u/PhoebusLore

Naming Conventions for your Claim?

What are the naming conventions for your claim? Specifically, how do the names work, and what are the 10-20 most common names used in your region? (You can break them up into male / female / surnames / other, as needed).

Common Female Trezera names: Anamaro, Andirio, Choro, Denijet, Desidero, Echeno, Edaro, Evru, Iandero, Igno, Jiaro, Owin, Maru, Noiono, Qino, Saman, Sheveien, Seheno, Umbresio, Vechin

Common Male Trezera Names: Andra, Astera, Avara, Davia, Ilya, Gavrel, Iones, Kajara, Maya, Miha, Molenes, Naruna, Nevra, Noma, Puma, Shoria, Sisa, Sochet, Havriel, Zagria

Prominent Clan Names: Achica, Briaves, Cureh, Cunaqeh, Desedi, Disa, Koju, Levati, Madenyo, Pacari, Papa, Rubreh, Tofeh, Weati, Hacan

*I changed the spelling so they would be more intuitive for anglophones to pronounce.

People in Trezera can have up to three names. Their first name is their given name, and is what people usually call them. Masculine names generally end in an "a" or "el", and feminine names generally end in an "o" or "in"

Many also have a second name. It is very common to switch eggs or foster a child with grandparents, uncles, or even an entirely different family or clan for a period of several years. This is done for a variety of reasons, but during the fostering period, the second family will give the child the name of one of their birth parents or grandparents as a sort of reminder of where they are from. The second name is somewhere between a patronym and a middle name.

The last name is usually a clan name. A clan in this context is a village-sized family, usually up to about second-cousins, with sometimes more than 150 individuals in total (usually around 60). When a man gets married, he moves in with the clan of his wife, but he is still considered part of his old clan and keeps his old clan name.

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u/PhoebusLore — 1 day ago

Harpy Balloons

Probably the earliest example of a balloon in harpy culture would be the flight bladders of a sky elephant. 

In the Time of Wonders, it is said that all manner of skyborne vehicles were common: feathered wings, brooms, magic carpets, giant's skulls, and more fantastical devices take the role of aircraft in myth and legend. Some stories are even confirmed by the Eldest Sphinx. All, or almost all, is now gone.

Harpy floating lanterns made of stretched cloth over candles have existed for centuries, though the precise origin is difficult to pinpoint. It is certain that they were in use over 500 years ago, as they are recorded as being used to signal troops across the skylands as well as in Imperial terrestrial warfare. Floating lanterns are also used during traditional harpy funeral rites, where the ashes and carved bones of the deceased were incorporated into the lantern.

Harpy air balloons using suspended baskets have existed for 358 years. The use of an open brazier made the early linen bags prone to catching fire. Later improvements to the brazier design, both in its shape and in the application of ccelimbar charms, controlled both the direction and intensity of the flame.

Originally they were used just to carry cargo and were only briefly landed on by a pilot. Later hot air balloons were made larger and allowed the pilot to perch during an entire flight. About 100 years ago, records show that these hot air balloons could hold around 100-200 kgs. Modern common balloons can hold up to 300 kgs, in no small part due to trade with Paroma for uniquily stretchable fabrics. This is enough for a few passengers, but not really useful for transporting large amounts of cargo in trade, and was mostly used to ferry folk up to and away from the skylands.

That has changed with the advancement of much larger rigid-balloon sky barges, or zeppelins (zepelini), indirectly named after the zefali used to pull them. Zeppelins are capable of carrying up to 2 to 3 metric tons.

These rigid-balloon sky barges have only existed for the past 11 years, and were invented by the still-living harpy named Xileo Draja-Destera of Clan Zepeli and her mate Jiaro Destera-Draja of Clan Erazmos.

Over twenty years ago, members of Clan Zepeli were exploring some volcanic island caves for bat guano, and discovered one leaking a volcanic gasses. As was customary, they attempted to light it from a safe distance. The gas did not light, and in fact made their voices high and their minds light-headed while in its presence. After some discussion, they identified the location of the gas leak, a tiny hole in the rock, and plugged it up with ccelimbar. Xileo, intrigued by the strange phenomena, endeavored to fill a bag with the unusual gas, and was surprised when the gas exhibited similar properties to a zefalo flight bladder. What was even more surprising was that the bag remained buoyant until it was eventually opened.

Xileo, who was an avid balloonist, immediately grasped the implications of a fire-resistant gas that provided natural buoyancy, and convinced her elders on the expedition to set up a valve, allowing them to access the gas at will. Xileo's friend and lover at the time Jiaro Destera of Clan Erazmos, was an balloon crafter attempting to create a rigid-balloon frame. She believed the rigid frame would make the balloon quicker to get ready without having to wait for it to be inflated or deflated, but she was discouraged by the increased weight.

Xileo's discovery combined withe Jiaro's ingenuity led to a great leap in the size and lifting power of the hot air balloons. Unfortunately, Jiaro died three years later due to bucolic ague.

The zeppelins have utterly changed Trezera trade and economics. A formerly isolationist country, Trezera has now found itself in the enviable position of being able to send imports and exports across the sky. The zeppelins are so far very rare, with no more than 52 being crafted in the past decade, but plans are in the works to craft an entire flotilla. The location and nature of the volcanic gas are being kept a closely-guarded secret for now.

u/PhoebusLore — 3 days ago

Market Monday: The Traveling Market of Sojourn

The Traveling Market of Sojourn

Sojourn Size: 6,000 km2 (twice the size of Long Island)
Population: 184,000
Fortaleza City Population: 3,000 - 36,000 (usually around 9,000)
Wasetamia Capital Population: 4,000-5,000
300+ villages and hamlets
3 active fortresses; 1 ruins

Female Trezera Names: Anamaro, Andirio, Deniyet, Ecceno, Iandero, Jiaro, Owin, Maru, Sceveyin, Veccin
Male Trezera Names: Andra, Davia, Gavrel, Iones, Kayara, Maya, Mixa, Nevra, Puma, Sisa
Clan Names: Acciqa, Koyu, Pacari, Weati, Xacan

Necessary Imports: Foodstuffs, craftsmen, scholars workers, metalwork, clothing, and any other valuable goods or services picked up along the way that can be exchanged in later ports.

Available Exports: Palm fiber baskets and hats; Canvas, fine wool, and linen fabrics (batik-dyed with feathered patterns); Tropical bird feathers; Sugar, Molasses; Tobacco, Tea Leaves; Seasonal Fruits & Veggies; Figurines of jade, abalone; Common pink, blue, and black pearls; magical dream pearls; Volcanic stone items (mortar and pestle, pumice stones, cooking stones, etc; Black clay pottery; Musky verdegris (good for making perfumes); Bottled perfumes; Chelimbar amber charms (please inquire as to abilities); Carved wood, shark ivory, and elephant ivory; guano-based fertilizers; imports from other claims

Location

Hovering 675 meters above the surface and twice the size of Long Island, El Isojorne (Sojourn) is a dark and overwhelming mountain as it makes its ponderous way across the sky. Shaped vaguely like a tortoise shell, the skyland completes a trip around Ashagon once a decade. At this time of its cycle, El Isojorne is over the subtropical South Sea, partway through the Empire of Six Cities, about 3,600 kilometers from Meridian (a twelve-day commute by flying elephant caravan). Due to the Relic of the Harpy, the weather is almost always pleasant.

A smaller skyland called Isla Jornelia (Little Journey) orbits around El Isojorne once a month. It has a surface area of roughly 180 square kilometers, though a good third of that is rocky ledges and bluffs. This little rock is only 312 meters above the ground, intermediate between Isojorne and the surface, and it is on Jornelia that the city of Fortaleza and its Traveling Market are found.

Fortaleza is a medium-sized city whose population swells and recedes like lungs, from a nearly empty 3,000 to a near-bursting 36,000. In the north, the average will hover around 9,000, but here in the heart of the Empire of Six Cities, there are over 20,000 souls. The city itself contains building styles from all over the world, and includes small enclaves from members of every nation on its route. Even in this crowded state, not all enclaves are inhabited. Harpy architecture dominates Fortaleza; circular adobe buildings with large balconies and archways for landing, living bamboo and trees bent into shape dangling basket bowers, long thatch-roofed arcades, stepped terraces, dense interwoven cane trellis gardens, and so forth. 

Due to the Relic of the Harpy and Jornelia’s relative closeness to the ground, flying or floating up to the Traveling Market can be accomplished as a day trip by merchants, nobles, and others seeking access. The most common methods to reach the Traveling Market are offered by sky elephant handlers or hot air balloonists, but most who can fly can gain access on their own. 

The Coliseum of the Traveling Market

While some refer to the entire island exclave of Sojourn as the Traveling Market, the name rightly applies to the repurposed adobe coliseum of the Empire of Six Cities. Lying at the heart of Fortaleza, the structure is terraced and has plenty of arches, arcades, and posts for perching harpies. Seven streets lead to the Traveling Market like crooked spokes on a wheel.

Entering from street level requires passing through one of the seven Foreigner’s Gates, where a catarico clerk will sing-count any goods or services merchants and craftsmen bring to market and record it on the ledger. Both goods and services will add credit towards the buying of other items and services in the Traveling Market. In practice, this means that all credits and services are handled either by Charter or through an intermediary catarico. The catariqi can be found posted throughout the market. It also means that the purchasing power of external money must be translated into actual goods or labor before it can be leveraged, limiting the influence of foreign dignitaries.

Money is not welcome past this point, and has probably already been exchanged for a letter of credit at the docks, or even before. Alternatively, a visitor may use a ccelimbar song-token to record any deals they make. If a foreigner is found with coins past this point, they will be removed immediately and disbarred from the Traveler’s Market for a full week. If a local or foreigner who has already been warned is found with coins, they will be sent to the gaol, or perhaps the stocks. There are stories about foreign princes and other dignitaries being held in the stocks. Certainly rich merchants have been; there is one now.

Once inside, visitors are immediately struck by the noise. The Traveling Market is a wall of variegated sound, shopkeepers and shoppers alike singing in harmony in a dozen tongues and at a hundred locations. It hums in busy harmony almost like a beehive. The sight and sound and smell can all be overwhelming.

Poles ten meters tall flutter banners like windsocks, indicating where various goods and services can be found. Shops are arranged along the circular arcades of the Traveling Market, while the stables for flying creatures and a small market for stock animals dominate the sandy central arena. 

Charter Markets

Spaced in a regular octagon are eight standard Charters along the perimeter, their shiny black surfaces embossed with a dozen languages. Each of the Charters and their corresponding markets are named for the symbols depicted on their bronze gongs. In the center of the arena, three more Charters are clustered together. Collectively, they are known as Maiden, Mother, and Crone due to the relative ages of each stone, as well as the traditional age and sex of their caretakers. The oldest Charter is well over 2,000 years old, and is a stooped wheel of pitted volcanic stone. The second-oldest is a tall statue of a whale, carved with ancient names and nearly 800 years old. The newest Charter is still older than the eight standard Charters by about 300 years, though it shares many of their features. Any deals made within range of the Charters are automatically recorded by them, while stalls out of range stand ready with scribes and song keepers. 

A wide variety of stalls can be found in the Traveling Market. Some are single-shop locales, while others are representatives of guilds or storehouses. 

  • In the central arena are the stables, the stocks, the cafeteria, the Central Office of the Market, the Office of Transactions, and a Public Forum.
  • The stalls surrounding the flying elephant statant Charter of the south include the Ccelimbar Bathers, Pearl Merchants, and South Sea Storehouse, each representing native Trezeran interests. 
  • Around the southeast Charter of the imperial Kesserian passant are the long rows of the farmer’s market, food venders, and tobacco tents. 
  • The eastern Charter of the great tree is surrounded by apothecaries, herbalists, pottery workshops, and representatives of the licensed city brothel. 
  • The northeastern Charter of the crab has textiles and basket stalls from the Weaver’s Guild and Palmester’s Guild as well as the dye shops. 
  • The northern Charter of the fox rampant continues with textiles as well as the Mercer’s Guild hall, tailor’s shops, and the featherers and fletchers. 
  • The northwestern Charter of the fairy salient has stalls dedicated to sugar, molasses, honey, candies shops and bakery carts, as well as perfumer’s shops and dedicated tents for various religions. 
  • The western Charter with the Xanoi symbol, here called the Western Stars, has larger stalls for furniture sellers, the Canvaser’s Guild, and the Ballooner’s Guild. It also holds smaller establishments for enchanters, transmuters, witches, and the like.
  • The final, southwestern Charter of the Dragon couchant features fine clockwork mechanisms from the dragon mechanists of the Aerie as well as other smithies and leatherworking stalls.

 

While not every business is currently represented in the Traveling Market of Fortaleza, they will all get a turn. Other businesses can be found outside of the central Traveling Market, throughout Fortaleza. As El Isojorne progresses in its journey, the market changes to match the most recent ports of call. 

The stalls themselves have decorated wooden perches for the harpies and low couches and cushions for humans and others. 

Occasionally guards will pass by in mustard yellow and black tabards with the red peacock’s eye symbol on back. They are armed with brass knuckles, throwing nets, kunai weighted for dropping or bows (for the land-bound), and halberds with moon-shaped heads. Recently, harpies have also been using new “slingshots”, with which they can launch smokepepper pellets as well as stone or metal bullets. They will also have whistles and a handful of charms each which can be used in a variety of situations.

Important Notes

Traveler’s Tax: Everyone participating in the Traveling Market must pay the Traveler’s Tax. This is an hour of labor for Sojourn in some capacity. Many visiting dignitaries and rich merchants will use a servant or slave to complete the Traveler’s Tax for them, while others enjoy the novelty of working with their hands. Typical tasks for the Traveler’s Tax include washing dishes or serving tables in the Cafeteria, cleaning manure in the stables, loading and unloading shipments, sweeping streets, cleaning up litter, and so forth.

Foreigner’s Exchange: The Foreigner’s Exchange is a region at the docks and cranes of Fortaleza where foreigners are divested of their money in exchange for goods they can take into the Traveling Market. It primarily caters to those who didn’t know the rules, or didn’t think they would apply. The goods sold have steeply inflated prices. The Fortaleza government is aware and disapproving of the Foreigner’s Exchange, but as the docks are technically neutral territory and the scalpers are also foreigners, they turn a blind eye.

Labor Market (slaves and serfs): The Labor Market, originally developed as a way to exchange labor of foreigners for goods and services, soon devolved into something similar to a slave market. This spurious and pernicious practice thrives in the heart of Fortaleza (though outside of the Traveling Market proper), as unscrupulous merchants and nobles will sell a slave or servant’s decade of hard labor to Sojourn in exchange for access to the Traveling Market. The excuse of those trafficking in this way is that all servitude ends after the decade is over, and they are free to disembark at any port they wish over the next decade they are allowed on Sojourn. In recent years the practice has swelled the numbers of indentured laborers across the skylands despite vocal protests.

Library: The Great Library of Sojourn is the second great draw of the skylands, after the Traveling Market. It can be found in Wasetamia, the second largest city of Sojourn found on El Isojorne proper. Wasetamia is the true capital of the Sojourn government and houses the large community storehouses as well as the Great Library, the Museum of Antiquities, and the Relic of the Harpy. Much in the Museum of Antiquities and many of the works in the Great Library were collected by the Elder Sphinx on his centuries-long travels across Ashagon. Now scholars from across the continent seek it out, though they are only admitted to the capital after a careful application process. The application process can be completed at the Central Office of the Traveling Library, and requires a sample of scholarship (treatise, research, etc), a book or other record, a signed contract, and at least two references by previous visitors to the Great Library of Sojourn.

Sewer System: Narrow stone troughs combined with covered stone sewers called cloaca throughout the Traveling Market are used for waste management and flow to the center of the island and down through a crevasse that spills into the underground sewers and Guano Cavern. Don’t look too closely, and definitely avoid catching a whiff.

Shops & Shopkeepers

Apothecary

The apothecary is located in the Tree District on the east of the market, and houses bags and jars of various substances both magical and mundane, from dried beetles and powdered monkwort to bags of tea and tobacco leaves. It is crowded and quiet, with strange and often unpleasant smells. There is even a list of controlled substances available, like rat poison, with the proper authorization. Talk to one of the registrars whenever you’ve picked your purchases, and they’ll be glad to sing you your receipt. To talk shop about medicines, poisons, and potions, you will need to talk to one of the accredited apothecaries.

Misera is a 48 year-old-elf of Cyrenthia. He has a bald head and bright green eyes with dark brown skin, and he is very direct, even stern, with prospective customers, on the use of different products from shark’s liver oil (guard against sickness) to dried eflucia mushrooms, which inspire ecstatic visions but can be deadly if imbibed without care. He can’t stand laziness, which he views as a fault in most tourists of the Traveling Market, and he has a pet guinea pig named Bubou. 

Canvas Storehouse

The Canvas Storehouse is presently the major supplier of sailcloth and balloons for the Ballooner’s Guild. It can be located in the Spider’s Maze district. Example rolls of various kinds of canvas are kept on wooden stands to show clients. It is generally a quiet, peaceful corner of the market with large awnings to protect from the sun and only a few customers at a time. The Canvas Storehouse is more likely to get locals than foreigners seeking their services, although enterprising sailors and others interested in the hot air balloons have been coming more often as of late. The storehouse representatives are perfectly happy to talk shop.

Zigram is an Audoi woman, as tall as a human man and twice as wide, and an avid balloonist. She is mute, and communicates through the use of hand signs, an interpreter, and a clavichord. Zigram is very accommodating and tries to make everyone feel welcome in the storehouse with a pot of tea and some sweetened hard biscuits.

Cafeteria

The Traveling Market offers visiting and domestic chefs large shared kitchens and food courts in an open half-moon pavilion overlooking much of the coliseum in the Kessarian District. Food is an essential part of the Traveling Market, and there is much available, though it is generally plain fare easy to make in bulk rather than the fancier food found in restaurants in the city proper. However, there is occasionally an ambitious new chef or baker who sets up shop in the general Cafeteria to attract attention to their establishment elsewhere. Food in the Cafeteria is a gift given to all except in the leanest times of the year.

Working in the Cafeteria is a common method of paying the Traveler’s Tax, and many foreigners will be conscripted into working the ovens, washing dishes, or waiting tables.

Evru Tescana of Clan Raemi is a wrinkled old crone of a human who has been cooking for her Arelian clan for most of her life. Sunray tattoos on her forehead and palms mark her as a former inti maiden in her youth. She never thought she would join Sojourn, but after her husband died six years ago she began feeling a longing for something new. She enjoys the care and notoriety she gains by being one of the oldest residents of Sojourn at 68. Evru manages a quarter of the operations in the Cafeteria, but she prefers cooking first and foremost.

Evru takes a no-nonsense tone with most beings, harpy, saurkin, lizardfolk, dragon, or otherwise. She is efficient and hard-working and has little patience for those who do not pull their share of the labor. She is also happy to chatter for an hour with newcomers.

Avar’s Candy Stall

Avar’s Candy Stall is one of many similar stalls found around the Fairy Charter. Avar was fortunate enough to get a spot only a row down from the Charter, meaning he doesn’t have to require the services of a catarico. The shop uses several hooded baskets and pale clay pots from farther north to display honey twists, rice and sweet bean buns, Sarmeqarki delight, jars of molasses, and bright boiled sugar candies. Avar has recently begun experimenting with different techniques to make chewable sweets.

Avar is a tall Sarmeqarki man rapidly approaching middle-age, with a generous belly and a mouth full of rotting teeth. He attempts to numb the pain of a broken tooth by chewing tobacco leaves. Despite that, Avar is a friendly-enough fellow willing to give directions or offer samples from his wares. He has a wife from the Empire of Six Cities, who he met on Sojourn, and four children. Recently they’ve begun discussing where they will disembark, as their twenty years are almost up. 

Ccelimbar Bather’s Guild

The Ccelimbar Bather’s Guild is a sort of alchemical workshop. Raw ccelimbar is heated to a soft waxy consistency at a carefully controlled temperature between 150 and 200 C. It is then tempered in a bath of either salt water, sugar water, oil, saltpeter, or copper and iron shavings in alcohol, depending on the form of ccelimbar desired. Each of the baths produce a different color of ccelimbar which is used in different productions: translucent yellow-green, milky apricot, orange molasses, dark brown with an oily purple sheen, and metallic. After preparation by the Bather’s Guild, the ccelimbar is taken to the Enchanter’s Guild. The Bather’s Guild can be found in the Flying Elephant District, as ccelimbar crafting is a local and treasured tradition of Sojourn.

Enchanter’s Charms Shop - 5th Stall

If someone were to attempt to steal from a charms shop in the Traveling Market, it would be the fifth stall of the Ccelimbar Bather’s Guild. The apprentice meant to watch the shop just flew away to relieve himself, leaving the fifth stall mostly unattended except for Samina in the next stall over. The ccelimbar charms available shimmer oily purple, translucent lime-green, topaz, and subtly bronze, each carefully inscribed with a harpy word on one side and a traditional symbol on the other. The charms can also be inscribed with local languages and dialects, though such work is bespoke and requires several weeks of notice.

Samina Kuso of Clan Acciqa is a young harpy apprentice of the ccelimbar enchantment trade. He is very concerned with his personal appearance and is currently re-applying kohl around his eyes. He wears a capesca of blue batik flowers on rusty red, and he will be slightly annoyed at anyone bothering him, though he will maintain politeness. He joined the Traveling Market only two months ago, and has little knowledge of the process to enchant ccelimbar, but he will pretend to know a lot more than he does. 

Instruments of Beauty

The musical instrument trade is quite brisk in the Traveling Market, as not only are music and harmony strong values among the harpies, but it is also advantageous when conducting business. There are a great variety of musical instruments both local and foreign to be found in the Traveling Market, and Instruments of Beauty curates them all, from tiny whistles and humble pan pipes to mechanically complex harpsichords and trumpets. The proprietor’s favorite instruments are the stringed instruments. 

Leather Workshop - Sign of Azuli

The leather workshop has the banner of a cluster of azuli flowers, and each piece is stamped with the azuli bouquet. There are half a dozen apprentices working under the eye of a watchful master craftsman. Some apprentices are human, some harpy, and one is even a saurkin, but all rush to obey their diminutive gnomish master.

Purple Pearl Merchant’s Stall

The pearls of the Southern Ocean are justly famed the world over for their beauty, and especially the dream pearls or perlavisi for their utility. The pearl divers of Ombreje have formed a collective, and having passed by Trezera so recently, the bags are full. Paper mache pearls are used both as displays and containers. The pearls include rose, pink, white, black, gold, and sky blue varieties and range in size from an ant to an apricot. Some are nearly perfectly round and will fetch higher prices, but most vary widely in shape from buttons and blisters to ovals, pears, and off-rounds. Natural pearls are very rare, and are only found in 1 in 10,000, but the pearl divers of Trezera have started culturing the pearls in the past two hundred years, usually by placing a bead of abalone, copper, or lead inside. Sometimes the lead or abalone will be made to resemble a religious figure such as the Mother Goddess, and the resulting pearl will have a similar shape.

Adera Colcce of the Clan Scinjo is a human now, but he was born pesce. He’s been getting used to the lack of a tail and exploring the Traveling Market on his days off, and he feels very lonely without his people, though he dreams with members of his clan every night. Adera is large and muscular with curly hair and an easy smile. He’ll talk your ear off about pearl diving, the powerful predators of the coral forests like tiger sharks, giant eels, and ambushing octopus, and fish farms, and he’s very keen to join the guard, but he’s also proud of the work he and his siblings did for the pearls, and he will not undervalue his merchandise.

Demani Potter’s Stall

The fine clays of Trezera are smokey black, and prized in many markets. One particular stall is unusual in featuring the works of a Demani artisan, which has a uniquely geometric and alien aesthetic.

Eyninyao is a small Eyn Demon from Ayetho, with dragonfly-like wings and a long tail. He is small and imp-like, standing only a little over 1.6 meters in height, and he is unnervingly quiet. When he speaks, he puts his head within inches of another’s face. Eyninyao’s work is unusual in the precision with which he can make a matching set. Eyninyao has spent almost two decades in the Traveling Market, and he will soon pack up and go back to Ayetho. 

Stables of Flying Elephants

The true homes of the flying elephants called zefali are located on the mainland of El Isojorne, but there are a few kept in the Traveling Market as well. Some help in peacekeeping and wrangling other large creatures in the stables, and some will be sold at the stocks. Buying zefali is a lengthy and involved process that requires a full Charter agreement and will take months of careful negotiations, and zefali are always given in family groups.

The stables are also unusual in hosting a small Rockborn, only 3 meters tall. The creature has an enormous appetite and is kept docile mostly by feeding it a soporific mixture and keeping it in a pit. It has become something of a mascot over the past three years, but it is now growing large enough to be a problem.

picture by Olga Ok

Edited for formatting and grammar. Got rid of the muskets.

u/PhoebusLore — 4 days ago

Brothels of Fortaleza on Sojourn

The lavender-striped tent covered in scalloped-shell frills near the Tree Charter is the business stall for the Temple of Love in the Traveling Market. It has several explicit wooden statues painted with bright colors and gilded with metal and jewels, depicting entwined gods of love. There are chairs, cushions, tables, and perches for a variety of body shapes available. While supplicants for a consort’s services can find a representative here, the actual Temple of Love and its bowers are in the Temple District of Fortaleza.

Working at a brothel is a legal, religious, and legitimate profession in Trezera, with consorts providing a variety of services beyond sex including oil massage, touch therapy, powder bathing, steam rooms, cold water bathing, voyeur pornography, toys, guided meditation, couples therapy, sex education, match-making, and companionship. As they are recognized by the law and do not rely on johns for their income, consorts have much more control over their clientele and business than in other regions.

Consorts are religiously dedicated to personal chastity and will not have penetrative sex with clients or others, although they do employ toys. This is to keep from losing consorts to pregnancy and childcare, and has the side-effect of avoiding the rapid spread of venereal disease. Consorts who wish to leave the service may do so at any time, but any consorts found to be with child or to have fathered a child loses consort status forever and owes great mita to their community.

Despite the protections in place, consorts are still often mistreated or even assaulted. Two brothels can be found in Fortaleza, and both send consorts to look for clients in the Tree District of the Traveling Market.

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u/PhoebusLore — 5 days ago

Zefalo - Flying Elephants

Zefalo - The Flying Elephants

Harpies have used the flying elephants called zefalo for thousands of years, hauling cargo in baskets and assisting with agriculture and other heavy labor. Most flying creatures lack the combination of strength, sociability, and relatively easy caregiving required for true domestication. While the zefali are more tamed than domesticated, they are also highly intelligent animals, so their handlers tend to look at the relationship as more of a partnership.

Zefali are large quadrupedal proboscidean chimera weighing between 750 to 3,000 kgs (1,600 lbs to 3 tons). A bull zefala will on average weigh 500 kgs more than a female, though the social structure of a herd is matriarchal. They are sturdy, intelligent creatures that move with uncommon grace for their size. Unlike terrestrial elephants, their eyes are larger and more forward-facing, and their trunks are smaller and more delicate. The tusks of a zefala are short and stubby compared to ground elephants, no more than half a meter. They have a pair of antennae-like barbels above their eyes, allowing them to sense changes in air temperature and pressure, and their large colorful ears have been adapted to flutter like butterfly wings. 

An additional pair of muscular organs at the shoulders called the wuxu, along with a network of air sacs connected to the respiratory system, provide the zefali with a powerful antigravitational force, allowing them to carry themselves aloft into the air. The wuxoi can be harvested to create balloons and other flotation tools, though current ccelimbar amulets are only slightly less effective and don’t come at the massive expense of a zefali’s life. 

Harpy-tamed zefalo will carry loads of up to 600 kgs into the sky with them, and can be harnessed to pull along harpy hot air balloons (covered in a later post). A zefalo caravan does not move very fast, generally only 10-15 kilometers in a day. 

Zefali are a keystone species in many regions, both engineering more diverse and abundant forests and swamps, and acting as the primary food source for larger predators such as the kessarian. They graze on the many lianas, grasses, nuts, fruits, and floating flowers of the skyland ecosystem, and have even been known to eat the occasional small animal. 

Keeping a zefali herd requires a large amount of available pasture. In practice, harpy ‘herdsman’ will simply let the zefali matriarch choose where the herd goes and when, following along in mobile tent villages. Harpy-tamed zefali will often be decorated with jewelry and drapes of cloth, which they seem to find amusing and can grow quite attached to.

Zefalo are capable of a wide variety of sounds, from deep rumbles to high-pitched chirps, but they do not have the syrinx or mouth dexterity to speak. They do seem to understand a lot, and are capable of remembering across decades, forming habits and personal opinions, creating complex plans and cultural practices, and actively cooperating when they understand what is being asked.

A zefalo is generally unbothered by most creatures, with an easy-going and friendly temperament, though they are fierce and terrifying protectors of their young. They can live up to eighty years, and are mature adults by ten, although they will continue growing slowly until their mid-sixties. Zefalo females usually bear between 6 and 12 calves over a period of three decades, usually one at a time and spread out across the years of their lives.

-picture taken at Wild Lights at the Louisville Zoo

u/PhoebusLore — 7 days ago

Thaumaturgy Thursday: Magic-Assisted Song Economics

Song Economics

Mita (Debt), Noleqio (Charter), and Contari (Song)

No Coins, No Moneys

Money has never seen much use among the skylands of Trezera, either among the harpies themselves or with their primary trade partners. It is one of the most disconcerting things visitors to the Traveling Market will notice; goods and services are given for a song, but no coin exchanges hands. Harpies say metal currency is too heavy and too rare on the skylands to be practical, even while wearing gold necklaces and brass leg bracers.

So why won’t they use common currency, and how does their system function? When the song is sung and services given, how do the harpies know they will be repaid in kind? What social structures and systems are in place that keep outsiders honest? Without money, how do they track expenditures, resources, or wealth?

To the harpies, this is simply the way things work. They’ve tried coins before, and they tell stories of being cheated and chained and starved by foreign interests. No one can chain you with a song, they say.

But how does it work?
Gift economics, sophisticated accounting, centralized markets, and a little magic.

Underlying Systems & History

Harpies come from a longstanding gift economy. Gift economies are common the world over in small communities, where family and neighbors rely on each other to survive. One person lends a hammer, another shares surplus grain, and all pitch in to build a house. Nobody expects immediate repayment for gifts or services, but all are continuously in debt to one other. The focus is on building social relationships, and there are strong incentives to be generous.

Gift economies break down when strangers can take from the community without repayment. To solve this problem, harpy merchants established networks of trusted trade partners, traveling the same routes over and over. These trade networks were often reinforced with marriage and family ties between harpies, and the symbolic exchange of community members with non-harpies. Dream pearls from the sea below were used to maintain these ties across great distances. Large stone carvings commemorated the trust between trade partners. These prototypical stones became the basis for the modern Charters. 

Unlike humans, harpies possess a syrinx, which allows them a much greater range in sound production. They are also more keyed into complex changes in pitch and tone. Using these natural advantages, the harpies developed a uniquely musical language and accounting system. Harmonies and motifs were adopted to encode complex economic information orally.

When the skylands were conquered a millennia ago, harpies came into contact with human money systems. Money was used to “buy” their skylands and force them into servitude. Harpy gift economies kept their people resilient against the rigors of colonial extraction, growing more nuanced under the pressure.

The Sphinxes return to power in Meridian and deployment of a centralized storehouse system revitalized the harpy gift networks. The Empire sought to starve out the fledgling nation through taxation and blockade, but that only made the new system spread faster as coin drained from local economies. The new economic model relied heavily on labor taxation, redistribution, and community credit models, forging the various harpy clans into a single nation and people. Paired with the longstanding principles of gift networks, the Meridian mita was born.

Mita: Duties

Trezera relies heavily on community storehouses for food and other public goods. Storehouses measure the total shared resources available for a community, with members of the community borrowing or being lent resources as needed based on the credit they’d earned through their own husbandry of the community resources; through their mita

Mita is an individual's debt to society. It's those things a person requires from a society to live, as well as what is required from a person as a result of living in that society.

Working any job puts society into your debt on your 'mita' account, while anything you take from society goes on your tab. Songs record both, while Charters unify all the songs into a single community register so that at any time anyone can check on the mita of anyone else. There is strong cultural momentum in adding more to society than you take.

The mita also requires a certain amount of labor for hard or difficult jobs that most people don't want to do, but which don't require much training, like field labor or dredging guano pits. The Charter allows the recorded members of a community to take turns at semi-random doing these types of work. Some people will do this work all the time because they don't mind, but most people will develop a craft, service skill, or trade that is considered more valuable to the community, and will get called in less often. Very skill intensive and valuable jobs, like a doctor, won't get called on for physical labor more than once a year or so.

Paying with a Song

Song-based exchange has several distinctions which separate it from a monetary exchange. The biggest is that songs act as a receipt or public record rather than acting as an intermediary of exchange.

Money as a physical token of exchange can be counted and accumulated. Money is said to have innate, fungible value. It has an issuer (usually local government) that harnesses its value and controls aspects of the economy. Accumulating money is requisite to participating in the market, and wealth hoarding is strongly incentivized.

Songs, in contrast, do not have the property of quantity. They cannot be accumulated and are valueless in a sense. They are not issued by a central authority, and they cannot be hoarded. Songs only exist when they are needed. They are lost if they are not shared, and they rely on active recognition and cooperative participation. Finally, (almost) everyone can sing, so they are automatically equipped for the market.

A song’s only exchange value is as a receipt of goods and services rendered. It facilitates a variety of exchanges including record keeping, time exchange, direct exchange, barter, swapping, gifting, and sharing. It places the focus on the goods needed and services rendered, rather than the medium used to exchange them. The true value of the song is trust-weighted social memory.

Paying with a song discourages static accumulation and promotes generosity. A wealthy person is one who gives generously and often, whose agreements are widely trusted and whose obligations are honored.

Songs establish a history of credit and exchange, formalizing gift networks. Because of the interpersonal nature of the songs, trust and longevity in trade is valued, i.e. long-term partners gain in value as they prove their worth. Trust in the system comes from the transparency of shared verification and community accounting. Unresolved debts create musical tension, with greater debts growing more obvious over time.

Contari

The word for the song contracts is contari, literally meaning “accounts”. 

Contari are highly formalized oral contracts or trade agreements. Contari in written form can be passed between non-harpies as a form of bank note or IOU, but harpies don't recognize the agreement unless it is formally sung, perhaps with accompaniment for those without a syrinx. Humans of the South who deal often with harpies will use specialized instruments like the double-necked saze, the microtonal kitare, or use a clavichord. Peoples of other lands and other music traditions are encouraged by harpies to add their own unique sound to the contari

An individual contara can contain detailed information about the participants and the history, quality, and quantity of the goods or services through the notes, timing, and tones as well as the words.

Contari can be negotiated by altering the song, though the song is not ratified until both parties sing in harmony. Contari are not necessarily pleasant to listen to like traditional music, as their primary purpose is record-keeping; but they often have a certain rhythm through repeated exchange.

In preliterate communities, all contari are sung before the local council of elders, and any unsettled debts are addressed every two years. With the introduction of writing and scribes, contari records are kept with the community storehouses and inscribed onto the Charters. 

Relatively recent (past 200 years) developments in charm magic capturing and recording sound with ccelimbar, as well as numerology, have allowed the contari to be embedded into the Charters, providing detailed and archived records of a region’s economic history. Through the song records, the credit histories of local participants can be preserved across a lifetime of dealings, and can be accessed by anyone in the community. Debate rages in the Public Forums on whether the Song Library is a model of transparency or an invasion of privacy.

So far, each Charter records only localized exchanges. Some believe it would be possible to network the Charters into each other using the dream pearls, but nobody has quite figured out how.

Sacred Charters

Charters can be understood as a form of currency, a community record, and a shrine for worship. They can be used to mark borders and are often valued treasures.

Historically, Charters were carved stone and could take many shapes, from totem poles and statues to wheels. In the modern era, noleqoi are made of adobe and filled with stones and sand. They are smooth tower structures roughly 5 meters tall and 3.15 meters at the base, narrowing to 3 meters at the top. The edges are rounded, and the top has a spherical hole a meter wide into which a gong is placed. The hole is plated with ccelimbar, and a brass gong is suspended in the middle like a speaker.  Charters are covered in writing, both in trennu and with any local language, and in addition often have images of important local plants, animals, and deities. Many are gilt with copper, jade, and other precious stones or metals.

When the Charter Song Library is accessed, the vibrations of the gong play back any song previously recorded.

There are currently over 17,206 individual noleqio throughout Trezera, with uncounted others scattered in distant lands along the circle of Sojourn. More than half of those are the newly standardized Charters built in the past 70 years.

A noleqio is covered in writing detailing the accords. The writing on a noleqio records past and present agreements, exchange rates, goods, terms of use, services, and credit history.

In their function as a shrine, Charters both represent and house the spirit of a local god of prosperity. Harpy traders look at how well a Charter has been cared for as a sign of how much the local community cares for its chartered trade agreements. A neglected noleqio might be a sign to pass over a community, while breaking a Charter literally erases the ties between peoples, and is almost always followed by war. General care of a noleqio includes cleaning, veneration, and even small offerings. 

Charters can be exchanged, and doing so strengthens the bonds between distant communities. The transfer of a noleqio’s caretaker renews the treaty or exchange agreement. Each new transfer is recorded in the Charter, with song-contracts recording the exchange as well. Transferring ownership of a noleqio transfers both the responsibility and the blessings of that prosperity god to the new owner. When Charters are given ceremonially they do not change location. Each change of ownership is accompanied by ceremony, with no group keeping charge of a noleqio for longer than twelve years at a time. 

Noleqoi are magically resonant and do in fact provide a small, generalized blessing of prosperity to communities based on the care given to them, but the effect is very small.

Tradehouse Networks & Foreigners

Tit-for-tat agreements work with foreign merchants and to establish new alliances, but eventually people are going to want to be able to buy things and sell things separated by time and distance and relationship. And what about labor and services, how are they represented in the economy? 

With foreigners and outsiders, harpies prefer to set up trading houses that understand Trezera economics and are willing to sing contari and care for noleqoi for an exclusive trading community. They can be very belligerent about it, as they associate monetary market exchange with liars, cheating, and subterfuge. Having a Charter basically means a community has agreed to use song economics in the same way having money means you've agreed to monetary economics.

Along the Sojourn, some villages will use aspects of the harpy system, but often do not or cannot adopt the system wholesale without severely disrupting their own local economies. Song economics are flexible enough to work with local customs, but a lack of currency is always a point of pride. 

Special harpy brokers will use the dream pearls of the South Sea to Dreamsing across long distances to arrange record value of goods and services on local Charters. The harpy brokers rely on close family ties and threat of exile to keep them honest.

Altogether, the harpy economic system coordinates large and small transactions through song, charter, and trade house. Mita is accrued and paid to the community, and value is measured in generosity. 

TERMS

  • Ccelimbar (chel-im-bar) - alchemically treated, magically resonant amber used in a variety of applications
  • Contara, Contari - song contracts
  • Dream pearls - pearls from the same oyster allow people in different locations to share a dream. Through training in lucid dreaming, messages are able to be sent across distances.
  • Mita (mee-tah) - debt and credit
  • Noleqio, Noleqoi - Charters
  • Qitare - microtonal guitar-style stringed instrument
  • Saze - double-necked stringed instrument
  • Trennu (tren-yu) - language of Trezera

INSPIRATIONS

Gift Economies

Incan Centralized Economics

Halawa

Community Exchange System

Rai Stones

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u/PhoebusLore — 8 days ago

Fish out of Water

“I don’t understand why you have to go,” Nicola said plaintively. Luca’s little brother sat on the seaweed mattress, watching him sort through what would come with him, and what would stay.

“It’s a big opportunity, Nico,” Luca said, not turning. They’d had this conversation a dozen times already.

Ten years. Luca avoided thinking how much of Nicola’s life he would miss. How much of Tulu’s, and of little Mikalo, who was five now and would be fifteen when he returned. He wondered what it would be like to come back and see his brother and little sisters all grown up. His tail twitched in agitation, stirring the water. 

There was a  weight limit, and a lot of his wetfolk stuff wouldn’t have survived the dry upper altitudes of Sojourn anyways. Luca’s clothes were already in the net hamper. He’d be keeping an abalone pendant of his family’s pod, and a bag of seven pearls. “We’ll dream together every night,” Luca promised again.

“I know,” Nicola said, voice small. “I miss you already.”

Luca stopped packing to briefly give Nico a hug. “I know, big guy,” he said guiltily.

Nicola was only quiet for a minute before asking again, “Do you know what you’re going to be?” 

Luca grinned. “It’s a surprise. You know that.”

Luca knew exactly what he was going to be. 

“Awe,” Nico wailed in mock outrage, slapping wall with his tail. Then, more quietly, he asked, “Are you scared of the Change?”

“No,” Luca answered lightly. But his chest tightened. He wasn't scared of the change, but Luca was scared of what his family would say when he never changed back.

He remembered how strange it had been when his uncle Antonna had returned last year. He’d looked so much like their mom, but human. No scales or tail or gills. His feet were blocky, his fingers long, and his skin was pink and windburnt. Antonna had brought his human lifepartner Gariqe with him, and Luca’s mom had been so afraid that Antonna would stay human. She’d been almost rude to the poor man, until Antonna finally mentioned that Gariqe was making the Change with him.

Luca had asked each of them, at different times, the question that had pulled his mind like a riptide since he was young. 

“Do you want to stay human?” he'd asked his uncle Antonna.

Antonna still had the crinkly black hair then, and had carded a hand through it as they sat on the dock. He spoke slowly, working through his own answer. “It’s been a good experience, a good adventure. I’ll always be grateful. I’ve always loved exploring, it’s what made me volunteer for a Sojourn in the first place. It’s part of what drew me to Garic.” He shoved his stubby dryfolk feet into the water. “But I miss home. I always knew I was going to come back some day. I’m just lucky, I guess, that Garic would make this sacrifice to be with me.”

Antonna and Gariqe had stayed in the dryfolk village for two months, Sojourn slowly eclipsing the southern sky, before their time came, and they traveled up to Cuibo together. A week later Antonna was back to the fishy boy Luca’s mother remembered from ten years ago, and Gariqe had brand new coppery scales and a thick tail. 

Months passed. Gariqe was like a baby in some ways, learning how to move now his body was different, how to transition smoothly from air to water, how to navigate the reefs. But he was also very curious and open to new experiences. He was a little greedy and selfish, but that was normal of outsiders, and he tried his best to accustom himself to pesci ways.

One night, Luca heard Gariqe and Antonna shouting. In the morning, Antonna wouldn’t leave his room, and Gariqe was in the dryfolk village.

Luca found him, sitting at a dryfolk bar with an open glass of batora. He’d looked at Luca in consternation. “Your mother would kill me if she knew you were here.” 

“Then don’t tell her,” Luca had said, taking the stool next to him. He looked around at the other patrons, all humans. Some looked back, but most ignored them politely. “Uncle Antonna is worried.” 

“He knows where to find me,” Gariqe groused, looking at the batora between his now-webbed fingers. “He always finds me like this, you know. It’s how we first met. Me a mess, and him pulling me out of it.” He sipped the batora. Impressively, he only coughed a little. He must have been practicing. “Why are my gills on fire?”

“Gills are part of the insides,” Luca explained. “It’s like pouring alcohol on an open wound. My aunties usually eat fermented fish when they want to get drunk.”

“Fermented fish?” Gariqe said with some interest.

“Yeah,” Luca said. He pointed. “Why are you trying to drink that stuff anyways?” 

“I miss it,” Gariqe sighed. “That’s what we were fighting about, actually. I didn’t realize how hard this transition would be. Anton tried to warn me, but I thought I knew what I was going into.”

“Do you sometimes want to change back?” Luca's own casual tone rang like a stranger's voice in his ears.

“Go back to human?” Gariqe repeated.

He held one webbed hand to the lantern, watching the faint translucent glow between his fingers. “I haven't told you much about Aelbaion. It's a miserable place. I was miserable. Cold and grim and hungry. My whole family was... well, it's peaceful now, but it wasn't always. I didn’t have anyone and didn't need anyone, I thought. I’d thought, sneaking onto Sojourn, I’d tricked my way into the easy life.” He gave a short laugh. “The Sphinx disabused me of that notion pretty quickly. But then I made friends on Sojourn. I met Anton, someone I could rely on completely. And you, your siblings, Anton’s mom, all of you have treated me like family. How could I give that up?” Gariqe lowered his hand. “So, do I miss being human? Yeah, sometimes. But I’m not going to change back, if that means losing Anton.”

That had left Luca feeling both relieved and a little sad.

Now it was Luca’s turn to make the change. Luca would be representing their people, the pesci, for only the second cycle on Sojourn. This was a right they had fought for, still fought for in the Council of the Twelve on the skylands. Even now, pesci were only allowed to Sojourn if they took a different form for the journey. A precaution, some said, as the intense dryness, cold, and altitude would otherwise kill one of the fishfolk. Others said it was just to keep the pesci grounded. 

This was Luca’s chance to repay the mita. It was also a change he desperately wanted. Luca himself wasn’t quite sure what compelled him, but he knew that he needed a chance to be someone different for a while.

It didn’t take long before Luca joined his parents and sisters in the living room, Nicola sulkily slithering out of their shared room behind him. Nicola had been excited, months ago, to find out he’d be getting his own room, but he wasn’t excited now, when the hour to leave had arrived.

They made a quick supplication to Zepo, the local goddess of frogs and fishing, and then had a family hug before leaving. Everyone pretended not to notice the tears. Luca wasn’t sure if the tightness in his chest was homesickness or excitement.

Antonna and Gariqe and grandma and aunts and uncles and cousins all gave them presents and hugs and kisses at the village docks. Finally, they left their home in swampy Gionu, poling the reed gondola between the house stilts and mangrove trees of the village and towards the shadowed bulk of the island in the quiet darkness before dawn.

They made the shore just as the sun shimmered over the horizon. Luca was soon short-breathed as they trudged up the long road that zigzagged into the highlands of Ombreje. After listening to Tulu complain about her feet and picking up Mikalo to carry for a couple miles, Luca figured out pretty quickly why they hadn’t ever gone to Cuibo before, even though they lived practically beneath it. Altitude made distances deceptive.

It took a hot three hour walk to the harpy village and the hot air balloons, forty minutes waiting in line, and another forty minutes catching their breath and adjusting to the altitude before they landed on the harpy skyland Arpellona, in the square of Cuibo.

The capital was as crowded and loud, but not chaotic. Music soared up with the harpies at every stall and street corner. It was dry and cool, of course, but not unpleasant. Overhead, harpies flew along the skyroutes marked with windsock flags posted throughout the city. Despite the sheer volume of flyers, they flew in harmonized rhythm, like an elaborate dance. Luca had a hard time tearing his eyes away.

They passed through the crowded city and beyond, to the perfectly scooped-out Egg Valley, finally coming into sight of the Vale of the Sphinx. Luca couldn’t stop smiling.

This was it.

At last, they passed through the great double doors and into the inner sanctum, waiting their turn as the Sphinx sat, dwarfing the line of petitioners. Luca tried not to stare too openly at the oldest being in all creation. Although he reclined couchant, feet and wings tucked and tail idly swishing, the Eldest was still eye-level with his human and harpy visitors. His mane and fur were almost totally white and his wrinkled skin was a dark nut brown. His face was leathery like a dried prune, but his pale blue eyes still shone with lively intelligence. Shimmering blue robes pooled around him.

His face brightened when it was the pesci family to be ushured forward. They all bowed low, and the Sphinx nodded in turn.

“Ah, gentle pesci, welcome. It is not often that we see our finned siblings in the capital. How may I help?” His voice was gravely, and though it was nearly a whisper it echoed through the dark chambers.

Taking a deep breath, Luca stepped forward, ahead of his mother. "I seek the Change, Honored One. I will be joining Sojourn this cycle."

“Ah, you come seeking the Change," the old sphinx mused. "It has been a few centuries since last the pesci wished for the Change.”

Luca wondered if he should mention his uncle, but thought it would be rude to interrupt.

“You are to Sojourn in twelve weeks? You will join my youngest.” The Eldest looked far away for a moment, old pain on his face. “I do hold faith with her. In some ways she is the best of us. But we are only three, and I do worry.” He shook his head and returned to the present. “Be that as it may. What is your name, little pesca?”

“Luca Sireno, Honored One,” Luca answered.

“Very well, Luca Sireno. You may approach.”

Luca came forward and dropped to one knee, taking one offered finger of the clawed hand.
What the Eldest said next had the heavy familiarity of ceremony. “The Change is both a blessing and a burden of the People. It allows us to walk on four limbs, to swim with three, to fly or run with two. It opens our eyes to the lives of others. It grants us the ability to choose what we are. Take this gift.” 

The sphinx breathed in Luca’s face, warm and moist and smelling faintly of garlic and bacon. Where the breath touched Luca’s skin tingled with magic. “Be a bridge of understanding among the People. Be brave, little one.”

With that, the sphinx laboriously got to his feet, leathery wings flapping with the effort. “Now is the time to say goodbye,” The Eldest said, nodding to Luca’s waiting, silent family. “When next they see you, you will be reborn.”

Luca got up shakily as well and was engulfed by his family in a steady wave of teary-eyed hugs and admonitions. “We love you,” he heard over and over. “Come back to us,” they begged.

“I love you,” Luca said to each one. He hugged Nicola, and Tulu, and Mikalo, and his mom, and finally his dad.

"The Change doesn't change who your heart," His dad had whispered. "No matter what you become, you will always be ours."

Luca wondered if his father knew what was in his mind.

But then he was being led away by a human attendant through one door, while a harpy ushered his mother and father and sisters and brother back through another.

The hallway was dark and sloped downwards, lit only by the human attendant’s torch. It grew almost chilly underground in the stone heart of the Arpelonna. Soon they reached a softly illuminated cave where a glowing chrysalis the size of a tree pulsed amber and blood red light through the darkness. It reminded Luca of a heartbeat. With a start, he realized the light shimmered in time with his own heartbeat.

Or perhaps Luca’s heartbeat matched the rhythm of the chrysalis.

The Eldest was waiting at the base, even his great bulk dwarfed by the structure. “This is the Relic,” he said, gesturing one wing upwards. It looked to be smooth stone, but the Sphinx stuck a claw into it and cut a hole down to the ground as easily as a spear through fish. Bright light spilled out. The Eldest pulled one corner away like a tent flap.

“What do you wish to become, little one?” He rumbled.

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u/PhoebusLore — 11 days ago

Trezera has access to trade from across the world through Sojourn; but in practice, the most common textiles are local. The two primary textiles are linen from starflax, ifin, made from a flax variety native to the skylands; and alan wool from 15 kg cloud-stepping sheep commonly kept on Meridian. Alan is finer and softer than regular wool, and is often exported. Rafan is made from palm fibers are used to make a variety of items including hats, aprons, mats, and other items. Sharkskin and other leathers also have a variety of uses.

Different textiles are enhanced in different ways. Rafan, for example, is often resistance-dyed into various shades of brown, while ifin flax and alan wool are both steeped and dyed using batik (wax dripping) and ikat (thread dipping) methods. Leathers will be pressed with various filigree designs, while sheer ifin linen is embroidered. The wool can also be knit into various patterns.

Harpy clothing generally consists of a pleated skirt or kilt-like garment called a fustanela combined with a draped mantle similar to a poncho called the capesca. The capesca covers the back and wings like a long tabard. The capesca can get very long indeed when used as a banner, trailing behind like the tail of a peacock.

A bandolier-style crossed harness or fruva is preferred over a belt for carrying purses and other small items.

Human-style shoes don’t work for harpies, who so often need to use their feet as hands. Harpy cultures often regard walking as a somewhat demeaning activity, both because they’re not very graceful on the ground, and because they associate it with childhood. Instead of shoes, they wear something like a long-sleeved glove or sock, called a bransë, with holes for their digits and leather pads at the base and scutes. Sometimes they are worn with single-digit claw-like covering called a cliscë

It is not uncommon for harpies to wear linen coifs or coifi over the head, protecting the ears and tied on with fat strings. The coifa comes to a soft point, and might either hug the head, or hang down the back of the neck. They might also wear a fat-brimmed capuccio.

Goggles or spexati are also sometimes worn to protect against the sun. In earlier times they were made of thin cloth with perforated holes; but in the modern era the best are made with leather and smoked glass.

Harpies are fond of various forms of jewelry including pearl and pucca shell necklaces, earrings, pendants and amulets, neck rings, thumb-bands and toe-rings, earrings, nose jewels, ankle bracelets, and of course the practical ccelimbar charms. Men tend to wear quite a bit more jewelry than women, who will generally only wear charms and earrings.

While on Sojourn, harpies might also wear a quilted hood called a xapo in winter climates, along with a thicker or fur-lined fustanela and capesca. 

In the more tropical regions, the capesca and xapo are disregarded altogether, leaving only the fustanela for decency. Meridians do not think it indecent to be fully nude in public for sporting events or swimming, but will otherwise cover up.

A variety of creams and powders are used to smooth the skin and enhance the color of the lips, but kohl is the most common and widespread makeup among harpies, used by all ages and sexes.

Tattoos hold religious significance. They denote devotion to specific deities, usually local or personal, though professional Clerics will get identical tattoos to signify unity in service. Tattoos are often used for medicinal purposes or to ward away evil, with specific incantations worked into long lines along the meridians of the body. 

Male and female harpies wear much the same clothing, though of course the cut is slightly different. But the greatest difference is in color and adornment. Men wear much brighter or more intense colors: turquoise, gold, scarlet, or amber, but also black and gold. Women are more likely to wear less intense colors, but more intricate geometric patterns. Men will also wear more outlandish or elaborate jewelry compared to women. The stereotypical man of Trezera is obsessed with muscles, beauty, and physical appearance, compared to women who are more concerned with subtler traits that signal virtue and virility.

Children tend to wear only a fustanela, and mark the change from childhood to youth by beginning to wear the bransë and capesca as well.

u/PhoebusLore — 16 days ago

-seven years ago-

They saw the first Demon Nest after five weeks of floating west by northwest,  following the Iblesca Archipelago and crossing over Sirentera before turning due north towards the interior highlands Eyninyao had once called home. The land here was rugged, with deep valleys and steep mountainsides covered in dense rainforests. Occasionally a sinkhole, rock outcropping, or yawning cave mouth provided a terrestrial guidepost to match with the stars at night.

Oriol had begged the Foreign Trade Council to consider her trip for months, had managed to scrap together a small crew, and had been granted an array of first-time trade goods and barges. This was all riding on her shoulders, and as much as she believed in the risk, she still breathed a sigh of relief at the first sight of winged shapes appearing over the distant hills. She ignored the twinge of anxiety that they were larger than she’d expected. Much larger.

It hadn’t been easy to get the Council to approve this trip. Sirenteri told bogeyman stories of the fierce Demani of the highlands, but there hadn’t been much else known. Not until an enterprising little Demon had flown up to Sojourn and stayed with them for three enlightening years, during which Oriol learned his language and was fascinated by the little that Eyninyao shared about his people. 

The three balloon barges crested a rise, and suddenly the Nest was in view. The Nest was larger than Oriol expected. Much larger. The roads and structures weren’t as obvious as those in human cities, but the land was sculpted in definite geometric shapes, terraces and low walls, trees planted in honeycomb patterns divided by shorter rows of shrubs and herbs, and stepped stone structures with massive doorways and shaded landing zones.

Eyninyao had been shorter than she, and while many of the Demons below seemed of similar size to humans, some were much larger.

“Holy Azhe!” Lora swore next to her. “That one’s as large as a dragon!”

“You’ve never seen a dragon,” Fanna told his son. 

“I have,” Lor retorted. “A few came to trade from Gold and Green Fields last year. While you were still on Sojourn. Just because you missed half of my life doesn’t mean it didn’t happen.”

“Gentlewings, please,” Oriol interrupted. “First impressions are important. You can argue on your own time.” 

The nest had hundreds of workers flying in and out of the large entrances, resting on ledges, walking in well-beaten paths, and tending to the orchards. In distant fields, Oriol could see herdsmen with animals she didn’t recognize. The visible entrances and windows were decorated with extensive artwork and carvings. Further from such openings the artwork continued, but with less frequency. 

“Time to make a first impression,” Oriol said, baring her teeth in what she hoped would be taken for a smile. “Fanna, signal the other barges to wait on my command before landing.”

She plunged off her perch and used her talons to spread the white and silver train, making a wide circle around the largest structure and displaying her banner like a peacock’s tail. She headed for the largest structure on a diagonal, making a full circle with a little loop. “Come on,” she urged, watching Demani below nervously. Some stared back up at her, but only two of the largest Demons flew up to investigate. 

Oriol hadn’t realized just how big they would be. Two soldiers flew up to meet her, large wings thrumming like a hummingbird’s, powerful tails lashing. She felt like a sparrow surrounded by ravens, but tried not to let the obsidian-pointed spears get to her. Taking a deep breath, she called out in her best Demani.

“I come bearing gifts. I would like to establish an economic arrangement beneficial to all sides that would increase the resources of the Nest.” The phrasing was a bit ostentatious to her ears, but Eyninyao had assured her it was the proper address. “Who should I speak to about landing?” 

The two horned soldiers looked at each other without speaking, faces within inches, before one flew back to the ground. The one that stayed pointed her spear to one side. “Do not approach any nearer to the Nest. We wait for the Nonyaon merchant.”

Oriol did her best to glide in a slow, nonthreatening circle, the massive soldier watching her closely. A few more soldiers joined the first, though they didn’t make any threatening motions otherwise. They just formed an obvious line between her, her sky barges, and the rest of the Nest.

Finally a smaller Nonyaon flew up, flanked by a pair of the larger soldiers. This one smiled in greeting, though the gesture seemed practiced, like something learned from others. Nevertheless, Oriol was reassured. She assumed this was the *Nonyaon*, which Eyninyao had tried to explain as a specialized working class, but with considerable respect and great variation.

Then the Demon flew up right into her face, requiring a bit of fancy near-hovering. Eyninyao had also had the habit of getting within inches of her face to speak; but she hadn’t thought the practice extended to in-flight conversations. The Nonyaon’s face was more mobile and brighter than the dark-visaged warriors surrounding them.

“I come bearing gifts. I would like to establish an economic arrangement beneficial to all sides that would increase the resources of the Nest,” she said again. She then indicated the sky barges about a hundred wings behind her. “My companions would like to join me. Is there a place with sufficient room to land and speak?” Again,  she spoke in the Demani language. Hopefully speaking the local language would establish her desires for trust and reciprocity. 

The smaller Demon considered the request a moment. "Landing in the clearing to the left may be acceptable," she said.

Oriol nodded in gratitude and turned her head back over her shoulder to look up at the balloons. She whistled a few sharp notes, and received an answer. Moments later the sky barges drifted north towards a large clearing.

Oriol turned back to the Nonyaon, still doing her best to hover. "I am Oriol Madenno, and I have heard lovely things about the Nests of the Ayetho. I come from the Nest of Harpies to see if we might trade with one another. My people believe that trade is best accomplished through gifts."

"I am Nonemnyes," the Nonyaon, Nonemnyes, introduced herself, before continuing, "Many do not care for our customs." She blinked her nictitating membranes slowly, something harpies would associate with sarcasm. Oriol wondered if it meant the same to the Demani. "To keep trade civil, we will look at your wares, then present ours." Nonemnyes explained.

Oriol nodded quickly. "That is agreed. 'To keep trade civil, you will look at our wares, and then present your own.’" Oriol sang the sentence back to Nonemnyes, and then explained. "My people account our agreements through song.”

It took about a half hour for the trade barges to land and balloons to deflate enough to anchor them. In that time, Oriol took over directing her crew–twelve humans and five other harpies–to unload their wares. Fanna himself, together with Lora, carried the wide grass-woven mat on their shoulders and unrolled it in a long line before the waiting Demons, Lora glancing up at the larger soldiers nervously the entire time. Oriol’s daughter Lirio carried over a few perches, and Oriol settled onto one, grateful for the extra height which allowed her to look most humans straight in the eye. It put her at the same altitude as Nonemnyes as well.

From there, Oriol directed her companions to roll out large woven baskets. One by one the soft man-high baskets disgorged their contents from the multiple pockets each filled with different items. They started with the largest canvas bags, filled with fine woolen fabric dyed with feathered patterns using batik waxing. Then they arranged bags of feathers from tropical birds, and other bags of unprocessed wool. 

Next to these were placed smaller bags of sugar and bananas, and jars of molasses, tobacco, and tea leaves. On another mat they set up figurines of jade and abalone, clam shells filled with tiny pearls, a pair of volcanic mortar and pestles, and black clay pottery. Finally, they set out smaller amounts of musky verdegris, bottled perfume, and of course chelimbar amber charms.

When they were done, Oriol selected a shark tooth the size of one of the massive soldier’s palms. It was carved to resemble two human men in a fishing boat, with the triangle of the tooth as a sail. Eyninyao had been enchanted by it. "We traded with the people of the South Ocean for this. Please accept it as a gift. Examine our wares, and let us know what would be pleasing to you."

The Demon merchant accepted the carving with apparent indifference, setting it aside as she looked over the rest of the goods. Oriol’s heart sank. She knew such things had more or less value in different cultures, but she’d thought–but Eyninyao had confessed that, even among his own people, he was an eccentric. She hadn’t realized his love of trinkets was part of that.

Despite no words being spoken, a soldier–Oriol vaguely remembered the term “Oaf” or “Aof”–departed, returning shortly after with a gradual trail of other Demons both large and small, each inspecting the items alongside Nonemnyes, as if the examination was a collective endeavor. Despite the obvious interest, they were distressingly quiet about it, not seeming to speak much among themselves if at all, and leaving with the same silence.

“This is not going well,” the human woman Tosco worried next to her. 

Oriol hooded her wings in irritation. “Give it time,” she said, keeping her voice light. “Eyninyao was just as quiet. He expressed interest in other ways.” Oriol believed in this mission.

“They didn’t accept your gift.” Tosco said, pointing to the shark’s tooth lying on the soft carpet next to the merchant Demon’s feet.

After about a half hour, Nonemnyes seemed to finish her inspection of things. She turned back to Oriol, again face within inches, and said, "We may be interested in some of these wares."

Oriol couldn’t help a small sigh of relief, “That is good to hear.”

Nonemnyes continued. “The weavers seek the fabric, feathers, and thick fur.” Oriol thought that by that, she meant the wool. “The cooks seek the sugars and fruit. The Tsatsiu seek the dye and gems."

Around them, the Demani still walked along the rugs set out with goods. They still didn’t speak out loud, but now Oriol noticed how often they would bring their heads together briefly before moving on. 

"What do you use the small stick and bowl for?” Nonemnyes asked. “Are the pungent leaves edible or medicinal?” She said, pointing at the jars of tobacco and tea leaves. “What is the pot of liquid flowers for?" She pointed at the tiny glass bottles of fragrance.

“The stick and bowl are called a mortar and pestle. They are used to grind spices and herbs to flavor food.” Oriol explained. “It can also be used to crush grains and make a small bread, or to make powders for potions.” She whistled to the human Mafe Biancu-Mara, who saw where she pointed with her lips and brought her the mortar and pestle along with a small bag of leaves.

“These leaves are called tobacco. It is a type of herb." She demonstrated with the dried tobacco leaves, crushing them to a fine powder before adding water to make paste in a bowl of pottery. "After it is boiled, use this paste to clean teeth or numb pain. Tobacco can also be burnt in a tent to create a pleasant feeling in those present."

Oriol had Lirio fly back to the barges for her small teapot and tripod, as well as a large metal dish on which to start a small fire. While she was gone, Oriol pointed to the next jar of leaves. "The tea leaves are boiled in water to make a bitter drink. I prefer it with some sugar. It leaves one feeling refreshed." She could really use some tea right now. 

Oriol pauses, remembering how many of the Demani looked at the goods communally. "I can make enough so that 1,012 who wish may try a cup,” she added reluctantly. “But I would need a large pot to boil the water, and they would have to share cups." She reflected wryly that the trip back would be dry without the tea, but if it went over well, it would be worth it. 

"The pot of liquid flowers,” she continued, “Is used to give the body the scent of flowers. It is very desired among the human nobles."

Nonemnyes seemed to consider each of these statements curiously. "We may seek smaller samples of such items," she said at last. “They are more novel, so naturally cause for skepticism, but not to such an extent as to be refused.”

Oriol blinked. “Of course,” she said. She wasn’t sure if that was good, or bad.

"If it is desired, we shall begin to present goods,” the Demon added expectantly.

"It is desired, but there is one last thing I wish to demonstrate," Oriol said. She smiled a bit to herself as Lirio arrived with her tea set. Taking a chelimbar charms in the shape of a flame from her ankle, she held it to the tinder under the teapot. With a word, it burst into flame. 

Oriol held out the charm for Nonemnyes to inspect. "This is a specialty of my people. These charms can be used by anyone, even if they have no talent for magic themselves." The chelimbar charms were often the most valued items in many ports across Ashagon, though of course some peoples had their own magical culture, or even disliked magic. But Eyninyao had not been one of those. 

She wondered suddenly about how much she had presupposed from knowing one individual of an entire race.

Nonemnyes looked at the flame with interest, holding the charm close for inspection. "This is an interesting gem. Does it only make fire? How many times can it do this?"

"This one can be used to make fire five times in a day, and can be used 510 times." Oriol said. "Some can be used more, and some less. This one only makes fire, but there are many charms. Each charm does something different." 

Oriol gestured to four others out for display. "That one makes wood softer, so that it might be woven like cloth. That one creates a gust of wind for a few moments, aiding in flight.” 

“That one can be buried in a field or hung in a tree to ward away pests; Although,” she added warily, “It should only be used when the plants are fruiting.” She did not want these new trading partners to blame them for failing crops because the bees would not come to the flowers. 

“This one can be placed in a bag to cool what else is placed inside. The charms will last longer or shorter depending on the skill of the charmcrafter and how much it is used, but most can last a year or two."

The Demon seemed to lose interest again. "We will consider the charms for a future visit."

Oriol’s heart sinks. That was her ace, but she nodded her assent anyways. "If it pleases, we would like to see what goods you might wish to trade."

Nonemnyes once again seemed to speak to the Demani without more than a few words, and then she and more Demons brought out an extensive variety of foodstuffs.

On their own straw mats, Oriol saw arrayed a dizzying assortment of nuts and seeds, ranging in size from that of a pea to the size of her head. There were various large fruits spanning nearly every color of the rainbow, and smaller fruits and berries as well. A collection of bean pods, gourds, roots, and tubers accompanied them. Some flowers, leaves, and bark were also brought forward, more so in the form of powders and spices.

The Demons also brought out woven goods, such as baskets, hats, shoes, mats, and even body clothes and bedding, all made of plant fibers. The textiles and woven goods in particular were very ornately decorated in woven patterns, embroidery, and dyes, showing colorful characters resembling Demons performing various tasks.

Some particularly notable woods and stones were brought forward as well. The woods showcased included a range from dark ebony to vibrant purples, all the way to a stark white. The stones brought were a seemingly random collection of nonprecious, semiprecious, and precious gemstones, as well as surprisingly clear glass fragments and some natural glasses such as obsidian.

Oriol and the harpies and humans who went with her looked on in amazement at the great variety of seeds and nuts and fruits and beans, gourds, and tubers. Some were familiar, like the purple melons and the razeli nuts, but many were unknown. 

Oriol thought how similar to the Demani they all looked together, talking excitedly to each other about different items that caught their attention. Their two peoples were very different, but in this they were the same, sharing the decision-making as a group.

Oriol asked questions about how long each item would last; even with good wind, the trip back to Trezera would take three or four weeks.
 
Nonemnyes told her how long each of the different foodstuffs lasted. Most of the seeds and nuts could keep for months to years with proper storage, but many of the fruits and berries would not last as long unless preserved or dried. When dried, they could last nearly as long as the nuts and seeds. The beans, gourds, and tubers all lasted decently long in storage, though the Demon merchant also advised drying for better shelf life.

“Is it permitted to try the unfamiliar items?” Oriol asked.

“Tasting what is here is permitted,” Nonemnyes said, gesturing to the spread. “It is only a display.” 

Anselmo and Desidera were both interested in the bright dyes and Demon-illustrated textiles. Oriol was also interested in some of the tasks the Demani were shown performing, and asked questions about life in the Nest. Here, information was less forthcoming than Oriol would have liked. Questions about the inside of the nest were only answered in general terms. Nonemnyes would say what a specific scene was showing without elaborating where or when, and Oriol soon dropped the topic, as it seemed impolite. 

Oriol smiled to hear Fanna and Lora exclaim over the different samples of wood. Fanna kept admiring the fine grain of the purple wood, while Lora compared the ebony and the pale wood, almost like fine ivory, hand in hand.

Oriol herself moved on to the stones. She knew harpies viewed mined materials differently than many human cultures, placing more emphasis on beauty than rarity or ‘worth’. She wondered how the Demons valued such things. 

There were a great variety of sedimentary minerals separated into their own baskets. She recognized opals, turquoise, malachite, azurite, chrysoprase, chrysocolla, sapphire, ruby, and many varieties of quartz, chalcedony, rhodochrosite, amber, beryl, and agate. 

Oriol also noticed several varieties of metal ore being treated as gemstones, particularly ores of silver and copper, but to a lesser extent iron, and nickel, and other ores as well. There were even some geodes and a few fossils. Notably, there were no processed metals. That disappointed Oriol, as metals were vital for continued Trezera independence, but she thought the rest on offer would make up for the lack.

None of the precious stones were faceted like human gems. They were either polished or carved, or left in their raw state. Stone was difficult to trade in sky barges, as the weight was often too much to justify the expense. But they were pretty nonetheless. She particularly admired a bracelet of tiger’s eye beads, and a pendant of lapis lazuli carved in a design she did not recognize. Perhaps she might persuade some Pesci traders to make a journey upriver.

Loud laughter brought Oriol’s attention behind her, to where a few of her younger tradesfolk, including her daughter, were trying on the samples of Demani clothing with mixed success. Though many of the Demons were near human in size, their powerful tails and wings meant they left large openings at the back and buttocks. Tosco tried one garment on, leaving her behind bare, and was slapped by Luca. Her shriek of outrage and subsequent chasing of the laughing Luca, all while showing her backside, and Lirio egging it on, had apparently caught the interest of several Demani. The Demons did not seem offended, however, so for the moment, Oriol let them be. The hats looked somewhat silly, but they might make for some interesting curiosities to the younger folk of Trezera.

Nearby, Oriol heard Fanna using his own stuttering Demani to ask a nearby Demon about the types of trees used to produce the wood, face inches away and gesturing animatedly as Lora looked on uncomfortably from the side. 

Elefio did not seem nearly as comfortable with Demani closeness, though her mastery of the language was better. She was practicing with one of the smallest Demons, a friendly and helpful child spattered with paint. 

Lora and a few of the others kept glancing nervously at the largest, Aofi, though the Demons did nothing more than one would expect from any other guard entourage, simply standing on watch. Oriol wasn’t sure, but she thought they even appeared somewhat relaxed. 

Dejaberto and her husband sang records of each item, while the human man Ansovina Macca made a similar inventory in writing. Once they were done, Oriole and the other merchants took time to confer with each other before returning to the trading carpets. "Truly, the Demani are blessed with many useful and beautiful things," Oriol said.

She gestured to the wool, feathers, and fabric. "I offer these to your weavers. There are more in my homeland, but here we have twenty pelts of wool, ten bags of feathers, and fifty yards of fabric. If it is pleasing, we may return in two or three month's time."

"We will prepare an appropriate landing place for your next visit," Nonemnyes replied; a positive response. "Take what samples interest you, if you so choose."

"We are grateful for the gift," Oriol replied, relieved. "Likewise, take the sugars and fruit, the dye and the pearls. Do you also wish for the tobacco or tea? Or the mortar and pestle?"

"We will accept your gifts," Nonemnyes answered, “Tobacco, tea, mortar and all else which is offered.” She paused. “Maybe not all the tea though, unless you insist on parting with it.”

Oriol almost laughed. “We can work together to make sure neither side is overburdened with gifts.” 

As the day wore on, they hammered out the finer details of the trade, which items were considered most valued to the Nest and which were most likely to be valued by the markets of Trezera. Precise amounts were negotiated tactfully. 

When all seemed settled, Oriol said again, "Among my people, such an exchange is remembered with a song. The song is sung by both peoples to maintain harmony. I can sing the list of items, and then we sing the chorus together. If you do not agree with the list of items, or believe I have left something out, we change the song. Is this acceptable to you?" Oriol asked.

"This is alright." Nonemnyes raised her hands, palms up. "If you do not need to leave immediately, we may provide a written account as well." 

"That is agreeable." Oriol doubted she could read it, but it'd be helpful to have regardless, for learning the Demani script.

Oriol then sang the song of the trade, the contare, listing each item in Demani and Trennu, as well as the quantity. Despite the length of the lists for both sides, it went faster than might be expected. The speed, scale, and tones of the notes provided greater context for the trade, but Oriol did not expect that to be understood as yet. As she sang, she activated a charm to record the song in two copies. One would be given to the Demons before they left. 

And so, the pair made the contract verbally through song, and made some smalltalk while the physical contract was prepared. 

Oriol looked over her tired entourage, and had one last request to make. “Would your Nest mind hosting us for an evening meal and a night of rest? It is a good time to get to know one another.” 

She cocked her head to the side, brooding at the setting sun. The Demons might not like letting them into the nest, considering how evasive they were with questions of the inner Demani life. It was a calculated risk. 

"It is important to know what a new trading partner finds offensive, and what is acceptable or even well-regarded. It is also an opportunity to rejoice and show pride in our respective peoples."

"Very well," Nonemnyes said, after a moment. “You are not a large group. 

Oriol and her party were led to the Nest proper, able to see more and more clearly the immensity of the structure. It was built on and into a mountainside, with freshwater access cascading through channels and into pools. 

The ground entrance was quite large, the opening upward of several meters, more than even the Aofi guardians would ever need. It was ornately decorated with carvings and bright painted and encrusted with jewels into various characters and patterns.

Oriol and the other harpies landed and hopped along gamely, conscious of how humans often perceived flying indoors, though Lirio grumbled about having to walk. “We’re not children, after all.”

“You think only children walk?” Fanna chuckled. “What must you think of us poor humans?”

Oriol herself was interested in the carvings and paintings. "Your structure is very colorful," she says to Nonemnyes. "Are these stories? Writing?"

"Some are. Others are simple well wishes or just art." Nonemnyes didn’t explain in much detail, and Oriol dropped the subject again.

Inside, the artistic renditions continued through every hall in sight. Countless Demani moved back and forth, both walking on the floor and flying overhead. Some Demani, noticeably smaller than even Oriol, were actively working on new artworks too. Maybe, she thought, it is nothing more than indulging in the artistic endeavors of children.

Oriol interrupted her conversation with Nonemnyes to whistle down one of the younger harpies, Arrona, when he stretched his wings to start flying. “I don’t want you flying off where you might not be welcome.” She scolded.

Nonemnyes didn't comment on the fluttering younglings, only waiting long enough to make sure they followed along.

The group didn't go far from the entrance before entering a suitably sized dining hall. Once again, nearly every surface was decorated in some manner, even including the furniture. 

The furniture consisted of a low table. Seating was cushions only slightly raised off the floor. Though the room was large enough to fit over a hundred, no more than a dozen Demons either sat or reclined at the low tables. One or another would pause briefly to look at the newcomers before returning to their own meals. 

The low tables and cushions looked similar to what the harpies and humans had at home, and they sat with grateful sighs after a long day on their feet. Oriol instructed her cohort to watch how the Demani conducted themselves and imitate them. She still remembered vividly the northern court where she and other harpes had been called barbaric and disgusting for eating with their feet.

Nonemnyes sat with them, and they followed her motions. The Demon sat with her legs to one side and her tail balancing her against the floor. For eating, there was limited dishware, but each guest had a personal plate and spatula-like utensils in front of them. Serving plates held the foodstuffs, with smaller bowls for sauces and containers for spices.

Nonemnyes ate the solid foods by hand, and used her spatula to take whichever sauce she preferred to her food, scraping it clean with the lip of her plate when changing between sauces. Dry seasonings were done by hand as well, by taking the small container and gently tapping out a preferred amount.

Oriol asked for bowls of water to wash their feet and hands, and was readily accommodated. The humans washed more out of custom, but for harpies it was a need to keep their foodstuffs clean of dirt or other things touched on the walk here. Removing their foot gloves and sitting gratefully on the cushions provided, they washed their foot-hands before carefully using the provided utensils to handle food.

They sampled the different dishes, with Oriol asking about the method of preparation. Fanna also offered a bottle of wine and some carefully selected cheeses to add to the meal. Nonemnyes accepted both with grace, though the Demons seemed to have no other alcohol available. Oriol made a mental note about that as well.

When asked about the scarcity of Demons in the meal hall, Nonemnyes explained that it wasn't a standard mealtime,“So there is little activity outside yourselves.” Some Demani would tip their heads inside at the visitors, their sizes ranging wildly from shorter than the harpies to taller than the tallest human in the merchant's crew. 

There were strange looks, but also curious ones, and ones that were indifferent. Each individual had their own reaction, even though all seemed to move about work together with that eerie, silent communication. 

Most dishes were bland, inoffensive bases for the sauces and seasonings to then bring to life. The majority had a variety of nutty and fruity flavors, in no small part due to the available foodstuffs to the Demani. Oriol found one spicy sauce very enjoyable, and asked how it was prepared. There was no meat, however, which Oriol found both curious and somewhat reassuring, considering the fearsome reputation of the Demani. Not all in their party felt that way about the lack of meat, but they luckily had enough sense to keep their opinions to themselves.

While they ate, Oriol did her best to entertain her hosts with stories of Trezera and the lands she had visited, though she could tell the stories were not always well received. It was not so much that she sensed hostility as she sensed a polite indifference, or perhaps a lack of shared experience. 

She asked what kinds of things were offensive to the Demani, and there got a more definite response. “Do not ignore the territorial boundaries,” Nonemnyes told her, explaining how to recognize them. “And do not disrespect any of the superiors,” seemed to be the two primary concerns. Oriole hastened to assure Nonemnyes that they would do their best to avoid either.

After the dinner, Nonemnyes showed them to a room for rest. Rather than separate quarters for men and women, it was a single large bedroom with prepared sleeping mats and crevices, enough for everyone. Having spent over a month in close quarters on the sky barges, the relative privacy of the crevices felt like a luxury. 

After asking for where to relieve themselves at night, Oriol and her companions settled in, discussing the day's activities once they were sure they were alone.

 "I'm not sure about this trade deal," Lora said, shifting uncomfortably on his mat. "They're not very friendly, are they? Not warm at all." 

"They were very polite," Dejaberto retorted. "Didn't say a word about us eating with our feet. You know how rare that is?"

"We've traded with plenty of more hostile neighbors in the past," Oriol reminded them. "The real question is if these goods are worth two months of travel." 

They listen to the unfamiliar sounds of the Nest around them. 

Then Fanna speaks. "They are a very harmonious people. I saw no discord between the small and the large. And they did not attempt to use coins or cheat us with poor goods, though we are strangers. They treated us with great hospitality."

One by one the rest gave their opinions. Most were positive. A few expressed curiosity to see more of the material culture that had created such impressive underground structures. Even those wary of the Demons could see some benefit.

Finally Oriol nodded. "I knew an exchange between our peoples would be mutually beneficial. As we develop this relationship, we can learn better how to communicate, and what each side most wants. And of course, everyone will have a chance to report to the Council when we return with these gifts. If it is agreed, I will recommend that we return again."

-edited for formatting

reddit.com
u/PhoebusLore — 18 days ago

Spelling and Sound Inventory

A = a as in “bat”
E = ɛ as in “bet”
Ë = e as in “bit”
I = i as in “beat”
O = o as in “boat”
Ö = ɔ as in “jaw”
U = u as in ”boot”
B = b as in “bat”
D = d as in “dig”
F = f as in “fan”
G = g as in “goat”
X = x as in “hat”
Y = j, ʎ or ʒ; “y” sound in “young” or “yellow”, and the “s” sound in “fusion” (local variations)
C = k sound; c as in “cat”
Q = k sound, used in front of I and E or after S; c as in “cat”
L = l as in “let”
M = m as in “mat”
N = n as in “no”
P = p as in “papa”
R = rolled r; the “dd” sound in “riddle”  
S = s as in “sing”
T = t as in “ten”
V = v as in “vista”
W = w as in “water”
Z = z as in “zebra”
NN = ɲ or ñ; the middle “n” sound in “opinion” and “onion”
SC = ʃ  or “sh” as in “shade”
DZ = ʣ as in “adds”
J = ʤ as the “j” sound in “just”
TS = ʦ as the “zz” sound in “pizza”
CC = ʧ or ‘ch’ as in “chalk”

GRAMMAR

SVO (Subject-Verb-Object)

Articles

DI = plural definite article “the”
DO = singular feminine definite article “the”
DA = singular masculine definite article “the”

NU = indefinite article “a” (used for things that can be counted)
NE = indeterminate article “a” (used for things that can’t be counted, like rain or rice)

Nouns

Neutral nouns end in “-U” (singular) or “-ËS” (plural)
Masculine nouns end in “-A” (singular) and “-E” (plural)
Feminine nouns end in “-O” (singular) and “-I” (plural)

Pronouns

Trennu has a sizeable number of pronouns, inflected for person, number, case, & gender. Gender in trennu has more to do with presentation; harpy women use the masculine pronouns but are still women; the sky is feminine but the sea is masculine; shadows are feminine and fire in masculine, the sun is feminine and the moon is masculine.

Nominative

Nominative pronouns are the “common” pronouns, the subject of the sentence. 

MI 1st person singular, “I”
NOS 1st person plural, “We”
DI 2nd person singular, “you”
DAU 2nd person plural, “y’all”
CÖC 3rd person masculine, “he”
RON 3rd person feminine, “she”
CUN 3rd person plural, “they”

Genetive

Genitive pronouns are used to indicate pertaining to or belonging, and corresponds to the word “of” or “from”; Love from the Gods, of Sojourn, etc. Genitive does not indicate ownership in Trennu, but they do generally indicate a hierarchical as opposed to equal interaction. The house of my mom, He is from Mare, Love of Asche, Her father, etc. 

SCOI 1st person singular, “I’m of / from”
NOSI 1st person plural, “We’re of / from”
DEI 2nd person singular, “you’re of / from”
DÖSI 2nd person plural, “y’all are of / from”
CÖQI 3rd person masculine, “his / he’s from”
RONI 3rd person feminine, “her / she’s from”
COSI 3rd person plural, “they’re of / from”

Dative (Recipient)

The recipient pronouns are used to indicate the recipient of an object or action, and is typically associated with the dative case or the direct object of a sentence. Recipient pronouns can also be used to imply obligation or debt. Similar to the use of the word “for”; Gift for Todd, threw the ball at Sam. Very important in Contrati

SCI 1st person singular, “for / to me”
NOI 1st person plural, “for / to us”
DIA 2nd person singular, “for / to you”
DÖI 2nd person plural, “for / to y’all”
COI 3rd person masculine, “for / to him”
RI 3rd person feminine, “for / to her”
CUI 3rd person plural, “for / to them”

Dative (Originator)

The originator pronouns are used to indicate the donor or giver of an object or action, and is often associated with the dative case, but is somewhat different. Originator pronouns can be used to imply service and honor. Used to indicate the giver of an object or action. Used only when there is a receiver or implied receiver, i.e. indirect object, otherwise the nominative case is used. Similar to “from” ie The gift is from Sama.

SCU 1st person singular, “from me”
NU 1st person plural, “from us”
DEI 2nd person singular, “from you”
DU 2nd person plural, “from y’all”
CO 3rd person masculine, “from him”
RÖ 3rd person feminine, “from her”
CU 3rd person plural, “from them”

Vocative

Vocative pronouns are used to indicate you are speaking directly to someone or something, or invoking them. It can be used to order someone to do something, to indicate speech to a god or force of nature, or to mark exclusive pronouns (inclusive we vs exclusive we).

SCOA 1st person singular, “O me!”
NOSA 1st person plural, “O we”
DUA 2nd person singular, “You!”
DZA 2nd person plural, “Y’all!”
COCA 3rd person masculine, “He”
RÖNA 3rd person feminine, “SHE”
CUNA 3rd person plural, “THEY”

Locative

Locative pronouns are used to indicate “the place where”: The island where Blue Village is, The street where Bird statue is, the sea where Siren island is, and so forth. It can also be used to indicate a unique feature or importance; for example, Sojourn. is not the only migrating skyland, but it is the most important to the people of Trezera.

ESCO 1st person singular, “by me”
ENOS 1st person plural, “by us”
EDI 2nd person singular, “by you”
EDAS 2nd person plural, “place of y’all”
ESCO 3rd person masculine, “place of him”
ELE 3rd person feminine, “place of her”
ECU 3rd person plural, “their place”

Instrumental

Instrumental pronouns show that a person or object was an instrument or tool used by another. It can also be used to indicate that something was done on behalf of or on the part of another, or that someone was following orders.

SCON 1st person singular, “I a tool for”
NOSEN 1st person plural, “We a tool for”
DIN 2nd person singular, “You a tool for”
DASEN 2nd person plural, “Y’all a tool for”
COSU 3rd person masculine, “He a tool”
RONU 3rd person feminine, “She a tool”
CUNEN 3rd person plural, “They a tool”

Possession

Trennu marks the possessed item, rather than the possessor, ie dog's man instead of man’s dog. The possession word is placed after the object possessed.

VU & VE particles, ex. LUCA HAVE TURMA VU “Luca has his flock”, LUCA BRUCCA FAINA VE “Luca burns his meal”

VE is countable, VU is uncountable.

Verbs

Trennu has two verb patterns: verbs ending in “A” and verbs ending in “E”. Verbs conjugate for tense and mood. They do not conjugate for person

Infinitive SA particle, 
ie SA VOAJA “to travel”, SA HAVE “to have”

Present tense is uninflected; 
ie MI VOAJA “I travel”, MI HAVE EL CCIA “I have a (female) cousin”

Preterite -O conjugate ending, 
ie MI VOAJO “I traveled”, MI HAVO NNORA “I had supper”

Imperfect -OVE or -OBI suffix ending, 
ie MI VOAJOVE “I was traveling”, MI HAVOBI NNORA “I was having supper”

Future -ZA or -TSE suffix ending
ie MI VOAJAZA “I will travel”, MI HAVETSE NNORA “I will have supper”

Conditional -DA or -DE suffix ending
ie MI VOAJADA “I would travel”, MI HAVEDE NNORA “I would have supper”

Subjunctive -EI or -AI conjugate ending
ie MI VOAJEI “I could travel”, MI HAVAI NNORA “I could have supper”

Reflexive -RA or -AR at the end of a verb shows that the verb is internal or reflexive (depending) 
SA FERE "to hurt"

SA FERIRA “to be hurt”
MI FERIRA “I am hurt”
MI FERIRO “I was hurt”
MI FERIROVE “I was hurting”
MI FERIRAZA “I will be hurt”
MI FERIRADA “I would be hurt”
MI FERIREI “I could be hurt”

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u/PhoebusLore — 20 days ago

NAME: Trezera el Meridiano

FLAG/SYMBOL: See image

LOCATION: Images linked

GEOGRAPHY: Trezera is a verticle nation in three parts. The most accessible are the three tropical surface islands of Sirene (Di Sireni). The most populous are the five skylands of Meridian (Di Meridiani). Sojourn (El Isojorne) is a 10-year skyland that passes over most of the continent of Ashagon, though it slows down and stays near the Meridian skylands for a full year compared to a few months in most places.

BIOLOGY/ETHNICITY: 

Arelian humans (population 1.5 million); can have cat-like patterns, look Mediterranean

Harpies (population 5 million); bat winged, oviparous, 38-39 kgs average weight, very good flyers. Females look "male" to humans; males are smaller and more flamboyant.

Peshi (population 450,000); oviparous, fish-folk like from the Disney film Luca but they can't shapeshift.

Sphinx (population 3) rhino-sized, with bat-like wings and four legs with hands on the forelegs; long lived (1,000+ years), powerful magic; were mostly wiped out in a genocide over 900 years ago. Generally born from the egg of a harpy.

Lesser Sphinx (population 4,000); leopard-sized, look like smaller versions of the True Sphinx. Normal incidence of magic and human-length lifespan, true-breeding species created by magic after the genocide of True Sphinx; Often afflicted with a madness that deprives them of higher thought (10% of population)

HISTORY: Long ago in the fabled Age of Legends, a group of winged people settled Meridian. So the story goes, the Harpies, Arelians, and Peshi were a single people in form not unlike the Paroma, or perhaps the Sphinxes; but due to the First Sin (which changes by storyteller and culture, and ranges from kin-slaying to mating with rocks and trees) they were divided into 3 by the Great Sphinx; one people with the freedom of wings, and the other with the easy utility of arms and hands. These stories generally emphasize the importance of cooperation, and consequently cooperation is a strong ideal in Trezera.

Trezera was ruled by the Sphinxes nearly a thousand years ago before being absorbed by the Empire of Six Cities. It has only recently reclaimed independence 75 years ago. Sojourn, the wandering isle, has changed hands many times over the years, sometimes fighting Meridian and sometimes allied; but it has been under government by one of the remaining Sphinxes for the last two hundred years.

SOCIETY: Trezera is mostly egalitarian; though the Sphinxes clearly dominate politics, in theory they are a society of equals. The High Council of Twelve is chosen by sortition every six years, though by law they must always include one male and one female human and one male and one female harpy (a holdover from Imperial politics; peshi are often forgotten in this framework).

They have commons-based agriculture by allotment, and a strongly centralized economic system that uses storehouses and song-contracts called contari to organize distribution of goods and services. Regular public forums keep council members accountable.

90% of the people live in agricultural villages, but the larger settlements are important cultural and economic centers.

In practice, each of the three regions of Trezera has different governments and societies. The Meridian skylands are the most democratic and egalitarian, but dominate politics. Despite their economic importance, the Sirene islands represent logistical issues to full integration with the Trezera way of life, including a lack of representation and warehouse resources, and a greater acceptance for monetary economics. Sojourn presents a conundrum, being the most cosmopolitan, with representatives of cultures from all over Ashagon, but simultaneously being more autocratic and militaristic.

CULTURE: The most notable quirk of Trezeran culture is their disdain for money. Harpies often say they don't like to be weighed down by coins, and there is a strong cultural bias against wealth hoarding and exclusionary usage or 'ownership'.

Instead, they use a combination of gift-economics among themselves, song-contracts called contari which encode economic information, and immobile terra cotta or stone statues called Charters or nolejio to establish long term trading partners and economic exchanges.

Outside of song-contracts, more traditional forms of music are very important to all the folk of Trezera who seek to harmonize the different parts of their society. Education and service, independence and harmony are all strong cultural values.

OCCURRENCE OF MAGIC: Magic is most often used through amber charms on charm bracelets. Though it can take days, months, or even years to craft the charms, once created they can be used by anyone. There are also traditions of alchemy and elixirs, as well as harpy spell-songs, which require a lot more innate ability and are usually crafted with a choir together. In the modern era, the ability to use spell-songs is almost completely confined to the True Sphinxes.

FADED WONDER: Trezera has three faded wonders: The Relic of the Sphinx, The Relic of the Fish, and the Relic of the Harpy.

The Relic of the Fish is found in a hot spring on the Sirene islands and can heal anyone who sleeps in the waters of the hot spring, which can hold dozens at a time. Trezera allows the Empire of Six Cities free use of the hot spring in exchange for unrestricted passage of Sojourn, and as long as the Empire does not attempt to block others (including foreigners) from using the hot springs as well.

The Relic of the Sphinx is found in a hollow of the Meridian skylands, and acts like a cocoon. Anyone who sleeps inside the Relic of the Sphinx will emerge transformed into a new species permanently. Only the Sphinxes know how to 'program' the Relic of the Sphinx.

The Relic of the Harpy is found at the highest point of Sojourn, and provides limited temperature control and gravity control within a kilometer of the skyland. It is used to keep the skyland pleasant, help with loading and unloading cargo, and protect against hostile forces.

IMPORTS, EXPORTS, & MAJOR INDUSTRIES: 

Sojourn is a vital trade hub across all of Ashagon as it moves slowly across the sky, and is inhabited people from every corner of the continent. At the same time, it must import great stores of food. Getting trade goods from ground to Sojourn and back is a massive endeavor involving hot air balloons, tamed slow-moving skybeasts, muscle-power, and cranes.

Meridian is very fertile, but has few metals and relies on trade for iron and copper. They farm rice, fruits, and vegetables year round and tend little 15 kg sheep. They export a special amber called chelimbar which can be molded while hot and hardens to the strength of iron, though with greater elasticity and less rigidity. Chelimbar cannot be used in kitchenware because its melting temperature is too low, but it is great for crafting enchanted items.

Sirene is also incredibly fertile, with rich volcanic soil and ample fish, but their primary export is dream pearls. Two people with paired dream pearls can share a dream together, allowing for fuzzy, somewhat vague communication across long distances.

u/PhoebusLore — 21 days ago

TREZERA

Geography

Trezera di Meridiani is a vertical realm in three parts, and its name implies: “Three Heights of the Meridian”. It is found in the southeastern reaches of Ashagon. To the north is the Shimmer Sea or Noia Glasia “Shallow Sea”, and to the east is the Empirat el Sezorasci “Empire of Six Cities”. To the south is the Southern Ocean.

Di Sirenei

The first and most accessible islands are Di Sirenei “The Sirenes”, a trio of tropical surface islands in the warm southern seas. All are covered in dense rainforest nurtured by rich black volcanic soil. Most of the settlements are built on stilts just offshore, both above and below the waves. The twin islands of Soro “Sister” and Sirene “Song” are separated by a narrow channel bridged by more than one village. To the north is Ombreje “Shadow”, named both for falling under the shadow of the skylands and for the smoking summit of the shield volcano Vulco. “Elixir city” or Vindaquotivo is the largest town of the Di Sirenei, with a population of about 8,500 of mostly peshies, with significant minorities of arelians and harpies. The town is named for a sacred hot spring which can cure even mortal maladies. Altogether, the islands have a population of slightly less than a million. Despite the fertile soil, much of the thickly forested interior remain impenetrable.

Di Meridiani

Almost two kilometers on average above the sea float the skylands of Di Meridianei or “The Meridians”. They have idyllic weather, with moderate temperatures and gentle regular afternoon rains year round, and they grow enough food for a dense population and a unique ecosystem. Like many skylands, the Meridians are tabular and would seem flat and thin if viewed from a distance, being only 1,300 meters at the thickest point. The topsides are cooler and dryer, while the undersides are wetter and warmer, as they trap rising warm air below them, creating a layer of semi-permanent cloud cover beneath. The edges of the skylands have warm updrafts. There are five major skylands in the Meridian group, and together they hold a population of over nine million souls; roughly half arelian and half harpy. 

Isola Arpelonna meaning “Harpy Home” is the second-largest skyland and holds the great treasure of Trezera: the Relicar el Sfinje “Shrine of the Sphinx”, a massive hollow statue in the shape of a sphinx. The Relicar el Sfinje occupies the bottom of Ouvale “Egg Valley”, a three-mile wide, perfectly bowl-shaped valley, as if a giant had bitten an sphere-shaped chunk out of the mountains. Those who enter it can be fundamentally changed into a new form. As a result, a large town has grown around the shrine, called Du Cuibo or “Creche” with a population of 12,000. Cuibo is a very family-oriented town, and mothers from across the Meridian will traditionally raise their children here, so that they may choose who they want to be when they grow up.

Arpelon has the highest harpy population of Trezera, with over three million of the winged folk making their home on the skyland in dozens of adobe towns in their characteristic globular shapes like grapes decorating the cliffs and valleys, and smaller farms and hamlets maintaining terraced rice fields and small herds goats. The Arpelon tabula is 1,750 meters above the ocean, while the Ouvale valley floor is almost exactly 2,000 meters above sea level.

Isole Mare or “Major Skyland” is the largest skyland of the Meridian group and is the primary home of the arelians of Trezera. The skyland has more of the infrastructure walking folk are used to, with roads and fields and orchards, and many traders prefer the smaller ports of Mare to Postalonna on Arpelon. Da Ambloras “Pedestrian Town” is the second largest town of Trezera, with a population of 20,000. On the other side of the Major Skyland is D’Oras Domenu “Farmingon”, population 10,000, which is surrounded by large fields and miles of farmland in the breadbasket of the country. Despite its larger size and smoother terrain, the Mare is less densely populated and wilder than Arpelon, as at 2,200 meters above sea level it is the highest skyland in the group.

Isola Lontana “Far Skyland” is the third largest of the Meridian group, and is a little more isolated than the others, with a more independent culture and unique textiles. Although it has several large settlements, none are particularly remarkable. The table of Lontana is about 1,900 meters above sea level.

Isole Nocciore meaning “Heart Skyland” lies close to Isola Arpelonna. It has a unique toroid or doughnut-like shape, from some angles looking like a walnut and from others like a heart. It floats lower on average than the rest of the Meridian, though it has no definite table, and has accumulated a large deposit from previous eruptions of the Vulco below. Despite the unusual shape, Nocciore is very important to Trezera, and cradles Postalonna or “Port Home” welcomes travelers from across the sky, and is the bustling heart of the economy, with a population of 42,000. It sits lower than most of the other skylands, near the peak of Ombreje. The last of the Meridian group is called Isole Flutore “Butterfly Skyland”, and it is the least populated of the larger skylands. Flutore is of a similar size to Nocciore, but is much higher. It sports thousands of obsidian stones peppering the surface like shrapnel.

Di Sojornei

Approaching every 10 years is the skyland of El Isojorne “Sojourn”, accompanied by the smaller sky isle Isla Jornelia “Little Journey”. Their ecology is completely unique, suited to the harsher seasons, as the skyland goes through wild climate swings during its ten year cycle, visiting colder and dryer and wetter climates from all four corners of the continent. On the approach to Meridian, Sojourn slows down, and after it passes it speeds up again, so that it spends almost a full year of every 10 near the others. Sojourn is both treasured ally and sometime enemy, and the peoples of Sojourn and Meridian have fought off and on for centuries. 

At present, Sojourn was liberated from the Empire of Six Cities seventy years ago, and is currently under the direct control of the Sphinx Triumvirate. By ancient custom older than the Elder Sphinx himself, no one may inhabit Sojourn for longer than two cycles (twenty years). This rule is meant to keep the island a shared resource for all the lands below it. Recently, however, Trezera’s second Sphinx spent three full cycles on the island. It is time for a new leader to take over.

Biology and Ethnicities

Apart from travelers including lizardfolk, gnomes, dragons, and others, Trezera boasts its own folk, which come in five basic varieties: harpies (arpfi), arelian humans (areli), Sphinxes (sfinji), lesser sphinxes (sfinji vulgari) and peshie (pesci).

Arelian

Population: 1,500,000
The second most common folk of Trezera are the human areli or “arelians”. On average they are slim and short, with thick black hair and light brown or olive skin tones.  There eyes range from blue and green to amber, deep copper, and dark brown. Arelians also have delicately pointy ears, and commonly exhibit faint cat-like markings on their skin including rosettes, spots, stripes, tabby brindle, and calico patches. 

Harpy

Population: 5,000,000
Harpies (arpfi) are the majority of the population of Trezera. They are bat-winged and oviparous. Females are significantly larger and heavier (95 lbs / 43 kilos, 15 ft / 4.57 m wingspan) than males (75 lbs / 34 kilos, 12 ft / 3.66 m wingspan). They have hollow bones and strong, flexible necks allowing them to peer over their own shoulders. Harpies also have a fuzzy tail with a paddle-like rudder on the end, and feet somewhere between monkey-foot hands and claws. They are not quite as dexterous as humans or others with dedicated hands, but they claim to be the best flyers of any race in the world. They vocalize with a syrinx and have birdlike respiration. Harpies come in a variety of skin and hair colors similar to cats (calico, gray, tabby, etc) with feline slit-pupils and pointed teeth. They have small pointy ears. Men have a kind of mane of longer fur around their face and neck that makes them look somewhat owl-like, while harpy women have shorter hair that looks like a crew cut. Harpy women read as ‘masculine’ to humans, as they are more muscular and have more square facial features than the men. Harpies do not have placental mammalian breasts, though they do still produce milk in abdominal grooves. Harpies have thousands of years of history among the skylands, and claim to be the first folk of Trezera. They live to the same age as humans, and generally have a similar number of children over their lifespan. Harpies pairbond strongly.

Peshi

Population: 450,000
The third folk of Trezera lives on the surface islands and in the seas. They are called the Peshi (pesci), which means fishfolk. They have a similar physiology to humans but having moist scaled skin, webbed fingers, frog-like feet, a powerful tail for swimming, and petal-shaped gills on their necks for breathing water, as well as large flared scales that look like hair on top of their heads. Peshi share the hollow bones, syrinx, and egg-laying physiology of harpies and sphinxes, and believe they are the third tribe. They are adept swimmers and can stay underwater for up to six hours using their gills to breathe. They can stay on land for six days before returning to the water, though more than three days becomes very uncomfortable. Peshi come in a rainbow of colors and patterns similar to ornamental fish: various patterns of orange and white and black, green and blue and purple, gold and silver. They have somewhat streamlined faces with a flattened nose with slit nostrils and wide dark eyes with nictating membranes. They live to the same age as humans, and generally have a similar number of children. Peshi tend to be polyamorous and tend to raise their children communally, rather than in the tight nuclear pairbond families of harpies.

Sphinx

Population: 3
The fourth folk are the Sphinxes. True Sphinxes are quadrupedal and have bat-like wings, and have been compared to dragons, but they have an overall leonine appearance.  They grow to around 700 kgs on average and can live much longer than most folk, often over a thousand years, and they are always very magical. True Sphinxes used to be much more common, but nearly 500 years ago there was a great war with the burgeoning Empire of Six Cities, and the Sphinxes were nearly wiped out. Since then, only two new sphinxes have been born, forming the True Sphinx Triumvirate. Anciently, sphinxes were born from the eggs of harpies, or sometimes occasionally from a peshi. Perdita, the eldest sphinx at 1014, was born from a harpy egg. He has luxurious silvery gold and white fur and blue eyes. Amintiro, the fierce leader of Trezera in the Revolutionary Accords, was born of a lesser sphinx. She has short charcoal gray fur and green eyes and is 425 years old. The youngest sphinx, Soledad, is a calico with bright amber eyes, and is only 61. Her parents were human and harpy, and her features are slightly more human-looking as a result.

Sphinx, Lesser

Population: 4,000
Anciently arelians, harpies, and others attempted to become a Great Sphinx by sleeping in the chamber of the Relicar el Sfinje; however, their attempts were unsuccessful. Instead they were transformed into the fifth and final folk of Trezera: the lesser sphinxes. Lesser sphinxes share the same lifespan of other folk, and do not grow in size or magic; only the configuration of their bodies was changed. Additionally, transforming into a lesser sphinx had a strong likelihood (30%) of driving a person out of their wits for unknown reasons. As a result, the practice was rarely attempted until the genocide of the Great Sphinxes nearly a thousand years ago. Since then, a small but stable community of lesser sphinxes has grown over the years. Still, about 800 of the lesser sphinxes are functionally of animal intelligence and prefer to live in the wild.

History

It is said that the first people to find the Trezera el Meridiani were the Sphinxes, who lived their for time immemorial. Long ago they were gifted divine blessings from the gods. But then, due to some great sin (pride or inhospitality or discord or mating with rocks and trees; the stories vary) they were sundered into the the harpies and the arelians. Some stories add the peshi or other races. No one people was whole without the others; the harpies without the easy utility of arms and hands, the arelians without the freedom of flight, and neither without the breath of the sea. But all three people working in harmony were blessed. Occasionally, that blessing manifested in the birth of the Sphinxes.

This age of wonders ended over a thousand years ago. A powerful king, greedy for the gifts of Trezera, descended on the skylands from a distant land, raining destruction with  great magic and armies, slaughtering the Sphinxes utterly and scattering the harpies to the twelve winds. Only one Sphinx, survived. He named himself Perdita, meaning loss. The king would not kill him, for only the Sphinx knew the secret to the great treasures, the Relicari, of Trezera.

In solidarity, some of the remaining harpies and humans of Trezera asked to take on the form of the Sphinx, so that the fallen people might be remembered. But taking on even a tenth of the Sphinx’s form terrorized their minds with the spirits of the lost, so that many went mad or lost their minds.

Recorded history in Trezera begins only 1300 years ago, at the founding of the Empire of Six Cities. Records before then were purged from the skylands, though intrepid scholars have recovered a few old writings of the centuries sense. Trezera writing is a combination of Imperial and Person alphabets and syllabaries. Ancient hieroglyphs and ruins from an elder age lie scattered across the islands and skylands of Trezera, with none but the Sphinxes who can read them. 

Trezera and the harpies became a part of the empire of the greedy king for many generations, until eventually a new sphinx was born. She heard of the losses of her people, and swore that she would always remember them, taking on the name Amintiro, or memory. 

Over the centuries, Trezera was ruled by three successive dynasties. The first was openly hostile to the Sphinx, and during this time Perdita traveled widely across the world and knows little of what happened in his homeland. Eventually, he returned.

The second dynasty allowed for some harpy representation, but was still human-dominated. By the end of the second dynasty, the Sphinx Amintiro was born, surviving hostile forces and being paraded across the empire as a prized pet before Perdita returned, having heard of her, to free Amintiro by wit and riddles bought with an eye to the Crones. Some say Perdita won more from the Crones with the sacrifice of his entire people, though none living can say if this is true.

This period led directly into the time of the third dynasty, when Trezera was governed jointly as a province of the Empire of Six Cities by a Council of Eight consisting of representatives from the local folk as well as other races of the Empire. Within a few short years, wise Perdita was at the heart of this council, and Trezera was once again led by a Sphinx.

The sphinxes waited patiently, and seventy five years ago their moment arrived. Seizing an opportunity due to rebellion across the Empire of Six Cities, they declared their independence. Riddled with other difficulties, the Empire sent no more than a token force to reclaim the skylands; a proposition which grew too difficult to pursue within seven years, under the guidance of Amintiro, Trezera won themselves free.

Almost as if in a renewal of ancient powers, a third Sphinx was hatched: a tiny calico kitten named Soledad by her elders, who never knew the sorrow of slavery or genocide or war, only a free Trezera.

Government

Harpies and Arelians on Sojourn have a strong centralized authority with one of the living Sphinxes governing the island for the past 300 years. They are merchants and hunters with a few rare farmers, trading or fighting all the people they come into contact with and leaving behind trade-songs and Charters.

Meridians practice commons-based agriculture. Villages and regions are ruled by governors chosen through sortition for a term of 6 years. All are invited to participate in regular monthly forums to decide the laws and norms of society. The High Seats are held by the Council of 12, including at least one male and one female Arelian and one male and one female Harpy (Peshi are often forgotten, while the two Sphinxes on Meridian are always on it). 

In practice, government is mostly controlled by the elders who have enough wealth and free time to be active participants, but field hands and servants can still engage in the forums. There are large villages mostly along the edges of the islands and skylands.

Meridian and Sojourn are strongly centralized with a logistical bureaucracy that coordinates workers through scribes and song contracts. Food, labor, goods, housing, and medical care are all managed through local towns and villages. Precise census-taking, state labor obligations (the mita), and storage systems of essentials like food, clothing, and tools coordinate trade across the islands and buffer against famine and war. Common infrastructure including sky docks, bridges, terraces, and wind routes are centrally coordinated. 

Despite the regular sortition, a semi-secret upper class has emerged among the bureaucratic administrators. Many citizens of Trizera choose to refuse sortition or attend the regular forums. Experienced former officials often become “advisors”, coordinating with the scribes and other trained positions to sometimes override the decisions of the counsels. 

In addition, there are clear limits placed on who may join the forums and enter their names into sortition. They must be citizens of Trezera, which means attending and graduating from one of Trezera’s public school or apprenticeship programs and passing the citizenship exam. Citizens must also be natives of Trezera; foreigners wishing to immigrate must serve for a decade on Sojourn.

In practice, each of the three regions of Trezera has slightly different politics. The skylands are the most democratic and egalitarian and are the ideal. Despite their economic importance, the sea islands represent logistical issues to full integration with the Meridian way of life, including lack of access to representation and warehouse resources, and a greater acceptance for monetary economics. Sojourn presents a conundrum, being the most cosmopolitan, with representatives of cultures from all over Ashagon, but simultaneously being more centrally governed and militaristic.

Economics

Harpies were never much interested in metal coins as currency because they're too heavy, and metal is rare on the sky islands. Instead, for currency they use four-ton towers, statues, or wheels carved with histories and trade-song. These objects, called Charters or nolejio, are given ceremonially, but do not change location. The oldest are made of stone and are more variable in size and shape, while newer nolejoi are made of terra cotta with a standard shape and size. There are currently over 17,206 individual nolejio throughout Trezera, with more scattered in distant lands along the circle of Sojourn. More are added slowly and deliberately as needed. Each change of ownership is accompanied by ceremony, with no person keeping charge of a nolejio for longer than nine years at a time. 

Most of the people of Meridiani (and to a lesser extent Sojourn and the Sirene Islands) operate in a gift economy the majority of the time. Nolejio charters act as markers for borders, public records, and valuable treasures, and the transfer of a nolejio’s caretaker marks the establishment of a new exchange agreement. Each new transfer is carved into the nolejio, with song-contracts recording the exchange as well. Nolejoi are often misunderstood to be a form of currency, but in reality they are something closer to an idol, both representing and housing the spirit of a god. Transferring ownership of a nolejio charter transfers both the responsibility and the blessings of that god to the new owner. General care of a nolejio is like caring for a shrine; cleaning, veneration, and small offerings.

Nolejoi are broken or stolen in times of conflict.

Foreign and internal trade is handled through contari or "song contracts", literally meaning “accounts”,  contari are highly formalized oral contracts or trade agreements. Contari in written form can be passed between non-harpies as a form of bank note, but harpies don't recognize the agreement unless it is formally sung, perhaps with accompaniment for those without a syrinx. An individual contara contains highly detailed information about the history of the goods or services through the notes, timing, and tones. Contari record transaction and balances, with trust in the system coming from the transparency of shared verification and community accounting. Unresolved debts create musical tension, with greater debts growing more obvious over time.

A contara can alter the agreement through altering the song, though the song is not ratified until both parties sing in harmony. Contari are not necessarily pleasant to listen to like traditional music, as their primary purpose is record-keeping; but they often have a certain rhythm through repeated exchange.

Contari establish a pattern or flow of goods and services without the exchange of currency, but that does not mean there is no accounting. “I’ll have three bags of rice” one harpy will sing. “Three bags as last week tuesday, and the tuesday before that,” the rice storehouse scribe responds. “I have thirty-thousand-two-hundred bags of rice for ten-thousand souls today. Your song is three bags of rice each week.” The first harpy harmonizes, ratifying the agreement, and takes three bags of rice. If the first harpy needs more rice one week, that is added as an addendum.

Rather than viewing an exchange as a tit-for-tat, Trezera storehouses measure the total resources available for a shared community, with members of the community borrowing or being lent resources as needed based on the credit they’d earned through their own husbandry of the community resources.

With foreigners and outsider, harpies prefer to set up trading houses that understand Trezera economics and are willing to sing contari for an exclusive trading community. They can be very belligerent about it, as they associate monetary market exchange with liars, cheating, and subterfuge.

Imports and Exports

Harpies, arelians, and peshi farm a variety of crops on the Meridian islands, including rice, beans, fruits, and vegetables. They hunt birds and other small game, as well as raising fluffy chickens and 15 kg sheep for their wool and meat. They are known for their baskets and pottery and a unique amber resin called chelimbar (ccelimbar) which hardens to almost the strength of steel. Talco is very good for charm work and is used in traditional weapons and armor making, but it is not good at resisting high temperatures. 

The skylands are metal and gem-poor and confined to a limited space by nature, so they import large amounts of foods and metals. 

Sojourn harpies have their own unique resources, and despite the difficulty of regular crops are expert hunters and gatherers. In addition, they trade all over the world for a variety of unique and useful items, and are much more likely to wear armor and wield weapons of steel.

Peshi harvest dream pearls from beneath the waves. Pearls from the same clam can be used for long-range communication by sharing dreams, even across continents. They are used to keep the peoples of Sojourn and Meridian connected. Dream pearls, along with chelimbar charms, are among the most valued exports of Sojourn traders.

Society

Meridian society promotes both cooperation and individual expression. It is highly organized and centralized, but at the same time individuals are encouraged to point out problems and innovate new solutions. They strive for meritocracy and equality, though of course the Sphinxes and their closest advisors hold the most power. 

Faded Wonders

Trezera is in (contested) control of three powerful artifacts of an ancient era. They are the Relic of the Harpy on traveling Sojourn, the Relic of the Sphinx on Arpelon, and the Relic of the Peshi on Ombreje. These Relics are in the shape of massive stone statues extremely difficult to move.

Relicar el Pesce

The Relic of the Peshi is a green lozenge-shaped stone 20 meters tall, carved to resemble a fish with the head and front legs of a bull. It lies partially submerged in the “sacred hotspring” of Ombreje. The Relic of the Peshi allows anyone who sleeps in the sacred hot spring to recover from any injury or illness, including blindness and amputation, though it does not fix congenital conditions or reverse aging. The peshi and harpies of Ombreji watch over those sleeping in the hot spring to make sure they do not drown, ever since a Greater Dragon made use of the spring (according to myth), and are rewarded with gifts and offerings in return. While once part of the Empire of Six Cities, the Relic of the Peshi has once again fallen under the domain of the Sphinxes. Imperial ships and visitors are welcome to visit the hot spring and take advantage of its benefits, but by treaty they cannot attempt to keep the water to themselves, and including they must offer safe passage to those seeking it.

Relicar el Sfinje

The Relic of the Sphinx is a translucent lozenge-shaped red statue with lines like a butterfly chrysalis. At the bottom is a cavity inside the open-mouthed face of a frog. Dozen of eyes and wings decorate the relic as well. It is held inside a temple complex in the shape of a sphinx. Those who climb inside the chrysalis and sleep there for a five days will be transformed by its power into a new form. The power does not increase or decrease mass; it only molds it, as a potter molds clay. The secret instructions to use the Relic of the Sphinx have been held by the Greater Sphinxes of Trezera for over ten thousand years, and is the primary reason the Sage of the Relic was not killed during the genocide of the Greater Sphinxes. Like the Relic of the Peshi, any who wish to use the Relic and change their form may do so, though they must wait their turn.

Relicar el Arpfe

The final Relic of the Harpies is a blue stone statue like a lozenge carved into a coiled serpent or dragon, swirling like a windstorm. Like the Relic of the Sphinx, this artifact requires secret instructions to use properly. It has two main properties: first, it changes the effects of gravity within a twenty mile radius around the skyland of Sojourn where it rests. This gravity change allows heavy cargos to be lifted up onto the skyland, and can be used to increase the weight of attackers, plunging them to the ground. The gravity can only be increased or decreased by a factor of 30%. The second property of the Relic of the Harpies keeps the skyland of Sojourn breathable and within liveable standards of temperature and weather.

Magic

Magic can be learned by most anyone, harpy, peshi, or arelian, but like any craft it requires good technique, practice, and time to learn. In the Age of Wonders, magic could be sung as simple as whistling to call the wind or cause stones to weep, but such easy magic is gone. Nowadays, most magic involves advanced preparation over several weeks or even months or years to affix a spell effect into a charm, chanting songs of power and bathing it in special alchemical mixtures. Once the charm is crafted, anyone who knows the activation word can use it. Charms are quite versatile, but they can only be used a few times a day at most, and have other drawbacks. Charm crafting is a respected profession.

Charms are most often crafted of amber carved into the shapes of animals or other natural forms and strung on a leather cord. The amber changes color based on the alchemical mixture used to bathe it, so while most charms are a rusty orange or pale yellow color, some charms can be blue, green, red, purple, or even translucent.

On average a charm can be used between 1 and 12 times a day, depending on the skill of the charm crafter. Most charms have three uses per day, with beads next to the charm marking how many uses a given charm can be used. Overused charms eventually crumble into dust.
All charms eventually lose power and break. Most can last for between 100 and 1200 spells cast. The average is somewhere around 300.

Common charms include those to halt a fall, to make objects float, illusions, to start and control the heat of a fire, to cool, to jet through the air, to make it rain in a small area, to walk on water,  momentary telekinesis, to stick to a wall or ceiling, etc. Most charm effects last more than a few seconds.

u/PhoebusLore — 22 days ago

Faded wonders

Trezera is in (contested) control of three powerful artifacts of an ancient era. They are the Relic of the Harpy on traveling Sojourn, the Relic of the Sphinx on Arpelon, and the Relic of the Peshi on Ombreje. These Relics are in the shape of massive stone statues extremely difficult to move.

Relicar el Pesce

The Relic of the Peshi is a green lozenge-shaped stone 20 meters tall, carved to resemble a fish with the head and front legs of a bull. It lies partially submerged in the “sacred hotspring” of Ombreje. The Relic of the Peshi allows anyone who sleeps in the sacred hot spring to recover from any injury or illness, including blindness and amputation, though it does not fix congenital conditions or reverse aging. The peshi and harpies of Ombreji watch over those sleeping in the hot spring to make sure they do not drown, ever since a Greater Dragon made use of the spring (according to myth), and are rewarded with gifts and offerings in return. While once part of the Empire of Six Cities, the Relic of the Peshi has once again fallen under the domain of the Sphinxes. Imperial ships and visitors are welcome to visit the hot spring and take advantage of its benefits, but by treaty they cannot attempt to keep the water to themselves, and including they must offer safe passage to those seeking it.

Relicar el Sfinje

The Relic of the Sphinx is a translucent lozenge-shaped red statue with lines like a butterfly chrysalis. At the bottom is a 5 meter cavity inside the open-mouthed face of a frog. Dozen of eyes and wings decorate the relic as well. It is held inside a temple complex in the shape of a sphinx. Those who climb inside the chrysalis and sleep there for a five days will be transformed by its power into a new form. The power does not increase or decrease mass; it only molds it, as a potter molds clay. The secret instructions to use the Relic of the Sphinx have been held by the Greater Sphinxes of Trezera for over ten thousand years, and is the primary reason the Sage of the Relic was not killed during the genocide of the Greater Sphinxes. Like the Relic of the Peshi, any who wish to use the Relic and change their form may do so, though they must wait their turn.

Relicar el Arpfe

The final Relic of the Harpies is a blue stone statue like a lozenge carved into a coiled serpent or dragon, swirling like a windstorm. Like the Relic of the Sphinx, this artifact requires secret instructions to use properly. It has two main properties: first, it changes the effects of gravity within a ten mile radius around the skyland of Sojourn where it rests. This gravity change allows heavy cargos to be lifted up onto the skyland, and can be used to increase the weight of attackers, plunging them to the ground. The gravity can only be increased or decreased by a factor of 30%. The second property of the Relic of the Harpies keeps the skyland of Sojourn breathable and within liveable standards of temperature and weather.

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u/PhoebusLore — 22 days ago

NAME: TREZERA

FLAG/SYMBOL: Harpies and arelians use long streamers with multiple colors in geometric patterns that trail behind the banner-bearer like the tail of a peacock. The Sojourn's streamers are white with silver diamonds with the Ocean King's Emblem (Zelda: Phantom Hourglass) inside, so that they look somewhat like eyes. This banner is only flown when trade is desired; in conflict, the banner is flown red with the same silver diamonds pattern. Other harpy and arelian realms have their own symbols.

LOCATION: 

Sirene

Meridian

Sojourn

GEOGRAPHY: Trezera is a vertical realm in three parts. The first and most accessible is Sirene, a small trio of tropicals islands in the warm southern seas. They are covered in dense rainforest, and most of the settlements are built on stilts just offshore, both above and below the waves.

Over two kilometers above the sea are the sky islands of Meridian. They have idyllic weather with moderate temperatures 4:00 rain storms year round, and grow enough food for a dense population and a unique ecosystem. The sky islands are tabular and would seem paper-thin if viewed from a distance, being only 1,300 meters at the thickest point. The topside is cooler and dryer, while the underside is very wet and warmer, as it traps the rising warm air below it, creating a layer of semi-permanent cloud cover beneath. The coasts of the sky islands have warm updrafts. The largest island is Arpelon; I'll get around to naming the others later.

Approaching every 10 years is the sky island of Sojourn. Its ecology is completely unique and much harsher, as the small island goes through wild climate swings during its ten year cycle, visiting colder and dryer climates and all four corners of the continent. On the approach to Meridian, Sojourn slows down, and after it passes it speeds up again, so that they spend almost a full year of every 10 near each other. Sojourn is both treasured ally and long-time enemy, and the peoples of Sojourn and Meridian have fought off and on for centuries.

Sojourn is not the only sky island to visit Meridian on a ten-year cycle, but I wanted to wait and see before claiming the second one as well.

BIOLOGY/ETHNICITY: Harpies are bat-winged and oviparous, with females significantly larger and heavier (95 lbs / 43 kilos, 15 ft / 4.57 m wingspan) than males (75 lbs / 34 kilos, 12 ft / 3.66 m wingspan). They have hollow bones and flexible, furry necks, a long furry tail with a rudder, and feet somewhere between monkey-foot hands and claws. They vocalize with a syrinx and birdlike respiration. They come in a variety of skin and hair colors similar to cats (calico, gray, tabby, etc) with feline slit-pupils and pointy teeth, and have pointy ears like a hobbit, and the hair around the face and head makes them look somewhat owl-like. Harpy women are also more muscular and do not have placental mammalian breasts, though they do still produce milk in abdominal grooves for the young to lap up.

There is also a humanoid people group called the Arelians, who have delicately pointy ears like a hobbit and may occasionally sport faint cat-like markings (rosettes, spots, tabby, etc) on their olive to deep tan skin and have cat colors of hair, but are otherwise mostly indistinguishable from other humans on the outside. However, they share the syrinx and hollow bones of the harpies, the unusually flexible neck allowing them to look behind them, and they lay eggs while still suckling newborns for several months after birth.

On the surface islands and in the sea live the Peshi, looking much like Arelians but having scaled skin, a powerful tail for swimming, and axolotl-like gills for breathing air and water. Peshi share the hollow bones, syrinx, and egg-laying of the other underlying physiology of harpies and arelians, and believe they are a third tribe.

Arelians sometimes hatch harpy or peshi children, and harpies and peshi sometimes hatch arelians. Arelians can also have children with 'regular' humans; such children are usually fully human (solid bones, live birth) with only external or aesthetic arelian features, though occasionally they will have arelian children (usually girls).

Very rarely, harpies will give birth to a fourth people: sphinxes. Sphinxes have the hind limbs of a big cat and the forelimbs of a humanoid, with powerful dragon-like wings and an overall leonine appearance. They grow to around 500 kgs on average and can live much longer than their parents or siblings, often over a thousand years, and they are always very magical. Sphinxes used to be much more common, but now there are only three.

HISTORY: Long ago in the fabled Age of Legends, a group of winged people settled Meridian. So the story goes, the Harpies, Arelians, and Peshi were a single people in form not unlike the Paroma, or perhaps the Sphinxes; but due to the First Sin (which changes by storyteller and culture, and ranges from kin-slaying to mating with rocks and trees) they were divided into 4 by the Great Sphinx; one people with the freedom of wings, and the other with the easy utility of arms and hands. These stories generally emphasize the importance of cooperation, and consequently cooperation is a strong ideal in Trezera.

The history of Sojourn involves many conflicts and trade agreements, often seen as cyclic in nature. Recorded history is only about 1,000 years, and is tied to gaining writing from the Person civilization. There are heiroglyphs and wondrous monuments from an older age, but none except perhaps the Sphinxes can read them. Within the span of that 1,000 years are recorded the rise and fall of three dynasties, followed by the current sortition system.

Currently, the peoples of Sojourn are under the protectorate of Meridian, and may only live on the island for two cycles; after that, they must move back to Meridian and others are chosen by lot to take their place. This keeps the ties between Meridian and Sojourn strong, while allowing experienced merchants to teach the younger ones.

SOCIETY: Harpies and Arelians on Sojourn have a strong centralized authority with one of the living Sphinxes. They are merchants and hunters, trading or fighting all the people they come into contact with and leaving behind trade-songs and Charters.

Meridians practice commons-based agriculture and villages and regions are ruled by sortition for a term of 8 years, and all are invited to participate in regular monthly forums to decide laws. The High Seats are held by the Council of 12, including at least one male and one female Arelian and one male and one female Harpy (Peshi are often forgotten, while the two Sphinxes on Meridian are always on it). In practice, government is mostly controlled by the elders who have enough wealth and free time to be active participants, but field hands and servants can still engage in the forums. There are large villages and colonies, mostly along the edges of the island. (I'm looking into Athenian democracy and Incan centralized networks for how I want to structure the society).

CULTURE: Harpies are not interested in metal coins as currency because they're too heavy, and metal is rare on the sky islands. Instead, their currency is big terra-cotta towers, statues, or wheels carved with histories and trade-song. These objects, called Charters, are given ceremonially but they're impractical to move.

Meridiani operate in a kind of gift economy most of the time. Here the Charters act as markers of the borders for where people nest.

Charters are often broken in times of war.

Charters are sometimes considered to be more than currency, and are a type of 'god' or idol. Transferring ownership of a Charter transfers both the responsibility and the blessings of that god to the new owner. General care of a Charter is like caring for a shrine; cleaning, veneration, and small offerings.

Foreign and internal trade is handled through "music", i.e. highly formalized oral contracts or trade agreements. Songs in written form can be passed between non-harpies as a form of bank note, but Harpies don't recognize the agreement unless it is formally sung, perhaps with accompaniment for those without a syrinx. They record highly detailed information about the history of the goods or services through the notes, timing, and tones used in the song; and can alter the contract through altering the song, though the contact is not agreed upon until both parties sing in harmony. These songs are not necessarily pleasant to listen to, as their primary purpose is the recording of large amounts of boring data in a precise and easily-memorized manner.

With outsiders, they set up trading houses that understand Trezera economics and are willing to go through some hoops for an exclusive trading market.

OCCURRENCE OF MAGIC: Magic can be learned by most anyone, harpy or arelian, but like any craft it requires good technique, practice, and time to learn. In the Age of Wonders, magic could be sung as simple as whistling to call the wind or cause stones to weep, but such easy magic is gone. Nowadays, most magic involves advanced preparation over several weeks or even months or years to affix a spell effect into a charm, chanting songs of power and bathing it in special alchemical mixtures. Once the charm is crafted, anyone who knows the activation word can use it. Charms are quite versatile, but they can only be used a few times a day at most, and have other drawbacks. Charm crafting is a respected profession.

FADED WONDER: The peoples of Trezera are in possession of three ancient magical statues, which they call Legendarium and on which they base their Charters and Charms. The first is of the great red stone Sphinx of Hagia, on Sojourn. The Sphinx contains a millenia of knowledge and can be asked simple questions and provide visions of distant times and places. The second is the Fish of Sirene, a green stone statue in the shape of a fish with the head and front legs of a bull, half-submerged under the water. Sleeping on the Fish of Sirene can heal almost anything. The third is the Goddess of Arpaia, on Arpelon. This large white stone statue is in the shape of an Arelian woman with feathered wings, and she can control the weather within a 3 mile radius. All three statues can be spoken to as with a person, though only the Sphinx retain memories longer than a few decades.

IMPORTS, EXPORTS, & MAJOR INDUSTRIES: Harpies and Arelians farm a variety of unique plants on the Meridian islands, including rice, beans, fruits, and vegetables, and hunt birds and other small game, as well as raising fluffy 40 lb sheep and chickens for their wool and meat. They are known for their baskets and pottery and a unique amber resin which hardens to almost the strength of steel, The amber resin is very good for charm work. But they are metal and gem-poor and confined to a limited ecology by there sky islands.

Sojourn harpies have their own unique resources, and despite the difficulty of regular crops are expert hunters and gatherers. In addition, they trade all over the world for a variety of unique and useful items, and are much more likely to wield weapons of steel.

Peshi harvest song pearls from beneath the waves. Pearls from the same clam can be used for long-range communication, even across continents, and are used to keep the peoples of Sojourn and Arpelon connected. Song pearls, along with charms, are among the most valued exports of Sojourn traders.

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u/PhoebusLore — 26 days ago