Spheres MUX - Argalia

Welcome to Argalia!

The home sphere of the dragons is Argalia, a high-tech, low magic sphere where technology is used as much as the limited magic left. Way back when, millenia ago, magic used to thrive in Argalia. The dragons have always prefered what was natural to the technical. Magic came naturally, machines did not, so the ancients used magic extensively in their everyday lives. Some of their works and buildings have survived to this day. But unfortunately, somewhere lost to history, the 'Tal' (the people) as they referred to themselves, not only lost what they had. but had lost what they were. Full histories were lost, so not much is known as to exactly what had happended hundreds of thousands of years ago, but the Tal fractured into two sub-races, the Tal'Aldani and the Tal'Vehrakt.

Through this rupture, magic began to very very slowly dissapear. At first it wasn't noticeable, but nowadays, only the basic of magics are able to be performed by certain individuals. Another noticeable sign that the Tal had fractured completely was the spine colors of each sub-race. The Aldani spines had all turned black as night, while Vehrakt spines turned red as fresh blood. In present times, that is how a dragon can be identified, by their spines. The two sub-races slowly split even further, with the Aldani turning into a Matriarchial society and the Vehrakt turning Patriarchial.

Dragons live long lives, but still information and histories have been lost to time as to why all this had happened. It has only been these past couple of millenia that histories are written back down again and preserved. Up until 500 to 600 years ago, Argalia was only upset by the constant power struggles and wars between the two sub-races for domination. Then suddenly, both groups realized they had an infestation of Bugs from Krrzn'tai. When the bugs proved to be very dangerous and impossible for either the Aldani or the Vehrakt to fight alone, the Warchief of the Vehrakt and the Queen of the Aldani made a tenuous peace treaty between the two to stop their feuding and band together to destroy their new enemy so they can get back to the way things used to be. The banded numbers and strengths from both the Aldani and the Vehrakt proved to be adequate enough to keep the Krrzn'tai out of Argalia, but unfortunately, their greatest weapon (their firey breath) did not work in the Krrzn'tais' own sphere, so to this day, the Krrzn'tai try to infest Argalia with a passion.

Despite the peace, the Vehrakt still tried to overthrow the Aldani. They almost succeded when in a confrontation between Warchief Zhagtin and Queen Rilhissa that ended in Rilhissa's death. But Zhagtin was still driven back and a new queen stepped up to take the throne, Queen Cirall.

The dragons havn't done too much trading out of Argalia in a long time, but it seems as though trade negotiations may begin with the gryphons of Shrilk soon. Access to Shrilk is still fairly blocked by mountains on both sides, but the river may be used for direct trade until proper paths can be dug out.

Unfortunately for the dragons, the peace treaty was just recently broken as Krrzn'tai attacks dwindled away. The Vehrakt had held an ancient grudge against the Aldani for building their main city around the pyramid itself. They finally found a way to exact their revenge on the Aldani. They managed to kidnapp the Queen's own consort and used his life as trade for control of the city and the pyramid. Eventually, the Queen and the Warchief met in the neutral ground of the Core to work out actuall terms.

The terms set out and settled upon were these: The pyramid city of Menari would be turned into neutral ground, the southern half patrolled by the Aldani, the northern half patrolled by the Vehrakt. Both may live and set up shops in their respective sides, but otherwise they would leave each other alone. The second term was the full control of the Southwestern Outpost guarding the interface to the Krrzn'tai being taken by the Vehrakt. The third term was the safe return of Rhinn, Cirall's stolen consort, to the Aldani. A new peace treaty was signed but how well this one holds up against the tensions it caused, are unknown.

Physiology

Humanoid warm-blooded draconians with wings. They stand at an average height of 8 1/2 to 9 feet which includes a foot long neck. Their tail can reach a length of 6-8 feet long. Their wings are very broad and have an average span of 16-20 feet. They have fine scales covering their sides and back. Males and females look physically similar, the only two real differences being the female's wider hips and the head crests of males and females. Male crests are actually a pair of horns sticking parallel back from their temples. A female's crest is actually more fan-like, starting from the temples and faning out like a ginko leaf vertically. From the front, these crests may look the same, but from the side, it it obvious, one is horn, the other fan. Starting at the back of their heads and running down to the middle of their tails, the draconians have quill-like spines that are either red or black depending on the subspecies. Along their fronts and underside of their tail, they have leathery yet smooth and soft hide. As dragons, they are scaled, but the scales are very fine in areas that bend and move alot, giving them this smooth leathery appearance. They have no external genitals.

Dragon colors are as follows: No black, no white, no ANY metallic, and no to ALL crystals. Those who have them now are the only ones period. No natural color patterning, but correct body-part shading is fine. For example, Forest green body, arms, legs, and head. A grassy-green belly and a light green for wing membranes. This kind of shading is acceptable. Scarring can be either darker or lighter shade than the area it's on, but nothing too extreme. For clarification, they do breath fire. The fire is a form of 'natural napalm', a naturally produced liquid formed in firesacs near the dragon's lungs. They have nictating membranes over the eyes so they can see while flying. The wings stand at attention behind the head when folded up against the back.

Dragons can mate anytime, but they can only breed for one month a year. Gestation is 3 months, then the eggs are layed. After 9 months (one year total IC) the eggs hatch. Usually only one to two eggs are layed. Three is a rarity and usually looked upon as an omen, whether for good or bad. Babies are carnivorous from birth, which is good since females don't have any thing to produce milk with. They eat shredded meat, which may be chewed by the parents first for newborns. Adults can and do digest small amounts of breads, grains, and drugs for medical or recreational purposes (This doesn't mean it has to be socially acceptable, they just CAN). Dragons and fruits and vegetables usually don't mix well, it's more of a hard-to-aquire taste.

Religion - Aldani

Through time, the four entities have become known to the Tal'Aldani citizens of Argalia as the following Gods and Goddesses: Evarel, Goddess of Terra; Tinamon, God of Aeris; Laela, Goddess of Aqua; and Petiron, God of Flamma. These four, along with the guiding force of Spiritus, are worshipped by the Tal'Aldani. Most of the citizens worship a main entity but may pay respect to others if their work calls for it. For example, the local blacksmith who worships Petiron, God of Flamma, may also pay respect to both Laela and Evarel.

The following text is an excerpt from one of the sacred scrolls of the Tal'Aldani:

"There was no beginning. At some point in time, the Spirit called forth into existence four entities and gave them each a task to perform. To the first, it gave the task of forming the base to which each of the others would add theirs too. This was Terra ( earth). To the second, it gave the task of melting and shaping the terra. This was Flamma (fire). The third was given the task of cooling and also shaping the terra. This was Aqua (water). And to the last, the task of balancing and mediating between the other three was given. This is Aeris (air).
When the four entities were done, the land of Argalia was finished. The Spirit then decided that between it and the other four entities something could be created to inhabit the land. Terra gave it form, molding it from herself. Aqua gave the form motion. Flamma then gave it a will. Aeris followed this by giving the form intelligence. Lastly, the Spirit looked upon it with favor and gave it life. "

Religion - Vehrakt

The Way which the warrior Vehrakt embraced was to become the code of honor and battle which drive the society bearing his name to this day. It is vaguely known that the Vehrakt still revere Viktiss to the exclusion of all other gods and spirits (they shout and boast to him in battle often enough), and that his percieved dwelling place is in the fiery caldera of a massive volcano around which the main Vehrakt forts are ringed, the Throne of Viktiss (Mount Viktiss to the Aldani). The exact nature of Vehrakt worship is little more than rumor and dark speculation, but it is believed that the females are the traditional 'clergy' of this violent god, and that the rituals to promote and appease him involve volcano sacrifices bloody enough to bleach the most hardened Aldani's scales. Knowing the Vehrakt as the Aldani do, the rumors are all too believable, but truth must wait for an eyewitness who lives to tell the tale.

Excerpted from 'The Way and The Word of Vehrakt First-Father', upon which Vehrakt society and religion are based:

"And thus did the Soldier Vehrakt, First of the Guard and most feared of Warriors, recieve his Vision; a Vision of destiny from The Bloody-Clawed, He Of The Red Fang, Dweller In Fire, The Wings Which Bring Night To The World. And the Red Fanged God Viktiss did speak to him in his dreams, showing him the weakness of the Path followed by the Five, and the Doom this Path would bring to all of the Tal. And Viktiss did show Vehrakt another Path, a Way born of Fire and Blood. Fire to forge all dragons into a weapon against which none could stand; Blood to quench and temper this blade, that it would not Break in the trials to come. And Vehrakt did accept this Way, for he saw the Strength and Glory which would be the birthright of Tal yet unhatched. And Vehrakt did begin to spread the Word of this Vision to the Warriors of his Command..."

Relationships - Aldani

There are basically three levels of relationships to the Tal'Aldani:
Single
Consorts (engaged) 10-20 years (dragon time) of courtship - this way the two dragons can be sure of their love for each other is true before being mated for life.
Mated This is for life!

There may, on occasion be a special case that may arise where a "divorce" of a mated pair might would be necessary. This petition would have to go before the Queen and her Advisors since it's something that is rarely done.

It is severely frowned upon for single dragons to have eggs. Consorted pairs may have eggs only after the courtship period has passed and they still remain unmated at that point.

Relationships - Vehrakt

The Tal'Vehrakt have two basic levels of relationship: Single and Mated.

Single is just that: unfettered by the ties of a serious relationship, free to pursue whatever carefree romance one wishes (so long as it doesn not bring shame and dishonor to oneself and one's clan, or interfere with one's warrior duties).

Mated, likewise, is just what the name implies: a dedication to one partner to the general exclusion of all others, depending on what the partners desire. Yes, even Vehrakt feel a certain form of savage but no less bonding love. Mated couples are free to produce as many offspring as they care to... provided their superiors feel the fort can support additional mouths to feed and the priestesses find the portents favorable, that is. Unsanctioned eggs (or hatchlings), whether a result of single negligence or mated overzealousness, are needless to say undesired and therefore unsupported, if not outright destroyed. This is understandable however in a society with food resources which are inherently more limited than those of the Aldani, as well as not-so-infrequent earthquakes and lava flows which are directly attributed to the disfavor of their god. Growing up in a society whose habitations are susceptible to tectonic wrath will instill a certain piety in anyone, especially after a neighbor's chambers flood with molten stone then cave in.

Magic

This is where it gets touchy. To start with, magic is dissapearing from Argalia, so major magics are VERY hard to do in a group and impossible by an individual. The Aldani inherited all the magic that was left except one that for some unknown reason only female Vehrakt have. One important note here, it takes a long time and lots of practice to have even this minor bits of magic, magic is fading away that badly.

Magic - Aldani

The Aldani have only minor healing and illusion magics left, but CANNOT have both, it's one or the other if at all. The best an Aldani can pull off is to heal minor scratches, lessen bruises, and maybe small shallow cuts. Anything bigger will just have to be done the old fashioned way with bandages and medicine.

Magic - Vehrakt

The Vehrakt magic that ONLY females have is trained and taught by their priestesses, and that is earth magic. Vehrakt priestesses do not work alone, they are not powerful enough, but together in unison in a group (near their target), they can affect the earth on a large scale. They usually stick with earthquakes and lava flow (someone has to keep that volcano from destroying them all). This is very dangerous to the mages because they must be very near the target center to control their magic. So they risk damage and death from their own quakes and lava if not careful. Hence, they don't do this often.

Technology - Aldani

The Aldani themselves have done little to go further in their technological development as the Vehrakt have done. The most use of technology used by the Aldani is in their metal smithing factories to help keep the pollution down. They understand the need for preservation and take whatever steps they can to do so, whether it is by magical or technical means. Otherwise, they live as the Vehrakt do, relying on themselves to do the work, rather than machines. Surprisingly enough, for all their peaceful exterior, they too, know how to fight tooth and claw. Mostly the fighting is for defense against the Vehrakt, but also against any other hostile races.

Technology - Vehrakt

The Vehrakt, in their martial, battle-driven society, have little patience for research or innovation. They might promote the development of new tactics and battle techniques, or improvement to existing deadly weapons, but with the competitiveness and lust for glory indoctrinated into them from hatching, there are very few Vehrakt patient enough to sit around thinking of new and deadly ways to kill their opponents. After all, the old ways do such a wonderful job as it is. They utilize a host of wicked and ingenious melee weapons, as snout-to-snout, claw-to-claw combat is the preferred pursuit of any Vehrakt worthy of the name, and in this society those who shake the status quo don't last long unless they are truly extraordinary. Ranged weaponry consists of little beyond the javelin, and that is only used for unreachable foes beyond the reach of one's fiery breath. Aside from the tools of war, there is basically no interest in changing the way life is lived, as their society in its current form breeds such hardy, talented warriors. Zhagtin is, however, less and less opposed to drastic changes in the implementation of Vehrakt warfare, as his defeat of the previous Aldani queen has done less to alter the balance of power than he had hoped.

Enforcers

Each sub race has it's own form of 'law enforcement' and should be mentioned somewhere so everyone knows what they are called, jurisdictions, etc. about them.

Enforcers - Aldani

The Aldani have two main forms of enforcers. Regular guards that patrol and have jurisdiction over a Fort, Menari, or the palace itself. Guards from one area do not have jurisdiction in another territory unless they have special dispensation to do so. the different guards are as follows: Fort Sithern, Fort Ahnkaht, Fort Light's Gate and the southern half of Menari City. There is one other branch of enforcers though, that have jurisdiction over all of Aldani lands. They are called Archons. They are the equivalent of 'state police' in that they can arrest anywhere. They also have the power to arrest other guards and temple officials. Regular guards, except Palace guards, can not arrest these people. The head of the Archons and head of the Temple together are the only ones with the power to arrest even the queen herself. Each location's guards and the Archons have their own colors to show who they are. The Archons wear black. Ask the head of each area to see what the guard colors are.

Enforcers - Vehrakt

The Vehrakt have a similar setup. Each fort has guards, but the Priestesses are the Vehrakt Archons. The Vehrakt also have Border Guards who patrol and protect the Vehrakt borders from intruding Aldani and at an outpost near the southwestern interface that leads to the sphere of the bugs.

Occupations

Shepherds (ranchers) raise 5 foot long beaverish animals called Slon for food. Deer, turtles, and fish are also eaten, so fishing is a valid career. Goats are raised for milk and cheese, and sheep for their wool as well. In cities, available jobs would be things like priests, shop owners, tavern keepers, bards, students at the university, or ask the owner of the keep/city/whatever. If you have a question about a job's validity, page the spherewiz.

The Vehrakt are, above all else, warriors. This does not stop them from having talented metalsmiths, leatherworkers, or other mundane seeming occupations; however, every such occupation is in some way or another geared towards supporting the troops or directly influencing battle. Miners supply the ore (when between duties in the field) that the metalsmiths, particularly those of Ignus Fort, forge into the famed Vehrakt battlespears and other needed implements. Leatherworkers craft the infamous Vehrakt battleharnesses and other leather accoutrements or equipment as may be needed. A Vehrakt architect or construction worker will put his skills to use as a combat engineer in the field. There are no dedicated Vehrakt farmers, as the Vehrakt generally hold non-carnivorous habits in contempt, and a Vehrakt's contempt is death at the first opportunity. There is a great deal of herding in Vehrakt lands, though, which is understandable considering the population lives pretty much exclusively on meat. Each Fort maintains herds of hardy mountain-dwelling animals such as goats and sheep, tended in shifts by off-duty warriors. The Vehrakt-held tangle of the Bayoon forest is likewise occupied by roving bands of hunter-warrios who maintain and prey upon populations of deer, boar, and other choice game to supply the many raiding and patrol camps spread throughout the maze of the forest (from which the hunters themselves are off-duty), in addition to regular shipments back to the home fortresses.

Creatures of Note

Slon 5 foot long, 3 to 4 foot high beaverish creatures used for both labor and food, just as oxen and cattle are used in other cultures. Pack animal, draft animal and food staple are what these peaceful creatures are for. Both the Aldani and the Vehrakt keep herds of these creatures for their use.

Tunnelwyrm 4 foot long, 2 1/2 foot high, these rabid, dangerous beasts are both pest and tasty meal if prepared right. Large lizards, covered in tough, heat-resistant plates with sharp teeth, claws and tempers. These creatures combine the personality of a wolverine with a really pissed off badger. Because of their resilience against heat, fire, lava and even a dragon's breath will hardly slow it down. The best and only method of dealing with these things is brute force. Digging massive tunnel networks, they are drawn towards heat and warmth for their nests. Both the Vehrakt Forts and the Aldani forges have problems with these pests. A map of the entire sphere of Argalia

A map of the entire sphere of Argalia

  Light's Keep.

Light's Keep.

  The Palace in Menari

The Palace in Menari

  The city of Menari

The city of Menari

  The city of Sithern

The city of Sithern

  The volcanic region of the Vehrakt

The volcanic region of the Vehrakt

 


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