gaktsen are individuals that are usually born as Sen or Drada who transform to the other sex upon reaching puberty. Gaktdrada for example as children born in the form of Sen but after going through the rites of puberty, they change into Drada, with the same in reverse for Gaktsen. Acceptance for these two sexes varies from local Kragvotu culture to culture. Some see them representing specific moments as masculine gods transformed into feminine aspects and vice versa. Others look at them with mistrust, as shapeshifters who try to muddy the lines of cosmic order. Most however see these individuals as they would any average Sen or Drada person, though families tend to take the time to adjust to the change more than anyone. Together, they make up 4% of the population.The tenth biological sex category of the Kragvotu is the Fidedavip. They are a minority, only making up around 1% of the population. All who are “sexless”, with no genitalia or nonfunctional genitalia (regardless of appearance) are found under this category. They are looked at negatively by the Kragvotu, pitied at best, discriminated as “broken” or “curse carrying” at worst.

Societal Gender

Gender roles define a person's role in society. What they do, how they act, how they should present themselves, and even how they should feel. The Kragvotu have a complex yet strict gender system of 7 roles. Each role is named after a patron deity:Dutochu: Named after the hunting god, Dutoch, who first guided the mortals through the dangers of the darkness and showed them the way of survival. The Dutochu are males (Sen and Gaktsen) in masculine roles. They are the warriors and hunters of the clan, making up 25% of the population. They wear simple, functional garments, often made from durable materials like leather or wool, suited for hunting, fighting, and physical labour. Trousers, tunics, or kilts may be worn, often decorated with symbols of strength, such as animal pelts, furs, or feathers. Warriors may wear talismans made from bones or weapons. Hair is typically worn short or tied back for practicality. The Dutochu are allowed to use weapons and “masculine” gear. They are bold and use assertive body language; their posture is open and confident. They engage in physical activities such as mock fighting or performing feats of strength publicly.Vamavechaf: Vamavecha is the Earth Mother of the Kravotu, teaching them how to find her fruit-daughters and plant-sisters in the sacred forests. She is the archetypal role for females (Drada and Gaktdrada) in feminine roles. They are the healers and gatherers of the clan, caretakers of the family and household. The Vamavechaf make up 25% of the population. Flowing dresses, robes, or skirts made from soft fabrics like linen or wool, dyed in natural colours are common amongst the Vamavechaf. They are seen carrying baskets, and medicinal pouches, and are allowed to handle sacred plants. They have a calm, patient, and wise demeanour, speaking softly and focusing on domestic or healing duties.Ildetgichaf: While most goddesses stayed in their divine homes to care for the clan of the gods, one with the name of Ildetgicha was brave enough to take the tools of man and leave the known lands to explore that which wasn't charted yet. Normally, this would have been punishable by death but when she returned with information about the anti-gods, the divine chieftain allowed this new way. The Ildetgichaf are females (Drada, Gaktdrada, and Kejdrada) who take up masculine roles. They are the merchants, cattle herders, diplomats, and pathfinders. They make up 8% of the population. Their clothes are akin to Dutoch clothing, but use more fabric and are tailored to their body shapes. Jewellery represents status; large brooches, rings, or necklaces signify their success in herding, trading, or diplomatic ventures. They are confident, direct, and businesslike. They take command in negotiations, often using assertive gestures and maintaining eye contact to show their authority. Their presence conveys leadership and efficiency.Pamomkuchu: Named after Pamomkuch, the divine judge of the gods. The Pamomkuchu role is for males (Sen, Gaktsen, and Silmsen) who take up feminine roles. Instead of leaving the clan to protect it, they stay behind and are the lorekeepers, lawspeakers, crafters, and farmers of the Kragvotu. They make up around 8% of the population. They wear loose robes or tunics that emphasise their creative and intellectual roles, often in soft, flowing fabrics. Their persona consists of thoughtful and deliberate movements, preferring discussion and reflection over action. Pamomkuchu are often found sitting or standing at the edge of gatherings, offering quiet wisdom or guidance. Their voice is measured, emphasising clarity and knowledge.Zorkuchov: When the gods created the world and first settled on the earth, they encountered many spirits, both helpful and harmful, speaking in a strange language they did not understand. Zorkucho was the first amongst the divines to learn how to communicate with them, and so taught the language of the spirit world to the few blessed by them. The Zorkuchov role is for individuals who are neither male nor female (Dradasen, Sendrada, Nivnezma, and occasionally Fidedavip) who take up both masculine and feminine roles. They are the shamans and spirit-talkers of the clan. They make up 2% of the population. The Zorkuchov can speak with the supernatural entities of the wilds, from animals to plants, to get them to help the clan and harm enemies. They can both use weapons and touch sacred plants. Shamans tend to wear outfits that mix the gender norms of the Dutochu and Vamavechaf, with fur skirts, sacred jewels, and tattoos of bound spirits. They behave with deliberate, ceremonial movements, with a slow and flowing gait. They embody balance, moving gracefully between calmness and intensity, depending on the occasion, changing emotions depending on the spirit that has hold of them, acting unpredictable and esoteric.Madradrov: After the creation of mortals, the sky and the earth split from each other. The gods left to their world and the mortals were left behind on the earth. Darkness soon followed as mortals were off alone to fend for themselves, like lost children. Madradro saw this and so built the bridge between mortals and gods but also became the bridge themselves. The children of Madradro have followed in their footsteps ever since then. This role is for males and females (Sen, Drada, Silmsen, Kejdrada, Gaktdrada, and Gaktsen) who take on both masculine and feminine roles. They are the priests, the god-talkers of the clan. They make up 2% of the population.Urzgruvrov: This is the gender of the genderless, literally meaning “without gender.” They have no specific role or function in society. This is assigned to all those who have yet to perform the proper initiation rites of adulthood in this culture. With that, all children, outsiders, and foreigners are Urzgruvrov. They make up around 30% of the population.

Relationship and Sexuality

With a colourful system of genders in the Kragvotu culture, one expects them to also have a way of categorising relationships and sexualities much like we do. The Kragvotu don’t have sexual identities, however. They do not go around like modern Earth humans and say “I am homosexual” or “I am bisexual.” Instead, they express what they seek and use terms to describe the current relationships they are in. The two main terms used are Nodrernuch and Finodrern.Nodrernuch (“Fruitful/Fruit-Bringing”) are pairings between two (or more) sexes that can produce a child. For example, a Sen (Male) with a Drada (Female), a Sen with a Silmsen (“Shielded Males”), a Sen with a Nivnezma (“The Two in One”), or a Sen with a Gaktdrada (Sen-born who becomes a Drada) are all examples of Nodrernuch relationships. In most Kragvotu cultures, this is the “norm” and what is expected, since fertility rites and producing future generations are of high importance.Finodrern (“Fruitless/Barren”), on the other hand, is the opposite. So a Sen with a Sen, a Sen with a Gaktsen, or a Sen with a Sendrada would be examples of a Finodrern relationship. How Finodrern relationships are seen varies from group to group. Some Kragvotu see it as completely normal, but only when short term for companionship or if they have at least one other Nodrernuch relationship to produce children. In more urban areas, many folks in long-term Finodrern relationships are also seen in a neutral to a positive light. The more rural Kragvotu see Finodrern in a negative light and some rare religious groups, as a taboo.There are other less used terms such as Chutudach (“Mirrors”) when people of the same sex are in a relationship or Ma-Sebe (“Self-Mating”) when Nivnezma perform asexual reproduction. There are others, but these are used in specific sub-cultural groups, religious cults, and warrior bands.

In Conclusion

A seed is planted and it can grow more and more, and I can write endlessly about a culture I just made up to show a concept. How do they get married? Monogamy for the commoners, polygamy for the upper class, group marriages between bands and cults, fate marriage arranged through divination from gods and spirits, spirit marriages between a living and a passed away ancestor to connect family lines, seasonal marriages made temporarily for various reasons that require seasonal renewal, and so on.How do the Kragvotu see life phases? Classes? Castes? Jobs? Making cultures can be fun, at least it is for me. So we should have more fun with it and allow our creativity to flow!

World Building Posts

22th of October, 2024

Random Perchance Generators

For those who do not know, I am a big Perchance fan. It is an easy way to make random gens that can be used for literally anything. Here is a list of gens I made for world-building. As I make new ones, I will continue to update this post.
Deity Generator: A small prompt generator that gives you a divine archetype with some characteristics that can get the creative juices going.
Namekeeper: A list of random name/word generators of all flavours, from fantasy to real such as Ald Chimeris, Proto-Indo-European, Dwemeris, Periodic Element Symbols, Yoku, Sanskrit, and more.
List of Archetypes: This one generates a list of unique archetypes such as the Grecising Women, the Ugly Creator, the Sinful Locust, etc.
Heroquest Gen: A prompt gen that briefly describes a possible heroquest with cultural groups, place names, and plot twists.
Culture Maker: A random depiction of a potential culture with some key characteristics of language, religion, society, and gender.
TES Character Gen: One of my more popular gens where I make an Elder Scrolls character/NPC gen while mixing it with the RuneQuest system, utilizing passions such as fears, loves, hates, and so on.

World Building Posts

26th of September, 2024

Punbuilding

Sometimes when I am worldbuilding, I like to come up with systems of my own that naturally (yet creatively) generate the world for me. This does not simply mean the use of random generators but rather thought experiments. One, that I had, in hopes of following the steps of Tamriel and Glorantha to take common fantasy concepts with a unique twist, I came up with the concept of "punbuilding." What I would do is I would take common fantasy concepts, make a (bad) pun out of their names, and try to work from that to create a new concept for them. Here are some examples I came up with:Dragon → Drought-Gone: The Drought-Gone are mystical beings that appear during times of drought to provide relief. They resemble ancient dragons but are composed of shimmering, translucent water. These creatures fly over parched lands, releasing rainfall from their bodies to rejuvenate the soil and revive plant life. Their presence is considered a blessing, and many cultures celebrate their arrival with festivals and ceremonies.Elf/Elven → Eel-Ven: The Eel-Ven are aquatic beings that inhabit deep underwater caves and kelp forests. Resembling eels with elongated, ethereal bodies that emit a soft bioluminescent glow, they are known for their wisdom and knowledge of the ocean’s secrets. They communicate telepathically and are capable of manipulating electric currents, using this ability both for defence and to navigate through dark waters.Humen → Hue-Men: The Hue-Man are vibrant beings whose skin changes colour to reflect their emotions and thoughts. Each Hue-Man is a living palette of colours, capable of producing a mesmerizing display that communicates their inner state to others. They have an innate connection to nature and can influence the growth and health of plants through the colours they emit. The Hue-Man are known for their deep empathy, and their society values emotional expression and harmony with the natural world.Orc/Orcish → Ore-Kish: They are sturdy, earthbound creatures deeply connected to the mineral-rich depths of the mountains. They look like traditional orcs with their muscular build and rugged features but the Ore Kish have skin that glistens like various ores and metals, reflecting their close bond with the earth. They possess an innate ability to sense and extract precious minerals, and their society thrives on mining and metallurgy. Their weapons and armour are crafted from the finest materials, making them formidable in battle.Pirate → Pyrite: Deceitful and cunning treasure hunters who masquerade as wealthy and successful pirates. Named after the "fool's gold" they carry, these beings are known for their ability to create convincing illusions of wealth and grandeur. Their ships appear to be laden with gold and jewels, but upon closer inspection, it's all just cleverly crafted illusions. The Pyrite use their trickery to lure greedy adventurers and rival pirates into traps, leading them on wild goose chases or into dangerous waters.

Miscellaneous Posts

TitleDescriptionDate
The Fox's ScamA poem of a trickster fox.26-Sep-2024
The Forbidden FruitA poem on the dangers of knowledge.26-Sep-2024

Miscellaneous Posts

26th of September, 2024

The Fox’s Scam

From far came in the pure white lamb
So white like the works of a clam
The lamb did dance with apple bells
And saw the land of flower shells
From deep within came the green fox
With its grin, to the lamb, it talks,
“Oh ho! Stray Lamb, come unto me.
A gift of veils, I give to thee.”
The pure soul lamb gave but a bow
Did not once think to quirk a brow
It said, “Thank ye for this grand boon,
But hurry! I must leave ‘fore noon.”
The first veil sprung and roofed its hands
No longer did the poor lamb dance
The second veil hooded its ears
Caused it to stray from its clean peers.
The third veil capped the youthful nose
And from there on, its horn ne’er rose
The fourth veil flew and bound the mouth
Ending the sounds so gay and couth
The final veil did mask the eyes
And with that, the candlelight dies
Now only darkness cloaks the lamb
Too late, it learned, the Fox’s Scam.

Miscellaneous Posts

26th of September, 2024

The Forbidden Fruit

I sat beneath the waking tree,
I closed my eyes, my thoughts were free.
Though at this time, my thoughts were wile,
That path did end, but half a mile.
My mind alert, my body slept,
My hands were numb, my heart once wept.
For I always knew, what the price would be,
To delve too deep, in the cosmic sea.
I then awoke, when an apple fell.
The fear it struck, was that of hell.
Though as they say, that time shall heal,
This left a scar, one could not peel.
I held the apple, within my hand,
And took a bite, its taste was grand.
But an aftertaste, so bitter and bold,
That the world around, did start mould.
Colours faded, meaning lost.
The voice of loved ones, was that of frost.
With a silenced heart, I learnt that day,
How knowledge gave, and took life away.