Burning Sky Information Thread

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Burning Sky Information Thread

Post by Ink on 19th January 2018, 5:01 pm

BURNING SKY: OVERTURE OF RAPTURE


One day, the world decided to end. Everything that mankind had built. Gone. In an instant. Technology ceased functioning and, like that, millions died. People on transports or hooked to life support, countless lives erased in minutes. Disaster after disaster pummeled the shores for days, leaving us with no means of defending against them. The tides rose, the Earth sundered, the winds tore down our structures. It was then that we knew that the world had ended. But this was only the beginning.

Lost and confused, the remnants of mankind scattered. Generations passed, history was lost, wars were waged and civilizations crumbled. But at the height of all two events triggered a drastic shift in the order of the world.

The first was the formation of the Ten Creeds. Exploration led to the unearthing of several ancient texts. Tomes that spoke of the creators of this world - powerful deities who, themselves, embodied the virtues of man. These omnipotent, benevolent creators once led mankind to prosperity, then left their mortal children to govern themselves. Among the many gods, ten were worshipped as the highest, being those directly responsible for all that is. Temples were erected in their honor. Days were named for them. They were praised in songs and dramas. But after they vanished, their followings began to dwindle. With these texts found, people rallied under them, leading to the birth of what came to be known as the Ten Creeds - the collective name for the followings amassed under each High God's name. As the influence of each Creed spread throughout the world, each one claimed new territories to call their own. And soon some semblance of civilization had returned.

But then there was the second drastic shift in the world. The Ten Creeds were in their infancy when they appeared; the Djinn. It was uncertain how or why, but people began to appear with horns protruding from their skulls, among other bodily abnormalities, at times. Their hellish appearance made people leery of them at first. But it seemed they were not some outside force. People were turning into these beings. Eventually, a prophet spoke on the matter, suggesting that the horns were the mark of the sinful and faithless - a punishment bestowed upon them by the gods for their hubris. This revelation drove tensions higher. And yet only a short time after they appeared, things reached their apex.

It began with a thunderous bang. A ripple heard 'round the world. The sky... shattered. It started as a crack. As if the whole sky had turned to glass. But no. Bit by bit, what was left of the once blue sky began to crumble away. Until all that remained was the crimson glow of a sky that'd been set on fire. With this came the rise of the beasts called the Akuma, seeking to destroy everything that men had managed to rebuild. People were in a panic. What could this mean? Fear turned to blame. Many blamed the Djinn for the ordeal, seeing as they'd happened so close together. Some cited it as the gods casting the world into hell as retribution for the sinful ways of man. As the Djinn were largely seen as embodiments of sin, it only made sense, in the long run. Some took things a step further, noting that the Akuma left the Djinn alone unless directly provoked. Thus they saw this as evidence that the Djinn were directly responsible for the Sky Fire and the rise of the Akuma. They possessed Akume-like abilities as well. So perhaps their power came from the same unholy force as the Akuma, rather than from anything divine. Either way, the general perception of the Djinn led to many tough relations between them and mankind.

As the development of the Creeds reached new heights, too did the conflict with the ever-growing threat of the Akuma. And, as a result, the persecution of the Djinn also grew. Many of them were used as slaves or made examples of in public executions. When things reached their boiling point, an uprising took place. Overthrowing the power of the Templar Order, many of the Djinn broke free of the bondage cast upon them by the rest of civilization. Eventually they splintered into groups with their own individual philosophies and ideas as to the meaning of things, creating their own societies or doing what they could to assimilate into those established outside of Creed influence - "The Godless Countries" (also commonly referred to as the Separatists) - Places where people could worship or not worship whatever gods they pleased. Where the Djinn wouldn't be persecuted simply for existing... presumably. Of course, few things are so simple.

The Setup


Tensions are high in the world of Erith. The Djinn are persecuted across much of the world. The Ten Creeds disagree over what should be done about them. The Godless Countries are being pressured to stop harboring them. Infighting within certain Creeds is on the rise. The Djinn States fend for themselves at the far rims of civilization, prepared for anything. All the while, the threat of the Akuma continues to grow. Where is your place in all of this? Now that the world has ended, your story can begin. Explore the storylines of whatever factions you fall in with. Or take part in a story specifically tailored to your characters.

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Re: Burning Sky Information Thread

Post by Ink on 21st January 2018, 1:29 am

The Ten Creeds: Nintai - God of Patience


Nintai was said to be the ultimate in patience, never letting anger overcome his being. This virtue he bestowed upon man, teaching them to be merciful and forgiving. They embody stability and peaceful solutions to conflict. Those who allow themselves to be consumed by rage are already lost. Misfortune and bad health await those who succumb to urges of hostility and antagonism.

Rather than monasteries or cathedrals, the Nintai sub-religion has shrines. But unlike the other sub-religions, these temples are not the centerpoint of worship. These public shrines are dedicated to Nintai. Here his follows may come to pray or they may meditate in facilities on the grounds. People are urged to air their grievances before Nintai's shrine, that he might bestow upon them his divine patience. It's expected that followers of Nintai pray three times a day, concluding each by asking Nintai's divine forgiveness. Priests are responsible for conducting rites such as The Cleansing, as well as other rituals, including a handful intended to honor Nintai for his patience with man's foolish ways. Unlike many of the other Creeds, the Creed of Nintai is fairly relaxed in its religious practices.

The Creed of Nintai is seen as one of the more passive ones. Often times they abstain from involving themselves in squabbles between the other Creeds. Their territories are open to the Djinn, even allowing them the same freedoms as an average citizen within their walls. However, certain requirements must first be met. In order for Djinn to be recognized in Nintai-controlled territories, and thus given full access to civil freedoms, they must partake in The Cleansing. When a Djinn first enters a Nintai Creed territory, they're stamped on either hand with a mark that lets people know they haven't been recognized, thus restricting their civil freedoms to a point. Djinn born in the territory will be stamped at age 10. The Cleansing is a ritual in which there's a period of meditation beneath an ice-cold waterfall, soon followed by a ceremony where shrine maidens or priests (depending on the subject's gender) dress them in ceremonial robes, then bring them to the Nintai shrine in their temple to be prayed over. Finally, they'll have the ceremonial mark cleansed from their hand, allowing the territory to fully recognize them. It's a ritual indicative of the subject's own patience, as well as an observation of Nintai's forgiveness of their trespasses. This ritual may be undergone at any time. Ordinary citizens also undergo the Cleansing, but without their civil liberties being restricted beforehand.

The freedoms not afforded to Djinn largely revolve around interaction. While they bear the "Mark of Trespass," as it's called, citizens are generally instructed not to speak to them unless they are in dire straits. They have no voice in town meetings, so while they are able to attend, they will be removed if they speak. Shopkeepers limit business with them and they can be denied service at any provider of such. Of course, people may interact with them, but this is considered taboo. They likewise won't be aided by law enforcement unless it's a matter of life and death. They can't work for businesses housed in the territory, nor can they start their own. If they go to an open market, people are advised to avoid their shops and there's a hard limit on what they're allowed to charge for their wares. Furthermore, they're taxed more on their earnings than someone who is recognized. There are also certain areas within the territories that are off-limits to them. Shrines, for example. Though a shrine can be entered if the individual is looking to participate in the Cleansing.

Those who become recognized are also gifted a pendant that allows them to leave and return freely without needing to be marked and participate in the Cleansing all over again. That said, the Cleansing can be undergone as many times as a person wishes.

As far as the government is concerned, the Nintai Creed is headed by an Emperor with domain over all of the Nintai territories. His subordinates include several lords, each tasked with overseeing territories outside of the Nintai's central location, Sunaka. The emperor dictates trade between the territories and determines other such policies. Immediately beneath him are advisors, one of which speaks on political affairs while the other is concerned with the upkeep of the Creed's religious roots, seeing to it that Shrines are properly staffed, stocked, and maintained. In terms of stability, the Nintai Creed is among the most surefooted. The lords are loyal to the Emperor. And, above all else, to Nintai, himself.

The majority of Nintai territories speak Sungo, the official language of Sunaka, which is located in Kowari. The easternmost continent. Other territories in foreign continents may not speak it as a first language, but it is taught in the majority of Nintai schools. A part of this is because the language is very difficult to learn, requiring a great deal of patience, making it fitting for students of this Creed.

It's often assumed that Nintai is lacking in military might. It isn't. Many of its leaders are exceptionally skilled and decorated warriors or were at some point. A Nintai Warrior's skill with a blade is without peer. And their patience rewards them greatly in battle. What's more, the Nintai are known for building their dwellings in highly defensible locations. This is because of their preferred method of war - attrition. They wear their enemy down over time by turtling up and forcing them to expend their energy, resources, and tactics. Then, when the time is right, they strike swiftly and end the battle quickly as a mercy.

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Re: Burning Sky Information Thread

Post by Ink on 21st January 2018, 10:33 am

The Ten Creeds: Injenii - God of Cleverness


Injenii was known as a cunning trickster goddess, capable of thinking her way through anything. She was the source of a great deal of trouble for the other gods, often getting them involved in schemes. But she had a knack for ingenuity. This virtue she treasured above all, eventually passing it onto mankind. The ability to apply the mind to create ways to overcome obstacles. Without that skill, man would certainly perish.

Worship in the Creed of Injenii is lax, to say the least. Most who abide by the virtue of Injenii believe that the goddess didn't give them such cleverness in order to be dependent. This isn't to say she isn't worshipped. She is. Heartily, in most cases. But typically in an informal fashion that doesn't involve large communions. People who pray to her are often thanking her for the cleverness she bestowed upon them or asking her that she'll lend them hers. The churches that once celebrated her grace are now all but abandoned. All but one. A massive structure in the heart of the Injenii Creed, doubling as a library filled to the brim with history and knowledge regarding all sorts of mankind's accomplishments. Simply spending time in this place is often seen as a means of being closer to the goddess, herself. As such, many followers make pilgrimages to this church, at least once in their lifetime, despite the perils of the trip.

The Creed of Injenii doesn't much care about the Djinn. They're simply people trying to live their lives. Injenii was never known for being judgmental or vindictive. And so such things aren't really a part of her teachings. The Djinn in Injenii territory are treated very much the same as anyone else. That being said, they're still different, so there will always be the cases of those who discriminate against them. And given the territory that the Creed operates out of, Djinn are often the subject of harsh crimes and cunning thieves, looking for a rise.

The Injenii Creed operates on a parliamentary government. Officials are elected to govern the territories, all operating under a Prime Minister. This person and other elected representatives determine policy in the territories. In many cases this is easier to achieve for their Creed, since all of their territories exist on Nazir, with embassies elsewhere. Trade between territories and Godless Countries throughout the continent is easy to manage. There's also a considerable emphasis on taxes in this Creed. They're often regarded as the market capital of the world, thanks in no small part to their abundance of resources, their many ports, and so-on. The leadership is largely responsible for the Creed not falling into total chaos. Their cleverness with policy creates an environment in which the pirates, thieves, and swindlers of the land find it beneficial to be on their best behavior. Not for fear of punishment, but because there are certain opportunities in place that would reward them for it. There are also many policies in place that promote invention and enterprise. It's because of this that this Creed is the richest, most technologically advanced of them all.

The Injenii Creed's primary language is Basic - the language spoken throughout the majority of the world. This makes it that much easier for them to advance their positions in foreign nations and with outsiders.

The Injenii Creed is known for its cunning in battle, rather than its force. Their armies are largely made up of mercenaries and former rogues, using deceptive tactics and such in battle. Because of the Creed's positioning, they have the strongest navy in the world. Their boats are sturdier and better equipped. Their upper ranks are filled out with corsairs - one-time pirates who now work for the state, commanding the seas with a craftiness that ordinary naval training can prepare no man to combat. They also have one of the larger military forces, seeing as they're one of the few Creeds who will accept outsiders into their armies - Djinn included.

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Re: Burning Sky Information Thread

Post by Ink on 21st January 2018, 11:41 am

The Ten Creeds: Cariti - God of Love


Charity is the virtue of Cariti, the God of Love. As he taught it, when one succumbs to greed, they cause only suffering unto themselves and others in their pursuits of personal gain. Yet one feels truly fulfilled when they seek to help those other than themselves. It is selflessness in its simplest, purest form. A desire to better the world even at cost to the self. Some see it as the ultimate virtue. And yet the Creed of Cariti is the smallest of them all.

Within the Creed of Cariti are temples of worship. In them, statues representing Cariti, as well as the other Gods stand tall. People come to them to pray, but also to give offerings to whichever god they please. This is the only Creed that has this kind of cross-worship practice. But Cariti is considered to be the highest among them. The offerings can be of food, material possessions, flowers, any number of things. It is in this way that people of this Creed emulate do what they can to give back to the gods who created and inspired them, issued at the beginning of regular worship ceremonies. It is taught that those who cannot provide an offering should still be welcomed with open arms. But there are those who clearly don't fully abide by this lesson. There is a stigma surrounding those who don't give offerings at the communion. Often times this is associated with greed. Though the people of the Creed have a tendency to be very passive aggressive, rather than outright nasty with one another. Other regular rituals include the giving of gifts on noteworthy occasions. There is also a noteworthy ceremony each month in which there are four candles for each person who regularly attends a particular temple. The temples commit to acts of selfless community service, regularly. After participating in one, a member lights one of their candles. The candles remain lit until the end of the month, wherein there's a ceremony to extinguishing them. There is no consequence to those who cannot get all four candles lit by the end of the month, but it's no secret that they're typically quietly shamed.

The Creed of Cariti is, bar none, the most open to the Djinn, at least generally. Some territories may not exactly hold to this philosophy. Ironically this has been considerably warped in nature. Many of the teachings revolving around Cariti drove home the idea of ascending to the plane of the gods if they simply personified the love that he represented. Especially to those who would be against you. When a Djinn appears in town, they're often showered with almost smothering amounts of charitable gestures. The result of people seeing the Djinn as their opportunity to prove their love to the heavens. The irony being that their excessive charity is being performed for selfish reasons, thus making the entire practice moot. However, there are some other extremes in the opposite direction, as some offshoot territories have had to deal with less docile Djinn in the past, and have come to believe them incapable of love, themselves. Because of this, they see the Djinn as enemies no matter the context of their arrival, resolving to drive them out, or even kill them. To these people, the Djinn are simply hollow monsters on whom love would be wasted.

The Creed of Cariti is governed by the Church. The brothers and sisters of each temple convene monthly to discuss policy with the Mother or Father, who is in charge of the highest temple in each territory. Then the Mothers and Fathers make a pilgrimage to the center of the Creed, where they convene to determine the direction the Creed should take. The highest authority is placed in the High Mother or High Father at the time, who makes the final executive decisions based upon the assembly. However, the death of the previous High Mother due to sudden illness has left a rift in their Creed. In such times the church must decide on a new one. However, the High Mother or High Father can only be selected by a Two-Thirds vote. And the Creed is very near evenly split, at the moment, on who should fill the role. Because of this, the Creed is leaderless and thus communication is lacking. Temples debate what should be done over the Djinn. All the while lacking a dedicate leader has weakened the state of the Creed's defensive capability.

The Creed of Cariti speaks Basic, most, believing that speaking a language shared by the general population of the world makes it easier to spread their love and compassion.

As the smallest and most pacifistic of them, one expects the Creed of Cariti to be fairly lacking in the department of defense. One would be correct. The Creed of Cariti is conveniently located, however. Their central government and most of their key territories are surrounded by territories held by the Creed of Nemesis. And while the two Creeds aren't especially friendly at all times, in order for enemies to reach Cariti, they'd have to trek through Nemesis territory, which is diligently policed by the Templar Knights. Furthermore, the Creed of Cariti is one of Nemesis's key trade partners due to this close proximity and the convenient abundance of resources in the former's location.


Last edited by Ink on 21st January 2018, 9:17 pm; edited 2 times in total

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Re: Burning Sky Information Thread

Post by Ink on 21st January 2018, 1:39 pm

The Ten Creeds: Kyōhaku - God of Fortitude


Kyōhaku was the steadfast embodiment of Fortitude and Diligence. She was known for her unwavering resolve, regardless of whatever stood in her way. Those she passed this virtue onto are immovable in their work. They will remain true to their beliefs and accomplish their goals without wavering. Their work ethic is commendable. But their zeal does not make them careless. Far from it. They do not rush. They're careful and decisive. There is no room for sloth to this Creed, and never a reason to give up.

The Creed of Kyōhaku is the only one that incorporates the worship of lesser gods into their philosophy. Much like their brother Creed, Nintai, those who follow Kyōhaku's teachings worship privately or at public shrines. These shrines are erected in honor of the many lesser gods whose power governs the forces of the natural world, such as luck, rain, or wildlife. The lesser gods are seen as being on the same level as mankind, however. Thus they aren't so much worshipped as spoken to. Those who pray or give offerings at these lesser shrines are essentially encouraging the gods taking residence there to work hard alongside them, that conditions will be good for work. There are different customs for different shrines, of course. For example, it's customary for people to bring an offering of sake or wheat to some shrines as a means of encouraging the god inside. The shrines are maintained by shamans who also oversee the fulfillment of rites and conduct annual festivals. Then there are the shrines dedicated to Kyōhaku, herself. It's customary to, once a month, provide an offering at one of these shrines, showing the fruits of one's labor. If they are a farmer, for example, they may bring livestock or food they've managed to grow. Some simply bring coins, as their work may not produce any physical product. The annual festivals are seen as celebrations. A factor of a "work hard, play hard" mentality. The shamans arrange these festivals and usher the lesser gods to them in their mortal bodies. This way men and god alike may celebrate their hard work together, all the while praising Kyōhaku. The largest shrine in the Creed is located near the center of the government. It's actually a collection of shrines, all representing the gods throughout the territories of the Creed, with the main shrine being one for Kyōhaku, herself. Because of the emphasis on their work ethic, the territories of the Kyōhaku Creed are often regarded as the most beautiful in the world, maintained by hard working people.

The Creed of Kyōhaku has something of a middle-of-the-road opinion of the Djinn. They aren't openly hostile towards them but tend to be very reserved in their presence. Moreso than usual. The people of the Creed keep the Djinn as indentured servants. As a result, they're legally owned, similarly to a slave. However, they are paid for their services, afforded some of the same freedoms as an ordinary citizen. For all intents and purposes, they're ordinary citizens. But Djinn cannot become residents without becoming indentured servants. And they are only allowed to pass through the territories, remaining in any one town for a maximum of three days as travelers. The Djinn are generally treated respectfully and amicably, at least compared to their counterparts in some other Creeds, which simply treat them as slaves... or training dummies. That said, the indentured are still property, on a technical level. They may be treated well in the majority, but there are outliers. Their servitude is contractual. In order to become a citizen, they must apply, negotiating their contract with the state. Then one of the citizens buys the contract. If they can't reach an agreement on the terms of their contract, the Djinn will not be allowed to become indentured, and thus cannot be a citizen. Once their contract expires, they must negotiate a new one. The contract is then put up for re-auction, where their previous owner can take it again, or it can be bought by someone else.

The Creed of Kyōhaku, like its brother Creed, Nintai, has an Emperor. However, unlike the pure monarchy of the Nintai Creed, the Kyōhaku Creed's government operates on a Constitutional Monarchy. The Emperor rules alongside a parliament of elected representatives, a religious advisory, and an independent judicial branch. The Emperor's powers revolve around the establishment of government, appointing Ministers, selecting a Prime Minister from whichever party has won the most seats in elections, and so-on. He doesn't make or execute policy. He simply assigns those who do. That said, he is a ceremonial head, overseeing the religious side of the government's running. Policy revolving around this is the only policy he has a say in. The Djinn largely have the Emperor to thank for their status being what it is, largely because prior to three generations ago, they were outright enslaved. The Emperor appoints the Chief Shamans who act as his advisors and oversee the development of shrines and the operation of lesser shrines through their territories. The Chief Shamans all serve at Kyōhaku Shrines, along with many ordinary shamans. The lesser shamans are selected by the Chief Shamans and undergo training to fulfill the role. Saying "no" is an option is selected, but is considered highly dishonorable and shames the entire family. If Parliament and the Religious Advisory come to a disagreement that cannot be resolved between the Emperor and Prime Minister, the matter is taken to the Judicial Branch to resolve, determining the constitutionality of the matter. Unlike other Creeds, the center of the Kyōhaku Creed government isn't in one place, but three. There's the palace of the Emperor, who is essentially seen as the highest Shaman, the High Court, and the house of Parliament. Between the three of them is the Grand Shrine of Kyōhaku.

The Creed of Kyōhaku predominantly speaks Sungo, identical to their brother Creed, the Nintai, and for similar reasoning. It's a difficult language to learn, so mastering it is an excellent place to train one's work ethic.

The Creed of Kyōhaku isn't known for its military might. Its people are not warriors by nature. They're farmers, tailors, and other such things. Luckily, the location of their main territories makes risk of Akuma threat low. Though lately the Akuma numbers have been rising. That has forced many of the territories to learn how to defend themselves. In recent years the Creed has invoked a draft in order to build up defense forces against the Akuma. And they've been fairly successful, doing everything in their power to defend their hard work. There's also the factor of the Djinn, who can be brought into the military with their masters or, depending on their contract, sent in their master's stead. Djinn are powerful tools in the war against the Akuma and make the Creed more formidable than it has been in the past.


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Re: Burning Sky Information Thread

Post by Ink on 21st January 2018, 7:21 pm

The Ten Creeds: Kenkyo - God of Humility


Humility is to be modest in self. And Kenkyo was modesty given form. Regardless of Kenkyo's peerless ability, never did he give in to vanity. He maintained his poise that he always triumphed over those distracted by their own fame. A common misconception is that humility means to think less of oneself. It is to think of oneself less. Those who know humility are those who know respect. Both to themselves and to others. Even others with whom they do not agree or align. But those who fall victim to pride are destined to fall.

The Creed of Kenkyo is odd in its practices. There are no structures built in the name of Kenkyo and the people do not worship him in the same way that they do the other gods. This is largely taken as the context of his teachings. Those who follow Kenkyo do not believe he would wish to be worshipped. There are temples, but these are not places of worship, so much as places to follow his teachings. Here one can become a Kenkyo Monk, living a modest lifestyle. There are plenty of practices to be found in this lifestyle, though it isn't the only way to practice. One of the core rituals of this sub-religion, for both monks and non-monks, is meditation. Though similar to prayer, the meditation of those who practice are not communing with any god, as much as they're projecting their goodwill outward, into the world around them. Generally, the way of the Kenkyo Creed is to lead by example. They seek to share wisdom, give to others, respect all people and things, etcetera. People convene at the temples throughout Kenkyo territories, where they will meditate in mass with the guidance of the monks. Occasionally the monks will leave the temple to demonstrate publicly for one reason or another. Arrogance is not welcome in the temples. Those who are deemed proud by the monks will be removed and will not be welcomed back until such a time that they know humility. Those found guilty of pride are dubbed "The Fallen," and this status will be made known to those who attend the temple outside of the monks. Their name will be written on a scroll that is present in the main hall and, seeing this, people will know that the individual has been accused. In a display that's notably opposite of the Nintai recognition practices, an individual marked as Fallen is treated as someone notably famous or of high station. People will mob them with affection, favors, and so-on. At the same time, however, no one will help them if they need it. After all, someone that remarkable surely needs no help. Eventually, the compounding of these is meant to cause the Fallen individual to break down or leave the town where they've been marked. In order to have one's name stricken from the scroll, they must partake in Dogeza, an act of prostrating oneself. In this case, the Fallen individual must perform this act at the front door of the temple at a duration of one hour for every day their name was on the scroll. Only when this is done will they be accepted back inside.

The Creed of Kenkyo has a very neutral attitude towards the Djinn. As is a core concept of their Creed's teachings, they are expected to respect others, even if they do not agree with, or even like them. The Djinn qualify. While there are those who certainly treat the Djinn well out of genuine respect for them, there are others who simply go through the motions. The Djinn are afforded no special rights but also aren't restricted from much. They simply aren't allowed inside of the Kenkyo temples unless certain conditions are met. They may earn their way in, but only if they partake in Dogeza. The Djinn variation of this is different, however. They perform this act at the front doors of the temple, as an ordinary citizen. Eventually, they are recognized by the monks and may enter, but are only allowed into a handful of areas not central to the practices of the faithful. Following this, they are given a choice to gain further access to the Temple by spending a week living the life of the monks without any transgressions. At the end of this period, they are given full access to the temple. They're also given a charm to show other temples that they have undergone this ritual already, and are recognized as a brother or sister of the faithful.

The Creed of the Kenkyo is run on a constitutional monarchy with an emperor, much like the Creed of Kyōhaku. Unlike them, however, the Emperor of the Kenkyo Creed has virtually no executive power. He is simply a figurehead whose authority is strictly ceremonial. The government is controlled by elected officials, divided into three branches and controlled through a system of checks and balances. There are also religious advisors, though unlike similar roles in other Creeds, they have no actual power, and simply whisper in the ear of the actual officials in charge. With that being said, these religious advisors are often monks and religious scholars who seek to better the world, and their Creed in particular. The government listens to and respects their input, even if they don't necessarily agree or wind up heeding it. The lack of power held by religion in this government is largely a factor of the religion, itself, not being particularly organized. There are no designated religious leaders, as that idea seems to conflict with the teachings of the religion, itself. In Kenkyo's teachings, none should presume to control how people choose to display their belief. Followers guide and teach. They do not dictate.

Like the other Kowari-based Creeds, the Kenkyo territories generally speak Sungo. This is primarily because, in the beginning, these Creeds all went similar ways, eventually going their separate ways and leaving Sunako to the Nintai.

At first glance, one sees that the people of the Kenkyo Creed are fairly passive. So it is assumed that they can't fend for themselves. This is a vast miscalculation. The people of the Kenkyo are among the sharpest warriors. Their military is highly regarded, despite their refusal to acknowledge this. Many of their most skilled military leaders have seen battle before, having fought against all manner of enemies. There have been a handful of civil conflicts within the Creed to bolster experience. Plus there's the added pressure of the Akuma, which exist in large numbers in the Kowari Continent, where the central Kenkyo government is located. Furthermore, there are the monks. The temples are also fairly good places to train in self-defense. The monks are masters of martial arts, and teach even outsiders their ways. And though it is uncommon, some monks even go out and fight in conflicts themselves if they feel it necessary. It's always a surprise when they appear. Their physical combat ability is without peer among the many Creeds. During times of war, ages ago, a sizable unit of soldiers was sent to seize control of a Kenkyo territory. The Kenkyo military wouldn't have time to dispatch troops. Yet the land was defended by monks who, without armor or weapons, defeated the invading force with ease.

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Re: Burning Sky Information Thread

Post by Ink on 22nd January 2018, 12:56 pm

The Ten Creeds: Eleos - God of Kindness


Goodness is the virtue of Eleos, Goddess of Kindness. These are those who perpetuate happiness and positivity. Regardless of whether things are going well or not, they wish the best for all. They embody compassion and empathy without prejudice or bias. Eleos was known for her cheerful demeanor and taught her virtue to man in hopes that they could learn to be friends to all. The Creed of Eleos embodies neighborliness and friendship above all.

The Creed of Eleos is often seen as the most compassionate and understanding of them all. Even more so than Nintai and Cariti. They're also among the largest of the Creeds, with territories in every continent. Worship is conducted in chapels that dot the territories. There they hold regular services that act as gatherings of the faithful, but also welcome newcomers of all stripes. These are conducted by Elders, who train successors to take over their roles by having them study the texts of Eleos and observe the fulfillment of various rites and ceremonies. One of the highest duties of the clergy, as well as one of the most prominent teachings of the Creed, is a readiness to provide emotional support. People are hurting, and it takes compassion and kindness to correct this. It can be anything from offering advice to simply listening to the troubled party. But followers are taught to hear the pains of others and do everything within their power to help. Many who join the clergy are tasked with traveling, some over great distances, simply to spread goodness. There is a stigma to these missionaries in non-Creed territories. It's expected that they're trying to spread their religion. However, that is surprisingly not their mission, so much as a side objective if those they visit are open to it. Really they travel to heal those who are hurting, not bringing their religion into things unless inquired about it or their reasons. Most people volunteer to participate at some point, even if they don't intend to join the clergy. There are also a handful of other key rituals. Within the Creed of Eleos, names are sacred. Individuals have both Spirit Names and True Names (Given Names). Each one comes with a naming ceremony. When a child is first brought into the world, they aren't named immediately if the family chooses to participate in the traditional christening ceremony. 6 days after the newborn's entry into the world, the parents bring them to the chapel, where the Elder cleanses the child in holy water. From there the baby is wrapped in a blessed cloth and passed around to be kissed upon the forehead by any close family invited to attend, ending with the parents who then bestow upon the child a keepsake, engraved or embroidered with the name their parents have chosen for them and kept secret for those six days. At the next service in the temple, the parents bring their child and bring it forward so that the Elder may pray over it. After their prayer is answered, the Elder bestows upon the child a name selected by Eleos, herself, announcing it before the communion. Following this, there's a celebration. There are, however, outliers. Situations in which the Elder's prayer isn't answered and no name chosen. Different chapels will handle this differently. Unfortunately, many take this as a sign of the child being unholy, leading to the child being ostracized. Individuals are referred to by their Spirit Names in public and by anyone who isn't family or incredibly close.

The Djinn are a touchy subject in the Creed of Eleos. By all technical accounts, they're free entities, afforded basic civil freedoms. But despite this, there is a considerable bias against them. As such, there are a handful of systemic problems in the Creed that tilt things against the Djinn in many ways. Their freedoms are severely limited in many territories. There are no real checks in place to see to it that individuals can't discriminate against them. They're meant to be segregated from ordinary citizens, business owners can deny them service, they can be harassed without repercussions in many territories, the list goes on. The reasons for this vary. In some cases, the expectation of kindness within the Creed might be stressful. And the Djinn are easy punching bags to let people air out their nastiness since they aren't recognized as people in many cases. In other cases, people resent the Djinn for being legally recognized as citizens despite being unholy creatures. And since there's nothing really keeping them from treating the Djinn harshly, they take every opportunity to remind them that they're unholy and unwelcome. And there are some who simply believe the Djinn are inherently corrupt and will lead to the Creed's destruction if left unchecked. Which is only further driven home by recent events as Djinn have been the orchestrators of many horrific events in their campaign for improved conditions. Meanwhile, there has been a recent increase in the number of territories that sympathize with the Djinn, their leaders doing what they can to make things right with them. The tensions between the two sides have led to an explosive civil rights movement that neither side is gaining much traction in. And things have only gotten worse, given recent events.

The government of the Eleos Creed is controlled by the Divine Basilica. Dotting the Creed's territories are Chapels, led by Elders. Just over the Chapels are the Cathedrals, which are led by Bishops. The Divine Basilica is run by the Grand Cleric, who is also the leader of the Eleos Creed government. In each territory, the Chapel Elders assemble at the Cathedral, where they voice their concerns before the Cathedral Bishops. The Bishops then attend a quarterly (i.e once every three months) summit at the Basilica, where they convey the status of their territories and make categorized policy suggestions for the Grand Cleric and the Basilica Bishops to hear and consider. The summit disbands after all has been heard. On the next summit, the Grand Cleric announces their decisions regarding the suggestions brought before them the previous time, as well as any policy updates that they, themselves, have decided to implement. The Bishops then vote on these updates, but the vote must be won by a two-thirds margin for the motion to pass and be officially implemented. The Grand Cleric is also responsible for appointing the Bishops in the event that one dies prior to choosing their successor from the Elders. The Grand Cleric's own successor is typically not a Bishop, despite the direct correlation of power. It's traditionally believed that a Grand Cleric should be impartial to any territory, and thus too should their successor. As such, rather than simply choosing a Bishop, the Grand Cleric may choose virtually anyone, as long as they are a member of the clergy. Because of the tremendous amount of work the Grand Cleric must deal with, there's seldom time for them to preach, personally, so there is also a House Preacher. At the moment, the Creed is in turmoil as the escalation of civil rights disputes regarding the Djinn has resulted in tragedy. An extremist attack during a pilgrimage led to the untimely death of the Grand Cleric. And his chosen successor has become a complicated matter. In lieu of a proper successor, the House Preacher has been elected the acting Grand Cleric by the Bishops until a decision can be properly made regarding the subject. But the House Preacher's own appointment has been controversial with some, as well.

The Creed of Eleos primarily speaks Basic, though they also have their own language, Eurali, the native language of the territory in which their central government is located. These days people often sprinkle bits of the language into their speech or reserve it for casual conversation in private.

The Eleos Creed military is controlled by the Black Bishop, who is appointed by the Grand Cleric. It's separated from local law enforcement, unlike other, similar militaries. The Creed of Eleos was the first to make contact with the Akuma, and has the longest history with them. In recent years the increase in Akuma activity has forced them to bolster their ranks to improve defenses. However, the fight has worn them down, and their current political climate has made things all the more complicated. The Djinn aren't allowed to join the ranks of the military, which was a change the previous Grand Cleric had been campaigning for. However, he was unable to secure the two-thirds vote and died before he could try again. The Civil Rights conflict has simply been that devisive.

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Re: Burning Sky Information Thread

Post by Ink on 26th January 2018, 12:27 pm

The Ten Creeds: Xìnxīn - God of Hope


The world is a dark, bleak place. Often times it can seem impossible that anything good could come of it. But the night is darkest just before the dawn. All it takes is a sliver of light. And that sliver is the virtue embodied by Xìnxīn, Goddess of Hope. As she taught it, hope is the ability "to see the stars before the night sky." A positive outlook of the future and faith that goodness will overcome. Hope is a commodity lost on many, but some believe that it is the absolute strongest driving force known to man. Xìnxīn taught this as her virtue because she believed this to be the case.

The Creed of Xìnxīn has something of a reputation for being the most strongly anchored in their faith. Likely because faith, itself, has a great deal to do with hope. Or vice versa, depending on who you ask. Worship is conducted at fairly large, open temples. The people attend regularly to hear the inspirational sermons of the priests in charge. People may also attend privately to pray or seek counsel. The priests also function as community leaders but can step down at any time. If a priest does step down, retire, or become otherwise incapable of continuing their duties, their replacement is chosen from remaining members of the temple by the community. The priests are responsible for recording their observations of the community (mostly religious and state-of-living concerns) and getting those recordings to a designated mailing box for the agents of the government to obtain and deliver to political leaders, who read and consider them when determining policy. The Creed has a number of practices used to spread their message of hope. There are community outings and demonstrations, several Xìnxīn-specific holidays, but the one thing that the Xìnxīn Creed is most prominently known for is... a song. Daybreak is considered, by many, to be the anthem of the Creed. Yet this isn't technically accurate, largely because the leaders of the Creed believe the song has a place, not just in their society, but in the hearts of all peoples. The song is called "Daybreak," and is often used as a means of inspiration. A rallying cry in times of darkness and turmoil. It isn't a song of worship. It's a song to uplift.

Once upon a time, the Creed of Xìnxīn was seen as a safe haven for the Djinn - a place where Djinn refugees could go without worry of being persecuted or judged. But times have changed. The policy of the Creed has always been to welcome anyone with open arms - the weary, the homeless, the oppressed - and that included the Djinn. However, recent events have made this difficult. Unfortunately, the intensity of Akuma hostility has forced the Creed to close off its Kowari borders to all but those with very specific permission to enter. Otherwise, they run the risk of encountering the Akuma horde. There's a curfew in effect in many territories where the Akuma are most populous. And travel has been severely restricted, only allowing cross-territory traversal if accompanied by an armed guard detail. However, even within the borders of the Kowari territories, there's trouble in paradise. Because of the explosive rise in Akuma activity, many are losing hope. And without hope, people often turn to blame. Some are blaming the Djinn for attracting the Akuma, believing the government's allowance of them to be the cause of the problem. As a result, relations with the Djinn are strained in some territories. However, in territories outside of Kowari, the issue is far less prevalent. Though that isn't to say there aren't those feeling the issue's effects, even there. By many accounts, it's only a matter of time before things tip too closely in this bleak direction. All it'd take is one catastrophic tragedy.

The Creed of Xìnxīn operates on a government run by a Council. They hold the greatest volume of territory in terms of sheer landmass, and have a massive population, as a result of their land. And this is excluding any territories they have that aren't within the borders of the greater Kowari Continent. Because of this, their territories are grouped into sectors, with all non-Kowari territories being grouped into a sector of their own, even if they're nowhere near one another. In total there are four sectors. Each sector is overseen by one Councilman or Councilwoman. The Xìnxīn Council is based in a structure on an island just off the coast - a ruin from a time before the Sky Fire that the people reclaimed from the wilds and made into a bastion of hope for all. That they could one day have something like this again. Each member of the council has a number of direct subordinates per territory who keep up communication with them in order to keep them appraised of any developing situations within. These subordinates share their findings with the entire Council at regular intervals. The Council holds absolute domain over the government, with each Council Member bearing responsibility for different core functions of the government. For example, one member oversees Creed Economy, one oversees Military and Security Forces, one oversees Diplomatic Relations, and one oversees the Religious institution. There are several other duties attributed to them as well, however, including Healthcare, Development, Education, and Historical Recovery. The Council convenes regularly for policy assemblies, bringing with them the information that their networks bring them on the territories under their control. Each Council Member makes discusses policy updates on the floor, and the remaining three vote on any changes they propose in their address. If the motion passes, then each Council Member is responsible for seeing to a smooth implementation of the newly updated policies for the sector they oversee.

The people of the Xìnxīn Creed predominantly speak Qinpo, the native language of the territory wherein the Creed originated. This is a language fundamentally similar to Sungo, which borrowed heavily from the Qinpo language, initially. They both utilize symbols, rather than an exact alphabet, being pictographic, rather than phonetic. Yet they sound vastly different when spoken, save for some key similarities. The majority of people in the creed do also speak Sungo, as well as Basic. There are translations of "Daybreak" in multiple languages, Basic included. And, in fact, the song is sung often, even by those with no affiliated with the Creed of Xìnxīn.

The Creed of Xìnxīn is in the middle of a particularly dire situation, as they face the absolute worst of the Akuma threat. Mainland Kowari is dominantly occupied by this Creed, and the Akuma are most abundant in this area. Not only that, but many of the more powerful Akuma dwell there. The overwhelming horde has laid heavy pressure on the Creed to retaliate. Unfortunately, the Akuma are simply oppressive to fight against, their numbers restricting the mobility of the Creed's rather large military. As such, the country's military might is wavering. They have the largest military body, in terms of land forces, among the Ten Creeds.

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Re: Burning Sky Information Thread

Post by Ink on 31st January 2018, 3:27 pm

The Ten Creeds: Coercos - God of Restraint


Man will endure countless temptations before he ever knows true peace. But Coercos taught him restraint. Self-control and moderation in all things is his virtue. The ability to manage priorities. To put first the needed things and abstain from base desires. It's all too easy to fall into the traps of dishonesty, gluttony, lust, and all manner of other sins. All in the pursuit of self-interest. But restraint is the ability to resist these temptations, lest you be led down the path of a self-destructive lifestyle.

Worship in the Creed of Coercos is often regarded as the most elaborate. This Creed has more religious ceremonies and rituals than any of the others. Chief among them is a day known as The Pardon. During this celebration of sorts, those of the Creed indulge themselves, rather than show restraint. It's a time for people to get these things out of their system, typically represented with boisterous parties and festivals throughout the territory. People eat to their heart's content, drink themselves silly, spend money carelessly, lose themselves in lustful desires, and generally act in far less measured fashion. As long as it isn't a crime, The Pardon is seen as a day wherein people can indulge in these things to excess without being judged. However, under normal circumstances, the religion of the Creed involves restraint to an exceptional degree. Followers may not necessarily shun their desires, but they put necessity first, which typically limits the ability to see desires met. It's about prioritizing the needs over the wants. Another common practice is that of Resignation, which is a week-long ritual in which a follower of the Creed completely abstains from a specific desire. This can be anything from alcohol to sex to certain types of food, and so-on. At the end, they indulge in the desire they'd sworn off of, ending the ritual. As to the actual system of religion, worship is conducted in Hospices, Sanctuaries, and Monasteries, with each one being run by priests and visited once a week. Each of these hosts specific practices alongside standard worship service, and it's frowned upon to miss them in the community. During the first day, follows attend the Hospices where they conduct a prayer service. Those in attendance express temptations affecting them at the time and at the end of the service, the congregation prays for the resolve of those who spoke. The Sanctuaries open in the middle of the week, where regular worship services are held. Messages are conducted by Priests, though time is always allotted for others to step up and give lectures on their own interpretations of scripture. The Monasteries are places that open at the end of the week. People attend for a reflection period, as well as confession and repentance. Here is where the community seeks the guidance of their priests. Those seeking to repent are tasked with aiding in the recovery of those already lost to temptation and obsession. Another key ritual for the people is called the Vigil of Desire. It's a trial held once a year, on the eve of an individual's day of birth. They come before the priests of the monastery, where they're placed under the effects of an incense that comes from burning an otherwise deadly plant called the Black Yen - a Lotus that has a hallucinogenic effect when ingested but is also highly poisonous. When burned, it maintains the former effect and sheds the latter. Those affected will see hallucinations of the innermost desires, which is an effect that carries over to the incense. Undergoing this Vigil revolves around exposure to this effect and resisting those desires. Failure to pass results in the individual being marked as having "a black year," which is oft represented by a single shackle being placed around the individual's wrist, barring them from participation in a number of key community events and the Community Forum.

The Creed of Coercos has a rather low opinion of the Djinn as a whole. They're viewed as creatures of Sin and harbingers of temptation. That said, there are territories where this isn't as prominent. The Djinn aren't treated with open hostility, though it's clear this Creed is especially leery of them. Outsider Djinn are automatically branded with one of the shackles of temptation. In order to participate in any of the Creed's community events, they must pass the Vigil of Desire. That being said, the Creed of Coercos is nothing if not fair. Should Djinn pass this Vigil, they will be allowed to participate, and even have a voice in the Forums. In fact, many places regard Djinn who pass the Vigil very highly, as it's seen as an act that speaks volumes of their resolve, surpassing that of an ordinary person, whose temptations are presumably far weaker.

The Creed of Coercos operates primarily on a communal government in which the power belongs very much to the people. There are Forums held daily that anyone of age (16+) can participate in, led by elected Moderators. These forums are for open policy debates, where citizens are able to make propositions and the like freely. Typically Priests are lent the most credence, due to their closeness to Coercos and their mastery of self-restraint. The present bodies can make votes on the topics discussed at the end of the session or debate on the topic until a decision on it is reached, assuming one is reached at all. At this point, the motion will carry and be implemented within a week unless it is formally contested and a vote favors continued debate on the subject. Most tend not to do this, however, as it would slow the political process. Thus they just wait to open up the debate again after implementation so things can keep moving. These things can also be shelved for later upon vote by the Forum, or by the Moderator if they sense that they have more to discuss and limited time to do so. These Forums have several levels. There's the Community Level, the Territory Level, and Creed Level. The various levels aren't restricted in who can attend. However, there is only one Territory Level Forum per Territory, and one Creed Level Territory throughout the entire Creed. While anyone may attend, travel is obviously a concern. As such, all Community and Territory Level Forums have Speakers. Speakers are responsible for documenting and representing the concerns of citizens at the Community Level to the Territory Level and from the Territory Level to the Creed Level. They are the voice of those who can't attend the higher Creeds, themselves. As one would expect, Community Forums can only dictate policy that affects only their community. Territory Forums work in very much the same way. The Creed Forum exists for matters of a constitutional level. Because of this government structure, things in the Creed are constantly shifting and the government of the Creed of Coercos is seen as one of the fastest-acting, most fluid governments in the world.

The dominant language spoken throughout most of the Creed territories is Azeta, native language of the original land settled by the Creed when it was first established. Since then, the Creed has spread to several other continents, including overseas. It has adopted Basic, much like the rest of the world, but Azeta is often looked upon as one of the most attractive of the Creed languages and continues to grow in significance. However, there has been an uptick in Sungo and Qinpo, due to the influx of people relocating from the greater Kowari continent in efforts to flee the Akuma.

The military of the Creed is fairly limited, in comparison to most other Creeds. Without a central government or military system, the Creed of Coercos has no dedicated military force. Instead, each individual territory has a citizen's militia. Individuals volunteer to take part, though if a territory militia is not large enough, a lottery will be placed into effect to choose from those of age to participate in the Forum. However, others can volunteer to take their place. As a result of this, the country is more equipped for skirmishes than all-out war. Their militia forces take large amounts of time to mobilize into a singular unit, thus it's more effective that they function in several, smaller units. Luckily, their main territories are located in Ipal, which has the lowest overall concentration of Akuma.

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Re: Burning Sky Information Thread

Post by Ink on 6th February 2018, 11:09 am

The Ten Creeds: Valora - God of Courage


Heroism is not a trait commonly seen among man. It's a trait that requires great valor - the virtue championed by Valora, Goddess of Courage. But in those who embody her virtue, heroism is overwhelmingly present. It isn't that these men and women are unfamiliar with fear. They simply face it readily. When faced with danger or discomfort, they will stay their course. They approach potential peril with the same boundless determination that their sister Creed, Kyōhaku, approaches work. And it's in their willingness to selflessly risk their lives that they find the greatest honor.

The Creed of Valora is known for being the most... active when it comes to the worship of their deity. They carry out their many rites and rituals in her name, and the majority of them involve perilous pursuits. Settlements have temples, though there is no real organization pertaining to worship. Rather, every temple has an altar to Valora that individuals may come and pray to at their leisure. The temples all have acolytes who maintain the altars, perform rites, and so-on. But the temples aren't places for regular communion. There are several worship practices in the Creed of Valora. And each serves a different purpose. There are scores of battle cries meant to invoke the fury of the goddess, herself, on the battlefield, as well as praise her for the courage to fight. Many hunters perform a simple prayer of thanks after slaying their prey, showing gratitude for the opportunity to prove themselves. There are a handful of rites of passage as well. But one of the most prominent beliefs in the Creed of Valora relates to ancestors. In the scripture of Valora, ancestors are a vital component. For it isn't just Valora that the Creed prays to. Every family likewise prays to their ancestors. Particularly those who have "Ascended." Essentially, an individual "ascends" if they display great honor and courage in life. Upon their death, a funeral pyre is lit and the color dictates whether they ascend or not. For one to ascend, the blaze must burn blue, which is an indicator of Valora's favor. These individuals are lauded as the greatest warriors and hunters in the creed. Their wisdom is invaluable and their guidance is sought after. It's believed that by visiting shrines to one's ancestors (or carrying special pendants) those in the Creed are able to speak with their ancestors through prayer. In the Creed of Valora, the afterlife is treated as a great battlefield where warriors can show their mettle without reservation. But the ascended are granted access to Valora's hall, where they may feast and drink to their heart's content before returning to the battle or the hunt. But the spirits are ever watching over their descendants, supposedly imbuing them with courage and providing guidance through instinct. As religious leaders go, the Creed of Valora has Shamans, who guide people in the Chant of Valor and maintain the temples alongside the acolytes. They're also historians in a way, versed in the warrior history of their people, allowing them to regale the generations with stories of heroism. In this way they're record-keepers. There is a monument in the central territory of the Creed, where every young "fledgling" must take a pilgrimage as a part of their adulthood (18) ceremony. This wall is inscribed with the names of the Creed's most celebrated warriors throughout history. Upon visiting, they pray to these ancestors and proceed to either the arena or the hunting grounds, where they'll undergo "The Harrowing" - essentially a test of one's mettle in battle or cunning as a hunter, depending on the clan they choose. Afterwards, they're given a Clan name by the Shaman presiding over the event, as well as a token with a symbol that represents this new Clan name. Names in the Creed come in three parts. A given name, a house name, and a clan name. Only those with a very close and intimate relationship akin to family will refer to one another by given name. Otherwise, individuals are referred to by House name (the equivalent of a surname) or Clan name.

The Creed of Valora is not a place Djinn want to end up. They're only mildly tolerated in a handful of territories but, in most others, they're violently persecuted. For generations, it seems, the Djinn have been treated with a "kill them in the streets" mentality by the Creed of Valora. As such, they're typically warned away from territories held by it. It's with the Creed of Valora that many independent Djinn States have found themselves in heated conflict for what seems like an eternity. And, in fact, the warrior clans of several territories still hold a particularly barbaric rite of passage as a coming-of-age (13) ceremony, requiring the young warrior to bring the horns of a Djinn back to their community. The Djinn aren't seen as human by many territories and are often treated no differently than Akuma to slay or prey to hunt. In very few territories will they be treated as individuals. And even then, they're often treated horribly, being afforded the bare minimum of basic human rights and generally being made well aware that they're unwanted.

The government in the Creed of Valora is run as an elective feudal system of sorts, with a pair of powerful monarchs reigning at the top. The common people elect two chiefs, who are the ones responsible for overseeing individual communities. These chiefs get to elect a pair of Primes to oversee their territories. And the primes elect the High King and Queen. The reason behind this duality is found in the Clan system. Society in the Creed of Valora is divided into two clans - The Hunters and the Warriors. The High King and High Queen are chosen from their respective clans. It doesn't matter which one comes from which clan, as long as one of them represents one clan, and one represents the other. This goes the same for the Primes and the Chiefs. Individuals choose their clan at age seven and are trained from that point onward to perform the duties expected of that clan. The option does exist to be Clanless, thus becoming a part of the very necessary civilian class of the Creed. The King and Queen don't have absolute power, as they can be vetoed by the Primes, provided two-thirds of them vote to deny any policy changes the Monarchs plan to implement. A regular gathering is held to discuss policy, allow the Primes to lobby for policy changes, and so-on. Elections are held every ten years. History has proven that the people favor proven warriors and hunters to lead in this clan, as all of those elected in that past have been seen as heroes in some fashion. Often times people are elected based solely on their deeds. Thus far, it's worked fairly well for Creed stability, at the very least.

The Creed of Valora primarily speaks Jotunn (yoh-tuhn), the native language of the region originally settled by them. Jotunn is a coarse language. It's very forceful and to-the-point, with little room for poetry. It suits the generally hardy nature of the people who speak it. Unlike most other Creeds, Basic is fairly uncommon in the Creed of Valora, largely because of their more isolationist tendencies.

The Creed of Valora has one of the stronger military forces, and one of the larger ones, despite the relatively middling size of the Creed overall. The bulk of the force is made up of members of the Warrior Clan. The soldiers of which are often regarded as some of the sturdiest, strongest warriors in the world, and the most brutal. None are more feared, however, than the legendary Valora Berserkers, whose blood rage is supposedly enough to let them overcome even the most heavily armored enemies and defensible strongholds through sheer might. But then there are the cunning members of the Hunter Clan, who use a variety of tactics, weapons, and tools to the advantage in battle. It's said that for every Enemy Plan, there is a Hunter to unmake it. If utilized properly, Hunters can completely destabilize an enemy. Combine this with several other units; including sea-faring, heavy infantry, and more; and you have the military often praised as the best in the world.

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Re: Burning Sky Information Thread

Post by Ink on 7th February 2018, 1:39 am

The Ten Creeds: Nemesis - God of Justice


Divine Retribution awaits those who succumb to the mortal sin of hubris. Nemesis is the deliverer of that retribution, holding the scales in her hand. She is the Goddess of Justice. But Justice is not merely punishment. It is fairness. Equitability. The virtue of Nemesis is judgment. The ability to be impartial and, above all, righteous. It merely happens that, when called for, Justice may mean coming down swiftly and decisively... with force, if necessary.

The Creed of Nemesis has a reputation for being exceptionally devout, yet also incredibly simple in its religious practice. Their hierarchy is very basic, with Brothers and Sisters making up the lowest levels of the clergy. Above them are the Mothers and Fathers, responsible for leading their churches and maintaining the spiritual wellbeing of those beneath their station. Above them are those known as Priests and Priestesses, also commonly referred to as "Exalted Mothers/Fathers" out of respect for the position. They preside over their territories, leading the highest churches in the land. And above them all is the Prophet, acting as the religious leader of the entire Creed. Within the religion of Nemesis, it's taught that the refusal of the gods to aid their children in this time of strife was the idea of their goddess, having grown disappointed with mankind's ever-growing faults, but none more so than their hubris. Nemesis is perceived as the ultimate objective, in a sense. Because she convinced the other gods that this was necessary, she's the one that mankind must earn the favor of. She observes but never interferes, directly responding to no one's prayers and not favoring anyone or any group. Mankind must earn its successes. It is in the teaching of the Creed that followers are compelled to seek out and correct injustice. Actions have consequences and transgressions are always treated with such. But more than that, Justice is about fairness. It's a determination of equality. Though the murkiness of the concept has led to... complications in the past.

It's best that the Djinn remain as far from the Creed of Nemesis as possible, in most cases. It is not a place where they'll be welcome. In many territories, Djinn are tirelessly persecuted in Nemesis territories, where they're sealed away in prison towers where they're hardly fed, have little space, and are constantly under watch when not being kept behind the locked doors of their cells. These prisons are supposedly separate from ordinary prisons because of the unique abilities that Djinn possess. The Creed has developed wards to seal Djinn abilities, and these structures are imbued with the same incantation. As such, while inside, the Djinn are relatively powerless. However, there is another major aspect to the treatment of the Djinn in the Creed of Nemesis. Slavery. In several territories, the Djinn are kept as slaves. And unlike the debatably reasonable nature of indentured servitude in the Creed of Kyōhaku, here it's generally seen as uncouth to treat a Djinn as human. They're property and nothing more. And due to generations of resentment between the people of the Creed and the Djinn, they're often treated harshly, even abused. The justification comes from the belief that the Djinn are the ones who caused the Sky Fire. It was within the Creed of Nemesis that this narrative first arose, introduced by their Prophet. As such, the Creed began to round up and imprison, execute, or enslave any they came across, depending on their mood. There are small pockets - places with followers who sympathize with the Djinn and seek to aid them however possible, harboring fugitive Djinn to keep them from Templar persecution, helping file Djinn horns to make them less conspicuous, even smuggling one-time slaves or prisoners out of the Creed. In most cases, these people don't believe it the judgment of Nemesis for the Djinn to find themselves in such an undesirable position, believing it to be woefully unfair, going against all of the teachings of the goddess.

Within the Creed of Nemesis, the state and the military are essentially one in the same. The Templar Knights have an exceptionally long and complicated hierarchy, but the most important and noteworthy positions are the Knight-Captains and Knight-Commanders. Knight Captains preside over individual communities, whilst Commanders preside over the full territories. Above them is a pair of Divine Justices who preside over the entire Creed. Together they are "The left and right scales of Nemesis," responsible for weighing the state of the Creed and guiding it based on their findings. In doing so they swear an oath to abide by "The Bindings of Nemesis," which essentially functions as the Creed's constitution. During elections (which come around every six years), the Knight-Commanders are up for the position. Any of them may remove themselves from the race at any time, however, should they feel themselves unfit for the role. The people then vote on which two will go on to become Justices. The responsibilities of the Justices are divided in execution, though they share the decision-making responsibility. The "Left Justice" handles law enforcement responsibilities, whereas the "Right Justice" oversees the military operations. They split governance over civilian functions of the government. Should they come to a disagreement, they turn to the Prophet to mediate for them. While a Religious leader first, the Prophet is the unofficial system of checks and balances for the Justices. Not only are they responsible for mediating between the two, but also overriding their authority if deemed necessary. They appoint an individual known as the "Warden," who commands a unit of elite paladins known as "Judges." These Judges are responsible for seeing to the accountability of the Templar Knights. While they have no political power, they are above the Knight-Commanders and can neutralize orders given by either Justice or impose new orders on the authority of the Prophet. Because of the sheer might of the Creed's military, its government is considered to be the most influential and powerful in the world. They're also the most widespread, with territories in, by far, the most regions, globally. People in the Creed are required to do a brief stint of military service, though not particularly on the front lines, as there are several other duties that don't involve combat in any capacity. Lately there's been a bit of pressure in the political sphere. There's been an ever-growing uptick in Djinn sympathizers, as of late, and the Templar Knights have been cracking down on those who help Djinn fugitives. But this is causing a rift between the people and the government, as well as disagreements within the government, itself. It's only a matter of time before things become far more complicated. In fact, many fear yet another uprising, which absolutely no one would want, given how bloody the original one was.

The primary language in the Creed of Nemesis is Basic. However, their influence exists in so many different regions that other languages have worked their way into many Nemesis lexicons. This includes the romantic language of Du'noh (the native language of Croix in Wudraeux), the lyrical Sungo, the coarse Jotunn, and more. This along with many different dialects, accents, and so-on of Basic, itself.

The Creed of Nemesis, due to its size and wealth of territories, has the most powerful army in the world. The Templar Knights are a powerful force to be reckoned with. The benefit of the Creed's widespread influence is a wealth of resources to command. These resources allow them to bolster their forces quite aptly. Their weakest division is in their naval force, but even it is reasonably impressive. Since they have territories around the globe, they have knights well adapted to all sorts of terrain and versed in all manner of combat. They receive the most extensive military training of any Creed as well, simply adding to their formidability. There are some who believe the Djinn should be made to serve in the military along with the people. However, there are others who believe it would be a bad idea. Unrestricting their abilities would be dangerous enough, but educating the slaves in warfare, or at all, really, would only spell disaster. All of the advantages held by Nemesis allow them to shine as the superior military of the world, despite others having places where they outshine the Templar Knights, such as the might of the Valora military, the size of the Xìnxīn military, or the naval forces of Injenii.

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Re: Burning Sky Information Thread

Post by Ink on 12th February 2018, 11:56 pm

The Godless Place


"The Godless Place" is a name used to refer to the southwestern continent of Alo - the only (habitable) continent without any Creed presence. Alo was first established as an independent entity after the Djinn Uprising. A number of individuals from several creeds disagreed with the decisions made by their leaders, soon growing disillusioned with the Creeds overall. Eventually, they struck out on their own, amassed a considerable following, and settled in Alo. A place where freedom is paramount.

Despite being referred to as "The Godless Place," Alo is not expressly atheistic. Rather, the entire continent indulges in the practice of religious freedom, allowing people to worship whatever deities they choose without judgment, as long as their worship doesn't negatively affect others. While individuals in some creeds are certainly allowed not to participate in the core religion of whatever creed they live under, it's clear who has the power and this usually does come with the judgment of those around them. The people of Alo may worship however they please, generally creating an exceptionally diverse culture in which people of different faiths coexist without issue. There are many who subscribe to the religions held by certain Creeds, though don't necessarily adhere to all of their teachings. There are some who worship the "lesser" gods instead of the gods generally regarded as the highest by the Creeds, largely due to their domain over the elements that make the world go 'round. There's a not-insignificant atheistic population, as well as several religions that have nothing to do with the gods of the Creeds or the aforementioned "lesser" gods. There's also a growing religion that's centered around the unification of all the Creeds' religions, believing that it makes no sense to worship the gods individually while still acknowledging the existence of the others. Unlike the Creeds, Alo operates under a separation of Church and State, meaning that whatever religious leaders a community may have, they don't hold any power on the political side of things.

Alo is a varied place when it comes to the treatment of the Djinn. They're counted as free citizens and afford the same fundamental rights as anyone else. There are certainly territories and communities with less than terrific Djinn relations. That said, Alo also has the largest volume of Djinn states and the largest Djinn population of any one continent. Though, by territory, the Nemesis, Kyōhaku, and Xìnxīn Creeds all have higher overall Djinn populations.

The government of Alo is functionally a democracy, with elected officials representing individual territories and holding seats in a greater political body that lobbies for new legislation. There's also the overall head of the land, elected by the people as well. There are a handful of independent territories throughout the land, though the majority of them are isolationist Djinn states. As a social democracy, the government abides by the thinking that all citizens are entitled to certain social rights and freedom from any kind of discrimination based on differences. The continent is fairly large, but without a Creed presence, all regions fall under the jurisdiction of the central Alo government, with the exception of the independent states. In total there are seven regions. Every territory has three senators - one for each of the core parties and one independent. There's also a congress in each territory that votes on the bills of the Senate, passing them off to the President. Each region has its own designated High Justice, which is the head of that region's highest court. The seven High Justices make up the Judicial Branch of the government. Alo is a land with many voices. As one notably traveler once put it, if to Alonians are in a room, there will be twenty opinions. And this makes for a very diverse culture, but one that's in a constant state of flux, due to constantly shifting powers.

The primary language of Alo is Basic. Due to the sheer volume of different cultures to be found in this nation, having the one unifying language that most of the world is familiar with is crucial. Unsurprisingly, most Alonians speak more than one language fluently, however. There are significant populations of Sungo, Qinpo, and Azeta speakers, in particular. Though Du'noh is also spoken by many.

The military of Alo is one of the stronger ones in the world. And due to the diverse landscape, they're afforded the ability to train in a wide array of environments that make them exceptionally diverse. That said, Alo is largely reactionary and isolated from the other continents, thus its military might isn't shown often. The fact of the matter is that the military of Alo is a very "Jack-of-All-Trades, King-of-None" entity. While fundamentally good at all methods of war, they're generally inferior to the other, far more specialized militaries of the world, such as Nazir's naval forces or Nemesis and Valora's overwhelmingly strong (and significantly larger) armies. Alo actually has a very high concentration of Akuma, though not as high as Kowari. This reality has stretched the military thin in recent years.

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Re: Burning Sky Information Thread

Post by Ink on 21st February 2018, 1:47 pm

The World of Erith


Erith is divided into 8 major continents - Kowari, Feroth, Zatus, Jormunheim, Ipal, Wudraeux, Alo and Nazir - each divided into regions, which are divided into territories governed either independently or by one of the Ten Creeds. Regions do not, themselves, possess governments. They are merely collections of territories divided based upon geography. These divides have led to many cultural differences from one region to another, even if the territories within them are related. While regions possess no governing force of their own, the majority of them do have what's known as "Coalitions." These are not governing bodies, but think tanks assembled of the leaders of the territories. Due to a treaty drafted by the Creed of Nemesis after the Djinn Uprising, the Djinn states are not allowed to participate in the Coalitions. These think tanks convene every so often to discuss relations between one another, discussing things like trade, immigration, and so-on. Typically territory leaders from the Creeds do attend these meetings to report back to the Creed's highest overseers.

Feroth


Creed Capitals: Nemesis, Eleos
Other Creed Presence: Cariti, Valora

Geography and Landmarks

Feroth is a large, northcentral continent. The vast majority of territories in this space are under the domain of the Nemesis Creed as their Capital Territory is located in the central region of Etrium. Though the Creed of Eleos likewise holds a significant amount of territory in this continent, with their primary main territories largely occupying the northeast region of Eurale.

Etrium and, in fact, most of the continent is characterized by low, rolling countryside, with hills dotting the bulk of the landscape. There are also a handful of forested areas. Otherwise, the land is relatively uniform. Many of the territories in Etrium are among the most advanced in the world, largely due to the influence of the Creed of Nemesis, able to secure resources due to its reach in other continents. Etrium is dotted with many landmarks from past conflicts, including some of the earliest encounters with the Akuma and the war that began from the Djinn Uprising. These include sundered old forts, razed battlefields, and the ruins of abandoned settlements, caught in the middle of the fighting. One particular ruin is particularly sobering - Oston. The battle the took place near this unfortunate village was the most famous in the entire war. The Djinn were on the run, pursued into the town. Rather than be captured, they took their own lives in a massive blaze, immolating the entire village in the process. But rather than burning everything to cinders, their molten heat preserved everyone and everything in ash, freezing this place in time, almost like a snapshot of this most horrific moment in man's history. Many people visit this place for their own reasons. Some to simply connect with history. For many Templars-in-Training, Oston is a pilgrimage, meant to remind them of what they fight.

Eurale, to the north, is a region with several low mountain ranges. Settlements are built into the sides of small mountains and in the valleys between them. Because of this terrain, farming is made more difficult. However, mining is a major part of life for many of these settlements, including iron, coal, and precious metals. There's actually one mine that's become famous for producing a very special type of metal with specific properties - Adamantite. But there's another major landmark in the region. To the farthest northern reaches, in the rocky cliffs, there's a chasm. A place with seemingly no bottom. This is "The Devil's Mouth." At the edge of Eleos territory, this is where mankind first encountered the fiends known as the Akuma.

Trade

Due to Feroth's topography, the region has no shortage of farmland. As a result, it has many agricultural exports, including wheat, grain, and beef. There's also an abundance of tea herbs being traded to and from the continent. The forests make for a fairly decent lumber trade. And there's also been a recent upswing in tobacco. However, one thing the continent has in surprising abundance is sheep. As a result, wool is a significant export. Despite the heavy emphasis on mining, however, there's surprisingly little movement on mineral exports, aside from coal. This comes as little surprise due to the demand for the Templars to constantly be outfitted with top grade armor and weapons. And considering the size of the Templar Order, this isn't surprising.

Kowari

[koh-wah-ri]

Creed Capitals: Nintai, Kyōhaku, Kenkyo, Xìnxīn
Other Creed Presence: Valora

Geography and Landmarks

A massive continent in the far east, Kowari's regions are the native lands of several creeds, including Nintai (Sunaka), Kyōhaku (Nihara), Kenkyo (Daili), and Xìnxīn (Qinhai), all of which are dominant in the area.

The mainland region of Qinhai is among the largest in the world. It's exceptionally diverse in its elevation levels. Nearer to the south are some of the highest mountain ranges in the world. The far east is a predominantly scorched wasteland, home to the Akuma horde. The region is otherwise mostly hills and plains with a handful of densely forested areas. One of the most noteworthy landmarks is an absolutely massive forest of bamboo known as "The Floorless Place." This is because the plants are incredibly tall and the ground is covered in an eerie mist, making it uncertain exactly how far down the tree go. It's said that monks train here, atop the stems, working on maintaining their balance whilst fighting. There's even an old wives' tale that monks who fall are not recovered and their spirits will reach up, grabbing the ankles of anyone there in an attempt to pull themselves up. Yet the most significant landmark in the region is a place called Dìyù de mén. Qinpo for "Hell's Door." This massive gorge in the heart of the wastelands is the spawning place of the Akuma. Just like the Devil's Mouth in Feroth.

To the south is a large archipelago that makes up the twin regions known as Sunaka and Nihara. These islands are marked by grassy hills, clear blue shores, and low, snow-topped mountains with mild forestation. There are also volcanic properties on the islands, which lead to geysers and hot springs, which have become a staple of the region and any Creed that resides in it. In fact, some of these springs supposedly possess supernatural healing properties. This along with the unique and beautiful flora, the scenic coastlines, and serene nature of the islands has made them quite popular with travelers. What's more, the two Creeds that occupy them put a great deal of work into maintaining their beauty.

Daili makes up the land to the immediate south of Qinhai. Unlikes its fairly diverse neighbors, Daili is fairly flat, with the exception of the mountain range that spans the border with Qinhai. However, it does have a sizeable jungle, which is home to many unique animals. There isn't much beach in Daili. Rather, being a peninsula, the souter shores are dominantly cliffs. The lower elevation in central Daili lends itself to beach territories.

For one reason or another, more of the ruins of "the old world" survived in Kowari than any other continent. As a result, remnants of this past civilization dot the landscape. The most significant of them is a grand tower that the Xìnxīn government uses as the seat of their political power.

Trade

In terms of trade, much of Kowari deals in fish and other marine life, due to the abundance of settlements in close proximity to the coasts. Sunaka and Nihara are particularly well known for this. Furthermore, there's a not insignificant emphasis on silk and textile trade from Qintai. The entire continent likewise has no shortage of unique herbs and such, which are highly sought after for medicinal purposes, as well as tea. Sunaka and Nihara are also particularly known for grain and rice trade.

Zatus

[Zah-toos]

Creed Capitals: Coercos
Other Creed Presence: Xìnxīn, Kenkyo, Cariti

Geography and Landmarks

Coercos is the dominant Creed in this continent, its capital territory being in the Azetica region. Though migration efforts of late have seen upticks in territories established by certain Kowari-based Creeds, seeking to flee the oppressive numbers of the Akuma. Even still, Coercos has domain over the majority of the continent.

Zatus is a southern continent, known for mild winters and hot summers. The land is humid with several subtropical zones, a large percentage of desert land, and several patches of rainforest. The biodiversity in this continent is said to exceed that of all the others as a result. This continent is often looked at as something of a vacation spot. Azetica is actually a fairly dry and arid landscape, being dominantly comprised of desert land, making resources scarce in the land itself. Luckily the region neighbors plenty of more bountiful zones, such as the Apkani, which is a region characterized by lush rainforests with more resources than can be quantified. There's also the humid and tropical Versailles, which has become something of a prime destination for travelers around the world.

There are many landmarks in Apkani, including a number of natural marvels and historic sites. The Apkani River, spanning almost the entire continent, is a swirling rainbow of colors rather than clear blue. As if the river ran with oil instead of water. It's a marvel to behold. There are also countless gorgeous peninsulas with roaring waterfalls and lush greenery. The most noteworthy landmark, however, is "The Old World." A remarkably well-preserved ruin from civilization before the Sky Fire. In fact, it's the most well-preserved in the world, boasting incredibly advanced technology that is still being studied.

Trade

The conditions of the land make trade a fairly complicated matter. The primary exports are all agriculture-based, including vegetables, fruits, and nuts. There is a wealth of coal in certain regions as well. And considering the proximity of the continent to Nazir, the world's leading user of coal, this export is fairly significant. But aside from these things, there isn't much in the way of trade for the continent of Zatus.

Jormunheim

[Yohr-muhn-hahym]

Creed Capitals: Valora
Other Creed Presence: Nemesis

Geography and Landmarks

In the northwest is the continent of Jormunheim - a medium sized landmass with extremely varied geography that likewise causes extreme variation in climate. The southernmost reaches of the continent have a temperate climate whereas the northernmost are subarctic. The land has several snow-capped mountain ranges, no shortage of lakes, fjords, and a few flat, lowland areas. The land is also covered in wooded areas with an abundance of wildlife, excellent for hunting. The continent is actually only divided into three large, parallel regions, including Jotunhelm, where the capital main capital of Valora is located. There's also the eastern region, Mjol, and the western region, Bryling.

Jotunhelm is the flattest of the three regions, being in the middle of Mjol and Bryling, both of which are considerably more mountainous. Though the region does have mountain ranges further north. In the flatter reaches of the region are several lakes, as well as wooded areas and open spaces. It's in a particular sector near Valora's capital territory called Wayfarer's Reach. This particularly dangerous landscape is the most famous of the many testing grounds used in the Harrowing, complete with a few low mountains, fields, wooded areas, and so-on. Excellent places for young warriors and hunters to prove themselves. Another major landmark in Jotunhelm is the famous Devil's Bane Barrow, located in one of the Nemesian territories. It's an ancient burial site where the knights who died heroes in the war against the Akuma are entombed. To be buried here is considered to be one of the highest honors a Templar can earn for themselves and their family.

Mjol, to the west, is far more mountainous. In fact, the region has the highest mountain in the world - Jotnar. The peak has eluded many adventurers who've taken the perilous journey in the past. To date, none have proven capable of reaching it. And many of Valora's hardiest adventurers have tried.

Bryling, to the east, boasts an abundance of mountain ranges, though not as high as Mjol's. Yet it also boasts a large stretch of tundra, as well as ice fields. Bryling is the coldest of the three regions.

Trade

Jormunheim is is a region in which there are a number of very unique forms of vegetation, including several herbs that are exceptionally rare in other places, due to their requiring colder climates to thrive. As a result, this region is surprisingly big on medicinal products and herb exports. The abundance of water also means that fish is a considerable part of the region's trade. The lumber trade is also significant, as is the paper trade. There are also several mines around the region that contribute to a very strong presence of mineral exports, including iron, silver, zinc, lead, and more.

Ipal

[ee-pahl]

Creed Capitals: N/A
Other Creed Presence: Eleos, Nemesis

Geography and Landmarks

One of the smaller continents, Ipal is a scenic land of lush land of greenery, beaches with deep blue waters, and beautiful rocky shores. Much of the land has a Dry Summer (Mediterranean) climate, with only a few places of higher elevation that really experience snow at all. As the name suggests, the summers here are long and dry. However, the winters are short and rainy. Because of this serene landscape, this continent is generally viewed as an ideal place to relax. Due to the general climate of the continent, there's an abundance of land suitable for the growth of wheat, olive plants, and grape vines, leading to the signature cuisine of the continent - pasta, bread, oils, and (almost certainly most notably) wine. The land is also lousy with canals that run throughout the continent, crossing through settlements and turning many territories into near jigsaw puzzles. But aside from these canals being beautiful and generally integrated into the layouts of the settlements they pass through, they're also useful as modes of quick transportation and water mills.

Running down the continent's center is a mountain range, essentially splitting the land in two. These mountains, the Montagne della Morte, are so named because of the perils generally associated with crossing them. Not only is this a place where the Akuma seem to gather in large numbers, but it's also treacherous terrain in general, prone to constantly rockslides and mudslides at the slightest provocation. There are also several hollow areas in the mountains due to the Akuma carving tunnels throughout them, which can lead to travelers falling into the mountains themselves. The centermost mountain is a dormant volcano, around which are a handful of independent Djinn communities. Because the Djinn are immune to burning of any kind and are, in fact, comfortable in extreme heat, they have nothing to fear of the landscape. And several more... enterprising Djinn have taken to using this to their advantage. The volcanic region is dotted with hot springs that ordinary humans may bathe in. However, the Djinn are perfectly capable of taking a dip in the volcanic magma pools. The entire mountain range, the volcano included, are a part of the Medicci region, which is actually neutral ground, governed entirely by independent territories who cooperate with, but are not a part of any of the two Creeds with a presence in the land.

Trade

As one would expect, wheat and wheat products, oils, and wine are all major exports for Ipal. However, due to the mountainous and volcanic regions, there are a handful of mines (albeit extremely dangerous ones, due to the Akuma and terrain) that produce a number of mineral exports. Furthermore, some Djinn have been able to use specially crafted bottles to contain the magma in the region, which they can ship (with extreme caution) for use as a sort of luxury cosmetic product for Djinn who can afford it.

Wudraeux

[woo-droh]

Creed Capitals: Cariti
Other Creed Presence: Nemesis

Geography and Landmarks

The smallest continent by a wide margin, Wudraeux is characterized by hilly landscapes, wide open pastures, a number of lakes. In fact, Wudraeux is home to the largest lake in the world - Lac du Ciel - a lake surrounded by beautiful, rolling hills. It's on the shores of this very lake that the Creed of Cariti has builts its main settlements, including its capital city. The pastures result in large numbers of grazing herds, as well as fruit and vegetable fields. The land is also dotted with a number of waterfalls and a few rocky cliffs on the outer shores. The climate is generally temperate, with temperatures varying from one region to the next.

These lakes have become a place of great historical significance. Wudraeux fell victim to what is still considered to be the most brutal and enduring attack ever waged by the Akuma, during the early days of the conflict. During that time, many brave warriors lost their lives, fighting the Akuma on these very waters. Likewise, many Akuma were slain in this conflict, sinking into the eerie depths. The greatest of these battles was held over Lac du Diable in the north, the second largest of the lakes in the land, in a territory now overseen by the Creed of Nemesis. This lake is often thought to be bad luck. But over time, many seeking to know more about history and the methods of the Akuma have gone diving into the lake, recovering artifacts of the event, including Akuma pieces, which are being used for study.

Trade

The land of Wudraeux is low on exports, primarily falling back on beef, due to the abundance of grazing herd in the pastures. The continent is also looked to as a major center of the arts, however. And also one of the most literate and well educated in the world. Thus travel to this land is common for those seeking higher learning. Fish are also a major export, thanks in no small part to the lakes that riddle the continent.

Alo

[ay-loh]

Creed Capitals: N/A
Other Creed Presence: N/A

Geography and Landmarks

Alo, better known as "The Godless Place," is a land to the Southeast, exceptionally isolated from the rest of the world as it has the most distance between itself and the other continents. The land is incredibly diverse, boasting seven regions that are all essentially divided based on their biomes. None of the regions have specific names, like they do in other continents, however.

The northern region is known for its cold climate, boreal forests, massive freshwater lakes, and snow-topped mountains. Many of the territories here are spread out and thinly populated. The largest Djinn state in the world, Fel March, is located here. Humans generally find the cold temperatures unsuitable for living, with some noteworthy exceptions. But the high body heat of the Djinn, combined with their fire-based abilities allows them to thrive comfortably in cold environments.

The far-eastern region is tropical, with a warm, dry climate. There are many beaches, but also an abundance of cliffs and a few rolling green mountains. This area is actually famous for being the site of a massive ruin, buried ages ago. It's an ancient city from the Old World, accessible only through a network of underwater tunnels. Many dream of studying this place, but the gases in the tunnels make extended exposure to the air unwise. This is actually seen as the birthplace of the "Relic Hunter" craze. Those who travel to Old World ruins in dangerous environments to recover small items and bring them to safer places for study. The capital of the nation is located here, built around the gulf coast. It's actually the largest city in the world in terms of sheer land area.

The far-west is characterized by vast stretches of desert land with the coast being bordered off by a wall of mountains. This makes entry into the country rather difficult from the west, as it'd mean a trek over large mountain ranges in dry heat. There are a number of territories in this region, despite the rough terrain, however, as this has proven to be an exceptionally great mining spot. This region has more mines than anywhere else in the world, yielding tremendous hauls of coal, gems and, most notably, gold. The land also has a rather large canyon, though many have noted that it doesn't exactly have the same characteristics as other canyons around the world. This one doesn't appear to have been put there the old-fashioned way, implying that something occurred before the Sky Fire that left this massive crater in the earth.

The southwestern and southeastern regions were once a single southern region but were eventually divided due to their sheer size. Both of them are largely characterized by flat grasslands and hills, good for ranching. They're fairly dry, year round, and exceptionally windy, and tend to experience dust storms as a result.

The Midwestern region is covered in forests and fields that are good for farming, especially due to the moderate climate. Thanks to the elevation, the proximity to water, and the heat, the land gets a decent amount of rain, which is good for farming. Beyond this, however, there's a not much of note in this region.

The central region is where the bulk of the nation's population is gathered. The abundance of space and little presence of farmable land has created a rather large pocket for development. There are many cities in this region, as well as smaller settlements. This central region's territories actually have the most diversity of any of the regions, with forested areas, wetlands, low mountains, and more. This makes the various settlements exceptionally varied, in their own right.

Trade

Alo's extreme geographical diversity yields a plethora of resources that make it exceptionally well off in trade. The northern region produces large quantities of fish which are unique to the seas and lakes of the continent, as well as meat and furs from likewise unique wildlife. The southern regions produce an abundance of beef and other livestock while the Midwest produces an abundance of fruits and vegetables, as well as grain and wheat. The far western region's mines produce large amounts of minerals for trade as well. Alo's most noteworthy trade partner is Nazir as the two continents have a generally amicable relationship.


Nazir

[nah-zeer]

Creed Capitals: Injenii
Other Creed Presence: N/A

Geography and Landmarks

Located in the Southwest, Nazir is a unique case of a continent on which all territories are either independent or governed by a singular creed - Injenii, with no division of regions. Once used as a dumping ground for prisoners, Nazir has become a haven for cutthroats of all kinds, from rogues and pirates to "legitimate businessmen." The land is large and diverse, with several small mountain ranges, a wealth of forested areas (though it's advised to steer clear of them as if the bandits and rogues don't turn to prey upon you, the Akuma will), rivers, and desert land. Nazir experiences mild summers and winters, making it that much more livable. Amusingly, however, it seems that nearly everything living on this rock has evolved to kill people. Plants, animals, bugs, if it isn't poisonous, it's brutally savage and has any number of predatory advantages. There are a number of major landmarks in Nazir, such as the Forest of Echoes - a place said to be impossible to navigate out of upon entering. Allegedly those who enter hear a growing cacophony of insanity-induced screams from those who've gotten lost among the trees. There are also a handful of deadly gulfs around the continent where even the most decorated corsairs and daring pirates don't dare to tread water. It's said that something dwells in these waters that can unmake any crew, resulting in several ship graveyards around the region's coasts.

Trade

As the Trade Capital of the World, Nazir is well documented for its wealth of resources. The land is rich in minerals, including iron ores and steel. They produce large quantities of coal. They're a world leader in the production of gems and have significant aluminum and gold deposits. Because of the dense forestation, lumber is also a noteworthy resource. The many ports allow the continent to trade very freely with the rest of the world, despite the extreme distance from most of it. However, they also have the most developed system of railroads in the world, making inter-territory trade far easier and faster than many other world superpowers. This only further contributes to the wealth of the continent, overall.

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Re: Burning Sky Information Thread

Post by Ink on 22nd February 2018, 12:52 am

Level of Technology


The world is in an... interesting state when it comes to technology. The world technological level has just barely developed to the point of using steam power on a large scale, using it for boats, trains, and a handful of other machines. This does not, however, make the world generally steampunk. The world actually is more akin to a semi-medieval state with the added benefit of steam technology in a few very specific areas, such as the aforementioned railroads. Ships are still largely composed of wood with side-mounted cannons, there is no powered flight, and while some are beginning to use steam technology to power personal vehicles, the technology isn't really at the point of making this widespread and easily accessible, so horseback riding and carriages are still commonplace. As for weapons, swords are still the norm, along with other close-range weapons and bows/crossbows. You are allowed more eccentric weapons you'd find in something like an RPG as well (Buster Sword, using common items as weapons, etc.), but they won't have special properties or anything.

Note: For the sake of comparison, imagine Dragon Age, but with Railroads and a few other steam commodities.

That said, there are also a handful of incredibly small, independent settlements in which technology is even more advanced due to the study of the Akuma and the relics of the old world. Some have even proven capable of getting the old-world technology to function, allowing their communities to prosper. There are also many weapons found in the ruins of the old world. While they're generally impossible for a person to get their hands on and illegal to possess in many Creeds, the black market has its ways.


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Re: Burning Sky Information Thread

Post by Ink on 22nd February 2018, 3:10 am

Currencies


The world does possess various different currencies. Each Creed has its own currency system. Meanwhile, most independent territories use a generalized system, originally designed by Alo. The general system is essentially identical to real-world USD. The world has developed paper money, thanks to printing presses, and these slips, referred to as Notes, are the backbone of the economy. Notes have different names and values depending on where they're from. An Alonian Note is different from a Nemesian Note, for example. Because of the simple currency system, conversion rates are exceptionally easy, so most places will accept Alonian Notes.

There are some places that utilize different currency systems. Some don't use paper money at all, still relying on gems and precious metals, for one reason or another.

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Re: Burning Sky Information Thread

Post by Ink on 22nd February 2018, 12:46 pm

The Djinn



Djinn Characteristics


Djinn are almost entirely human in appearance. The one consistent difference is a pair of horns growing from their skulls, though other inhuman traits such as unnatural skin tones (usually red), eye colors, pointed ears, and fangs are fairly common. Many Djinn have proven capable of hiding in plain sight due to these minute differences. If they possess short horns or have had their horns filed, they can generally get away with hiding these protrusions beneath a hat or other form of headgear. Obviously, some Djinn are not so lucky. Furthermore, those who file their horns (or had them forcefully filed) should be mindful that these horns do grow back over time.

Djinn horns come in a variety of shapes and sizes. The most common variation appears to protrude from the forehead and curve slightly upwards. However, there are those whose horns don't curve at all, and are simply straight. There are also Djinn whose horns grown from around their temples. It's in these individuals that it's common to see horns with a far more significant curve, forming them into spirals like a ram.

Becoming a Djinn


The Djinn origins are an enigma. Certainly, there are many who believe their horns are hellish in nature. Some perceive them as the gods branding these individuals as sinful and vile. But the fact of the matter is that no one's certain why or how the Djinn exist. A Djinn will only ever have Djinn offspring. Yet there are many examples of individuals who lived their entire lives as perfectly normal human beings, only to suddenly grow a pair of horns.

For those who become Djinn, there is no warning. An individual will experience sporadic hot flashes throughout the course of a day. Then, during the worst of these, their body spontaneously bursts into flames. And while the burning sensation disappears almost immediately, and in fact becomes pleasurable, those few seconds of the horns suddenly growing (along with any other bodily changes) are often described as excruciatingly painful. Most who undergo a transformation into Djinn, rather than being born into that state, pass out at the end of the ordeal.

The result of a Djinn breeding with a human will always be as Djinn. While there is no distinction between a "Half-Djinn" and a "Full-Djinn," the Halfling term is still used, and often negatively. There's a wive's tale that entering a relationship with a Djinn will turn you into one, yourself. This has, however, never been proven.

The Djinn and the Infernal Blaze


The Djinn have extranormal abilities that humans don't, supposedly connect to the Sky Fire. The first thing one is likely to notice is that all Djinn have a slightly higher body temperature than normal. In some cases that heat can be felt from a distance, especially if the Djinn producing it is in an emotional state, particularly anger. Joining this is the natural immunity the Djinn have to heat and fire. This allows them to walk through an inferno or take dips in pools of magma, completely unscathed. In fact, most Djinn can attest to the rumor that more extreme temperatures are pleasurable for them. They're also immune to the harmful effects of smoke and brimstone. These advantages make them adapted to living in volcanic environments. Despite these immunities, Djinn are not immune to heat, fire, brimstone, and so-on produced by the abilities of other Djinn. Only that which occurs naturally.

The hallmark ability of all Djinn is the manipulation of fire. A trait referred to as the "Devil's Flame" by many, all Djinn develop some form of pyrokinetic ability. This is not standard manipulation, however. These flames are esoteric in nature - meaning they possess otherworldly properties. Each Djinn has one unique and specific fire-based ability. Be it the power to conjure a bow and arrows from pure mystical flames or to use fire to heal oneself or others. Many who battle the Djinn have made the mistake of assuming all the Djinn could do was burn them. But the fact of the matter is that Djinn flames are capable of a great many things that one wouldn't typically expect. There have even been Djinn whose flames weren't hot, but extremely cold to the point of freezing whatever they came into contact with, rather than burning.

The Djinn also possess a handful of more superficial advantages. Sharper senses than humans being one example. Djinn have especially well-developed senses of smell and can see in the dark far better than their human counterparts. They also have faster acting metabolism than normal, making them resistant the effects of drugs and alcohol, illness, weight gain, and injury (due to healing slightly faster than humans). Though as the caveat to this is that because of their higher metabolism, Djinn are often referred to as having "Bottomless Stomachs." They need to eat more because of this trait, which results in their nigh-insatiable appetites. Of course, this goes largely ignored by many who keep them as slaves and even some with Djinn indentured servants.


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Re: Burning Sky Information Thread

Post by Ink on 22nd February 2018, 5:50 pm

MAGIC



In the world of Erith, "Magic" is a complex subject. There are places that openly accept the practice of magic and places that condemn it entirely. The terms used for those who practice this ability vary from place to place. In some cases, they're dubbed witches and warlocks, which are used as derogatory terms. Some places simply refer to them as mages. Others use the term sorcerer, channeler, and so-on. Channeler is the most correct, considering the nature of magic in this world, and is the most broadly used term. To the point where often times magic is simply referred to as "Channeling." Though there is another type.

While mankind largely worships the High Gods that make up the deities of the Ten Creeds, there are countless lesser gods, all with domain over the various elements of reality, including but not limited to the obvious fire, water, and so-on. Channelers are people who perform "magic" by channeling a lesser god's powers through them, letting them bend whatever element that god represents. Though Channeling usually leads to some form of consequence that generally becomes more substantial, the more of that god's power they use at once. Though these consequences are often temporary, using too much of a god's power in one sitting has yielded permanent consequences in the past.

Channeling and Incantations


The ritual for channeling is essential to the performance of magic. The gods have a Deific language that Channelers are trained to read. While lesser gods have "Common Names," spoken by the general public, a god's "Deific Name" is inscribed in ancient texts from before even the time of the old world. The simple act of learning a god's Deific Name may as well be a ritual in its own right, requiring the individual get the attention of the god at all, then speak to them in the Deific tongue. At some point during the dialogue, the Channeler must convince the god to reveal their Deific Name. Alternatively, there are also plenty of sites around the world that are inscribed with text in the Deific language. A Channeler is naturally able to feel the power of the words, discerning which ones are names. Sites with names are extremely rare, however. Channelers possess any number of sacred books, each one responsible for recording the incantations created by the Channeler for each god they learn the name of. These books are bound to the Channeler. When a new incantation is created, it's recorded in the book for future use. Two gods can't share the same book, so a Channeler must get more books if they wish to tap into the power of more gods.

Incantations are variable. Skillful Channelers create them through intense study of the Deific language and practice in the usage of magic, trying to use the power of the gods in new ways. Yet many incantations have been created through sheer desperation. The longer an incantation is, the more powerful it will generally be. There are only a handful of short incantations with large amounts of power. And no two Channelers have the same incantations. They're unique from one person to the next. But every incantation does, somewhere in its text, end by invoking the chosen god's name. Shorter incantations tend to sound more like commands, whereas longer ones often sound like prayers or even speeches. Longer incantations generally require a Channeler's undivided attention. With the need for concentration, it's usually imperative that they are protected while casting these.

Sacrifice


Channeling is a power that largely hinges on consequence, as many unprepared initiates come to learn the hard way. The use of a lesser god's power is not something that comes for free. Incantations yield consequences to those who wield them. They're usually some form of physical handicap. The removal of one's sense of taste or ability to use a specific limb. The more powerful the incantation, the more drastic the consequence, and the longer the consequence generally lasts. It's not unheard of for consequences of extremely powerful incantations to yield permanent consequences.

While the gods will usually allow the shorter incantations without contest, they generally do inform the Channeler internally of what the consequences will be for longer ones. In order to go through with them, the Channeler must accept the consequence.

Still, there is the ultimate consequence reserved not for the use of an incantation, but the loss of a Channeler's book. If a Channeler's book is destroyed, the soul link takes its toll and a part of their soul is lost with it. More powerful Channelers generally prefer to have a greater number of books because it will mean less of their soul is sundered if they lose one. By contrast, many more arrogant Channelers have chosen to simply gain mastery over one god's abilities, then had their souls completely destroyed after losing their book. Without a soul, an individual becomes functionally immortal, but also emotionally inert and potentially amoral. And should they be killed through external means, they'll disappear forever, with no hope of entering any form of afterlife (of which it's generally believed by the people of Erith that there are many).

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Re: Burning Sky Information Thread

Post by Ink on 22nd February 2018, 9:13 pm

GRACES



Given the prominence of Channelers and the existence of the Djinn, it stands to reason that ordinary humans would need a means of keeping up. Something that allows them to compete with the powerful beings around them. The Akuma threat only makes this more apparent. While many have turned to using the advanced weapons of the old world to give themselves an edge, there are others who take a more... benign approach - Graces.

When the Akuma threat first descended upon mankind, when the Djinn uprising pushed back the Templars, when the Channelers began to rise in prominence it only proved one thing. Men are weak and frail. Not the sort to take such a reality lying down, the Creed of Valora devised a way around this. With the guidance of their great goddess, they discovered a unique mineral with special properties called Luminite. When ground into powder, this glowing crystal was mixed into a special ink that became the basis for tattoos called Graces. With these otherworldly tattoos came a host of new abilities that ordinary people could only dream of. Every individual with Graces possesses the ability to harness the energy generated by these tattoos to produce unique effects - imbuing objects with it, creating protective wards, enhancing physical attributes, and so-on. Abilities are unique from one individual to the next.

Graces have since been adopted by many other cultures, including the Templars in the Creed of Nemesis. Though only the higher ranking knights are typically given the treatment. Private individuals are perfectly allowed these tattoos in certain places, but they're publicly banned in some others. The Templars have made gone on to produce some of the most powerful and deadly warriors in the world, if only because of their nigh-peerless "Graced Knights."

Graces are bound to an individual's soul, similarly to a Channeler's books, but without the drawback of losing their soul if they (somehow) lose their Grace. The ability that a Grace produces is essentially determined by the individual's character. It isn't something created, like with a Channeler's incantations. It's more akin to the unique fire-based abilities of the Djinn.

Luminite actually has some other uses as well. When mixed into liquid and consumed, it can grant a temporary increase in physical abilities, though not as substantial as the boost gained from Graces.

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Re: Burning Sky Information Thread

Post by Ink on 22nd February 2018, 11:10 pm

THE AKUMA



They came from seemingly nowhere, suddenly rising like a wave to pummel the shores. But, in this instance, the shores were the civilizations of mankind. The Akuma emerged slowly, trickling into the awareness of men as the cracks formed in the sky. When the sky broke open, they poured from their hiding places in hordes, razing everything in their path with hardly anything to stop them. They're beasts, diverse in form and far more cunning than many think to give them credit for being.

The Shape of the Devils


The Akuma have no general form. Their hordes will be comprised of various different varieties of devils, typically all aglow with the infernal blaze that supposedly gives them life. When killed, this glow vanishes, no matter what form they take. Some wear armor, some are massive in size, some have wings, the list goes on. That said, the majority of Akuma possess a metallic component in their makeup. When studied, the results came back suggesting that the Akuma have somehow integrated old-world technology into their beings, making them that much more dangerous, given the raw firepower many of them possess as a result. Some even equate the Akuma to deformed machines. As if the technology of the old world was simply possessed somehow, giving birth to the hellish menace that these beasts are. It would explain their surprising intelligence and adaptive nature. And the idea is supported by just how machine-like some of them are. But this is one of many theories that exist as to where they come from.


The Mannerisms of Demons


The Akuma aren't known to speak, even to one another. They don't even communicate using physical signals or the like. Yet they seem to always be aware of one another's actions, suggesting they can communicate with some sort of hive mind. Despite seeming savage, the Akuma possess the capacity to be extremely methodical, taking their time, analyzing a situation, and adapting. It's been suggested that they're perfectly capable of understanding the languages of mortals, but simply don't bother to speak when spoken to, for one reason or another. This is especially noteworthy as some Akuma appear less brutish than others, being generally more refined and measured in their mannerisms.


Whether more bestial, machine-like, or humanoid, the Akuma are a threat. They seemingly exist for the sole purpose of exterminating mankind. Their power is not to be underestimated and their ruthlessness cannot be understated. It's generally understood that the Akuma cannot be reasoned with or bargained with. All they know is "Attack." They care about nothing. Not honor, not glory, not remorse or pity. Only destruction. They are the harbingers of Armageddon.

The Akuma are not "weak" to anything, merely vulnerable to a handful of exceptionally potent methods. The weakest Akuma can be repelled with strategy and a sufficiently equipped army. But the most powerful one will fall to nothing short of Grace Wielders, powerful Djinn, and practiced Channelers. There is no dispelling them with holy water. They don't fear prayer. While some of them possess structural weak points, the more certain way to eliminate any Akuma is the old fashioned way - hitting it really hard.

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Re: Burning Sky Information Thread

Post by Ink Yesterday at 10:59 am

The Sky Fire



The Sky Fire is an anomaly that resulted from a cataclysmic event, generations ago. The once blue sky shattered and took on a molten form. Almost like looking into the surface of the sun. During the day the sky crackles with a blazing light. But there is no sun. At night this light dims, but the moon is a distant memory. It's possible they're still present, but long since hidden behind the eternal blaze that looms over the head of mankind.

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