In a realm of magic, war rages. Will the continent be consumed by strife, or will the people unite against the greater danger?
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This topic is an Out Of Character part of the roleplay, ?Spelheim: The First Magewar?. Anything posted here will also show up there.Topic Tags:
Forum for completely Out of Character (OOC) discussion, based around whatever is happening In Character (IC). Discuss plans, storylines, and events; Recruit for your roleplaying game, or find a GM for your playergroup.Algam: Sile and Kanloi
Landscape
Algam is a union of two people with a long history of cooperation: Sile and Kanloi. Humans refer to Algam as the Beastlands. Algam is bordered in the north by the eastern range of the Teeth, but the mountains are more craggy here than in Id-Heren, and not as tall. Dragons have not been seen for centuries. Rivers flow from the Teeth, irrigating Algam?s lush forests.
The vast majority of Algam?s earth is covered with trees. Sunlight struggles to pierce the forest?s dense ceiling of leaves. Plant life grows wildly here, with trees that possess trunks wider than three men could span, and fruits the size a small family could not hope to finish. Wildlife trails appear and disappear sporadically, confusing even experienced trackers.
To the east of Algam lies the Desert, a magical wasteland. Even though rivers run through it, very few plants grow. People grow ill if they wander here for extended periods of time, and criminals are sent out into the sands to die. The Desert seems to invade Algam a little more with each year, causing inhabitants of the forests considerable worry.
A number of war camps exist toward the human border. They consist of simple wooden huts that can may be abandoned at a moment?s notice, and are inhabited by hunters, warriors, and the few magicians Algam possesses. Cages are set up for prisoners of war. A number of Fire magicians stand guard in rotation, wary for the frequent surprise attacks of Citian mages.
The villages are located much deeper into the forest. War-camp huts pale in comparison to the houses crafted here. The people of Algam build with nature, not against it. Beautiful wooden cottages stand beside the trees, as if the forest itself grew them. In Sile, the powerful branches bear luxurious tree houses, defensible and hidden from the casual observer. In Kanloi, they used to live in underground homes, burrowed into hillsides. Tree houses and underground dwellings are considered old-fashioned nowadays, and most of these date back to a time when wars between Sile and Kanloi still occurred.
People
The people of Sile and Kanloi are corrupted by magic. From their birth, they show avian and reptilian characteristics, respectively. The extent of this varies wildly ? in extreme cases, some may be able to pass for humans in concealing clothes.
The people of Sile grow patches of soft white feathers on parts of their body. They have lithe, agile bodies, but they are fragile: their bones are not hollow, but they are much more porous than those of humans. The Sile may possess tough legs that end in avian feet, three toes forward and one back, equipped with vicious talons. The grip of these feet are powerful enough to scale trees with their legs alone. A very small number of children in each generation are born with wings ? growing from their shoulders, replacing the Sile?s normal, feathery arms. Until the Sky Maiden awakened her Wind magic, the Sile had never flown. Their lifespan is comparable to that of humans.
The people of Kanloi form colorful scales on their bodies. These scales are tough ? and if someone were to compare them, they?d find them harder than those of dragons. Their bodies pack a lot of muscle in small frames, but they are sluggish, and vulnerable where they have no scales. Their hands may end in sharp, scaled claws, and their spine may extend in a small, non-functional tail. Their vision is no different from that of a human, but some may be born with slit pupils. If left in peace, Kanloi live to be approximately two hundred years old. They have the greatest magic potential of all races, and their Queen was the first Fire magician to call down lightning.
The two races may produce offspring together. This is generally avoided because of the disparity in life span. Should a child be born, however, it will take after the mother.
Next to the native people, humans also live in Algam. Most of them are prisoners, but some are there willingly. The Apostle recruited a number of them on covert forays into Spelheim, while others betrayed their country for their own reasons. Several former prisoners of war have taken residence in Algam ? primarily those unwillingly drafted into Spelheim?s military service. These humans are bound to Algam with small facial tattoos. Those that are trusted enough to become spies receive the tattoo someplace clothing can cover.
The Sile and Kanloi are wary of these humans, but since their King Consort, the Red King, is also human, most are willing to grant them the benefit of the doubt. Some inhabitants of Algam simply want them dead, however.
Government and politics
Spelheim claims the Red King and the Apostle jointly rule the Beastlands. This is part of the Council's human superiority propaganda, and thus nonsense.
Since the unification of Algam, it has been governed by a King and a Queen, one of each race. The union is a meritocracy at heart, and the throne is assigned to trained monarch candidates. Those that are not chosen for the throne assume the position of advisors. Nepotism is looked down upon, and only exceptional intelligence would qualify a prince or princess for candidacy.
The current Queen has a rather unyielding personality, and she has elected to take a human, the Red King, as her husband. Being untrained, however, he remains a mere King Consort, subordinate to the Queen, but higher in rank than her advisors. The Apostle is treated as an advisor.
Technology
Algam possesses no greatly advanced metalworking or science. Its people do have an extensive knowledge of herbal medicine however, and the many poisons of the forest lend themselves well to the people's guerilla-like warfare. Soldiers are trained with both bows and blowpipes.
Religion
Algam has no organized religion. The introduction of magic has made some people wonder, but they adhere to their ancient values of respecting and revering nature.
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Seirei - Member for 2 years
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