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tushanshu_ooc2016-01-22 06:35 pm
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EVENT | LANDFALL | TAVIMBI | JANUARY 24 - ONGOING
LANDFALL - TAVIMBI
Greetings, chelonauts! This month we're going to have the first unexplored continental landfall for the new plot. This event takes place on the continent of Tavimbi, home to several different races - all with technological bents, to various degrees.
PLEASE NOTE that there will not be an accompanying mod-posted catch-all log for Tavimbi's landfall, because Tu Vishan will be anchored here for the indeterminate future. Feel free to make your own posts using the information detailed here!
( Sunday, January 24 )
The king tide arrives slightly later than expected, but the College oceanographers are able to give the city approximately 24 hours notice, allowing everyone to be ready and in place. The swell successfully dislodges Tu Vishan from the Angbur Shoal, and with the guidance of the Foreigners, the turtle is once again underway. Around midday on the second day of travel, the fog bank begins to lift and clear, reducing the amount of salt in the air dramatically, although some still remains accumulated in many places around the city. This also sets about restoring most all magical and mechanical functions, except those which were damaged by the salt's corrosion and will need to be properly repaired.
( Wednesday, January 27 )

Tu Vishan will stop approximately a mile offshore, due to his bulk under the water coming to rest against the sea floor. Once anchored, travel to the shoreline can be easily obtained by any of the kedan's small fishing vessels, as the stretch of water between where it's easiest to disembark the shell and the cliff face is the shortest distance and the water is relatively calm. The weather here is much colder, and there are snow squalls that periodically arise, although the high winds keep pellet-like granules of ice blowing around almost constantly.
The vast mountain range comes almost to the edge of the sea, although there is a shallow lagoon approximately a quarter mile deep near one part of the shell's edge. Those who are able to get the height to do so will see, in fact, that the entire landmass seems to be nothing but one huge mountainous range, with tall peaks and jagged crevasses as far as the eye can see.
Dominating the immediate horizon, however, are a multitude of stone-carved and metal-reinforced towers, jutting out from the side of the rock face, with antennas and lights marking many of them. Metal platforms connect the towers on the outside, although there don't seem to be many figures moving along them, possibly due to the weather. There is evidently a great deal of frequency usage, because both the consoles and the radios will experience intermittent bursts of static, as whatever is transmitting temporarily overrides their signals. Unlike the previous landfalls the Foreigners have experienced, there are clear signs of technology evident, even from the outside of the towered city.
Most of the towers will be shut to outside entry, but there will be one that seems specifically designated for arrivals. The Foreigners, as well as any kedan who are joining them for the initial exploration, will be directed to wait there briefly, until someone fills out the paperwork for letting basically an entire nation through customs.
The Tower By The Sea - City of Hatal
Hatal is one of two south-facing "port" cities on Tavimbi, and the larger of the two, with a population of about 35,000 people, or just over half of Keeliai's population. Like all Tavimbian cities, it is constructed inside the mountains, and the external towers do not begin to hint at the vast metropolis inside; the mountains are literally hollowed out to accommodate them. Hatal sees a good number of trade traffic from other continents, and has a fully functioning customs system, at which every Foreigner will be required to register in order to obtain entry to the city. Although Tu Vishan is obviously known to the Tavimbians, including the presence of the Foreigners (and the Foreigners have to wonder, really, just how infamous they've actually become in Konryu...) they'll insist that even trans-dimensional heroes need to fill out the paperwork.
Once they've provided a basic summary of information (age, species, duration of tenure on Tu Vishan, and list of "potentially disruptive abilities") they'll be issued a pass stamp, which they must keep on their person while in Hatal. It won't be uncommon for the visiting Foreigners to see other races they may recognize: Chihuelans, Erol'a, and Bresilykians, as well as races yet unknown to them. While the entry officers will explain that the pass stamp should be recognized by other tower cities on the continent, there aren't any others within the ten-mile radius to Tu Vishan that the Foreigners can access without being affected by the connection to their soul gems failing, meaning that (for the moment, at least) Hatal is the only one they'll be able to visit.
There are four races native to Tavimbi, all of which have a presence in Hatal: Igheeri, Sinayg, Muin, and Kin'nal, all detailed below.

Hatal is a technologically adept city, and it's evident everywhere from the motorized walkways, hovering freight carts, magnetic-driven personal vehicles, and intricate network of communications panels everywhere in the city. There is consistent electricity in every area of the city, even in the slums, which powers blue-tinted street lights and decorative braziers, casting everything in a calm and cool glow. The city is heated with wide grates and tall vents that bring geothermal heat from deep underground to fill the various areas; it also brings with it a faintly sulfuric smell, but most people stop noticing that after a few days. Despite this, the average temperature in Hatal is only about 60°F or 15°C -- certainly warmer than outside, but perhaps cooler than most people are used to for 'indoor' living.
The rule of authority in Hatal, and indeed in all Tavimbian cities, is called the Right of Denvang, which treats every crime as equally weighted, everything from petty shoplifting to aggravated assault. The Right gives the victim of the crime complete ownership of the guilty party for a full five days, to do with anything they want without outside interference or repercussion. Given that the possibility exists that the punishment could far outstrip the scale of the crime, since the Right's punishment could even include unopposed execution of the perpetrator so long as it took place within the five days, the crime level is generally very low! It does feel like something of a cold war atmosphere, but the Tavimbians are used to it, and they accept it as the most equitable and fair method of law enforcement that could be implemented. That said, generally the punishment is not so severe as that, and usually range anywhere from the beholden having to stand on the side of the Causeway holding an embarrassing sign, or deep cleaning the home of the person holding their Right.
The City Districts
The city is divided into four main sections, listed from the highest to the lowest points in the city: the Causeway Level, where the majority of the city's inhabitants live, work, and spend time; the Reservoir Level, where much of the production is handled, everything from the cold-forging of metal to the growing of the food supply which feeds the city. There is also the Artery Level, where the power source for the entire city is located and where the various public systems are controlled from. Finally, there is the Lorn Level, which are where the Kin'nal are required to live.
Causeway Level

The Causeway itself is a wide, flat bridge that goes nearly the width of the city, with multiple neighborhoods built on either side. The most common method of transport are magnetically charged three-wheel carriages, vaguely similar to the rickshaws that the kedan use, only powered, and can be rented for those who have packages or who simply don't want to walk the breadth of the city. They have no exhaust, although it's easy to get static cling if you stand too close to them. Most of the businesses are located on this level as well, making it a likely place for Foreigners to stay. Due to the regular influx of other visitors, it's easy and quite cheap to find temporary lodging in Hatal, should they wish to stay for a while rather than heading back to Keeliai at the end of each day. Most of these establishments are well-marked and generally run by Muin owners, who will request to see each patron's pass stamp before agreeing to rent a room. So long as they retain their pass stamp on them, they're free to come and go from Hatal as they please.
The note of currency in Hatal is the quain, which look a lot like tumbled hematite made into variously shaped beads, although they will accept juulan as payment (albeit the exchange rate is lousy).
Reservoir Level
The level beneath the Causeway, the Reservoir Level is essentially home to the city's public works areas. Everything from water being brought in via pipeline from the surface -- all of it melted ice and snow, as Tavimbi is ice-locked most of the year round -- to fabrication areas where Sinayg work their cold-forging metal technique to constantly produce everything from construction supplies to household items. There is an equal mix of workers on this level, although more heavily favoring Sinayg and Muin, as some Igheeri dislike not having the open space above them that the Causeway Level offers. Many artisans who cannot afford living accommodations on the upper level have shops here, producing many types of fabrics and textiles. Similar to the Earth Sector of Keeliai, much of Hatal's architecture is stone-based, and so material is used for accents and decoration; tapestries, particularly ones with geometric patterns, are common purchases.
Almost all food in Hatal is vegetarian, and artificially grown in specialized glass chambers on this level, through which is pumped a combination of nutrients activated by electricity. With this technique however, they're able to provide enough food for the entire city, and indeed have carefully controlled reserves of food and water stockpiled. This is also where the most industrious live, and where any repairs one might need completed should be taken. Generally the shopkeepers and workers on this level are more accommodating than those on the Causeway, perhaps in gratitude for being given the business.
There are no restrictions for who can be on the Reservoir Level, either native or visitor.
Almost all food in Hatal is vegetarian, and artificially grown in specialized glass chambers on this level, through which is pumped a combination of nutrients activated by electricity. With this technique however, they're able to provide enough food for the entire city, and indeed have carefully controlled reserves of food and water stockpiled. This is also where the most industrious live, and where any repairs one might need completed should be taken. Generally the shopkeepers and workers on this level are more accommodating than those on the Causeway, perhaps in gratitude for being given the business.
There are no restrictions for who can be on the Reservoir Level, either native or visitor.
Artery Level
The Artery Level is easily the most technologically advanced of the city, and it's evident in the way that the architecture is mostly metal and heavily industrialized. This is where the power supply to the city is generated from, and is the smallest of the Levels in terms of scale, although not of reach. It is also where the Xunutane - called the mechanical heart of the city -- is housed under tight guard. Most of the people working on this level are part of the Dexedi, the mechanist class, who are responsible for maintenance and development of anything relating to the city's power grid. The Dexedi have the most authority in Hatal, due to the absolute reliance on their management of the Xunutane (detailed more below).
There is generally restricted access to the Artery Level, in that the workers won't let anyone wander freely down there due to the sensitive nature of the equipment-- not to mention, the complicated layout of corridors and bays down there can be a maze! However, they will take people through, so long as they're supervised by some of the Dexedi members, if a Foreigner or kedan has a compelling reason to be there, particularly the like-minded in mechanical and technological ways... although a demonstration of such may be required.
There is generally restricted access to the Artery Level, in that the workers won't let anyone wander freely down there due to the sensitive nature of the equipment-- not to mention, the complicated layout of corridors and bays down there can be a maze! However, they will take people through, so long as they're supervised by some of the Dexedi members, if a Foreigner or kedan has a compelling reason to be there, particularly the like-minded in mechanical and technological ways... although a demonstration of such may be required.
Lorn Level

The Lorn Levels, however, have more than one necessity that keeps the rest of the population from writing them off completely: only in the minorly developed areas are certain subterranean creatures still found, including the Koxalu scorpion, whose silk is used to make almost every textile in Hatal, and various types of mushrooms and fungii that are used for production in the food pods of the Reservoir Level.
The People of Hatal
The Igheeri
The Igheeri are a tall folk, with each member standing around eight feet, and resemble a cross between a harpy and a gargoyle. Although their faces are what most humans would consider attractive, their bodies are elongated on all limbs, with four-digit extremities that are approximately 10 inches long and tipped with flexible claws, for grasping (sort of like a sloth). Their skin is mostly dark coloured and has a marbled colouration to it, with different members having anywhere from subtle shifts in colour to bold splotches. A membrane of soft skin, similar to that of a bat's wing, runs from their collarbone down to a bony spur on the back of their legs, allowing them to spread these "wings" out in much the same way a flying squirrel or a human wearing a wingsuit does, which lets them catch updrafts from the geothermal heating and glide around. Despite this, they cannot actually fly, and must climb to get to a high enough vantage point to launch from.
They dress in mostly form fitting clothing, to prevent anything from getting snagged while they're airborne, but these clothes are brightly coloured and intricately patterned, making the Igheeri somewhat like birds in flight.
The Igheeri are artistic and well-spoken, although they tend to be haughty or arrogant. They are designers and drafters in most Tavimbian cities, Hatal included, and the multi-level design of these tower cities reflects their abilities of climbing and gliding. It's completely normal to see an Igheeri climbing their way up the side of a building, a metal support column, or along any of the transport shafts that connect the various levels. They're also fanatically proud of their design skills, so critiquing their layouts is a sure way to end a conversation on a poor note. In general, the best way to have a positive relationship with an Igheeri is to compliment them once in a while, and they'll often reciprocate with tokens and gifts in repayment. It's not generosity so much as it's a subtle brag that they're well off, but it's (sort of) the thought that counts.
Their relationships with the other races are mixed: they are predisposed to disdain of the Sinayg, as many centuries prior, they once had a predator-prey relationship-- even today, with both species living together, a particularly ruffled Igheeri might call them an 'oima', which translates to something like a bite-sized snack. The Igheeri also have a bad habit of 'accidentally' stepping on Sinayg who don't move out of their way fast enough, who often can't even see them coming. They are largely ambivalent to the Muin, finding them useful -- indeed, even vital -- to the city, and therefore accord them civility based on that. They almost completely ignore the Kin'nal's existence in the city, in much the same way a New Yorker longsufferingly ignores vermin in alleyways.
The Igheeri's main point of contact with the Foreigners will be Doemn, a customs official and diplomatic ambassador for Hatal as a whole. He will be played by Am, and is open for threading requests for the duration of landfall by PMing
ironrule.
They dress in mostly form fitting clothing, to prevent anything from getting snagged while they're airborne, but these clothes are brightly coloured and intricately patterned, making the Igheeri somewhat like birds in flight.
The Igheeri are artistic and well-spoken, although they tend to be haughty or arrogant. They are designers and drafters in most Tavimbian cities, Hatal included, and the multi-level design of these tower cities reflects their abilities of climbing and gliding. It's completely normal to see an Igheeri climbing their way up the side of a building, a metal support column, or along any of the transport shafts that connect the various levels. They're also fanatically proud of their design skills, so critiquing their layouts is a sure way to end a conversation on a poor note. In general, the best way to have a positive relationship with an Igheeri is to compliment them once in a while, and they'll often reciprocate with tokens and gifts in repayment. It's not generosity so much as it's a subtle brag that they're well off, but it's (sort of) the thought that counts.
Their relationships with the other races are mixed: they are predisposed to disdain of the Sinayg, as many centuries prior, they once had a predator-prey relationship-- even today, with both species living together, a particularly ruffled Igheeri might call them an 'oima', which translates to something like a bite-sized snack. The Igheeri also have a bad habit of 'accidentally' stepping on Sinayg who don't move out of their way fast enough, who often can't even see them coming. They are largely ambivalent to the Muin, finding them useful -- indeed, even vital -- to the city, and therefore accord them civility based on that. They almost completely ignore the Kin'nal's existence in the city, in much the same way a New Yorker longsufferingly ignores vermin in alleyways.
The Igheeri's main point of contact with the Foreigners will be Doemn, a customs official and diplomatic ambassador for Hatal as a whole. He will be played by Am, and is open for threading requests for the duration of landfall by PMing
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The Sinayg
Opposite in nearly every way to the Igheeri, the Sinayg people are short and stocky, about four feet tall with an almost hunchbacked appearance. They are also functionally blind, although they can usually distinguish shapes of light and dark. They were the original race to live within the mountains, and they possess a unique ability to "listen" to the stone, and to detect otherwise invisible changes in the density of many substances. This allowed them to begin carving out tunnels and caverns throughout the mountainous landscape of Tavimbi, as their lack of proper eyesight made them especially vulnerable to predators (including, in centuries past, the Igheeri!)
The Sinayg have grayish skin and thick hands, along with a strip of lighter coloured hair that runs from the crest of their head to the base of their spine. They use their other senses to navigate the city, predominantly their hearing and touch. Their choice of clothing is durable, a leather-like fabric with metal adornments, but uniformly bland and plain-- they can't see the details anyway! They're slow to trust outsiders, especially given their close personal ties, but once a rapport has been established, they're friendly enough. The Sinayg appreciate people who offer to help them, since many of the areas are not well-designed for those with limited sight. Sometimes it's as easy as helping them find a particular shop they're looking for.
Sinayg are employed throughout every tower city as part of their building crews, and most perform ever-ongoing maintenance on the honeycomb support pillars, or new constructions, such as widening certain areas or tunneling new heat shafts. They're quite strong, easily able to carry several times their own weight. They're also able to employ a remarkable technique of "cold forging" various metals, in which they use a combination of water and electricity to elastify and shape metals. Due to their physiology, which displaces the electricity harmlessly through their bodies and keeps them from getting electrocuted while working, this negates the need for traditional forges.
Their relations to the other races are largely positive, although they're understandably wary of the Igheeri and generally try to stay out of their way. They see the Muin as peers and coworkers, and many Sinayg and Muin form close friendships. They are also relatively kind to the Kin'nal (although they try to do it out of the Igheeri's earshot), and are generally positive toward Foreigners and the kedan.
The Sinayg's main point of contact with the Foreigners will be Ayg, a cold-forger assigned to oversee outside shipments of minerals and similar intakes. Though not precisely a customs agent, Ayg does have a good amount of authority over outside trade -- at least as far as maintaining the efficiency and technological conditions of Hatal. Ayg will be played by Pur, and is open for threading requests for the duration of landfall by PMing
forgediron.
The Sinayg have grayish skin and thick hands, along with a strip of lighter coloured hair that runs from the crest of their head to the base of their spine. They use their other senses to navigate the city, predominantly their hearing and touch. Their choice of clothing is durable, a leather-like fabric with metal adornments, but uniformly bland and plain-- they can't see the details anyway! They're slow to trust outsiders, especially given their close personal ties, but once a rapport has been established, they're friendly enough. The Sinayg appreciate people who offer to help them, since many of the areas are not well-designed for those with limited sight. Sometimes it's as easy as helping them find a particular shop they're looking for.
Sinayg are employed throughout every tower city as part of their building crews, and most perform ever-ongoing maintenance on the honeycomb support pillars, or new constructions, such as widening certain areas or tunneling new heat shafts. They're quite strong, easily able to carry several times their own weight. They're also able to employ a remarkable technique of "cold forging" various metals, in which they use a combination of water and electricity to elastify and shape metals. Due to their physiology, which displaces the electricity harmlessly through their bodies and keeps them from getting electrocuted while working, this negates the need for traditional forges.
Their relations to the other races are largely positive, although they're understandably wary of the Igheeri and generally try to stay out of their way. They see the Muin as peers and coworkers, and many Sinayg and Muin form close friendships. They are also relatively kind to the Kin'nal (although they try to do it out of the Igheeri's earshot), and are generally positive toward Foreigners and the kedan.
The Sinayg's main point of contact with the Foreigners will be Ayg, a cold-forger assigned to oversee outside shipments of minerals and similar intakes. Though not precisely a customs agent, Ayg does have a good amount of authority over outside trade -- at least as far as maintaining the efficiency and technological conditions of Hatal. Ayg will be played by Pur, and is open for threading requests for the duration of landfall by PMing
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
The Muin
The Muin are the most human-like of the species living in Hatal, and are also the ones who will warm up the fastest to the Foreigners and the kedan. They are also the most numerous of the city's inhabitants, comprising about half the total population of Hatal. Generally easygoing in nature, the Muin have very dark complexions offset by bright coloured shocks of hair and jewel-toned eyes; their hair and eye colours are always of the same shade, and in fact the small percentage of Muin who are born with mismatched colouring are often considered second class. (Which is better, the Muin will argue, than the previously accepted practice of throwing them off the nearest mountain.)
Their peculiarly odd habits of enforced colour coordination aside, most Muin are friendly and easy to work with. They seem to love working with new ideas and new people, which can be a refreshing change for visitors to interact with after the arrogant Igheeri and the suspicious Sinayg. The Muin are both human sized and shaped, preferring many soft layers of clothing in their outfits of choice, except in the cases of the Dexedi, where their clothing is a little more austere.
The Muin's main point of contact with the Foreigners will be Charako, a Dexedi foreman whose area of expertise is in studying Xunutane energy on various organisms. Charako will be played by Li, and she is open for threading requests for the duration of landfall by PMing
ironwood.
Their peculiarly odd habits of enforced colour coordination aside, most Muin are friendly and easy to work with. They seem to love working with new ideas and new people, which can be a refreshing change for visitors to interact with after the arrogant Igheeri and the suspicious Sinayg. The Muin are both human sized and shaped, preferring many soft layers of clothing in their outfits of choice, except in the cases of the Dexedi, where their clothing is a little more austere.
The Muin's main point of contact with the Foreigners will be Charako, a Dexedi foreman whose area of expertise is in studying Xunutane energy on various organisms. Charako will be played by Li, and she is open for threading requests for the duration of landfall by PMing
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
The Kin'nal
The Kin'nal are a small, chameleon-like race, standing about three feet tall. They have leathery, bumpy skin, and lizard-like hands and feet with adhesive pads that allow them to cling to nearly any surface. They are often uncomfortable in direct lighting, and speak with a distinct hissing overtone, the sounds of which are also reflective in their naming scheme.
For the most part, they are the outcasts of Hatal, and restricted to living only on the Lorn Level areas. Kin'nal are only allowed on the Causeway Level during certain off-peak hours, so this isn't the best place to interact with them unless it's at night or early in the morning before the shops get busy. Most of them are employed either in the supply tunnels or in the overnight upkeep of the city -- if someone is out in the late hours, they will see groups of Kin'nal scrubbing and washing the faces of the buildings, the streets, and any equipment that needs to be regularly maintained. They're also regulated to many jobs that the other races disdain to do.
Their relationships with the other races are strained, simply because they're regulated to third-class citizens. Many of them are visibly frightened of the Igheeri, and even the even-tempered Sinayg have been known to take a swat at them from time to time, and so many of the Kin'nal are skittish around strangers as well. The Muin seem to be the only ones who really enjoy or appreciate their company, often working together on the Reservoir Level. And if the Kin'nal are exposed to kindnesses by the Foreigners, they will become highly appreciative and loyal to them.
The Kin'nal's main point of contact with the Foreigners will be Ris-iss, a Kin'nal patriarch heavily involved with the Sabonile cause. Ris-iss will be played by Li or Pur, and is open for threading requests for the duration of landfall by PMing
ironwood.
For the most part, they are the outcasts of Hatal, and restricted to living only on the Lorn Level areas. Kin'nal are only allowed on the Causeway Level during certain off-peak hours, so this isn't the best place to interact with them unless it's at night or early in the morning before the shops get busy. Most of them are employed either in the supply tunnels or in the overnight upkeep of the city -- if someone is out in the late hours, they will see groups of Kin'nal scrubbing and washing the faces of the buildings, the streets, and any equipment that needs to be regularly maintained. They're also regulated to many jobs that the other races disdain to do.
Their relationships with the other races are strained, simply because they're regulated to third-class citizens. Many of them are visibly frightened of the Igheeri, and even the even-tempered Sinayg have been known to take a swat at them from time to time, and so many of the Kin'nal are skittish around strangers as well. The Muin seem to be the only ones who really enjoy or appreciate their company, often working together on the Reservoir Level. And if the Kin'nal are exposed to kindnesses by the Foreigners, they will become highly appreciative and loyal to them.
The Kin'nal's main point of contact with the Foreigners will be Ris-iss, a Kin'nal patriarch heavily involved with the Sabonile cause. Ris-iss will be played by Li or Pur, and is open for threading requests for the duration of landfall by PMing
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Areas & Factions
Xunutane - The Mechanical Heart
In the depths of the Artery level is a pulsing force of power, from which all of Hatal draws its energy: the Xunutane, a massive hunk of crystal shard glowing brightly with an interior light, that rests inside an enormous containment casing. There are multiple banks of monitoring equipment that track different types of energy outputs, everything from a decibel of sound to microwave-like frequencies. The Dexedi will explain that some thousands of years ago (based on what they can tell from the geological impacts where the Xunutane was found), dozens of these crystal pieces fell from the sky in an unknown solar event, all across Tavimbi. Whether they also fell on other continents or into the ocean, they don't know. But where these crystal-like pieces were found, it was determined that they could output a steady, consistent, powerful energy that could be harnessed. As a result, nearly every Tavimbian city is built into the mountain to encompass these crystal "hearts", each with their own name, allowing their civilization to become as advanced as it is.
The Dexedi - The Mechanists
The Dexedi are a combination of engineers and scientists studying the Xunutane, everything from how to best draw the energy from the crystal without losing its potency, to how to best design the city's power grid, to new ways to implement new modes of transportation, both within the city itself and for moving freight between the towered cities scattered across the continent. Although the bulk of the Dexedi are Muin and Sinayg, there are some Igheeri and even a few Kin'nal, although the latter are extremely rare. It is one of only a handful of areas in which the individual's contributions are weighted more heavily than their origin.
Those looking to interact with the Dexedi should see the NPC Charako.
Those looking to interact with the Dexedi should see the NPC Charako.
The Jagaiz Rings - Combatant's Haven
The Jagaiz Rings are located on the spacious Causeway Level. Though primarily described as games or challenges, eventually any Foreigner or kedan will discover they're a little bit more than that -- they're more like gladiator rings. The residents of Hatal will not hide this fact, but will be surprised at any negative reactions.
The Jagaiz games are a remnant of military lifestyles used in the distant past, before the Tavimbian races became allies. Though Tavimbi is unlikely to be invaded, given its desolate surface, the Jagaiz games are used as a means to maintain a civilian militia. While ordinary participants in the games have no special status, succeeding in the games can result in a great many boons.
When the Sabonile aren't sufficient mediators, the Jagaiz Rings are considered the final say in resolving disputes; as well, defeating recognized champions and gladiators can result in sponsorship, cash prizes, and rises in status elevation. It's one of the few ways that Kin'nal can prove their worth, and is frequently the means by which they claim high-level positions, such as in the Dexedi.
Given the relative frequency of outside visitors, there is a special arena challenge for those foreign to Tavimbi. This takes the form of a series of arenas, varying in types of weapons and with tiers of difficulties, where visitors can fight some of Hatal's champions. It's seen as a great opportunity not only for the people of Tavimbi to see outside combat forms, but for the visitors to learn those known on the continent.
There is not one single prize (though defeating all the champions for the challenge does bear the largest prize), but is usually a range of useful services or souvenirs for visitors. For instance, a free coupon to a sponsoring restaurant for the length of the visitor's stay, or a free room at a sponsoring (often pricey) hotel. Some champions may give their winning challengers items unique to Tavimbi, such as a Jagaiz weapon or a rare shard of crystal resembling those of the Xunutane. The more experienced fighters consider it a point of pride and good sportsmanship for a prize to come out of their own possessions, rather than from a sponsor.
The Jagaiz Rings don't rule out injury (broken limbs and bruises, especially) but they are tailored to avoid lethal results. Jagaiz weapons are specially forged by Sinayg using their cold-lightning; they carry a non-lethal electric charge which is used to monitor strikes to the combatants, and therefore is the basis of the scoring system. Jagaiz weapons are considered particularly effective because they can't be charged beyond their means; the level of electricity they carry is inherent upon forging, which means the weapons can't be tricked into overcharging for greater damage.
Jagaiz weapons come in various basic shapes depending on the nature of the weapon (ie an empty pommel for blades, a long unstrung bow for archers, a pole for bladed polearms, etc).
Please be reasonable in the collection of prizes; while PCs are allowed to play in the arenas, and are even allowed to fight each other, it's unlikely they'll be able to defeat everything thrown at them. The Jagaiz fighters are very good at observing others' bouts and planning for their opponents ahead of time!
In cases of Foreigners fighting Foreigners, the battles will remain sponsored -- this means the sponsors will pay for any medical needs and provide the Jagaiz weapons. It also means they may distribute the prize, if the loser chooses not to (or cannot) offer the winner a prize from their own belongings. Expect a high turnout of spectators for these bouts, as many other Jagaiz participants will be eager to see what skills the Foreigners have!
The Jagaiz games are a remnant of military lifestyles used in the distant past, before the Tavimbian races became allies. Though Tavimbi is unlikely to be invaded, given its desolate surface, the Jagaiz games are used as a means to maintain a civilian militia. While ordinary participants in the games have no special status, succeeding in the games can result in a great many boons.
When the Sabonile aren't sufficient mediators, the Jagaiz Rings are considered the final say in resolving disputes; as well, defeating recognized champions and gladiators can result in sponsorship, cash prizes, and rises in status elevation. It's one of the few ways that Kin'nal can prove their worth, and is frequently the means by which they claim high-level positions, such as in the Dexedi.
Given the relative frequency of outside visitors, there is a special arena challenge for those foreign to Tavimbi. This takes the form of a series of arenas, varying in types of weapons and with tiers of difficulties, where visitors can fight some of Hatal's champions. It's seen as a great opportunity not only for the people of Tavimbi to see outside combat forms, but for the visitors to learn those known on the continent.
There is not one single prize (though defeating all the champions for the challenge does bear the largest prize), but is usually a range of useful services or souvenirs for visitors. For instance, a free coupon to a sponsoring restaurant for the length of the visitor's stay, or a free room at a sponsoring (often pricey) hotel. Some champions may give their winning challengers items unique to Tavimbi, such as a Jagaiz weapon or a rare shard of crystal resembling those of the Xunutane. The more experienced fighters consider it a point of pride and good sportsmanship for a prize to come out of their own possessions, rather than from a sponsor.
The Jagaiz Rings don't rule out injury (broken limbs and bruises, especially) but they are tailored to avoid lethal results. Jagaiz weapons are specially forged by Sinayg using their cold-lightning; they carry a non-lethal electric charge which is used to monitor strikes to the combatants, and therefore is the basis of the scoring system. Jagaiz weapons are considered particularly effective because they can't be charged beyond their means; the level of electricity they carry is inherent upon forging, which means the weapons can't be tricked into overcharging for greater damage.
Jagaiz weapons come in various basic shapes depending on the nature of the weapon (ie an empty pommel for blades, a long unstrung bow for archers, a pole for bladed polearms, etc).
Please be reasonable in the collection of prizes; while PCs are allowed to play in the arenas, and are even allowed to fight each other, it's unlikely they'll be able to defeat everything thrown at them. The Jagaiz fighters are very good at observing others' bouts and planning for their opponents ahead of time!
In cases of Foreigners fighting Foreigners, the battles will remain sponsored -- this means the sponsors will pay for any medical needs and provide the Jagaiz weapons. It also means they may distribute the prize, if the loser chooses not to (or cannot) offer the winner a prize from their own belongings. Expect a high turnout of spectators for these bouts, as many other Jagaiz participants will be eager to see what skills the Foreigners have!
The Sabonile - The Priest Class of Hapoyela
There is one main religion in Tavimbi, and although there are a handful of offshoots they all essentially link together, with differences only in execution and minor beliefs. Some of the minor denominations are less stringent than the main one, but on the reverse are those which try to outdo the central denomination's single-mindedness.
The overarching belief is in the Xunutane as a deity. Hapoyela is a quad-gendered deity of the earth, sky, water and ether. Fire is not considered its own element, but a byproduct; warmth comes from the earth, and most humanoid beings have a substantial amount of water in their makeup. If anything, the fact that fire consumes most things it touches is a source of discomfort in the religion, but in keeping with their pacifistic tendencies they try not to judge.
Right now, Hapoyela is believed to be inhabiting their most feminine form of the earth, and has done so ever since the races moved underground; when this era ends, it will mark the change in Hapoyela's genderness. The Xunutane is Hapoyela's vessel.
While the Sabonile do not begrudge use of the Xunutane as a power source -- as Hapoyela's gift to them -- they're Not Happy about it being seen as a tool instead of a facet of a being to be worshiped. They are, however, a non-violent sect, for all their zealotry; any violent acts against the city in an attempt to 'rescue' the Xunutane are condemned by the Sabonile at large. Most of the minor denominations are viewed with mild suspicion as being small-league terrorists, for this reason.
The Sabonile believe firmly in equal treatment for all races, and many of their duties have to do with mediation between the various races in Tavimbi -- especially the Kin'nal. Many of their non-clergy faithful are Kin'nal, due to the work the Sabonile have done in lifting them from poverty, though it's been a very long and slow process. They are also very truthful, leaning toward a form of radical honesty, and tend to take facts at face value. (That being said, they do understand nuance and sarcasm, and that non-clergy often lie; they just tend to believe that treating people at face value is more beneficial than trying to navigate the muddy waters of subterfuge.)
The Sabonile have no named NPC representative, but if you would like your character to interact with one of them for plot reasons, PM Pur at
rawiron.
The overarching belief is in the Xunutane as a deity. Hapoyela is a quad-gendered deity of the earth, sky, water and ether. Fire is not considered its own element, but a byproduct; warmth comes from the earth, and most humanoid beings have a substantial amount of water in their makeup. If anything, the fact that fire consumes most things it touches is a source of discomfort in the religion, but in keeping with their pacifistic tendencies they try not to judge.
Right now, Hapoyela is believed to be inhabiting their most feminine form of the earth, and has done so ever since the races moved underground; when this era ends, it will mark the change in Hapoyela's genderness. The Xunutane is Hapoyela's vessel.
While the Sabonile do not begrudge use of the Xunutane as a power source -- as Hapoyela's gift to them -- they're Not Happy about it being seen as a tool instead of a facet of a being to be worshiped. They are, however, a non-violent sect, for all their zealotry; any violent acts against the city in an attempt to 'rescue' the Xunutane are condemned by the Sabonile at large. Most of the minor denominations are viewed with mild suspicion as being small-league terrorists, for this reason.
The Sabonile believe firmly in equal treatment for all races, and many of their duties have to do with mediation between the various races in Tavimbi -- especially the Kin'nal. Many of their non-clergy faithful are Kin'nal, due to the work the Sabonile have done in lifting them from poverty, though it's been a very long and slow process. They are also very truthful, leaning toward a form of radical honesty, and tend to take facts at face value. (That being said, they do understand nuance and sarcasm, and that non-clergy often lie; they just tend to believe that treating people at face value is more beneficial than trying to navigate the muddy waters of subterfuge.)
The Sabonile have no named NPC representative, but if you would like your character to interact with one of them for plot reasons, PM Pur at
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The Xojan - The Wind Hunters
The Xojan is made up of groups of assorted species in Hatal, with notable - albeit reluctant - working relationships between the Igheeri and the Sinayg. The Xojan hunt a very dangerous type of creature in the mountainous peaks outside the city called Rakenga, coloquially known as 'sky predators', which look a little like malnourished dragons. Rakenga are one of the only regular sources of meat for Tavimbian cities, the relative scarcity of which seems to be the only thing capable of making Igheeri work with races they normally look down on or outright ostracize. Each member of the Xojan - especially the ones who can't glide - has their own little flying cart/scooter hybrid reminiscent of Roman chariots, each big enough to carry one hunter. These scooters not only make it possible to hunt Rakenga in the skies above the mountains, it also enables the Xojan to guard shipments to and from other cities in Tavimbi, making them an indispensable part of the culture in any Tavimbian city.
The training process takes close to a year, with Xojan hopefuls forbidden to fly one of their trademark scooters until they've passed a series of tests at the end of their training. Because of this, despite the danger of hunting Rakenga, there are very few Xojan casualties. Members of the Xojan are proud of their associations and their job, holding themselves aloof from the rest of society despite the lack of a rule requiring it.
Players are free to NPC their own Xojan interactions in-thread according to the information outlined here. If you would like your character to interact with them for plot reasons, however, please contact Am at
ironrule.
The training process takes close to a year, with Xojan hopefuls forbidden to fly one of their trademark scooters until they've passed a series of tests at the end of their training. Because of this, despite the danger of hunting Rakenga, there are very few Xojan casualties. Members of the Xojan are proud of their associations and their job, holding themselves aloof from the rest of society despite the lack of a rule requiring it.
Players are free to NPC their own Xojan interactions in-thread according to the information outlined here. If you would like your character to interact with them for plot reasons, however, please contact Am at
![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
So here we have the information for landfall on Tavimbi! If you have any questions, please direct them to the Questions comment below; otherwise, this post is available for everyone to plot on.