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by The Penguin Resettlement Colony of Promethius Prime. . 4 reads.

Armarosi


Armarosi of the Daeronkha



Basic Information

Data

Racial Family:

Daeronkha

Biological Genders:

Female & Male

Lifespan:

400 - 500 Years

Age of Maturity:

21 Years

Notable Cultures:

Iblesian, Promethian, Cevantian



Vital Statistics

Data

Average Height:

Male: 183cm (6ft 0in)
Female: 175cm (5ft 9in)

Healthy Weight:

Male: 61kg (135lbs) - 68kg (150lbs)
Female: 52kg (115lbs) - 59kg (130lbs)

Healthy Build:

Slim, Sinuous

Skin Tones:

Grey, Blue-Grey

Eye Colours:

White, Black, Red, Blue

Hair Colours:

Black, Grey, White, Brown

Singular:

Armarosi

Plural:

Armarosi

Adjective:

Armarosite



Characteristics

Data

Scale:

Very Poor, Poor, Below Average,
Average,
Above Average, Good, Very Good

Strength:

Poor

Toughness:

Below Average

Constitution:

Above Average

Agility:

Average

Intellect:

Good

Willpower:

Good

Magic:

Very Good

Though largely human or elven in appearance the Armarosi are unrelated to either racial group. The origins of the Armarosi are shrouded in myth, and there are many myths surrounding how they came to be depending upon which of the three major Armarosi cultures you ask. According to the Iblesian cultures the Armarosi were the first mortals, born after the gods from the leftover fragments of creation. Promethian religious dogma states that the Armarosi were created when the Elder God Qor was slain in battle with his sister Syr, and grew where Qor's blood took root in the earth. Cevantian tales claim that the Armarosi were created to balance with the daywalking races of the Adamian family. There is much to be said about each of these origin stories, but the truth may never be truly known. What is known is that the Armarosi cultures are ancient, their civilisation has stood for thousands of years, though much of their history is a complete mystery to outsiders.

There are three principle Armarosi cultural groups; the Iblesian, Promethian, and Cevantian. These distinct cultures evolved after the fragmentation of the semi-mythological First Dominion which ruled over the entire species in ancient times. All three of the Armarosi cultures recognise the historic existence of the First Dominion and use its fragmentation as the starting point for the creation of their culture. The Iblesian Armarosi are descended from a movement of philosophers and magi who led a mass exodus out of the First Dominion prior to its collapse; prompted by growing violence and corruption this semi-religious group chose to leave and create a new society based upon the principles of rational thought and the philosophies of the Scholar Thaemozhir Ibleseaod. The Promethian Armarosi are descended from the peasant and working castes of the old First Dominion who, unable to flee its destruction, set about rebuilding their society and civilisation in the ashes of the old - among the Armarosi the Promethians are generally looked down upon. The Cevantian Armarosi are descended from the remnants of the First Dominion's priestly and aristocratic castes which fled from the First Dominion as it collapsed into chaos and anarchy, they have since espoused an ideology deeply rooted in conservative pragmatism, and have abandoned their religious tendencies.

Appearance & Physical Traits


A female Promethian Armarosi.
Armarosi are humanoid in shape, tall and slight of build, at a distance they could be mistaken for elves but closer observation would prove this false. Unlike humans they are slender and their musculature is sinuous, not given to hefty development, this gives them a constantly tense and undernourished appearance. Unlike elves whose figure and structure is fluid and graceful the Armarosi seem to be more serpentine in their movements, which though fluid tend to flit and jerk between stanches. Armarosi skintone is a scale of greys, from the dark grey of burnt down ashes, to the paler grey of the powdered ash, very occasionally this grey tone may take on a blue tint. Their hair is typically black, grey, or brown and tends to grow paler as they age. All Armarosi hair is thick and wiry, and tends to form into a thick frizz making straightening difficult. The most unusual aspect of Armarosi appearance is their eyes. As a species the Armarosi are very magically sensitive and the colour of their eyes shifts and changes according to the latent magical energies around them, or in the case of those among them capable of wielding magic their eyes will shift colour in line with the kind of magic they are using. When not under any particular magical influence their eyes turn to pure black with no visible iris or pupils.

Most of the other races think the Armarosi ill-formed and ugly and this is not surprising given their very alien appearance. They look like humans or elves which have been corrupted or twisted by some force and degenerated into a new form. Naturally the Armarosi fiercely deny that this is the case, and their lack of mutual genetic compatibility with either race seems to support their denials. Regardless it is true that by most standards the Armarosi are unpleasant to look at, with their grey skin which looks dry and has a texture almost like compacted ash powder, and their oddly shifting eyes. What probably helps this perception even less is the fact that Armarosi religion and culture is generally quite primal and animist in nature, they look like savages in the way they move and dress, and the way they worship.

Armarosi blood is black and thickens to a tar like consistency upon contact with the air, this fact makes it a useful tool indeed as a glue and binding medium, thus it is not uncommon to see adult Armarosi covered in rough scars where they have drawn blood for use as a tool. Unusually the nature of their blood seems to be such that it was always meant to be used as a tool, for the Armarosi can withstand major bloodloss before death, and heal superficial flesh wounds swiftly. Not only that but their blood, aside from making an ideal glue, can also be heated and used as a lacquer. The numerous bizarre practical and alchemical properties of Armarosi blood make self mutilation commonplace, particularly among the working and artisan classes, indeed some even use their own blood as a form of crude hair product which only adds to their sinister appearance.

A male Cevanti Armarosi.
Growth and ageing is also somewhat unusual in the Armarosi. Most grow to full maturity within twenty one years of their birth, at which point their bodies are fully developed and they stop growing. However once they reach maturity the ageing process seems to slow to a crawl, meaning that barring external influences a twenty one year old Armarosi will look little different from one three centuries old. Despite this once the ageing process resumes it does so with a vengeance, rapidly degenerating their physical appearance. Their muscles harden and contract, as does their flesh, making them look skeletal, it is for this reason that the Armarosi have mistakenly been persecuted as necromancers and necrophiles. After the age of about three hundred and fifty this degeneration makes them look like a desiccated and mummified corpse that walks; the skin of their face also retreats leaving them with a rictus grin and revealing their teeth which will rapidly turn into ragged fangs.

Armarosi are naturally nocturnal and have excellent vision in low light conditions. Their sense of smell and hearing are also heightened. The Armarosi sense of smell has been likened to that of wolves and other predators, and to some degree this is true, though their abilities are not quite that sharp. Their sense of taste however is a lot less acute, while this allows them to eat things which other races would turn their nose at it has also had the effect that Armarosi cuisine tends to be incredibly overpowering in terms of flavour, to the point that it can be unbearably spicy or sour to other races.

Armarosi are physically slight of built, looking like thin humans or sinuous elves; as a result of this more limited size Armarosi tend to be weaker and less durable than other races. However Armarosi have surprising stamina and are better at long term endurance, something which perhaps explains their restless energy and the tendency of Armarosi cultures to value a semi-nomadic lifestyle. Otherwise their physical abilities are not far removed from those of the Adamian or Elvari.

Relationship With Magic



All Armarosi are born with the innate ability to detect the flow of magical energy around them, and approximately ten percent of the population are born with the ability to actually see magical energy and auras. This said however not all Armarosi are born with the ability to actually wield magical power. The number of Armarosi naturally able to manipulate magic is considerable, with there being proportionally more magically gifted Armarosi than humans. Given their generally smaller populations however the total number of Armarosi magic users seldom matches that of human or even elven magi.

A male Armarosi Priest.
The Armarosi body naturally attracts magical energies, and when perceived by those capable of seeing magical energy all Armarosi look like they have a magical aura akin to a magnetic field around them. For most Armarosi this field is slight, tugging latent magical energies out of shape and giving them only a faintly magical field, however for those naturally gifted with, or trained in the use of magic this aura can appear to be a dazzling coruscating light. Close study of this phenomenon has revealed that this field is what allows such a proportion of the population to be magically gifted, but it does not seem to directly increase their magical power or skill. Certainly this almost magnetic magical aura attracts magical energy to them in a physical sense, making it easier to draw upon magical power, but it does not increase their potency or overall skill. The focal point for this magical aura appears to be around their eyes which are adapted to shift colour based upon the strength of nearby magical energies, and upon the kinds of magic that the individual Armarosi wields. This is a boon for the reasons previously mentioned, however it does also allow others to see quite clearly what kind of spell or magic an Armarosi magi is about to cast.

The most common form of magic practised by the Armarosi is Natural Magic, specifically the manipulation of fire, water, and lightning. For an unknown reason Armarosi find it difficult to shape spells which manipulate the earth or metals, but as an odd result those rare Armarosi who do choose to follow this path tend to be exceptionally gifted at doing so due to the sheer amount of willpower and effort required. The average Armarosi mage tends to be more powerful than their human counterparts, perhaps on a par with elven magi, but due to their incredibly focused intellects they tend to be less versatile; most Armarosi magi focus solely on one specific type of magic rather than any sort of variety. A small percentage of Armarosi magi are born with natural gifts in divination, such individuals are highly value and regarded within Armarosi culture and society and fill the roles of clergy as well as advisors to their ruling classes. Indeed in most Armarosi cultures those born with the gift for divination belong to their own caste and are taken from their parents at birth to be raised and educated by the caste elder; to have a child with such a gift is seen as hugely auspicious and a source of honour. Least common of the Armarosi magi are those with the gift for alchemy and incantations, this is because they are confined to a specific handful of bloodlines which hold positions of high temporal authority and political power. These bloodlines form the aristocracy and royalty within Armarosi society. Only those Armarosi born gifted in divination or incantation are able to learn to wield magic in this manner - this is not a societal or cultural restriction, but rather an actual physical one, the cause of which is subject to many stories and legends.

Magical afflictions and diseases, specifically vampirism and the various forms of lycanthropy, do not affect the Armarosi. The Iblesian culture states that this is because vampirism and lycanthropy were created by the gods to punish their mortal creations, and since the Armarosi were not created by the gods they are immune. The Promethian culture believes that the fact that they were formed from the blood of a god that this means that their blood is incorruptible, a belief borne out by the fact that vampires gain no sustenance from Armarosi blood. The Cevantian culture meanwhile claims that it is the fact that the Armarosi are naturally nocturnal which makes them immune to vampirism and lycanthropy. Regardless of the truth of the matter, which from a scientific point of view is unknown, the fact remains that they are and have always been immune. This immunity does not extend to other magical afflictions such as curses or hexes, only those which affect the blood or mutate their bodies seem to have no effect; a spell which for example inflicts a plague upon the victim would still affect them.

Being nocturnal creatures by nature Armarosi find that their magical abilities are strongest, and most easily used, at night and particularly when the moon or stars are shining brightly.

Armarosi History


Enoiad the First City.
There are three main accounts of how the Armarosi came into being however the truth behind their creation or evolution remains shrouded by history. Each of the three major Armarosi cultural groups has their own mythology on the subject, but all agree that their species is distinct from the Adamian or Elvari races which they resemble in so many ways. Regardless of how they came to exist all can agree on one historic point of origin, the First Dominion, also known as the Alcazhid Dominion. The precise geographical boundaries of the First Dominion are unclear but archaeological evidence and written accounts indicate that it was a nation of considerable size and power. According to Armarosi written history the First Dominion was created at the beginning of time by the first Armarosi philosopher, Hashamed Alcazhar, who gave their name to the Alcazhid Dominion and whose descendants would continue to rule the Dominion throughout its golden age.

Hashamed Alcazhar created the First Dominion through the application of a philosophy of common cause, successfully uniting the hitherto nomadic Armarosi peoples under the concept of a divinely appointed order. The ancient Armarosi caste system was created and delineated under Hashamed I's reign, created a highly ordered society structured to serve the common good. The Dominion under Hashamed I's rule is widely regarded by Armarosi scholars to have been a utopia, with the First City, Enoiad, being likened to an earthly paradise. The original Alcazhid caste system defined every individual's place in society and placed a roughly equal value on the various castes, however over time as the Dominion grew in size and sophistication this system evolved into a hierarchical pyramid structure with the Dominar at the top and the working castes at the bottom. The Alcazhid Pyramid, as it became known, allowed the early Dominari of the Dominion to rapidly develop and expand the state - eventually absorbing other nations - and enslaving the surrounding non-Armarosi populace. However the strength and stability that the Alcazhid Pyramid facilitated also created the basis of the First Dominion's downfall.

The First Dominion was ruled by the Alcazhid Dynasty for approximately two thousand years, during which time there were eight Alcazhid Dominari; Hashamed I, Ziphos I, Ziphos II, Ulhaltep I, Hashamed II, Hashamed III, Mephritas I, Hashamed IV. However upon Hashamed IV's death his children were murdered in a palace coup and the Alcazhid Dynasty came to an end. For the next four hundred years no single dynasty held power for more than two generations with the Dominari of this period being known now as the 'Usurper Dynasties'. In this four hundred year period their were twelve Dominari; Orphemeaon I, Orphemeaon II, Khanut'hep I, Hashamed V, Khanut'hep II, Tharses I, Pharsaleaos I, Orphemeaon III, Ziphos III, Ulhaltep II, Orphemeaon IV, Alhalzir I. None of the twelve were as powerful as the Dominari of the Alcazhid Dynasty had been, and the political instability caused by the lack of legitimacy meant that the majority of the twelve were either assassinated or deposed. During this period the nobility became increasingly decadent and corrupt and the regime became far more oppressive as a result. Ultimately a combination of natural disasters, civil war, social unrest, and financial collapse led to the downfall of the First Dominion in a cataclysmic century long tumult known to all Armarosi as the 'Century of Lamentation'.

Prior to the collapse of the First Dominion, during the reign of Orphemeaon III, a powerful cleric and philosopher known as Thaemozhir Ibleseaod wrote the 'Transformation of the Alcazhid Dogma', later known simply as the 'Circle of Thaemozhir'. This text outlined a radical new interpretation of morality which espoused the creation of a new society devoid of the corrupted Alcazhid Pyramid. The text was widely distributed among the scholarly castes and as the authority of Dominar Orphemeaon III decline was even read aloud to huge public audiences. According to Iblesian histories the Dominar had Thaemozhir Ibleseaod arrested and executed for espousing treasonous and blasphemous idea and it was the scholar's death which pushed fellow scholar (and powerful magi) Ximitos Elezhar to gather Thaemozhir's followers, and one fifth of the Armarosi population, and leave of a great exodus. This exodus massively destabilised and weakened the First Dominion and led to the overthrow of Orphemeaon III, but even with the Dominar's overthrow the newly named Iblesians refused to return.

Yreaon Cervantos.
In the final tumultuous years of the last Dominar's (Alhalzhir I) reign the organised clergy joined with various noble houses to attempt an overthrow of the old regime, in order to replace it with a new republican government. Alhalzhir I was however a military man who had risen to the throne through force of arms, he commanded the loyalty of the Dominion's armies, and though the alliance of clergy and nobility led by Amir Yreaon Cevantos, were able to amass a sizeable army of revolutionaries and hired mercenaries, this was not sufficient for them to win the ensuing civil war. The conflict between Alhalzhir I and Yeaon Cevantos was fought over a twenty year period in which the First Dominion was all but destroyed in its entirety. The civil war almost ended prematurely with the defeat of one of Alhalzhir I's armies during the siege of Enoiad in the twelfth year of the war, which resulted in the near destruction of the First City, and the massacre of its population by the Cevantian forces, but within three months Alhalzhir I had retaken the city and beaten back Cevantos' army. Although Alhalzhir I ultimately won the war militarily speaking, forcing Cevantos and his followers to flee, there was little left of the Dominion to rule. Its cities had been razed and plundered and the population had been decimated by war and by famine. Two years after his victory Alhalzhir I was murdered and the entire regime collapsed as his leading generals fought one another over the scraps.

Within the First City's ruins a sizeable Armarosi population had survived. Just as their Iblesian cousins had before them these so called Promethians freed their slaves, allowing them to settle or leave as they wished, and then they set about rebuilding. Most of the Promethians belonged to the working castes, and were led by those scholars and merchants who had either been unable to flee or who had refused to do so. The Promethian reconstruction of the First City was a slow process, taking almost one thousand years, and even upon its completion the city was a shadow of its former glory, but during that time they had developed their own unique culture and form of government, led by a council of skilled artisans, scholars, merchants, and elected burghers. For a time the Promethians warred with the Cevantians who tried to return and reconquer the heartlands of the fallen First Dominion; the Promethians were more numerous allowing them to push back the invaders repeatedly until finally, two thousand years after the fall of the First Dominion its memory was laid to rest. None of the three Armarosi cultures had any members who could remember even the dying days of the Dominion, much less the glory of the Alcazhid Dynasty, they had spread and settled elsewhere and developed cities and nations of their own and Enoiad was not so rich a target as to evoke any particular desire to conquer it. The Armarosi settled, and rebuilt new nations, smaller yes, but more numerous and more stable than the great Dominion had been.

Of course now, in these days of rising power and glory, there are those among the Armarosi who believe that a Second Dominion may be built, to unite the Armarosi people and rebuild the glory and honour of their civilisation. Rising tides of expansionist and imperialist sentiment have made the Armarosi nations eye one another with as much suspicion as the nations of men or elves do, and some among the other races fear the return of Armarosi power, for the racial scarring of centuries of slavery at their hands is not easily forgotten.

Armarosi Cultures



Iblesian Culture
The Iblesian Culture are named after their semi-mythological founder figure, Thaemozhir Ibleseaod.

Promethian Culture

Cevantian Culture

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