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Last updated: May 2nd '97

Subject: Heritage

PEOPLE AND CULTURES

The humans are the dominating species on Domus. Another influential, though far less numerous species are the jadelfs - a strange siliconbased species of living rocks. The third species, the kratarr, are semi-intelligent race of fourlegged herbivores. Most of them are domesticated riding animals of the humans, but there are regions on Domus where the kratarr dwell in large wild herds. The human culture is mostly dominated by powerful spirits, the Immortals, who are the gods, saints and demons of the religions of Domus.

The people:

The cultures:


Cultures and nations

There are several cultural groups on Domus. The major cultures are:

Bahari
Formerly a great empire, the Bahari kingdoms is now a group of separate nations fighting for domination amongst themselves.
Khemash
Living on plains and along the southern coast of Neswa are a group of individualistic city states. They are great traders transporting goods between Raviri and northern Neswa.
Kuwir
Loose tribes of nomads on the expansive plains of Neswa. Dangerous and savage warriors riding fierce kratarr. In fact they the nomads of Kuwir are divided to high nomads in the east and valley nomads in the great valley in central Neswa.
Cutle
Aloi tribes living in the Aloi woods. Not much is known about them.
Xuthin
Degenerated religious oligarchies in the monsuun forests of NE Raviri.
Bali
A rising empire and its colonies in the central and the west coast of Raviri.
Ie
Mostly forgotten culture of simple people on the west coast of Acul.
Cheogh
A seafaring culture on the norhtern seas. This is an odd mixture of western and eastern races. They have colonies on the eastern coast of Neswa, also.
Hekoku
Former colonies of the ancient Pechant empire.
Thunen
The largest aloi culture on Domus. A loose tribal nation.
Pakil
A secret and extremely isolated culture deep in the mountains of Dilma.
Rivhil
The remains of the ancient Pechant empire have now transformed to peaceful democrasies seeking knowledge and enlightement.
Riken
A growing alliance of kingdoms they are expanding rabidly from the southern Suzna to north and the west coast of Ram.
Sannu
The Sannu empire is probably the most stout ally of the Fateless making heavy trading with the Kal empire. Currently they are oocupied in trying to desperately hold on to their colonies on Dyek.
Mathsar
The only aloi kingdom in the southern Ram. They are a proud but poor people.
Ubemori
Loose jungle tribes along the river vallies in the central Dyek. Possibly the eldest culture on Domus, though they don't remember much about it.
Sankasi
Nomads on the plains around the twin lakes in central Dyek. Best kratarr-riders on Domus they live in an almost perpetual state of civil war. When faced with outside threat, they'll present an imbreakable united front.
Gwaduru
Primitive jungle tribes and pirates around the jungle bay and in southern tip of Kal.
Kerdbaya
A fierce group of clan-based societies in constant war with the Kal empire and amongst themselves.
Kal
While the Kal empire holds most of the central Kal in its iron fist, there are several smaller kingdoms in the high mountains which hold on to their independence and fight back with a centuries-old routine.
Azama
The Azama confederation rivals Kal over the dominion of the Gentle sea. They are a group of nations united under the same flag by the threat of the Kal empire.

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Religion on Domus

The religions on Domus usually center around the Immortals and the things they grant and cherish. These religions are also a major political force on Domus. More so because the Immortals do really exist and affect the world.

There are primarily two kinds of religions. In the first more primitive type the Immortal, or a pantheon of Immortals, are regarded as the only true gods while all others are various kinds of demons. This kind of religions are usual in isolated cultures, though there have been examples of expansive cultures where this kind of monotheistic view has suppressed all other religions.

In the more advanced religions the Immortal is not viewed as the creator, but more as the caretaker: they are high priests or saints giving their protection to a certain group of people. These Immortals usually don't proclaim to be omniscient or all powerful. Primarily this is because there are other Immortals with equal amount or more power/knowledge, so to prove your superiority may be difficult.

Of course the Immortals have their own religions, too! And some of these religions have spread to ordinary humans, also (like the cult of Mousbians). These cults view Immortals as nothing else than powerful spirits and worship "bigger forces". This is naturally the greatest heresy to some...

Some Immortals worship more powerful spirits or aspects, like the ancient (over 20000 years old) Immortal Kharun (the ascept of warmth who still fights his old battle against iceage), or the Fajir. Even the Hungamar are worshipped by some, especially those that have close relations to the Astrologers.

One of the more successful cults lately has been that of the Scot. The cult is based on a personal cult of the Great Fateless; he is a powerful wizard (perhaps the most powerful of them all), he seems not to age at all and he spends only minimal time on the spirit plane between incarnations. He has also introduced several technological innovations, which make his followers superior in many areas. Naturally this makes him also directly opposed to the Fajir.

Frequency: Different kinds of religions can be found from everywhere on Domus. It can be safely assumed that there's no such lonely place, that at least one Immortal keeps an eye there. Probably more than one with vastly differing goals.
Power: The influence of religions varies greatly from minor to overwhelming.

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Technology

Technological advance is usually frowned upon by the religions on Domus. In fact by all except those in alliance with the Fateless. It is considered a great evil to empower the lifeless with force to do the work of humans. Wherever technology starts to develop despite the prejudices, strange things start to happen to those who use the technology: they go mad or disappear altogether.

Frequency: the aloi rarely use any technology or even metals at all, the dion races use varying amounts. Some secret societies develop technology (and magical technology), but common usage of technology is banned.
Power: the most advanced technology resembles preindustrial level. Rarely it exceeds this, since tech advancement would require openess and the interaction of scientific community - and this has no chance to happen. Mostly techlevel is somewhere around Chinese / prerenessaince or lower.

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