
Welcome to Ad Meliora
« 18+ ✦ TTRPG ✦ Player Driven »
Even if the world killed you. I would not forget you.
『 CONTENT WARNING 』
ad meliora may contain most of, if not all, the following:
Graphic/Explicit Gore and Violence, Death or Dying, Explicit Language, Implied Sexual Content, Period-typical Attitudes, Body Horror, and Potentially Disturbing Material.« ad meliora is rated 18+ only for its mature content. »
ad meliora is a private, semi-sandbox style and high fantasy TTRPG based solely on Discord. While primarily RP and gameplay focused we also double as somewhat art-based.The nature of the group's setting is to keep you and/or your noble bloodline surviving, be it through political subterfuge or total war among the noble houses. Survival is key for everyone in this world, as brutal as it can be. Set in a world only slightly similar to our own, you must navigate it through your characters' eyes.The group is heavily character interaction and dialogue focused, every choice and action your character makes will affect the story in some way or another via a butterfly effect.You create and drive the story.
The themes that will be predominantly explored in ad meliora include, feudalistic hierarchies, political conflict & drama, moral ambiguity, character development, relationship development, magic & realism, violence & death, open world exploration & adventure, environmentalism, and survival.
『 Inspiration behind the group is heavily drawn from the ASOIAF book series, the visual novel game Lamento -Beyond the Void-, and the animated film Princess Mononoke. Anything else is purely little bits and pieces picked up here and there or purely our own brainchild. 』
Server Rules
Be respectful and considerate to both your mods and fellow server members. Our main and most important goal with ad meliora is to create a comfortable, safe, and close environment to enjoy as we work together to weave the story at hand. If someone asks you to drop a subject or mentions they are uncomfortable with certain behaviors please stop and move on to something else.
The admins of this group have created it for fun and fun alone. We have lives outside of ad meliora that take precedence over any and all activities within the group. Please be patient with us and remember everyone has a life outside of the screen.
If there is a problem with another member (be it art theft, tracing, harassment, etc.) please direct message one of the admins; we will investigate and take immediate action.
Drama and relationships between characters is an important aspect of the group, but this should never be an excuse to ship chase/bait/force others or be nasty to your fellow members and mods.
If it isn't nice at all, just don't say it. Treat others the way you'd like to be treated.
No mini-modding. We implore that other members be helpful, yes, however actively trying to moderate the group as a member is an offense.
Venting in the Discord server is strictly prohibited. We completely understand needing to get out your feelings about frustrating situations but ad meliora is certainly not the place to do it.
Please keep inappropriate topics in moderation-- keep it classy. We recommend that if it is considered highly inappropriate and will make other server members uncomfortable, perhaps don't say it at all. There is an NSFW channel for that reason alone.
Homophobia, transphobia, racism, and discrimination of any kind will not be tolerated whatsoever and will result in an immediate removal and ban from the group. We do not allow any derogatory terms or slurs; not everyone reacts the same to reclaimed ones.
RP Rules
If an IC action may affect and/or impact another character negatively, ask for explicit consent beforehand. No "foreshadowing" in RP or anything like that, if the creator doesn't want anything negative happening to their character, you have to respect that, period.
During RP, if you have an idea you would like to carry out that affects and/or involves multiple characters, please discuss it with everyone involved. Don't leave people hanging! We're not mind readers!
All RP styles are allowed! Be it literature, script, and so on so forth; as long as they are readable.
Please keep things SFW for the most part when RPing, suggestive comments in RP are tentatively allowed unless stated otherwise by the other member. NO smut roleplays are allowed in the public channels whatsoever, keep that strictly to the DMs. Some people may be sex repulsed, keep that in mind. Do not ever pressure others into explicit RPs regardless.
Uphold polite RP etiquette! If you think there may be content that would trigger someone please remember to TW/CW beforehand and properly censor said subject throughout.
Character Creation Rules
When first joining, you can only create two playable characters; your first primary character plus one additional character.
Character age requirement is 18+.
For a more thorough guide on Mazurans, we have a whole page for that here!
Characters with mental illnesses and disabilities absolutely are allowed, but please be respectful regarding them! To err is human but it's advised to be at least educated on the subjects.
Your character must fit the world, and while you don't necessarily need to be an expert on medieval history, it's encouraged to at least brush up on your knowledge before jumping into the deep end; some of the topics and societal aspects to the world may be a bit jarring to the modern man and even at times uncomfortable-- to which we reasonably understand. Just know that they were called the Dark Ages for a reason! For all of the content warnings, check out the about page.
Dark, unsettling, and disturbing topics are wholly encouraged to be explored in backstories, but using triggering terms may cause some undue stress, so be mindful and respectful of the topics please! If these topics are mentioned please make sure to put the appropriate warnings beforehand!
Frequently Asked Questions
Q
What exactly are you looking for in characters?A
We're looking for interesting and well thought out characters who will be open to development! The group is heavily decision based and the actions your characters take will have an effect on the overall plot and progression of the group’s story. You guys are in charge of pushing the plot forward with your character’s actions, whether it be fully starting wars or trying to underhandedly usurp the monarchy! A lot of the story and decisions within ad meliora are almost solely based on your character’s personal morals and not just what the player OOC wants, as such, characters with interesting motivations are something we keep an eye out for.
Q
Do I need to draw well?A
No not really! The group is considerably writing based, so drawing isn't a must have skill; but visuals of your character will be necessary to join.
Q
Do I need to write well?A
Yes actually, although we'll accept most of any writing format, only that it must be readable.
Q
How many members are you accepting in total?A
As of now? The tentative threshold is twenty (20) players in total, but this may change. We are currently at 10 players total!
Q
How many characters am I allowed to have?A
Short answer: However many you can handle having!
Long answer: When you first join you're allowed two freebie character slots right off the bat. Any others are purchased through our currency system!
Q
What are the requirements for activity?A
While we're not exactly an activity check-driven group as of now (we do have some in-world events!), it will be required of you to engage with other members within the realm of possibility for the individual, as well as completing RPs are a must. We're fairly lax because we're familiar with those who may have chronic illnesses or personal schedules that may get in the way of things, we get it! Life happens, and it always comes first! However that's not an invitation to join the server and never interact at all, try to be engaged as much as you can! We don't like to have ghosts in our roster!
Q
Why do you have a currency system?A
It's purely incentive-based; coin is obtained through artwork and literature submissions so you can purchase fun goodies or extra characters. While we're very casual in terms of individual activity, it is disheartening to see players join and never interact in the server. So, one of the solutions was adding these sort of incentives! Don't worry, all's fair as it also applies to the GMs, we have to grind for what we want too so we'll be right there with you 🤞
Q
Is there a set time zone this group will be mostly active during?A
Yes and no! The GMs are in very different time zones themselves (roughly ~8 hours between them) so what we mainly do is establish things like deadlines and whatnot at the EST time zone to work with our own! Though, with that being said, RP itself and events will be determined with players' time zones also taken into consideration-- but a specific time zone that we will be mostly active during is nondeterminative so as to accommodate everyone!
Q
Can a character’s status(es) change within RP?A
Yes, given certain and specific conditions. Characters born into nobility will always have the Noble status unless they become a Priest, become a Maester, join the Swords of Evenfall, they are disowned by their family, OR their house is dismantled by the crown. In fact, any previous status is completely dropped upon the character becoming a Sword of Evenfall, Priest, Maester, or Knight of the Queensguard. A character that has the Squire status can move upwards to a Knight status given the appropriate RP of them being knighted is logged. Nobles can even later tack on a second status, but as mentioned on the Mechanics page, you can only stack two statuses at a time! If your character is Noble and a Knight and instead becomes studious to be a Noble and a Scholar, you can’t just switch between Knight and Scholar whenever, you have to choose one of those two.
Q
Are there any other locations or continents other than Mazura?A
Sorry, but no :( We're still working on filling up the current continent itself, but maybe in the future we'll entertain the thought of adding another faraway terra firma...!
Q
Are there any restrictions on colors for family crests?A
As long as you can come up with the closest fitting blazoning (i.e. azure, purpure, brunâtre, etc.) then you're free to use any color you'd like-- we're not greatly concerned with the rule of tincture, so don't worry too much.
Community Challenge
Community Challenges are collaborative optional events that the server works to achieve together, posted at the beginning of each month. The challenge is a word subject prompt, which you can interpret however you'd like and submit with any individual character. Completing the prompt within the time of its release will earn double the amount of coin than usually available at submissions. If a goal is reached, everyone who participated will receive a specific reward in addition.On each monthly shift, a community goal will be set. If a certain number of total players complete the prompt challenge, everyone who participated will earn an additional item as bonus, which will be randomized each month. These items can range from healing potions, to instant Attribute stat boosts, or to even more coin rewards. The community goal will be listed clearly in the monthly server update and on the website’s News page, and will fluctuate depending on how many people are currently in the server. For example, if there are 30 members, the community goal may be set at 17. If 17-- or more-- complete the set community goal, everyone who participated and completed it, receives an additional set reward for the month.CC's can be completed as artwork, literature, or roleplays (as long as it is logged sufficiently!). In the case of RPs, the characters of the participating players can be all counted for the prompt. However, you must include a minimum of 30 words in the description of your CC submission, which explains how exactly it meets the monthly prompt, and it must fit the theme! Otherwise, you can submit any of your creations for the standard amount of calculated coin as per usual.The monthly challenge may be foregone under certain circumstances, including specific server events, GM hiatuses, etc. etc.
The World of Ad Meliora
Mazura is a vast and sweeping world, comprised of a race of humanoid cat-people known colloquially as Mazurans. Mazura was once divided into several independent kingdoms before the start of a war known as Valerys' Conquest. After this war all the regions south of the Abyssal Plains were united under the rule of House Vamería into a nation known as the Eight Kingdoms. Mazurans have a culture of their own; feudalistic in nature and reminiscent of medieval society and high fantasy.Clicking the buttons above will direct you to everything you need to know and more!
All ready to get started on your character? Awesome! View all the various resources for the group's content below!

- Feudalism
- Small Council
- Knighthood
- Maesters
- Inheritance
- Bastardy
- Age of Majority
- Marriage
- Gender & Sexuality
- Naming Customs
- Pastimes
- Idioms & Sayings
- Birthdays
- Education
- Language & Writing
- Ironborn
- Free Folk
Monarchy & Nobility
In Mazura, all authority derives from the ruling Monarch. The Monarch's right hand is their Hand of the King (or Queen). When the Monarch is sick, or unable to attend court sessions, the Hand can take their place and sit the throne to dispense justice. Additionally, nobles are charged with keeping the monarch’s peace; in the monarch’s name, they can punish criminals.It is possible for the monarch to redistribute lands and grant titles of nobility as they see fit; they may also sign bills of attainder to strip lords of their lands and incomes. A lord can conceivably hold more than one title; however, it is unusual for noble holdings to be divided or combined. Younger siblings of lords can become bannermen to their older sibling, and hold a keep in their name. Territorial disputes between landowners are adjudicated, either by the Lord, the Monarch, or their Hand.Social Ranks
See also: FeudalismMazura is a feudal society. Below the Monarch and the royal family rank the Great Houses, followed by other noble houses, both greater and small, knights (landed knights, household knights, and hedge knights), and smallfolk. Nobles are addressed as "my lord" or "my lady" by other highborn, or "m’lord", "m’lady" by the lowborn. A Monarch is always addressed as “Your Grace”.Every noble house has a house motto, while a coat of arms can be used by both nobility and knights, as a sign of status and identification (e.g. on the battlefield). Both nobles and knights can be ransomed, so in battle it might be preferred to capture them instead of killing them. 300 gold scales is considered to be a fair ransom for a knight, whereas a nobleman’s son might be ransomed for 1300 gold scales. A noble prisoner can be treated with honor and be kept in isolation in rooms as their status requires. However, making offense can result in the loss of the right for such honorable treatment.At feasts, great honor can be given to a guest by seating them on the dais, with the place of highest honor being on the right side of the host. Being seated at the far end of the hall, far from the dais, however, is regarded as a place of little honor and regard. When a lord presides over a feast, they receive the first choice of all dishes. They might send some of the especially fine dishes down to specific guests, showing friendship and respect.
Feudalism
Feudalism ascribes the societal structure of Mazura, as it largely resembles the feudal system of medieval Europe. This society is based on a rigid social structure and government consisting of kings, lords, and the peasants. Nobles rule over the smallfolk within their territories through a system of fealty and sworn oaths. In this system each Mazuran owes military service to their lord in return for protection, a grant of land, and the smallfolk to work itSocial Hierarchy
The feudal system has a rigid structure of social classes. Nepenthe Sorros and Nahirah Hestaris are examples of highborn, born into prestigious families. One cannot gain or lose their highborn status; the impoverished, exiled, and powerless nobility are still highborn. Highborn do not consider the lowborn, like former hedge knight Kareyth of Castellora, as one of them, despite their knighthood, land, keep, and banner.The highborn status is desirable. People expect highborn to differ from others in behavior, dress, speech, and given names. Highborn bastards have special surnames, highborn lords rarely ride with hedge knights (and highborn nobles are unlikely to marry them), and highborn prisoners of war are held for ransom when others are killed.Those who are not highborn are lowborn or smallfolk. Smallfolk who become members of nobility are still lowborn. Despite House Castellora’s creation most highborn scorn Ser Kareyth, and their future children will be considered lowborn. Most lowborn can, however, expect to die as commoners. There are no provisions for the advancement of individuals from a lower class into the higher classes. This is not to say that it is impossible, only that it is very difficult, usually bestowed by lords to those who have done a great service to them, or knights bestow the rank and title of Knighthood on any individual who has proven themselves worthy.Monarch
The Monarch, King, or Queen has the highest feudal rank; beneath them are the various lords and knights, with peasants, also known as smallfolk, at the bottom. The monarch sits on the royal throne, claims ownership of the land, has the final political authority and holds the ultimate power in all matters. Although in practice the monarch is constrained by political realities, and while no individual command is likely to be countermanded, they could still lose their position to intrigue if they were to offend the wrong people. Of course, as monarchs typically do not "retire", this loss of position would involve their death or abdication.A Monarch is always addressed as “Your Grace”.Lordship
In Mazura’s system of nobility, above knights and below the monarch there are only lords and ladies, some greater and some lesser, some sworn to others, but all with the same title. Nobility is hereditary, expressed through vassalage which connect between them the various owners of strongholds. Each lord has vassals; and sometimes vassals have vassals.The lords of the great houses have the highest ranks in their regions, and are vassals only to the monarch. Petty lords at the bottom have a few villages. It is the lord's responsibility to govern their lands, keep the monarch's peace, enforce law and justice on local matters, and ensure that taxes due to the monarchy are collected in a timely manner.Some lords have titles which belong only to their houses: For example, the Great House of the Veldt has the title of "Warden of the North”, and the Great House of the Narrow Plains has “Lord Paramount of the Valley”; indicators placing them in charge of their respective regions Some houses have corresponding titles from which they reside or made hereditary for them. These titles do not elevate a lord above others but simply demonstrate a house's history.A steward is a person responsible for running the day-to-day affairs of the castle and acting on the lord's behalf, typically they are a vassal to their liege lord. They may be entrusted with the castle in the lord's absence.A vassal is a person granted the use of land, in return for rendering homage, fealty, and usually military service or its equivalent to a lord or other superior. They are frequently referred to as "bannermen".The number of lordly houses is in flux, however, as over time some die out through war, or new ones are created by younger children. Minor vassal houses, of course, have a higher turnover rate than major vassal houses.Landed Knights
Landed knights are the lowest rank of the nobility: Knights who have been given a keep and grant of land to administer. They have their own peasants and men-at-arms, and may even take sworn swords. Landed knights are sworn to fight for the lord who holds dominion over their land. While the wealthiest knights manage more land than the poorest lords, landed knights do not have the authority to deliver law and justice in their land. Rather, they must appeal to their liege lord.Landed knight is a rare rank in the Veldt and is almost entirely nonexistent on the Scyllian Isles, because knighthood is culturally linked with certain regions, which is not widely practiced in those lands.Smallfolk
Commoners or smallfolk are at the bottom of the social structure. They do not own lands or titles; they work the lands of their lords, and do not have a say in their own governing. While this may seem similar to slavery or indentured servitude, the difference is that commoners do own themselves, and can make appeals to their local lord regarding violations of the law or general disagreements between parties; they are recognized as having a right to fair and just treatment by the nobility and society in general. There is a sacred law defending the rights and freedoms of smallfolk.Many of the tradesmen and craftsmen belong to guilds. There is little social mobility; odds are that if you are born a commoner, you will never be able to rise above smallfolk status. However, it does happen, and there are several examples of people who have managed it. Kareyth of Castellora was born a commoner in the Narrow Plains and rose from a traveling hedge knight to a landed knight with their own banner and words.
Small Council
The small council is a small group of advisers who aid the Lord of the Eight Kingdoms, the reigning monarch of the realm, on matters of policy and their areas of expertise.The small council traditionally consists of eight permanent members. It has reserved positions for:
Hand of the Queen, the chief advisor of the queen and the second-most powerful person in the realm.
Grand Maester, a representative from the Lyceum who advises the queen on any matter concerning governance.
Master of coin, head of the treasury and finances of the kingdom.
Master of laws, an expert in the laws of the realm.
Master of ships, commander of the royal fleet.
Master of whisperers, the spymaster and gatherer of information.
Lord Commander of the Queensguard, leader of the Queensguard.
High Priest, the head of the Faith and representative of the Temple of Dragons.
Councilors can be appointed by the monarch or a regent. This can be done for a variety of reasons, for instance, to appease a certain party or region. Regents can participate in the small council, and the council may include additional members as advisors. Some queen consorts, have attended council meetings in the past.The council is headed by the reigning monarch, the only one who can make the council's decisions into law. If the monarch has not yet reached the age of majority, the small council can consent if they agree with the king's decisions. The Hand can also draft laws for the king. Once they reach the age of majority, the monarch can appoint and dismiss councilors as they will.The small council can be entrusted with handling the day-to-day governance of the kingdom, especially by monarchs uninterested in minutiae. Councilors may be called "lords" even if they are not members of the nobility. Although their allegiance should be to the monarch, councilors' loyalty may be divided by faction or region of origin.The small council meets privately in the council chamber in the Violet Palace. When the monarch is not in attendance, the Hand may sit in their place at the head of the council table. A knight of the Queensguard stands guard outside the chamber.
Knighthood
A knight is a member of a warrior tradition that is heavily interwoven in the feudal culture of Mazura. Knights occupy a social standing between that of lords and smallfolk. In contrast to nobility, this rank is not hereditary. Knights are referred to with the title "Ser".Any cat can be knighted, no matter their birth. Social pressure keeps knighthood from being exploited by unscrupulous knights who might give the accolade for money. Knighthood is seen as primarily a martial position, so even the children of powerful lords are not necessarily knighted if they are incapable of fulfilling the requirements. Doing otherwise would lose honor rather than gain it, and would make a lord and their family be held up to ridicule. Regardless, at times, a lord's child is knighted without fulfilling the requirements. Further, a young knight's reputation partially derives from the honor of the cat who conferred knighthood onto them. Receiving your knighthood from a monarch, prince or princess, Kingsguard or Queensguard knight, or legendary knight holds great prestige.Although lords hold certain legal rights (e.g., the right of pit and gallows) which knights do not have, and outrank knights at tourney’s and feasts, certain landed knights can be lord in all but name. It is mostly the title which sets the two apart, as the title of lord is generally considered to be more prestigious than the title “ser”. However, the title of a knight has its own prestige, as it cannot be inherited. And although knights are often ranked below lords, certain landed knights might actually be more powerful than lesser lords. It is certainly possible that a landed knight has more lands and wealth than a small lord. Especially landed knights who come from ancient houses, and who have extensive lands and a large, strong castle may actually be more powerful than many smaller lordlings. Such a peculiar status is often reflected by taking a style that incorporates the name of their castle, such as the Knight of Castellora.Lordly houses can be reduced to landed knights as punishment from the crown. Knighthood can also be stripped from individuals, through attainder or royal decree. Three hundred gold scales is a fair ransom for a knight from a noble house.Knights display a coat-of-arms on their shield and surcoat to identify themselves. Those who are nobly born often wear the arms of their house. Some might choose to use variations of their house's sigil, however. A knight can also choose a completely new coat-of-arms. Many knights wear large crests on their helms that embellish the theme of their arms.Any knight can make a knight. However, monarchs can make knights as well, even if they were never knighted themselves. On the other hand, lords cannot dub someone a knight if they have not previously been knighted themselves.When knighting someone in a formal manner, the dubber speaks the knight-to-be's name and House, if they have one. The dubber touches the subject on the right shoulder with their sword, and while placing the sword on the other shoulder following every sentence says:“In the name of the goddess Vhaehra I charge you to be brave. In the name of the goddess Disdona I charge you to be just. In the name of the goddess Mithra I charge you to defend the young and innocent....”In a less formal knighting ceremony, the dubber lays their sword upon the knight-to-be's right shoulder, and says:“[Name of knight-to-be], do you swear before the eyes of gods and men to defend those who cannot defend themselves, to protect all innocents and children, to obey your captains, your liege lord, and your [king], to fight bravely when needed and do such other tasks as are laid upon you, however hard or humble or dangerous they may be?”After the subject who is being knighted confirms that they will do as asked, the sword is moved to the left shoulder, and the dubber will say that the newly-made knight can rise.Practices
Knights are supposed to be honorable and follow the chivalric codes. They are expected to be brave and just, and to defend the innocent, the weak, and children. Some knights are expected to train and lead a group of men-at-arms.Knights preferably have multiple horses, including one to travel on and another to ride in tourneys and in battle. Some knights refuse to name their horses, so they are less likely to feel attached to them, as horses are likely to die in battle.The host of a tourney decides whether only knights, or also sellswords, squires, and bounty hunters are allowed to compete. The Narrow Plains, the heart of the chivalric tradition in Mazura, is the most likely place to encounter a tourney only for knights. During the joust, the cat who loses the tilt usually has to give up their armor and horse. For a poor knight, this might represent a danger. So long as a knight is armed and horsed, they remain a knight of sorts, but without, they are little more than a beggar.Types of Knights
Several different types of knights can be identified:
Landed knights are knights with a keep and lands of their own. Although members of nobility, and wealthier landed knights might hold more land than the poorest lords do, they do not have the authority to deliver law and justice.
Hedge knights are so called because they "sleep in the hedges as often as not". They are nearer to common servants than noble knights in the eyes of most lords. They spend their lives riding from keep to keep, taking service with different lords until the lords have no more need for them and send them off. Hedge knights gone rogue are referred to as “robber knights.”
Household knights are landless knights who have been taken into the service of a lord.
The term true knight refers to an ideal knight who upholds all qualities for which knighthood stands for. Each knight, no matter which kind of knight, should ideally aspire to live up to these standards.
Kingsguard
The Sworn Brotherhood of the Kingsguard, also known poetically as the White Swords or white cloaks, are the royal bodyguards of the Throne. Regarded as the finest knights in the Eight Kingdoms, they are sworn to protect their king and the royal family with their own lives, to obey his commands, and to keep his secrets. The Kingsguard are sworn for life and are forbidden from owning land, taking a spouse, or siring children, although they can hold non-hereditary commands, such as being warden or Hand of the King.Two molly ruling monarchs, Queen Saenerys I Vamería (129 – 130 AC) and Queen Vysenys I Vamería (297 AC – Present), have operated with a Queensguard instead of a Kingsguard.Duties
The Kingsguard is composed of seven cats, all of them sworn knights. A Kingsguard knight serves for life, regardless of age or any physical or mental ailments. When an invalid Kingsguard knight is incapable of performing his duties, they are taken up by his sworn brothers. The knights of the Kingsguard are forbidden to marry, sire children, and to hold land. Regardless, the White Swords may retain or be granted certain titles.The first duty of the Kingsguard is defending the king from harm. They are sworn to obey the king's commands, to keep his secrets, to counsel him when requested and to keep silent when not, and to defend his name and honor. The king can decide to extend the protection offered by the Kingsguard to others. Some kings have chosen to extend this protection to their wives, children, and other relatives, and some have even chosen to grant this protection to their lovers, mistresses, and bastards. The Kingsguard are sworn to protect the queen, though not from anything the king might do. They are also sworn not to harm any member of the royal family.In order to protect the king and the royal family night and day, the seven-man Kingsguard must rely to some degree on others. A child of the royal family may have their own sworn shield and other knights are trusted with the king's security when the entire Kingsguard meets in White Sword Tower. The queen may be guarded by their own sworn shield, or household knights.The Lord Commander of the Kingsguard serves on the king's small council. When the small council is in session, one of the Kingsguard always stands guard outside the council chambers, while another is usually posted at the end of the bridge into Vaesa's Holdfast.Equipment
The Kingsguard wear all white cloaks and intricate suits of white enameled scales, their fastenings for breastplate and other pieces made of silver. They alone bear the right to carry a pure white unemblazoned shield. Their white armor has little decoration, although some members wear decorative brooches or gaudy helms. The Kingsguard's standard depicts seven silver swords encircling a golden crown.Appointments
The rite for making a new member of the White Swords can vary. It can be a solemn and formal event in which the knight kneels as he makes his vows before the king, and he then receives the white cloak of the Kingsguard from the Hand of the King or the Lord Commander himself. The new Kingsguard might then be anointed by the High Priest in the names of the Seven.The Lord Commander is always chosen by the king, with seniority and ability playing parts in the decision. Also, the Lord Commander is generally chosen from the existing pool of the Kingsguard.White Book
The white cloaks' uninterrupted history since its creation during the reign of King Valerys I Vamería is recorded in the White Book, formally named The Book of the Brothers. The White Book is kept in the White Sword Tower, the tower of the Voilet Palace in the Citadel which is home to the Kingsguard. Every knight who has ever served in the Kingsguard has a page in the book, on which his deeds are recorded. The Lord Commander of the Kingsguard is tasked with keeping the entries up to date, while priests come three times a year from the Temple of Dragons to add heraldic drawings and illuminations.History
The Kingsguard was founded during the reign of the first Vamería king on the Throne, Valerys the Conqueror. The first Kingsguard was created at the suggestion of Valerys' sibling-wife, Queen Vaelyx Vamería, after an assassination attempt on their lives in the streets of the Citadel in 10 AC. He deliberately modeled the Kingsguard vows of holding no lands or title on the ancient vows of the Swords of Evenfall, and eight knights were chosen because the king ruled the eight Kingdoms.During the Dance of the Dragons, the Kingsguard split between knights serving King Valerys II Vamería and Queensguard serving Queen Saenerys Vamería.
Maesters
The maesters are an order of scholars, healers, messengers, and scientists. They educate new students at the Lyceum, which is located in Dokshyvyen, a city in the Palisade. The Great House of the region was integral in the Lyceum's foundation, and continues to patronize the order. As advisers to the Mazuran nobility, the maesters have largely supplanted the Alchemists' Guild. They are sometimes called "the knights of the mind."
Organization
Novices and Acolytes
Students who start their education at the Lyceum are known as novices. Once they have earned a link for their chain, they become acolytes. Most acolytes treat novices as if they are slow-witted. Acolytes train at letters at the Scribe's Hearth, and can be hired by Dokshyvyites to read their letters or write their wills. When an acolyte is prepared to take their vows and become a maester, they are placed in a completely dark room with one of the Lyceum's glass candles, made of razor-sharp obsidian. They must stay in that room for the entire night in darkness, unless they are able to light the candle. The tradition serves as a lesson about truth and learning.Students who violate the rules of the Lyceum can be ordered confined to their rooms by the maesters. They can also receive more physical punishments. For example, for stealing from the kitchens, rectors might place them in stocks at the Seneschal's Court, where acolytes may throw rotten vegetables at them.Maesters
Maesters are scholars and healers who have completed their training at the Lyceum. They can be sent by the Lyceum to serve at the holding of a lord throughout the Eight Kingdoms. Maesters are only found in castles; if a lord does not have a maester in his service, he is seen as unimportant. Valerys I Vamería and his sibling-wife each had a maester during the Conquest, and as king Valerys had as many as six serving him, separate from the Grand Maester. A lord has to pay the Lyceum for a maester's service, and smallfolk believe that maesters are unwilling to help them.Maesters wear a necklace of chainlinks, which is supposed to remind them of the realm they serve. When they complete their education and take their vows, a maester puts aside their House and family name. Although they are supposed to be loyal to the seat to which they are assigned, regardless of the changes in control of that holding, old allegiances or loyalties might continue to linger.Archmaesters
Archmaesters are maesters who have demonstrated mastery of a particular subject. They receive a mask, ring, and rod in the metal corresponding to the link of the maester's chain which signifies their expertise on the topic. Archmaesters teach the students at the Lyceum in their subject of expertise, and they judge whether a novice or an acolyte has shown enough knowledge on their subject to receive a link for their chain.Archmaesters have the right to sit on the Conclave, a council which elects the Grand Maester and determines when the seasons change. The meetings of the Conclave are conducted behind closed doors at the Lyceum.Each archmaester is said to carry a heavy, black iron key that will open most of the doors in the Lyceum. They keep them close on their person, or hide them well.Grand Maesters
The office of Grand Maester was created in 5 AC by Valerys I Vamería, who asked for an archmaester to advise him on governing the Eight Kingdoms. Sworn to serve the whole realm, the Grand Maester sits on the king's small council and acts as one of the royal advisers. As the Lyceum's representative at the royal court of the king on the Throne, the Grand Maester is elected by the Conclave, and only the Conclave can unmake them again, although several Grand Maesters have died violently. King Vaesa I Vamería executed three Grand Maesters during her reign, while Valerys II Vamería had his half-sister's Grand Maester Samurel fed to his dragon Vorson. Grand Maester Carth was executed as well, on grounds of treason.Although the Conclave puts effort into demonstrating their consideration of ability before birth, this is generally a pretense, as family status often affects their final choice for Grand Maester.More than forty cats have served the Throne as Grand Maester. Grand Maesters are generally older cats. Benam was chosen as Grand Maester at the age of eighty, Gianas at almost ninety, and Edam at the age of sixty-six. After all three died within a short time span, King Vaemond I Vamería suggested to the Conclave that a younger cat might be better. As such, Crodell, aged forty-two, was raised to the office, recently passing in Queen Vysenys I Vamería's reign at the age of eighty-five.The Grand Maester wears many interwoven maester chains to indicate their high office, but these do not reflect their true studies. Gems are sometimes woven into the chains.Seneschal
The governance of the Lyceum is held by the Seneschal, who is chosen from among the archmaesters. A new Seneschal is appointed annually. Because the archmaesters tend to see the office as a thankless task, as it takes them away from their true work, the Seneschal is selected by lot, with the one who draws the black stone taking on the office. When the archmaester who draws the black stone is not capable of fulfilling his duties as Seneschal, another archmaester might volunteer to serve his term instead.Conclave
The Conclave is the governing body of the Lyceum and the order of maesters. All meetings of the Conclave, which is composed of archmaesters, are confidential in nature and conducted behind closed doors at the Lyceum. The Conclave elects the Grand Maester, a member of the small council and an advisor to the King of Mazura. After reviewing information from maesters throughout the Eight Kingdoms, the Conclave sends forth white ravens to announce the changing of seasons.
Practices
Education
Cays from all over Mazura come to study, learn, and forge their chains at the Lyceum. There is no age requirement, and despite the prejudice of the archmaesters to status of birth, cats of every social status are allowed to forge their chain. As such, baseborns, bastards, younger children of lords, and even royalty can study together at the Lyceum.Novices and acolytes are educated together. Archmaesters give open lectures, which the students can attend at will. Once a student believes they have sufficient knowledge on a particular subject, they can go before an archmaester to demonstrate their knowledge. If the archmaester judges the student’s knowledge to be proficient, they award them with a link of a metal reflecting the topic.Not all who start their studies will complete their chain. Dokshyvyen is full of aging novices and acolytes who have never started their chains, or never finished forging them. Others leave the Lyceum before completing their chain on purpose. Some students learn only something about healing, and may become barbers, serving smallfolk with leeches, setting broken bones, and shaving and cutting their hair.It is not known how long a student generally takes to forge a chain. The speed at which a student earns their links differs between each student. While some might take a year per link, exceptional students might earn as many as three links within a year, possibly even more.Lyceum
Students are educated at the Lyceum, a complex of buildings found in Dokshyvyen. The Lyceum is financed by the lords who pay for having a maester in their service, and from certain taxes that the Lyceum collects at Dokshyvyen.Maester's Vows
When an acolyte has completed their chain, they can swear a maester's vows. The night before, the acolytes must stand a vigil in a vault with a black glass candle. The acolytes are not allowed any other source of light, and has to spend the night in total darkness unless they can light the candle.When an acolyte of noble birth takes their vows and dons their chain, they put aside their House name. They swear sacred vows, promising to hold no lands or lordships, and to be celibate.Maester's serving in the Swords of Evenfall are doubly sworn, and uphold both the maester's vows and the oaths of the Swords of Evenfall.Subjects of knowledge and tasks
The order of maesters are sometimes called the knights of the mind. Numerous subjects are taught at the Lyceum. They include history, healing, herblore, the speech of ravens, the building of castles, navigating by the stars, the measurement of days and the marking of seasons. Maesters have performed autopsies for centuries to better understand the workings of the mazuran body. They have observed that highborn mollies get their first period at a younger age than lower born mollies, and that very young mothers tend to have a significantly higher rate of death in childbirth. They make star maps, monitor temperature variations and the march of the seasons, so they can advise on what to plant and when to expect a harvest, and measure the length of the days, as to determine the change of the seasons. When the Conclave has decreed that the seasons have indeed changed, the Lyceum sends out white ravens to the lords of Mazura, to herald the changing of the seasons.Maesters advise their lords on the operation of their households and lands. Some lords trust their maesters to open and read letters, and to convey their contents to them. Others prefer to do so for themselves. Maesters can be tasked with writing letters for their lords as well, and might be trusted to read and write the letters of those lords who are illiterate. They are in charge of the ravens used as messengers. Although most ravens can only be trained to fly to one castle, a few can be trained to distinguish between two, and rarely even more. Maesters assist in childbirth, treat illnesses, and teach children arithmetic, geometry, language, and history.Even among the maesters who have earned a Damascus steel link, representing the higher mysteries, there are those who believe that, though magic might have once been a mighty force in the world, it no longer is. Most archmaesters do not care much for ideas concerning occult matters. The rare archmaester who does can expect it to impact their reputation. It is said that all those who study the higher mysteries try their own hands at sorcery eventually, but always fail.Some subjects are forbidden in the Lyceum, including cutting open living people, or practicing necromancy.Chain
A maester can be recognized by the chain they wear around their neck. The collar is intended to remind a maester of the realm they serve. The links of the chain can be made of every metal known to man. By earning their links, students "forge" their chain. Note, "forge" is metaphorical; though they do study metals at the Lyceum, maesters do not necessarily train as blacksmiths. Maesters never remove their chain, not even when sleeping, and it is considered a great shame for a maester to surrender their chain. The Lyceum can decide to strip a maester of their chain, thereby exiling them from the Lyceum. This is done as a punishment for cutting open living people, or practicing necromancy. There may be other reasons the Lyceum could strip a maester of their chain. It is known that it has to be more than nine links to become a maester, but one does not need to have every possible link, since for instance only one in a hundred maesters have a Damascus steel link.It is possible to earn multiple links of the same metal. Multiple links of the same metal on a maester's chain signifies the expertise of the maester on the subject. The metals of which a student can earn links for their chain include:
Black iron, signifying ravenry
Brass, signifying agriculture
Bronze, signifying astronomy or astrology
Copper, signifying history, heraldry, and politics
Electrum, signifying the study of natural philosophy
Yellow gold, signifies the study of money and accounts
Red gold, signifies the study of sums and numbers
Iron, signifying warcraft
Lead, signifying architecture and engineering
Pewter, signifying the study of geometry
Nickel, signifying letters and grammar
Silver, signifying medicine, healing, and the functions of the body
Steel, signifying laws and justice
Tin, signifying logic and philosophy
Cobalt, signifying the study of higher mathematics
Damascus steel, signifying the higher mysteries
While there are only sixteen known links, and thus sixteen known subjects of expertise taught at the Lyceum, there are twenty-one known current archmaesters of the Lyceum, for only eight of whom a specialty is known. It is currently unknown if each of these archmaesters are specialized in a separate subject, or whether multiple archmaesters can be specialized in the same subject.Only one maester in a hundred holds a link of Damascus steel.
History
Although the origin of the Lyceum is disputed, the Great House of Stillshield are considered to have been instrumental in its founding, having granted land alongside mountain face to numerous scholars, including wise men, teachers, priests, healers, singers, wizards, alchemists, and sorcerers, who developed the tract into the maesters' Lyceum.In recent centuries, the maesters of the Lyceum have supplanted the once powerful Alchemists' Guild through most of the Eight Kingdoms.
Inheritance
Inheritance laws in Mazura are not clear cut. The laws of inheritance are modeled on those in real medieval history, which is to say, they were vague, uncodified, subject to varying interpretations, and often contradictory.Children sometimes may inherit in order of birth regardless of gender. However, many lords follow the older tradition of tom primogeniture, while their molly children are married to other families to secure alliances and fealty; such ideals are commonly found throughout the realm save for the Eonian Coast. While few, there are some matriarchal houses that follow solely molly primogeniture. A lord’s eldest child is their heir, followed by their second child, then their third child, and so on. Children usually inherit before a lord’s sibling. However, a lord also has the option of naming one of their younger children heir, passing over their elder children or to name the child of another as their heir. When there is no clear heir, claims can be presented to the ruling Monarch.When a ruling lord dies and leaves no clear heir, their widow might lay claim upon their lands and rule until their own death, and in such a case, might name an heir by themselves.A lord may lay out specific terms for inheritance or pass over their offspring in their will, which may invite legal wrangling after their death, and potentially violence during it. The role of legitimized bastards throughout Mazura is also unclear, i.e. whether they follow trueborn children, or join the line of succession in order of birth as if they had been trueborn all along. Legitimization, once made, is irreversible. The claims of legitimized bastards can also present dangerous consequences for trueborn relatives. While un-legitimized bastards have no legal claim, they may still threaten legitimate descendants' inheritance.Heirs born into a different house drop their birth surname when they come into their inheritance, adopting the name of the inherited house as their own.Loss of Succession Right
The right of succession may be renounced. A monarch or lord can also name another as their heir. However, even in such cases, claims might still be made later on.Right of succession is also lost when someone becomes a member of the Swords of Evenfall, a priest, a maester, or joins the Kingsguard/Queensguard. Traitors may be attainted, in which case even their descendants would lose their right to succeed.Kinslaying
Kinslaying is a great taboo in Mazura. Any individual who kills a member of their own family is dubbed a kinslayer, and believed to be cursed forever. Many nobles and smallfolk believe this, and thus those who slay their own blood are usually looked down upon or shunned. Across Mazura, men state that "no man is so accursed as the kinslayer" and that "the kinslayer is accursed in the eyes of gods and men".The stigma and notoriety of kinslaying can go both ways. There are degrees in kinslaying, as in anything else. Fighting a battle in which a brother dies might be frowned upon, but killing him with your own hand would be considered far worse.Known kinslayers:
• Callisto Cyrrhus for killing her father Cassander Cyrrhus.
• Artaris Moors for killing his uncle Lysello Veket.
• Bryn Saltbrine for assumedly causing the death of their father Brennard Saltbrine.
• Rie Hartewell for killing both of her parents, Elliot and Manami Hartewell.
Bastardy
A bastard is a person whose parents are not married to each other. A bastard can also be referred to as a natural child.A polite way of referring to someone who is bastard-born is referring to them as a “natural child”. Others might refer to a bastard simply as "bastard-born". The term "baseborn" is used to refer to a child of whom one parent is of the smallfolk.It is not unexpected for nobles to have bastard children, though it is considered rude to pry into the origins of a noble’s bastards. While it is not typical for a noble to bring their bastards home and raise them with their own children, it is usually expected that they will see to the child's well-being to some degree. Some might choose to have their bastards fostered at the home of another lord, while others might decide to raise their bastard at their own home, in the position of a servant. A noble-born wife can take insult at their husband's bastards being introduced into their household and being commensurate in rank with their legally-born children.There is a certain stigma that comes from being born as a bastard. They are said to be born from lust, lies, and weakness, and as such, they are said to be wanton and treacherous by nature. Because of the stigma bastards have to deal with, they are said to grow up faster than trueborn children. Even after being legitimized, bastards will usually have considerable difficulty in removing the stigma of having been bastard-born.Nonetheless, a bastard might rise high. Bastards can be knighted, and may even be appointed to the Kingsguard or Queensguard, and bastards can even rise to become the Commander of the Kingsguard or Queensguard. In the Swords of Evenfall, any person may rise to command, no matter the circumstance of their birth.Surnames
Each of the constituent regions of Mazura have bastard surnames decreed by custom, not law. Bastards with a high-born parent are given these surnames to hold them apart from their parent's houses. The parents may give a bastard a different surname if they wish, or no name at all. A bastard might also choose a surname for themselves.The surname a bastard receives appears to be connected to the location the child is raised, though this is not a consistent rule. Because of this, bastards who are half-siblings but born or raised in separate locations might have different surnames.Most legitimate offspring of a bastard decide to keep the bastard surname. Some later legitimate offspring of bastards might change their surname to demonstrate their legitimate nature, and remove the bastard-born taint.
Region | Surname |
---|---|
Dragonfly Bay | Pillars |
Narrow Plains | Moors |
Eonian Coast | Shores |
Forestlands | Woods |
Wyrm-mire | Marsh |
The Palisade | Peaks |
Scyllian Isles | Tide |
The Veldt | Frost |
Acknowledgement & Legitimization
At any point, the biological sire of a bastard may acknowledge them and bring them formally into their house. An acknowledged bastard might even be considered to inherit a seat when no direct heirs can be found.Besides acknowledging bastards, they can also be legitimized. This power is reserved to monarchs alone. Once a bastard is legitimized, this cannot be undone.Rights of Inheritance
See also: InheritanceThe bastard-born have few rights under law and custom. When it comes to rights of inheritance, there are no clear cut laws.A bastard may inherit if the sire has no other trueborn children nor any other direct heirs to follow them. However, in order to inherit or be installed as an heir, the bastard-born child will first have to be legitimized by a royal decree. It is unclear whether a legitimized bastard would be placed in the succession according to birth order, or would be placed at the end, after the trueborn children.Coat of Arms
Bastards do not have the right to use the arms of the highborn families from which they descend. Recognized bastards who take arms (highborn, knighted, etc.) often, but not always, take the coat of arms of their sire with the colors reversed; a bend sinister is also sometimes added.A bastard that wants to emphasize their affiliation and minimize their own bastardy may decide to use the same sigil as their sire, perhaps illegally. Other bastards might choose to combine multiple sigils together to create something new.
Age of Majority
The age of majority is the threshold of adulthood as recognized or declared in law. It is the moment when minors cease to be considered such and assume legal control over their persons, actions, and decisions, thus terminating the control and legal responsibilities of their parents or guardian over them.In Mazura, for both toms and mollies, sixteen is the age of legal majority.Young highborn can be sent away for fosterage to other noble families. While there are exceptions, it appears that Mazurans who have reached the age of majority are free to go where they like, thereby ending their fosterage.Ruling lords, ladies, and lieges who inherit while still in their minority usually have a regent, who serves as the decision-making ruler until they come of age.
Marriage
See also: Gender & SexualityA marriage is the legally or formally recognized union of (usually) two people. This socially recognized union establishes rights and obligations between the spouses, as well as any biological or adopted children and affinity.Marriages are frequently preceded by a betrothal. Betrothals are expected to be arranged by the head of a house, both for their heir children and any unwed younger siblings.A molly is typically referred to as bride and wife, while a tom is defaulted to a groom and husband, HOWEVER, this simply always comes down to the preference of the individual.Sometimes un-betrothed mollies that reach the age of majority hold debutante balls, ostentatious affairs announcing to bachelors of their availability for potential marriage. Though this is a regional aspect, typically found in Dragonfly Bay, the Narrow Plains, and the Eonian Coast.It is not entirely frowned upon for two toms or two mollies to wed! But may be inconvenient for the couple in the case of carrying a blood lineage and they would most likely need a surrogate or donor for these circumstances. Some polygamous marriages are acceptable and if officiated properly are considered valid.In ironborn culture, a salt wife is a sort of concubine. They are the mollies kidnapped by the ironborn during raids. An ironborn may keep several salt wives, but only one ironborn "rock wife". A rock wife is an ironborn lord's true spouse, an ironborn molly. Salt wives are bound to their captors in a religious ceremony, though it is considered a lesser ceremony than that of their rock wife. The number of salt wives kept by an ironman is a symbol of status and virility. Unlike paramours, salt wives have a low status in the society of the Scyllian Islands, on the same level of thralls. They are not, however, considered whores or slaves, and their tom children can even inherit property or lands in lieu of trueborn heirs born of a tom's rock wife. Due to outside influence, this has diminished since the last Scyllian Rebellion, but once again has risen among some Scyllian lords in the most recent years.Betrothals
Most betrothals among nobility are to ally with another family, not for love; such marriages of convenience are also common among the middle class and peasants. Betrothals and marriages can be part of a pledge of support, or to help arrange peace between rivals.The head of house is expected to arrange matches for their children and any unwed younger siblings. Although a lord cannot force the marriage if their dependent refuses to say the vows, this would carry serious consequences. While lords do not necessarily arrange marriages for their vassals or household knights, they would be wise to consult them and respect their feelings when arranging their own matches. Betrothals can be made at a large variety of ages. Children might be as young as two years old, though generally betrothals are made when the people involved are somewhat older. Eleven is considered a more normal age for a betrothal, though when severe political matters are involved, children might be younger.Betrothals can be broken, but this can have serious consequences. The breaking of a betrothal might end a military alliance. Betrothals can be cut off if a lord feels slighted by another or if another betrothal is proposed.If a noble who has been betrothed dies before a political marriage can occur, a sibling or heir may take their place.Age at Marriage
Just as toms and mollies can be betrothed at a large variety of ages, they can also be wed at a large variety of ages, which might depend on the necessity of an heir, or the political environment. While marriages to mollies who have not yet reached their majority or even their first flowering have happened, they are rare. Moreover, bedding these mollies before they are at the least flowered is seen as perverse. Generally, weddings are postponed until the molly has passed into maidenhood with their flowering (i.e., has had their first menstruation). Most highborn mollies have their first menstruation at the age of twelve to fourteen. It is not uncommon for a molly to be married after they have had their first menstruation, or within the first year following their first flowering. Some may wait until their majority or afterwards. Nonetheless, infants have been married so a claim could be placed on a family's lands, though this is very rare.Marriages when the bride or groom is under the age of puberty are not consummated, though the bride and groom may ceremonially share a bed on the wedding night. If a bride is under the age of majority, many husbands will wait until they are seventeen or eighteen before sleeping with them, to avoid the deaths in childbirth that maesters have recorded for very young mothers.Marriage Ceremonies
Wedding ceremonies involve the exchange of vows in the presence of priests and/or priestesses, and are followed by a feast, where the bride and groom eat and drink with everyone. Afterwards, the bedding takes place, where the marriage is consummated.In Mazura, the wedding ceremony is a religious ceremony. The bride’s sire, or the person standing in their place (usually kin or whoever else is closest to living kin), will escort the bride to their future husband and those presiding over the marriage, typically by a priest or priestess. The bride wears a "maiden's cloak" in the colors of their house. The bride's father, or the person standing in their place, is to remove the cloak from their shoulders, so that their husband can place an heirloom cloak of their own house colors about their shoulders. This signifies the bride passing from their sire's protection into their husband's protection. Wedding attire itself can vary in color and there are no set rules on such a thing, usually though it is in the shade of green or gold, to promote happiness and fertility in the union. Sometimes a highborn bride may wear gowns and clothing indicative of both their own family sigil and their groom's.For highborn weddings, a wedding pie will be presented during the feast, which the bride and groom cut open. The pie is filled with living birds (e.g. doves, bluejays, skylarks, pigeons, mockingbirds, nightingales, sparrows, or other songbirds), which fly away once the pie is cut open.Tourneys might be held to celebrate a wedding, though it is not customary to have melees at a wedding tourney. It is considered ill luck to refuse a knight hospitality on your wedding day.Consummation
In Mazura, the bedding takes place after the feast. The bride is escorted to their bedroom, usually by the tom guests from the feast. The mollies at the feast will do the groom the same honors. Usually, once the bride and groom are in the bedchamber they are left alone, though wedding guests might stand on the other side of the door, shouting suggestions.Mollies, more so for noble mollies, are generally expected to be virgins on their first wedding night. After some weddings, the bedsheets are displayed to show the blood, thereby proving the breaking of the bride's maidenhead and thus their virginity at their wedding night. However, since it is known that horse riding can break a molly's maidenhead, few families are insistent on physical proof.Even though it is rare for a marriage to occur before the bride has had their first flowering, they do sometimes occur. However, it is considered perverse to bed a bride who is so young. Nonetheless, it is considered to be bad luck for the marriage if the tom is to sleep apart from their bride on their wedding night.Legality, Divorce, and Annulment
Vows said at swordpoint are not held to be valid and are illegal, and in theory, a person cannot be declared to be married if they refuse to say the vows.Marriages in Mazura can be ended in several ways. A king is able to put their queen aside-- even if they have given birth to the king’s children-- and marry another. A marriage that has not been consummated can be set aside by a priest or priestess. A marriage which has been consummated can be set aside, even a marriage of many years with children. Neither bride nor groom needs to be present for an annulment, but it must be requested by at least one of the wedded pair.Divorce in Mazura is not common though. Instead, couples may simply decide to live separately.Another way of ending a marriage is by becoming a priest, priestess, or maester and taking the vows of celibacy. Similarly, when a cat takes the oath of the Swords of Evenfall, their marriage is over.
Gender & Sexuality
See also: Mazuran BiologyA variety of social patterns concerning gender and sexuality can be observed in Mazura. The ideas of gender and sexuality in this world are very loose, and specific terminology is largely nonexistent.Modern terms such as "gay", "homosexual", "LGBT", etc., do not appear in Mazura. Moreover, no analogous in-universe term is even found. That does not mean it doesn’t exist in-universe however! Tom/tom and molly/molly couples very much exist and are found throughout Mazura, though this particularly may bring forth complications in the event of conceiving children to carry a noble bloodline. Surrogates and donors are frequently sought out in these specific situations. Tom/molly coupling is considered to be the "default" as it is the reproductive coupling, and marriages are typically arranged between them in the event of allying noble families, though this does sometimes present problems if one or both parties are uninterested in the opposite sex.Asexuality is indeed present as well! Typically there are few easy outs for nobles who are asexual, to avoid arranged marriages, including priesthood. Though for those who are perhaps less peace-inclined can join the ranks of the Queensguard or the Swords of Evenfall.Toms and mollies may also present as their opposing sex, and this is not seen as a huge defining issue. There is a cultural respect to all identities across the realm, and to slight someone’s identity is considered a huge offense.Mollies are the child bearing sex, while toms are the child siring sex. Mollies with children may typically default to the term “mother”, while toms may default to the terms “father” or “sire”-- though this is not the end all be all, as depending on the preference of the individual the terms for parents can vary all across Mazura and gender neutral terminology for parents is found throughout.Depending on the region, attitudes of equal rights may differ, though the general consensus is that toms and mollies often are able to do all the same things, such as rule, fight, become ministers of the faith, become bards, or travel freely throughout the realm. Many modern houses follow equal primogeniture; however, historically and some modern cultural identities of specific regions may favor agnatic primogeniture, that the line of inheritance passes through tomcats. Rarely, but possible in some nobility, matrilineal primogeniture is found.Many Mazurans have very positive attitudes towards sex, seeing it as a joyous and life-affirming act given to them as a gift from the Gods. Some Gods, like Pherim, Luxses, or Khalthar, may be invoked to promote a person’s or couple’s sex drive(s), or to promote virility and fertility.Contraception
Condoms are not present in Mazura. The only birth control that Mazurans ever make use of is the withdrawal method (Coitus interruptus).Mollies may rely on several herbal mixtures as a means of contraceptives or abortion, most notably “moon tea". Moon tea is made generally by maesters, alchemists, and woods witches out of tansy, mint, mugwort, a spoon of honey, and a little bit of pennyroyal. Moon tea is commonly used without much issue, but it can also have dangerous side effects if consumed in excess.The views of contraceptives and abortion vary from person to person, but a general consensus is that it is largely not another’s business should it be used.Prostitution
Prostitution is the act or practice of providing sexual services to another person in return for payment, most frequently coin. The person who receives payment for sexual services is called a prostitute but is also known by the term courtesan; or more derogatorily as whores. Prostitutes who follow an army are included in the camp followers, and some are politely grouped with serving launderers. If a camp follower attaches themselves to a single cat for the duration of a campaign, they are referred to as a camp bride.Some prostitutes cater to highly exclusive clientele, make a good enough living, and may to a certain extent pick and choose their clientele, others live in brothels, or pillow houses and receive walk-in clientele there. Others take who they can get and do whatever they have to in order to survive, often living miserable lives.Prostitutes are normally on the bottom rung of the ladder of society, even the wealthier ones, and are looked down upon by most people because of their trade. However some Mazurans esteem the art of lovemaking, thus in some parts of the world there is not much stigma to prostitution. It is considered dishonorable for a nobleman to openly frequent whores and brothels. A virgin prostitute's maidenhead can cost a gold scale.
Naming Customs
Names correspond typically with the phonetics of the Mazuran language and depending on the region they aren’t specifically gendered, and the sounds of them can vary due to regional dialects.In Mazura, children receive a name at their birth.Surnames
Upon marriage, noble mollies ruling in their own right retain their house name, though some brides take their groom’s surname-- it really largely depends on the preference of the individual. Some houses may be matrilineal, wherein the groom takes the surname. The consort of the reigning monarch always retains their surname, as does the spouse of a royal prince or princess.Bastards with at least one noble parent can be given surnames by their parents. There are "usual bastard surnames", which differ per region. When a bastard has legitimate children, these children receive their parent bastard’s name, though a later generation might adjust the name so as to remove the taint of bastardy. When a tom and molly noble-born bastard from a different region (i.e. with a different surname) marry, the child will most likely take the surname of the sire. People who receive lands and knighthood might also take a (new) surname. The bastards of two common born people do not receive a surname.Epithets
An epithet is an alias, byname, or a descriptive term, accompanying or occurring in place of a name and having entered common usage. It has various shades of meaning when applied to seemingly real or fictitious people, divinities, objects, and binomial nomenclature.Epithets are often the "official nicknames" of people, or the aliases they go by, typically nobles and knights. E.g. Kareyth is sometimes referred to as the Red Lion.
Pastimes
Nobles and smallfolk alike participate in a variety of pastimes for their entertainment.Children play with toys (e.g., puppets, hoop trundling, carved wooden statues, and dolls) or play a variety of games. Highborn children, especially when they grow older, are expected to train in several skills for their entertainment as well as general education. Both toms and mollies learn to ride horses. Noble mollies are often taught sewing, embroidering, dancing, singing, writing poetry, or playing musical instruments (e.g., the high harp or the bells). From a certain age and onwards, tomcats begin to train in martial skills. Usually starting at a young age, toms are trained with spear, sword, and shield. Younger tomkits train with wooden swords. By the time most toms are twelve, they have often been training at arms for years.Places adults might like to visit for their entertainment include taverns and pillow houses. Most nobles are literate, and therefore might prefer to spend their time reading books. Nobles might prefer to sail for their pleasure, or simply take a horse ride, sometimes to pick flowers or feast outdoors.Games
Mazuran children’s games include tag, hide-and-go-seek, Truth or Dare, hop-frog, Knights-and-Pirates, one-and-twenty-questions, Matarra’s Gate, and Nehzotl’s Dance.There are the board games Latrunculi and Quintus, both two-player strategy games though with widely different forms and rules. Latrunculi is much like modern chess with some differences in the pieces, whereas Quintus is a much more abstract strategy game; it is a board divided into quadrants that spin upon it. Taking turns, the two players place a marble of their color (either black or white) onto an unoccupied space on the board, and then rotate one of the sub-boards by ninety degrees either clockwise or anti-clockwise. A player wins by getting five of their marbles in a vertical, horizontal, or diagonal row.The finger dance is a game played by the ironborn of the Scyllian Isles, and involves throwing a hand axe which must be caught or leaped over without missing a step. The game is named for the fact that it usually ends with a dancer losing one or more of his fingers.Some regional variants of certain games exist, and even completely separate and new ones in different regions occur. Rules of children’s games can also vary throughout the regions.Hunting
Nobles sometimes hunt for sport. They might like to hunt a large variety of animals, like boar, hare, or deer. Hunting hounds might be used. When hunting boar, a boarspear is needed, as well as horses and dogs, and men to flush the boar from its lair. According to some regional cultures, mollies do not generally join such hunting parties.Some nobles practice a more specific form of hunting: falconry (frequently called "hawking"), the sport of hunting with falcons, hawks, eagles, or other birds of prey. Nobles might own a falcon, an eagle, or a hawk of their own.Hunts can be dangerous, and accidents during a hunt are common enough that they might be faked in order to assassinate someone. Although hawking is much safer, deathly accidents can still occur.Often the god Vimion is invoked for a successful hunt, whether for sport or for necessity.Combat
Tourneys are popular among nobles in Mazura, chivalrous competitions where cats compete against one another either in a joust, a melee, or an archery competition. The format and rules used during a tourney can vary between different regions in Mazura, demonstrating the desires of the hosting lord. Mazurans additionally participate in bear-baiting and boar-baiting. Rat pits are also popular in the slum districts of major cities such as the Amaranthine Citadel and Vagos, though bulls and cats also often fight in the pits.Mummers & Music
Mummers and bards often travel from place to place in Mazura. While bards may travel alone, mummers travel in troupes, performing their acts wherever they go; bards may sometimes travel alongside however. A mummer is an actor and entertainer in Mazura. A mummer is usually part of a troupe of fellow actors who travel from place to place or perform at a playhouse. They entertain at various feasts and functions performing plays and shows. Because mummers' performances are often comical, a bungled, unbelievable, or manufactured event can be referred to as a mummer's farce. Tourneys and weddings can attract mummer troupes and bards. Some mummer groups prefer to perform from a fixed location. At least in the mummers' playhouses in the Citadel, the mummers play out written stories, instead of making up farces.Bards are popular in Mazura and highly regarded, although rare. The act of singing and playing the lyre or lute is considered culturally sacred.Bards typically travel alone and perform wherever they please, though some may travel in a mummer's troupe and learn other trades along with. Places located more remotely, like the Scyllian Isles and the Veldt might not be visited by traveling entertainment for years or seasons on end; bards rarely travel very far north. Bards, if paid handsomely enough may provide entertainment for tourneys and weddings. Sometimes they may have a patron, typically a noble that favors them and provides them coin and lodging.Gambling
Other pastimes include gambling, like playing at dice or cards. The former can be twenty-sided. However, bets can be placed upon anything, including the outcome of a tournament.
Idioms & Sayings
Dark wings, dark words.
Words are wind.
What the king dreams, the Hand builds.
The king eats, the Hand takes the shit. (a cruder version of the precedent saying)
Oak and iron, guard me well, or else I'm dead, and doomed to hell. (an old shield rhyme)
What is dead may never die, but rises again, harder and stronger. (an Ironborn saying)
Kings and corpses always draw attendants.
Bleed a cold but feast a fever.
Summer friends will melt away like summer snows, but winter friends are friends forever.
Like nipples on a breastplate.
Fear cuts deeper than swords.
Blood of my blood.
Gods be good.
What a man sows on his kitday, he reaps throughout the seasons.
Scyllian twins (an informal way of classifying siblings born within 9 months of each other)
Kitday
The day a child is born, their age is counted with their kitday as the start.A person celebrating their kitday may receive gifts from friends and family, and a feast may be held for them. A tourney may be held to celebrate a noble's kitday. In Mazura, a person reaches their age of majority on their eighteenth kitday.There are expressions such as "naked as their kitday" and "wearing their kitday suits" or "in their kitday gown". The latter two phrases are the equivalent of the real-world expression "birthday suit", meaning wearing no clothes at all.A superstition among Mazurans is that killing someone on your kitday is considered ill luck, as the saying goes, “what a man sows on his kitday, he reaps throughout the seasons.”
Education
Nobles are typically learned and literate, and receive tutelage from a very early age. Often they are taught by specialized educators, tutors, or governesses. Highborn children from a very early age learn how to read, write, mathematics, and sometimes even strategy and diplomacy.Smallfolk do not have access to education and typically do not know how to read or write, although commoners that are born to craftsmen. tradesmen, and farmers are very knowledgeable in their trades, and learn how to count, add, subtract, multiply, and divide, as it is necessary to such jobs; as well as learning the value of items when trading and bartering.
Language & Writing
The Mazuran language is divided into two types, ancient Mazuran and modern Mazuran. Modern Mazuran is a liquid, smooth tongue, with some emphasis on the rolling of the Rs, described like water running over a smooth river stone and it is spoken throughout the whole realm. It is most comparable to Ancient Latin in the real world. Due to their access to higher education, nobles tend to have better enunciation and broader vocabularies, as it is expected of them.Some regions tend to have regional accents. The accent of the Scyllian Isles has a more guttural rhotic sound, while the accent of the Eonian Coast may put far more emphasis on rolling their Rs; and northern accents can be considered "frosted".Ancient Mazuran is no longer widely spoken, as the pronunciation of certain words has been lost to history. Some highborn children of Mazura are still taught ancient Mazuran as a sign of their noble education. Some songs and scrolls are still sung and read in ancient Mazuran, although by 300 AC most Mazuran nobles cannot understand the language.In Dragonfly Bay, among House Vamería, the Dragonian dialect is still taught and fluent within the royal family; which is described as sounding smooth, lilted, and graceful.
The Mazuran writing system is described as involving glyphs. Ancient Mazuran carvings have been found on ruins and upon statues of the gods. The glyphs can also be inscribed, as on an old Mazuran dragon horn, which, allegedly when sounded, had "every line and letter shimmering with white fire". Damascus steel is forged with spells, as well as hammers. Some smiths still know the spells, although not entirelyModern Mazuran is used in scrolls, books, and other parchment texts.
Ironborn
"It was said that the ironmen of old had oft been blood-drunk in battle, so berserk that they felt no pain and feared no foe."
The ironborn are the natives of the Scyllian Isles in Shipbreaker's Gulf off the western coast of Mazura. They are also known as ironmen, especially by those they raid.Culture & Customs
While it is often believed the people of the Scyllian Isles are named after their deposits of ore, the ironborn insist they are instead named for their people's fierce, hard, unbending nature. The ironborn of old prided themselves on their fierceness in battle and their sacred freedoms. The ironborn are a people of the sea and are loath to go too far from the waters. Their captains are proud and willful, and are considered to be a king aboard their own ships. It is forbidden for ironborn to spill the blood of other ironborn, but drowning is acceptable by some.Literacy remains uncommon in the Scyllian Isles to this day; those who are literate are often mocked as weaklings or feared as sorcerers.Social Status
Ironborn can be looked down upon by mainlanders. When Lord Draqello Velasura resigned as Hand of the King to Vaegon I Vamería in 54 AC, for instance, at the time it was considered unthinkable to bring an ironman to the Citadel as Draqello's replacement. Prominent ironborn who have greater connections with the mainland are more likely to be attended by maesters, singers, and knights than they are by thralls or salt wives.Old Way
The Old Way is the term used by the ironborn, much like the free folk, to refer to their ancient tradition of reaving and plundering. In the Old Way, the ironborn took whatever they wanted, be it wealth, cats, or glory, and their reavers were feared all over. Ironborn considered this "paying the iron price".House Cyrrhus of Driftwood Fort are famous for their hatred of the ironborn, and even the wives of House De'Cielo of Craghall are trained to defend against ironborn raiding.The Old Way came to an end when King Valerys I Vamería conquered the Realm during Valerys' Conquest, and his child and successor Vaesa I Vamería spent further years violently quashing any resistance, before King Vaegon I finally subsumed a treaty of peace between the Isles and mainland, while somewhat outlawing their practices of reaving. Sporadic attempts have been made by the ironborn to restore the Old Way to the islands, such as by Lords Victarion Greywynd and Noccer Saltbrine but all have failed. Some ironmen still yearn for its return, however.Religion
The ironborn primarily worship the goddess Disdona. This has persisted long through history, and although the mainland Mazurans have made multiple attempts to supplant it with the rest of the Seven, all have failed.The ironborn believe they come from the watery halls of Disdona and that their deity created them in her likeness to reave, carve out kingdoms, make their names known in fire and blood and song, and to hold dominion over all the waters of the earth.On the Isles, Disdona has no temples, holy books, or idols, save for her ancient, giant statue, carved out from atop a strange oily black rock. Priests of Disdona constantly wander the Scyllian Isles without a permanent home, although they never go far from the sea. The lords and peasants on the islands are obliged to give them food and shelter. The priests can wield considerable power over the ironborn. Important aspects of their religion include drowning a man and then bringing him back with the kiss of life, blood sacrifice using thralls, or sacrificing a person by drowning him, preferably in salt water. Their acolytes are also sometimes known as drowned men.When an ironman dies, his body is committed to the sea. The ironborn believe that "no true son of the sea would want to rot beneath the ground" as it would make him unable to find Disdona's watery halls. It is believed the deceased can drink and feast in these halls for all eternity, with mermaids attending his every want.Thralldom
Captives taken during raids become thralls bound to their captors in service. To find a loophole to the law against enslaving their fellow men, these thralls are considered no man's property. They are allowed to marry and have children, who, if born on the Scyllian Isles, are considered to be ironborn.Most thralls are set to work in the fields or the mines, tasks the ironborn consider to be done by “lesser men”, for their entire lives-- although the situation in the mines usually results in a shorter life-span. Thralls who are able to read, write, and do sums are instead set to work as stewards, tutors, and scribes. Skilled craftsmen, like stonemasons, are considered to be of even more value. Older mollies are made into scullions, cooks, seamstresses, weavers, or midwives, although they are not often taken on raids. Fair maidens near their first flowering are most often taken captive on raids, becoming serving mollies, whores, or household drudges upon the isles.The fairest of the young mollies taken as thralls are made into salt wives by their captors. In a ceremony performed by a priest of Disdona, the cat and their captor were “wed”. A cat can join their self to multiple salt wives, the number of which speaks to their power, wealth, and virility. The children born from such a union are not considered to be true bastards, but instead can inherit should their sire have no surviving heirs by their true, freeborn rock wife from the Scyllian Isles. The practice of salt wives however has dwindled in recent years and lost most of its popularity.Military
The ironborn pride themselves on their fierceness in battle and their sacred freedoms. They are a seafaring people, and esteem those who sail the seas, especially their reavers. In the past, raiders from the Scyllian Isles were considered to be the “terrors of the sea”. They were called the "wolves of the sea" by the men of the Palisade and Narrow Plains, as they sailed the seas in “packs” with their longships and galleys. The sailing ironborn are not afraid of drowning and thus dress in armor while in battle at sea. Most ironborn prefer to fight on foot or from the deck of their ship. They are more comfortable on the deck of a longship than in the saddle of a horse, and they are known to lack the discipline to stand against the charge of armored mounts.Each ironborn lord can float about a hundred ships. However, their vessels are simpler in appearance than the other ships of the Eight Kingdoms.The ironborn also have the Iron Fleet, one of the three most powerful fleets of Mazura, the other two being the royal fleet of Dragonfly Bay and the Kilandra fleet of the Coast. Numbering a hundred ships, this navy belongs to the Seastone Chair and is commanded by the Lord Captain of the Iron Fleet. The ships of the Iron Fleet have been made for battle, equal to war galleys in speed and strength but smaller than the war dromonds of the mainland. Compared to the standard longships of individual lords, the ships of the Iron Fleet are three times larger.There are few knights from the isles because most ironborn typically do not follow the majority Faith of the Seven.History
In antiquity, the most accepted origin for the ironborn states they descend from First Men who settled upon the Scyllian Isles thousands of years ago. Their Seastone Chair, carved from oily black stone, is said to have been found on the shores of Lusca Cay when they first arrived. Somewhat isolated from the rest of Mazura, the ironborn created their own religion based around the goddess Disdona. According to their priests, the ironborn came from beneath the oceans and are more kin to fish and merlings than the rest of mankind.
Pantheon & Faith
The Mazuran faith is a loose polytheistic and matriarchal religion. The Major Deities, or the Seven, are the ones worshiped most often, their large sprawling statues are easy to spot in the major cities of Mazura.The Gods are worshiped at household shrines, family shrines, and public shrines. The latter are staffed by priests and priestesses, who oversee offerings of food and drink to the specific Gods enshrined at that location. This is done to cultivate harmony between Mazurans and Gods and to solicit the latter's blessing. Other common rituals include rites of passage and seasonal festivals. Public shrines also supply religious paraphernalia such as amulets and talismans to the religion's adherents and facilitate forms of divination.The religion has no specific doctrinal text, but exists in a diverse range of local and regional forms and stories and legends are often spoken word by priest/esses and bards or written in books. The act of song is preferred, as it gives access to the faith for both highborn and lowborn alike.
Worship & Spirituality
The act of worship is a prevalent concept throughout all of Mazura. The seven major deities are present in most, if not all, of the known world. Most cats may customarily worship all seven as one faith; though specific regions venerate specific deities the most. In the Veldt, Mithra is regarded most dearly, though she is praised all throughout Mazura. In the Palisade, Vethos is the most worshiped deity as most of his sacred animals are native to the location. The deity Khalthar is worshiped mostly on the Eonian coast by fishermen and sailors, but he may be called upon by the farmers of the Narrow Plains. While Disdona may be worshiped in other locations for her domain of law and order, she is highly revered in the Scyllian Isles for her domain of storms and rough waters. The goddess Vhaehra is the patron goddess of the Narrow Plains. Luxses is worshiped the most in the Forestlands.In regions like Wyrm-mire and Dragonfly Bay, the deity Nehzotl is highly venerated out of the seven, although the creation deity is worshiped for very different reasons in these locations. While some natives of Wyrm-mire believe their region to be the birthplace of draconic beasts (thus including Nehzotl), in Dragonfly Bay Nehzotl is worshiped for its ancient connection to the reigning royal family and considered the birthplace of dragons in contrast.Spirituality is very important in Mazuran culture, thanking the gods for their blessings is utmost important.
Holy Days & Festivals
See also: CalendarFestival of Luxses
A celebration that lasts almost the whole month of Epiphi. It is held in honor of all types of love, be it romantic, platonic, and so on and so forth.Festival of the Valley
A festival that is celebrated in the Narrow Plains to thank the gods for a plentiful harvest. It is held for five days at the end of the month of Vofosis.Day of the Hunt
A day set aside in honor of Vimion for both lowborn and highborn alike, on this day huge hunting events are arranged in preparation for the winter. It is held on the last day of the month of Vofosis.Sea-lion’s Tourney
A regional holiday specific to the coastal region, celebrated in honor of Khalthar. Fishermen fish in excess on this day in preparation for winter, while knights of the coast gather to show off their prowess, including elaborate competitions that show off sailing and swimming skills. It is held near the end of the month of Vofosis.Morou
A celebration to ward off evil spirits and ill intentions, and to give blessings for a safe winter season. Cats dress up as demons and wear masks, open up street stalls, and celebrate with festivities for three days. It is held in the beginning of the month of Keln. It is hosted almost exclusively in the Citadel of Dragonfly Bay, and cats from all over Mazura gather to celebrate.Giftday
A holiday in honor of the goddess Mithra, it is a day set aside for peace and gift giving and spending time with family and loved ones. It is held on the seventh day of the month of Nuhoht.Turn of the Seasons
A holiday akin to that of New Year’s. It is held on the last day of the month of Nuhoht. Specific religious rites may be practiced by priests to usher in a new year of peace and prosperity.
Funeral Customs
Little emphasis is placed on particular afterlife beliefs, although the dead are given funerary rites to be reborn into butterflies, so they may help to continue to facilitate growth in the known world.Many priests and priestesses invoke the funerary deity Itar during funerary rituals to facilitate the funerary rites.Mazurans who have passed typically are not buried, but given funeral pyres instead.Seven hells are possible afterlives preached by the devout. People of Mazura often refer to "seven hells" as an expletive.
Statues, Shrines, & Temples
See also: Map & LocationsIn seven of the major capital cities of the regions, colossal and ancient statues of the seven major deities sit in the centers, where their respective public shrines are found and cities were built and formed around.
The statue of Mithra sits in Shisa, the capital of the Veldt.
The statue of Vhaehra sits in Vagos, the capital of the Narrow Plains.
The statue of Vethos sits in Dokshyvyen, the capital of the Palisade.
The statue of Khalthar sits in Lakumi, the capital of the Eonian Coast.
The statue of Disdona sits in Karybdia, the capital of the Scyllian Isles.
The statue of Luxses sits in Altenfelden, the capital of the Forestlands
A statue of Nehzotl sits in the Amaranthine Citadel, the capital of Dragonfly Bay and the realm as a whole.
Iconography of the entire pantheon is found in public shrines and temples found all over Mazura, though the highest concentration is found in the Amaranthine Citadel, as cats from all over the realm gather here. The largest of temples in the Amaranthine Citadel is the Temple of Dragons. It is noted that the greatest statue of Nehzotl greatly differs from the rest, given that it is a winged serpent eating itself by the tail. Within the Temple of Dragons it circles the whole chamber, around a circle of statues of the other six deities. Iconography of Laziphos and Zorroqas decorate the ceilings of the chamber.As for the Wyrm-mire region, even ancient Mazurans knew the risks of such unstable and soft lands, most of anything that they built on the grounds would become submerged by the thick bogs and swamps. Though, that didn’t necessarily deter some builders and stonemasons. In some parts of the marshy region, cats will find almost entirely submerged ancient iconography and temples dedicated to various major gods, though with a high concentration of dragon deities. Such temples are surrounded by a miasma of lizard-lions, large venomous water-dwelling snakes, and blood sucking flying insects, and thus they are incredibly dangerous to attempt to explore.
Priesthood
The status of priesthood in Mazura is highly coveted and respected. The tom and molly godsworn are called priests and priestesses, respectively. Upon taking their vows, they set aside their last names, even if they come from noble families. Priests and Priestesses take vows of celibacy in dedication to the gods. Priests and priestesses often wear white robes and a crystal about their necks. They lead worship with incense, censers, and songs. Priestesses sometimes wear hoods, but not always, and their hair can be seen. Priestesses may serve as governesses in noble households.In villages which are too small to support a shrine, a priest or priestess from a neighboring village might visit twice a year. Other times, a "wandering priest" or “wandering priestess”, a priest or priestess who travels from village to village without a specific shrine at which they serve, might visit these small villages. These priests perform holy services, marriages, heal ailments, and forgive sins. While the priest is visiting the village, the people must provide them with food and a place to sleep.The head of the faith is the High Priest-- or Priestess-- the voice of the new gods on earth. The Most Devout, a council of the highest-ranking priests and priestesses, elect the High Priest, usually from among their own ranks, although there have been notable exceptions. The priest who is elected gives up their name, as the faith believes that the High Priest no longer has any need of a man’s name, since they have become the avatar of the gods. Typically, the High Priest wears long white robes and a laurel crown. Priests and priestesses from the Most Devout wear robes of cloth-of-silver and olive wreaths.Humbler members of the faith include "holy brothers" and "holy sisters", particularly including those who remain in training to be priests or priestesses. Tomcats often wear robes of brown, dun, or green. Mollies can wear robes of white, blue, or grey.Toms can serve at monasteries. Some of these toms wear an iron shield of Vethos about their neck. The brothers live in penitence, quiet contemplation, and prayer at these monasteries, and they often take vows of silence. The leader of the community, the Elder Brother, is assisted by proctors. Motherhouses-- like nunneries-- are corresponding communities for mollies.
The Seven
Mithra — Goddess of Protection, Family, Motherhood, Childbirth, and Marriage
Animals: Wolves, Bears, Boars, Ravens, Theows
Symbols: Diadem, Throne, Hearth, Cloak, Bridal Torch
Characterized as the Queen of Gods, Mother Above, and the Allmother.
Mother of Khalthar and Disdona
Patron Goddess of mothers, pregnant persons, and married couples
Protectress of babies and children
Vhaehra — Goddess of War, Blood/lust, Conquest, Wealth, Destruction, and the Sun
Animals: Dogs, Vultures, Lions, Musimons, Chimeras
Symbols: Sickle, Whip, Chariot, (Destructive) Fire, The Sun
Twin of Vethos
Patron Goddess of knights and warriors
Vethos — God of Wisdom, Strategy, Mathematics, Writing, the Arts, and the Moon
Animals: Owls, Moths, Snakes, Foxes, Pantheons
Symbols: Shield, Helm, Opium Poppy, The Moon
Twin of Vhaehra
Patron God of scholars, craftsmen, and artisans
Khalthar — God of Honor, Hospitality, the Sea, Agriculture, the Harvest, and Fertility
Animals: Dolphins, Fish, Cranes, Bulls, Sea-lions
Symbols: Bident, Fishing Net, Cornucopia, Ships
Patron sea God of farmers and fishermen
Disdona — Goddess of Justice, Law, Order, Retribution, Judgement, and Storms
Animals: Eagles, Sharks, Leviathans, Krakens, Sea-griffins
Symbols: Sword, Scales, Thunderbolt, Lightning Rod
Patron sea Goddess of politicians, sailors, and, according to cultural identity, the Ironborn
Luxses — God of Freedom, Youth, Festivity, Euphoria, and Desire
Animals: Rabbits, Hummingbirds, Deer, Bees, Unicorns
Symbols: Flowers, Lyre, Lute, Chalice
Consort of Khalthar
Patron God of maidens, bards, and courtesans
Nehzotl — Personification of Creation and Rebirth
Animals: Dragons, Wyrms, Lizard-lions
Oftentimes depicted as a wyrm (winged dragon-serpent) eating its own tail.
In the original mythos, commonly accepted throughout all regions, Nehzotl supposedly eats at itself everyday, dying everyday, to which the deity Omnas gives them a funeral pyre everyday. From the very first funeral pyre, the funerary deity Itar was created. From the venom shed from their fangs, Zorroqas and Laziphos were created.
Is featured in the Mazuran zodiac as a constellation.
Other Deities
Omnas — Personification of Life and Death
Creator of Vhaehra, Vethos, and Mithra, alongside Muruer.
Although not a part of the major seven, they are considerably a highly regarded deity.
Created from the tears of Nehzotl.
Muruer — Personification of Memory and Oath Keeping
Creator of Vhaehra, Vethos, and Mithra, alongside Omnas.
Although not a part of the major seven, they are considerably a highly regarded deity.
Created from the tears of Nehzotl.
Laziphos — Dragon God of Eternity and Transience
Brother to Zorroqas. He and Zorroqas were born from the venom shed from Nehzotl.
Zorroqas — Dragon God of Dreams and Nightmares
Brother to Laziphos. He and Laziphos were born from the venom shed from Nehzotl.
Pherim — God of Love, Sexuality, and Beauty
Depicted as any sex and/or gender.
Parent of Luxses. The other parent is largely debatable but many regional orators believe it to be Vektia.
Represented by panthers, oysters, swans, chocolate, perfume, and mirrors.
Vektia — God of Thieves, Vagabonds, Gambling, Wit, and Cunning
Represented by crows, mockingbirds, mice, and bindles.
Vimion — God of Hunting and the Wilderness
Represented by stags, hounds, arrows/quivers + bows, spears, and olifants.
Child of Vhaehra. In some regional variants, a child of Mithra.
Vazdis — God of Blacksmiths, Metalworking, and Technology
Formed from clay by Vethos.
Ferusor — God of Sleep and Prophecy
Considered by some to be a protection deity against bad dreams. Believed to be the offspring of Zorroqas.
Represented by the setting of the sun, hearths, sheep & rams, nightingales, bats, and upside-down torch.
They are said to appear in dreams "in the form of beast or bird or a long serpent". Totems and idols may feature it as a mix of these creatures.
Kienta — Patron Deity of Healers and Medicine
Deified demigod child of Khalthar. In other iterations, merely a deified priestess.
Vistus — Personification of Victory
Created from the blood spilled by the goddess Vhaehra. Marches among her retinue carrying her banner and shield.
Matarra — Goddess of Boundaries, Entryways, and Choices
Child of Mithra and Vektia.
Miseri — Goddess of Innocence and Mercy
Child of Mithra and Pherim.
Itar — Funeral deity and psychopomp
Represented by butterflies, wild horses, and wildflowers
Created by Omnas from the first funeral pyre ashes of Nehzotl.
Oprium — God of Joy, Friendship, Mirth, and Affection
Child of Luxses and Khalthar. In some regional variants, a child of Pherim and Khalthar.
Nimara — Goddess of Temperance, Moderation, Decorum, and Discipline
Child of Disdona. Orators believe she was created from the mist of a rainbow that was born of one of Disdona's storms.
Vhyrgus — God of Truth, Trade, and Commerce.
Child of Vethos and Laziphos. In some regional variants, he is a consort of Vethos and a child of Disdona, although this is sometimes disputed as Disdona took an immortal vow of celibacy.
In some iterations is depicted as a dragon or as half-dragon.
Patron god of merchants.
Lyssara — Goddess of Madness, Mania, Rage, and Frenzy
Child of the goddess Vhaehra, born via parthenogenesis. Vhaehra "birthing" her in a fit of rage. In some regions, the other parent is Luxses.
Represented by rabid dogs and multi-tailed whips (cat o' nine tails.)
It is said that the lyssa disease stems from her, as an act of spite against the goddess Mithra, who had in turn cursed Lyssara to live as a dog as punishment for inflicting madness upon a favored hero of hers.
Kedione — Goddess of Magic, Crossroads, Obscurity, and Fate
Represented by goats, polecats, and weirwood trees.
Is considered in some stories to be the mother of demons and monsters.
The patron goddess of woods witches and hedge wizards.
Ygesis — Sea Monster Deity of Turmoil, Tidal Waves, Whirlpools, and Rough Seas
A deity with the head of a dragon, body of a fish, and scales of a serpent, most often depicted like that of a leviathan
Believed to be a creation of Disdona, often thought of as a great beast that causes shipwrecks. Most prevalent in Ironborn folklore.
Amerin — Direwolf Deity of the North Wind, Fealty, and Duty
A giant direwolf deity that symbolizes the arrival of winter and the northern winds
It is believed that the giant wolf statue sitting next to Mithra’s throne in Shisa is a depiction of Amerin
Nementiae — Forest Spirit
The nementiae are nature spirits typically found among trees and rivers. In contemporary folklore they are sometimes considered to be very shy creatures except around the god Vimion, who is known to be a friend to them.
However, in local legends they tend to be vengeful and nurturing in equal measure, sometimes conflated into one singular spirit and is either considered among the hunting procession of Vimion or even as a child of the hunting god.
It is said the nementiae were born from the drops of blood that fell on the ground when Vimion hunted, particularly the blood of foxes. Because of this, some artistic portrayals show them as having fox ears and tails instead of a cat's. They are often depicted as intersex.
Harphinads are a type of nementiae that are the followers of Luxses and the most significant members of the god's retinue. Often the harphinads are portrayed as inspired by Luxses into a state of ecstatic frenzy through a combination of dancing and intoxication.
Hridgandr — Legendary Sea Serpent
In ironborn folklore, said to be slain by the King Greybeard as a symbol of his legitimacy to rule the Isles, creating the hall around the Seastone chair from its bones. Though, the sea serpent is alleged to still live in contemporary stories, and some sailors and fishermen off the coast of the Palisade alleged to have seen it in recent history.
Its name supposedly means Storm Serpent.
Animals of Mazura
Land Mammals
Aurochs
Direwolf
Giant
Lissom deer (mounted deer)
Mammoth
Musimon
Panther
Pouch tiger (thylacine)
Sabertooth cat
ShadowcatReptiles
Dragon
Fire salamander
Lizard-lion (alligator)Marine Life
King shark (megalodon)
Kraken (giant squid)
Leviathan (giant whale)Mythical Creatures
Alphyn
Amphivena
Domesticated
Cat (domestic)
Mouser
- Barn cat
- Ship's cat
- Shrine catCattle
Aurochs
Cow
OxPoultry
Chicken
TurkeyDog (domestic)
- Badger dog
- Bear dog
- Boarhound
- Bulldog
- Cattle dog
- Duckhound
- Elkhound
- Lap dog
- Lion dog (LGD)
- Sheepdog
- Sighthound
- Sled dog
- Wolfhound
Falcon
- Gyrfalcon
- Merlin
- Peregrine falconGoose
Goat
Hawk
- Goshawk
- Red-tailed hawkEquus
Donkey
Horse
- Courser
- Charger
- Destrier
- Dray
- Garron
- Palfrey
- Pony
- Rouncey
MuleLissom deer
Pig
Raven
- Pied raven
- White ravenSheep
- Black-nose sheep
- Horned sheep (Jacob sheep)
Mammals
BatBear
- Cave bear
- Black bear
- Snow bearCanidae
Dog (wild)
Fox
- Black fox
- Red fox
- Little fox (fennec fox)
- Sand fox (jackal)
- Snow fox
- Stone fox
Painted dog
Wolf
- Brush wolf (coyote)
- Direwolf
- Plains wolf (maned wolf)
- Reed wolf (red wolf)
- Stone wolf (northwestern wolf)
- Woods wolf (grey wolf)Cattle
Cow
OxCervidae
Caribou
Deer
- Fallow deer
- Red deer
- Roe deer
Elk
- Giant elk
Lissom deer
MooseDolphinFelidae
Bay cat
Fishing cat
Golden cat
Hunting leopard (cheetah)
Leopard
- Clouded leopard
- Little leopard
- Panther
- Snow leopard
Lion
- Cave lion
- Mountain lion
Lynx
- Sand lynx (caracal)
- Snow lynx
- Stone lynx
- Tree cat (bobcat)
Sabertooth cat
Shadowcat
Tiger
- Snow tiger
Goat
- Mountain goat
- Musimon
HedgehogEquus
Donkey (wild)
Horse (wild)
- Sand steed
- Shaggy mountain horse
Striped horse (zebra)Laughing wolf (hyena)
MammothMarsupial
Brush-tailed rat (kowari)
Kangaroo
Koala
Little devil (Tasmanian devil)
Opossum
- Mouse possum
- Water possum
- Woods possum
Pouch tiger
Quoll
WombatMustelidae
Badger
Ermine
Mink
Otter
Sable
Stoat
Weasel
WolverinePinnipeds
Seal
Sea leopards
Sea lions
WalrusRabbit
Raccoon
SheepRodents
Beaver
Dormouse
Mouse
Porcupine
Rat
SquirrelSea cowSuidae
Boar
PigWhale
Grey whale
Humpback
Leviathan
Narwhal
White whale
Birds
Archer bird (secretary bird)
Bluejay
Chicken
Crane
Crow
Dodo
Dove
DuckEagle
Hook eagle
Sea eagleEmuFalcon
Gyrfalcon
Kestrel
Merlin
Peregrine falconFlamingo
Goose
GullHawk
Goshawk
SparrowhawkHeron
Ibis
Kingfisher
Kite
Kiwi
Magpie
Martlet
Moa
Mockingbird
Nightingale
OstrichOwl
Barn owl
Horned owl
Snow owlParrot
Partridge
Peafowl
Pelican
Penguin
Pheasant
Pigeon
Puffin
Quail
Sandpiper
Skylark
Snow shrike
Songbird
Sparrow
Stork
Swan
Tern
Trotting vulture (guinea fowl)
TurkeyVulture
Bearded vulture
Griffin vulture
King vulture
White vulture (Egyptian vulture)
Reptiles & Amphibians
DragonFrog
Bull frog
Pool frog
Spotted frog
Wood frogLizard
Lizard-lion
Gecko
NewtSalamander
Fire salamander
Tiger salamanderSnake
Adder
Banded snake
Cobra
Cottonmouth
Choking snake (python)
King snake
Milk snake
Snake (cont'd)
Rattlesnake
River snake
Sea snake
Spitting snake
ViperToadTurtle
Black turtle
Brown turtle
Clawed turtle
Horned turtle
Red-ear
Sea turtle
- Flatback
- Green turtle
Snapping turtle
Softshell
Fish and Marine Life
Barnacle
Cephalopod
Cuttlefish
Nautilus
Octopus
Squid
- Bat Squid
- Kraken
- Red DevilCoralCrustaceans
Crab
- Ghost crab
- King crab
- Mud crab
- Red crab
- Snow crab
- Spider crab
Crawfish
Lobster
ShrimpDolphin
Eel
- Black eel
- Red eel
- Striped eelFish
Arapaima
Arowana
Barreleye
Bass
- Largemouth
- Smallmouth
Blobfish
Carp
- Calico fish (koi)
- Goldfish
Carnivorous fish
Cave fish
Char
Cod
- Black cod
Crappie
Fingerfish
Flying fish
Herring
Horsefish (seahorse)
Icefish
Lamprey
Mackerel
Monkfish
Fish (cont'd)
Muskfish
Perch
Pike
Pricklefish
Pufferfish
Rays
Sailfish
Salmon
Sand lance
Sardine
Silverfish
Skate
Swordfish
Trout
Walleye
Whiskerfish (catfish)
Whitefish
Wolf fish
YellowtailJellyfishMollusc
Abalone
Clam
Cockle
Mussel
OysterShark
Bull shark
Fox shark
Hammerhead shark
King shark
Nurse shark
Sand shark
Tiger shark
Whitebelly sharkSlug
Sea slug
Snail
WhelkOtter
Seal
Sea leopard
Sea lion
Starfish
WalrusWhale
Grey whale
Humpback
Leviathan
Narwhal
Sea wolf (orca)
White whale
Arthropods
AntBee
Bumblebee
HoneybeeBeetle
Dung beetle
Jeweled BeetleButterfly
Centipede
Cricket
Damselfly
Dragonfly
FleaFly
Bloodfly (mosquito)
Horsefly
Midge
Sandfly
Stable fly / Dog fly
Firefly
Hornet
Lice
Locust
Mite
Moth
Scorpion
SilverfishSpider
Banana spider
Spotted spider
Wolf spiderTick
Wasp
Annelids
Flatworm
Leech
Ragworm
Worm
Flowers
Amaranth
Ambrosia
Anemone
Aster
Azalea
Belladonna
Bellflower
Bluebell
Buttercup
Butterwort
Candytuft
Camellia
Carnation
Catmint
Cattail
Chrysanthemum
Clover
Compass flower
Corpse flower
Cornflower
Daffodil
Daisy
Dandelion
Dahlia
Dragon's breath
Evening star
Forget-me-not
Forsythia
Foxglove
Gardenia
Gillyflower
Ginger
Goathead
Goldenrod
Gooseberry
Gorse
Heather
Hollyhock
Honeysuckle
Horse-tail
Huckleberry
Hyacinth
Iris
King’s cup
Lady's lace
Lady’s slipper
Laurel
Lavender
LilacLily
Tiger lily
Lily-of-the-valleyLiverwort
Lotus
Love-in-a-mist
Lungwort
Magnolia
Maiden’s hair
Marigold
Mayflower
Milkweed
Monkshood
Morning glory
Myrtle
Narcissus
Nightshade
Oleander
Orchid
Pansy
Pennyroyal
Peony
Peppermint
Periwinkle
Petunia
Poison kissesPoppy
Opium poppiesPrimrose
Prince’s feather
Pussy willow
Queen of the meadowRose
Dog rose
Dusky rose
Pink rose
White rose
Winter rose
Yellow roseSaffron crocus
Sage
Sardonia
Satin-flower
Snapdragon
Snowdrop
Spider flower
Sunflower
Sweetbrier
Tansy
Thistle
Trumpet flower
Tulip
Valerian
Violet
Wildflower
Wild radish
Wisteria
Yarrow
Trees
Alder
Ash
Aspen
Beech
Birch
Bloodwood
Burl
Cacao
ChasteberryCottonwood
Black cottonwoodCinnamon
Clove
Dogwood
Ebony
ElmEvergreen
Cedar
Hemlock
Pine
Spruce
YewFruit
Apple
Apricot
Banana
Blackthorn
Cherry
Crabapple
Date palm
Dragonfruit
Fig
Kuim
Lemon
Fruit (cont'd)
Lime
Olive
Orange
Peach
Pear
Persimmon
Pink ivory
Plum
Pomegranate
QuickthornHenna
Linden
Mahogany
Manchineel
Mangrove
Maple
MyrrhNut
Almond
Chestnut
Nutmeg
- Blood nutmeg
Oak
Scrub oak
PecanPalm
Purpleheart
Redwood
Sandalwood
Swamp cypress
Tigerwood
Thorn tree
Weirwood
Willow
Miscellaneous
AloeBean
Black bean
Chickpea
Red bean
Green beanBeetBerry
Blackberry
Blueberry
Grape
Mulberry
Raspberry
StrawberryCardamomBladderwort
Bracken
Brier
Broom
CabbageCannabis
Hemp
MarijuanaCarnivorous plants
Catapult trap
Cobra lily
Hooded thief
Parrot pitcher plant
Pipe pitcher
Pitcher plant
Snap trapCarrotCorn
SweetcornCotton
Cocoon Cactus
Cucumber
Curare
Dogbane
Garlic
Guiding leafFern
Lady fern
Sword fernHerb
Basil
Mint
- Spearmint
- Wild mint
Red fennel
Sweet grass
Wolf's baneHolly
Hornwort
HorseradishIvy
Pale ivy
Poison ivy
Red ivyKaddufron
Leek
LicoriceMelon
Honeydew
Muskmelon
Watermelon
Winter melonMistletoeMoss
Glowing moss
Green moss
Spider mossMugwort
Mustard plant
NettleOnion
Brown onion
Pearl onion
Red onion
White onion
Wild onionParsnip
PeaPepper
Bell pepper
Dragon pepper
Ghost pepper
Peppercorn
Snap pepperPoison kissesPotato
Sweet potatoPumpkin
Rutabaga
Seaweed
Sorrel
Soul vine
Sourleaf
Sumac
Sundew
Spinach
Squash
Thornapple
Tobacco
TurnipWheat
Barley
Oat
Wild wheat
Fungi
Deadly Dapperling
Deathcap
Fly Amanita
Magic mushrooms
MildewMold
Black mold
Skullcap
Spiderweb fungus
Truffle
Grass
Fire grass
Sedge
Sword grass
Tall grass
Character Statuses
In Mazura, a cat can be just about any occupation, though as of now, these are the current ones available to join as with your primary character, as well as for your secondary and for any other characters obtained. Statuses serve a role much the same as classes in D&D, which come with roll bonuses for particular attributes when rolling. Status roll bonuses can be found in mechanics!If a Status is locked and greyed out, that means it is closed for any new characters!
Noble
Includes a Lord, Lady, or Liege, Great House or Vassal House. This status requires a coat of arms, a house motto, and castle. There are some castles already available to choose from, though if none interest you, you are free to appeal to the mods and create one yourself; and we will duly place it onto the map given that you provide the exact location you’d like for it to be in. The Noble status also functions as an umbrella status, as nobles can also be knights, scholars, squires.Knight
A knight is a member of a warrior tradition that is heavily interwoven in the feudal culture of the Eight Kingdoms. Knights occupy a social standing between that of lords and smallfolk. In contrast to nobility, this rank is not hereditary. Knights are referred to with the title "Ser". There are different types of knights that one can be, such as:
A Landed Knight swears fealty and vassalage to a lord. They also may have a coat of arms and motto.
A Hedge Knight is like a “knight for hire” if you will. They are nearer to common servants than noble knights in the eyes of most lords. They spend their lives riding from keep to keep, taking service with different lords until the lords have no more need for them and send them off.
Household Knight are landless knights who have been taken into the service of a lord. Knights in a household protect their master and can respond to emergencies. Household knights and their families can associate with those of their lord. Household knights can include children of a noble house who have not yet come into their inheritance.
A knight of the Queensguard is what it says right on the tin. Though, these knights take oaths of celibacy, never taking banners or lands for themselves. There are only eight (8) knights of the Queensguard. This variant of the status cannot be stacked.
Robber Knight are knights that have turned to banditry. Banditry is applied to outlaws who alone or in groups commit armed crimes. The crimes of bandits are restricted to robbery, kidnapping, and racketeering.
Squire
The apprentices to knights, they act as attendants, training to become a knight. Squires serve a knight as a shield carrier, doing simple but important tasks such as saddling a horse or caring for the knight's weapons and armor. The squire sometimes carries the knight's flag into battle with their mentor.Scholar
A scholar is usually highborn, and they study a litany of things, like sciences, arithmetic, astronomy, and so on. Scholars can be inventors, artisans, and sometimes even artists.Bounty Hunters
Bounty hunting is a dangerous business, so only highly skilled fighters engage in it. They seem to act in place of an actual law enforcement-- although the largest cities all have guards charged with maintaining order, bounty hunters do the work when it comes to catching fugitives, scofflaws, or highroad bandits. The hunters meet in taverns in Mazura to buy and exchange information and rumors. Most of them seem to be a pretty rough lot, and some are not above engaging in dishonorable behavior themselves-- for example, trying to steal each other's bounty. Like sellswords they do not take a knight's oath, thus differentiating them from knights, however, unlike sellswords they do uphold the monarch's justice (sellswords typically do not).Sellsword
A sellsword is a soldier who hires out their services for a wage. Most sellswords are professionals with some experience in fighting. Sellswords do not take a knight’s oath, rather they “sell their sword”; i.e. they’re willing to do your dirty work for a pretty penny. Sellswords are often viewed negatively by others, with some nobles considering them unchivalrous and pitiless. Sellswords have a reputation for being willing to betray anyone for enough gold. Other names for sellswords include mercenaries, sellsails, and freeriders.Sailor
The sailor status applies mainly to pirates, Ironborn raiders, and, well, sailors! Any seafaring Mazuran is applicable under this status, however its stat rolls only apply when the character is at sea. After all, such types of cats have far better sea legs than most, and thus they're much better at working and fighting when on the high seas than on the green lands.Sword of Evenfall
All sorts of people can be a Sword, whether it be highborn nobles, bastards from all over, or lowborn criminals seeking an escape from execution. Don’t be fooled by the old tales of glory and honor, or perhaps respite from past crimes, though. The Swords of Evenfall are isolated deep into the farthest north of the Veldt and one may encounter horrors from the worst kinds of nightmares, given the harsh and unusual nature of the fabled Abyssal Plains. Within the Swords are many ranks: the two commanding ranks under the Sword Commandant: Commandant of Fire and Chief Pathfinder, as well as the maester, arms trainers, rangers, stewards, and any other Swords. This status cannot be stacked.Maester
The maesters are an order of scholars, healers, messengers, and scientists, serving as advisers to the Mazuran nobility. Cats from all over Mazura come to study, learn, and forge their chains at the Lyceum. There is no age requirement, and despite the prejudice of the archmaesters to status of birth, cats of every social status are allowed to forge their chain. As such, baseborns, bastards, younger children of lords, and even royalty can study together at the Lyceum. This status cannot be stacked.Huntsman
A huntsman is a hunter, engaged within the practice of seeking, pursuing, capturing, and killing wildlife or feral animals. Skillful tracking and acquisition of an elusive target is their specialty as a Status.Tradesman
A tradesperson or tradesman/woman is a skilled worker that specializes in a particular trade. Merchants, Blacksmiths, Carpenters, etc. all fit within this Status, with proficient skills and knowledge in their occupation.Priest
A priest, or priestess, is a cat that serves only the gods. They attend public shrines in cities and villages, and sometimes family or household shrines of nobles. This status cannot be stacked.Alchemist
An alchemist is someone who practices alchemy, the medieval forerunner of chemistry, based on the supposed transformation of matter. Considered to be a realistic alternative to practicing magic. Scholars can be alchemists, and alchemists can be scholars, but the two are completely separate as the science of alchemy is steeped in complex formulas and equations, an ages old replacement to the mystique of magic. Alchemists can be highborn, although smallfolk can study alchemy through guilds. The alchemy status cannot be stacked with Magic attributes. Currently only THREE Alchemists will be accepted into the group roster.Bard
Rare and highly regarded, the bard is a status that is considered a sacred one by most, as the art of song-spinning is a rare delight and a gift from the gods. Understandably, we probably won't be accepting very many of these. Currently only FOUR Bards will be accepted into the group roster.Commonfolk
The commonfolk, or smallfolk, status acts as an umbrella status for any lowborn designation.Rogue
A rogue is a versatile character, capable of sneaky combat and nimble tricks. Rogues might be ruthless criminals, greedy poachers, sly tricksters, or perhaps good hearted thieves who steal from the rich and give to the poor. Rogue is a status focused on stealth, thievery, and deception.
House Vamería of the Amaranthine Citadel
Seat | Violet Palace, Dragonmont |
Head | Queen Vysenys I Vamería |
Region | Dragonfly Bay |
Titles |
King of Mazura
Lord of the Eight Kingdoms
Protector of the Realm
Prince of Dragonmont (heir apparent)
Heir | Valerys Kilandra |
Overlord | None, sovereign |
Founder | Valerys I Vamería |
Vassals |
House Castellora
House Draymond
House Sarraf
House Selter
House Veket of Houndkeep
Seat | Houndkeep |
Head | Lord Salliphos Veket |
Region | Narrow Plains |
Titles |
Lord of Houndkeep
Lord Paramount of the Valley
King of the Valley (Formerly)
Heir | Zhinasi Veket |
Overlord | House Vamería |
Founder | Veket the Clever |
Vassals |
House Atratas
House Cyrrhus
House Fausset-Fouad
House Pahra
House Mourad
House Kilandra of Lukala Castle
Seat | Lukala Castle |
Head | Lord Jesop Kilandra |
Region | Eonian Coast |
Titles |
Lord of Lukala Castle
Lord Paramount of the Trident
Warden of the South
The Scent of Mazura
Heir | Lael Kilandra |
Overlord | House Vamería |
Founder | Lozol Kilandra |
Vassals |
House Dahel
House Dharanindra
House Irnen
House Shèn
House Shirakawa
House Sorros
House Velasura
House Morgenroth of Oakford
Seat | Oakford |
Head | Lady Philomena Morgenroth |
Region | Forestlands |
Titles |
Lord of Oakford
Lord Paramount of the Forests
Grand Witcher (Formerly)
Monarch’s Keeper
Heir | Ophelia Morgenroth |
Overlord | House Vamería |
Founder | Euphemia Morgenroth |
Vassals |
House Hartewell
House Rainard
House Rotte of Greyfort
Seat | Greyfort |
Head | Lord Clitheroe Rotte |
Region | Wyrm-mire |
Titles |
Lord of Greyfort
Warden of the East
Heir | Sutton Rotte |
Overlord | House Vamería |
Founder | Adelina Rotte |
Vassals |
House Salvatica
House Storozhevaya of Stillshield
Seat | Stillshield |
Head | Lord Albin Storozhevaya |
Region | The Palisade |
Titles |
Lord of Stillshield
Warden of the West
Pride of The Palisade
Pride of Mazura (Formerly)
Heir | Ser Lucerys Storozhevaya |
Overlord | House Vamería |
Founder | The Twin Sisters |
Vassals |
House DeCielo
House Farwick
House Hagen
House Hestaris
House Kovati
House Kystoyakov
House Luskara
House Mimphrilo
House Tallemaja
Seat | |
Head | |
Region | Scyllian Isles |
Titles |
Heir | |
Overlord | House Vamería |
Founder | |
Vassals |
House Greywynd
House Saltbrine

House Hildjöfurr of Northgarde
Seat | Northgarde |
Head | Lady Eise Hildjöfurr |
Region | The Veldt |
Titles |
Lord of Northgarde
Warden of the North
King of Winter (Formerly)
King of the North (Formerly)
Heir | Skodir Hildjöfurr |
Overlord | House Vamería |
Founder | Ragnar I Hildjöfurr |
Vassals |
House Blackmont
House Hermitage
House Minvith
House Mylläri
House Castellora of Castellora
Seat | Castellora |
Head | Ser Kareyth Castellora |
Region | Dragonfly Bay |
Titles |
Knight of Castellora
Overlord | House Vamería |
Founded | 298 AC |

A dark red lion with a waving tail holding a black sword on a gray field
(Cendrée, a lion rampant queue-fourché sanguine, holding between its paws a high sword sable)
Words | Actions Bring Results |
House Draymond of Acidonia
Seat | Acidonia |
Head | Lady Elvira Draymond |
Region | Dragonfly Bay |
Titles |
Lord of Acidonia
Shield of the Southern Spine
Heir | ??? |
Overlord | House Vamería |
Founder | Eileithya Draymond |
House Sarraf of Pearl Hall
Seat | Pearl Hall |
Head | Farhan Al-Hadad |
Region | Dragonfly Bay |
Titles |
Lord of Pearl Hall
Al-Hadad (حَادَاد)
Conqueror of Seas (formerly)
Heir | Harun Sarraf |
Overlord | House Vamería |
Founder | Safwan Sarraf |
On a blue per pale field, a silver crowned golden griffin and sea-griffin combined, under a silver chief with three evil eyes
(Per pale bleu-céleste and azure, within a bordure Or, a griffin and sea-griffin bicorporate Or crowned argent, on a chief argent three evil eyes.)
Words | Brilliance Woven in Gold |
House Selter of Bridgehall
Seat | Bridgehall |
Head | Lord Wyman Selter |
Region | Dragonfly Bay |
Titles |
Lord of Bridgehall
Keeper of the Gates of the Dragon
Heir | Ser Symon Selter |
Overlord | House Vamería |
Founder | Alester Selter |
House Cyrrhus of Driftwood Fort
Seat | Driftwood Fort |
Head | Lady Callisto Cyrrhus |
Region | Narrow Plains |
Titles |
Lord of Driftwood Fort
Guardian of the Shield Islands
Protector of the Shores (Formerly)
Subjugator of the Roaring Tides (Formerly)
Overlord | House Veket |
Founder | Hamelqar the Savior |
A black heron holding a crossbow on a gold field beneath two black bars wavy and a black chief wavy with three white crescents, the middle slightly larger
(Or, a heron in its vigilance sable, holding a crossbow sable, on a chief wavy sable surmounted by two fillets counterchanged, three crescents argent)
Words | No Deed Left Undone |
House Fausset Fouad of Springhaven
Seat | Springhaven |
Head | Lady Thamina Fausset Fouad |
Region | Narrow Plains |
Titles |
Lord of Springhaven
Heir | Rafiq Fausset Fouad |
Overlord | House Veket |
Founder | Ceryse Fausset and Halim Fouad |
House Pahra of Last Hill
Seat | Last Hill |
Head | Lord Garrodos Pahra |
Region | Narrow Plains |
Titles |
Lord of Last Hill
Heir | Ser Vogo Pahra |
Overlord | House Veket |
Founder | Pahra the Valiant |
House Mourad of Vaith
Seat | Vaith |
Head | Lord Yousef Mourad |
Region | Narrow Plains |
Titles |
Lord of Vaith
Heir | Sumaya Mourad |
Overlord | House Veket |
Founder | Red-Hand Maziyyah |
House Dahel of Eventide
Seat | Eventide |
Head | Lady Niara Dahel |
Region | Eonian Coast |
Titles |
Lord of Eventide
Heir | Ceres Dahel |
Overlord | House Kilandra |
Founder | Ayra Dahel |
House Dharanindra of Nagua
Seat | Nagua |
Head | Sri Marim |
Region | Eonian Coast |
Titles |
Lord of Nagua
Heir | Ole Dharanindra |
Overlord | House Kilandra |
Founder | Sri Indra |
House Irnen of Katareen Keep
Seat | Katareen Keep |
Head | Lord Herero Irnen |
Region | Eonian Coast |
Titles |
Lord of Katareen Keep
Heir | Velasha Irnen |
Overlord | House Kilandra |
Founder | Daund Irnen |

A pink lotus flower on a sea-green bend on a blue field
(Azure, a bend sinister vert, over all a lotus flower in profile rosé)
House Shèn of Crane Hall
Seat | Crane Hall |
Head | Lady Shèn Níngfēi |
Region | Eonian Coast |
Titles |
Lord of Crane Hall
Knight Commandant of the Cloud
Cloud King (Formerly)
Heir | Shèn Xiángyīn |
Overlord | House Kilandra |
Founder | Shèn Yí Jūn |
House Shirakawa of Ensunai Castle
Seat | Ensunai Castle |
Head | Lady Shirakawa Yumiko |
Region | Eonian Coast |
Titles |
Lord of Ensunai Castle
Lord of Kinito
Heir | Shirakawa Rikaru |
Overlord | House Kilandra |
Founder | Kawa no Shiro |
House Sorros of Greentide Watch
Seat | Greentide Watch |
Head | Lord Belio Sorros |
Region | Eonian Coast |
Titles |
Lord of Greentide Watch
Master of Greentide Watch
Lord of Lanterre Seafront
Heir | Eunoia Sorros |
Overlord | House Kilandra |
Founder | Lazano Sorros |
House Velasura of Crescent Point
Seat | Crescent Point |
Head | Lady Serina Velasura |
Region | Eonian Coast |
Titles |
Lord of Crescent Point
Lord of the Tides
Lord Admiral of the Dragonfleet
Overlord | House Kilandra |
Founder | Catarina Velasura |
House Hartewell of Strathmore
Seat | Strathmore |
Head | Lady Rinari Hartewell |
Region | Forestlands |
Titles |
Lord of Strathmore
Overlord | House Morgenroth |
Founder | Harlan Hartewell |
House Rainard of Termarth Keep
Seat | Termarth Keep |
Head | Lord Henrik Rainard |
Region | Forestlands |
Titles |
Lord of Termarth Keep
High Steward of Termarth Keep (Formerly)
Heir | Eris Rainard |
Overlord | House Morgenroth |
Founder | Aldrich Rainard |

A white stoat over a red bend on black
(Sable, a bend sinister gules, over all an ermine rampant proper)
Words | Knowledge or Death, We Persevere |
House Salvatica of Castle Deadwood
Seat | Castle Deadwood |
Head | Lord Aristaeus Salvatica |
Region | Wyrm-mire |
Titles |
Lord of Deadwood
Lord of the Southern Polder
Red King (Formerly)
Heir | Ira Salvatica |
Overlord | House Rotte |
Founder | Salvaticus I |
House DeCielo of Craghall
Seat | Craghall |
Head | Lord Altair DeCielo |
Region | The Palisade |
Titles |
Lord of Craghall
Light in the Mist
Heir | Enzo DeCielo |
Overlord | House Storozhevaya |
Founder | Umbria DeCielo |

An orange owl on smoke, holding a silver torch and gold spyglass in its talons
(Cendrée, an owl rising wings displayed tenné, in its dexter talon a torch argent, in its sinister talon a spyglass Or)
Words | We Light the Way |
House Farwick of Farwick
Seat | Farwick |
Head | Lord Androw Farwick |
Region | The Palisade |
Titles |
Lord of Farwick
Overlord | House Storozhevaya |
Founder | Ser Uthor Farwick |

Within a white double tressure, five candles on a blue field
(Azure, five candles white enflamed tenné in candlesticks argent, within a double tressure white)
Words | Light and Law |
House Hagen of Crystalfort
Seat | Crystalfort |
Head | Lady Minerva Hagen |
Region | The Palisade |
Titles |
Lord of Crystalfort
Keeper of the Mist Pass
Heir | Claudius Hagen |
Overlord | House Storozhevaya |
Founder | Annalise Hagen |
A pair of silver keys and a light yellow diamond giving off seven sparks on a black and blue quartered field
(Quarterly azure and sable, over all two keys saltirewise argent, surmounted to chief by a gemstone in profile Or and seven mullets of four points argent)
Words | Promises are Silver, Contracts are Golden |
House Hestaris of Sekovo Keep
Seat | Sekovo Keep |
Head | Lord Nahirah Hestaris |
Region | The Palisade |
Titles |
Lord of Sekovo Keep
Heir | Eniro Hestaris |
Overlord | House Storozhevaya |
Founder | Sekovo Hestaris |
House Kystoyakov of Khorezm Fortress
Seat | Khorezm Fortress |
Head | Lord Aldar Kystoyakov |
Region | The Palisade |
Titles |
Lord of Khorezm Fortress
Lord of the Northern Steppes
King of the Northern and Southern Steppes (Formerly)
Heir | Arkas Kystoyakov |
Overlord | House Storozhevaya |
Founder | Khiyga Kystoyakov |
House Luskara of Fallwater
Seat | Fallwater |
Head | Lady Hestes IV Luskara |
Region | The Palisade |
Titles |
Lord of Fallwater
Voice of the Mountain
Head of the Chorus
Heir | Erethik Luskara |
Overlord | House Storozhevaya |
Founder | Hestes I Luskara |
House Mimphrilo of Cloudhall
Seat | Cloudhall |
Head | Lord Ladano Mimphrilo |
Region | The Palisade |
Titles |
Lord of Cloudhall
Heir | Sopherei Mimphrilo |
Overlord | House Storozhevaya |
Founder | Saphirnei Mimphrilo |

Quarterly: A white six pointed star, crescent moon, and diamonds on indigo
(Quarterly purpure, first a mullet of six points and fourth a crescent moon rising argent, second and third a fusilly purpure and argent)
House Tallemaja of Rockgarde
Seat | Rockgarde |
Head | Lady Luka Tallemaja |
Region | The Palisade |
Titles |
Lord of Rockgarde
Keeper of the Pine
Heir | Ove Tallemaja |
Overlord | House Storozhevaya |
Founder | Kisping III Talle and Maja Homolka |
House Glovelynn of Lusca Cay
Seat | Lusca Cay |
Head | Lord Stergis Glovelynn |
Region | Scyllian Isles |
Titles |
Lord of Lusca Cay
Heir | Evangela Glovelynn |
Overlord | House Greywynd |
Founder | Vincent Glovelynn |
House Greywynd of Saltholde
Seat | Saltholde |
Head | Lord Malrick Greywynd |
Region | Scyllian Isles |
Titles |
Lord of Saltholde
Lord Reaper of the Isles (Claimant)
King of Salt and Rock (Formerly)
Overlord | |
Founder | A son of a Salt King |
Vassals |
House Bowman
House Brakker
House Glovelynn
House Tarbor
House Saltbrine of Deadharbor
Seat | Deadharbor |
Head | Lord Bryn Saltbrine |
Region | Scyllian Isles |
Titles |
Lord of Deadharbor
King of the Shield Islands (Formerly)
Overlord | |
Founder | Godrey Saltbryne |
House Blackmont of Wolfmoor
Seat | Wolfmoor |
Head | Lord Mordred Blackmont |
Region | The Veldt |
Titles |
Lord of Wolfmoor
Heir | Morrigan Blackmont |
Overlord | House Hildjöfurr |
Founder | Morsan the Black Fang |
Vassals |
House Sawler
House Minvith of Kavarkis
Seat | Kavarkis |
Head | Lord Marius Minvith |
Region | The Veldt |
Titles |
Lord of Kavarkis
Overlord | House Hildjöfurr |
Founder | Thryrna Minvith |
Vassals |
House Godredson (Extinct)

A moth across a dark orange chevron on an orange field
(Tenné, a chevron tenné surmounted by a moth proper brunâtre)
Words | Inextinguishable Light |
House Mylläri of Ravenhold
Seat | Ravenhold |
Head | Lord Sivard Mylläri |
Region | The Veldt |
Titles |
Lord of Ravenhold
Protector of the Valley
Overlord | House Hildjöfurr |
Founder | Franciska Mylläri |
House Pyrepillar
Seat | Kinito (in exile) |
Head | Ser Deimosia Pyrepillar |
Region | Dragonfly Bay (in exile) |
Titles |
King of Mazura (claimant)
Lord of the Eight Kingdoms (claimant)
Overlord | House Vamería (184–196 AC) |
Founder | Valerys I Pyrepillar |
Founded | 184 AC |

A black dragon biting its tail on purple
(Purpure, a dragon in annulo vorant of its own tail sable)
House Miller of Timberhand
Seat | Timberhand (formerly) |
Head | Hans-Kato (formerly) |
Region | Forestlands (formerly) |
Titles |
Lord of Timberhand (formerly)
Overlord | House Morgenroth (formerly) |
Founder | Dousonna |
Map & Locations
The continent of Mazura is large and relatively thick, extending from the Eonian Coast in the south to the Swords of Evenfall; in the far north is the frozen Abyssal Plains, where a large amount of land remains uncharted due to the extremely cold temperatures and the nature of the Abyss itself.The distance between each of the forts lining the northern front is two hundred leagues long, or two hundred miles. The continent itself stretches for about 4,000 miles from north to south and for some 2,000 miles at its widest point east to west.Mazura's western coast borders on Shipbreaker's Gulf. To the south is located the Lanterre Sea.The northern lands of Mazura are less densely populated than the south despite their roughly equivalent size. The major cities of Mazura are, in order of size: the Amaranthine Citadel, Lakumi, Vagos, Altenfelden, Dokshyvyen, Shisa, and Karybdia.
Dragonfly Bay
Dragonfly Bay is the principal region of Mazura, from where the royal house rules. The metropolis of the Amaranthine Citadel is the driving force of the region, with the largest population and harbor in the realm. Trade and taxes flow into the capital from every corner of the realm acknowledging the royal throne, and many vessels ply their wares as well. Virtually every craft and trade is practiced here, from metalsmithing and shipbuilding to alchemy. Elsewhere, fishing and farming are the norm, with a smattering of the common professions. Mazurans of all sorts of fur and build types are found, though it does boast a large population of “domestic” type cats. The demonym sometimes used for its inhabitants is "Dragonian", although a true Dragonian may refer to the blood of House Vamería.
The Amaranthine Citadel, often simply shortened to the Citadel, is the major capital of the whole of Mazura. It’s a very large, circular, and tight-knit built city with draconic iconography everywhere, and where cats from all over the realm come to gather. Located on a large island off of the mainland it is connected to the mainland via a large and wide bridge known as the Amethyst Viaduct. Here the statue of Nehzotl sits within the Temple of Dragons, a hulking rendition of the winged serpent encircling the chamber, its tail within its mouth.
• Sleeping Serpent’s Walk is a long street lined with inns, taverns and pillow houses and is the main road of the citadel.
• Merchant’s Hoard is a large open forum lined with shops and carts selling goods of every kind. It houses an open market and a wet market.
• Street of Steel is a street beginning on the south west corner of the Merchant's Hoard and climbs up Laziphos' Hill until the Temple of Dragons. Most smiths of the capital have their forges there. The higher up one goes, the more expensive the shops. At its top is the shop of Eupraxia.
• Temple of Dragons is the largest public shrine in Mazura, dedicated mainly to the creation deity Nehzotl, seated.
• Beggar's End is the poorest slum in the Amaranthine Citadel, the foulest and most lawless district of the capital. It is a maze of twisty, unpaved alleys and cross-streets. The buildings lean over the narrow alleys, almost touching. The air is filled with the stench of pigsties, stables, and tanner's sheds, mixed in with the smell of taverns and smoking dens.
• Dragon’s Maw is the port at which all incoming sea trade for Dragonfly Bay is conducted.The Violet Palace is the seat of the royal house. The Violet Palace has serpentine steps which can be strenuous to climb. Within it is the Tower of the Hand and Vaesa's Holdfast. Vaesa's Holdfast is a massive square fortress inside the heart of the palace. The castle-within-a-castle is situated behind walls twelve feet thick and a dry moat lined with iron spikes. Vaesa's Holdfast includes the royal apartments, the Queen’s Ballroom, and the royal library.
Bridgehall is a castle at the base of the Amethyst Viaduct on the mainland. The castle acts as a gateway that guards the bridge connecting to the Citadel. The seat of House Selter.
Dragon’s Spine is the mountain range that lines the southern border of Dragonfly Bay, stretching through the south of the Narrow Plains.
Acidonia is a castle on the mainland at the southern base of Dragon’s Spine. The ancestral keep of House Draymond.
Castellora is a dilapidated castle on the mainland. Formerly the seat of the extinct House Cheswright. Now the seat of Landed Knight Kareyth of Castellora.
Hydra’s Tooth is the cliffside coast that lines Dragonfly’s Bay on the mainland.
Pallisina is a castle on the coast of the mainland.
Pearl Hall is a castle on the coast of the mainland. The seat of House Sarraf.
Dragonmont is a castle on the volcanic island of the same name, several leagues off of the coast of the Citadel, named so for the active volcano that allegedly acted as a natural nest for dragons. It was the original seat of House Vamería in Mazura, before the Conquest and the newly-created Violet Palace, it serves as the seat of their heir apparent, known as the Prince of Dragonmont. Shaped from volcanic black stone with supposedly arcane arts, dragonfire, and sorcery, the castle has a dark reputation.
Narrow Plains
The Narrow Plains vary from unbearably hot to pleasantly warm and fertile farmland. The arid desert grassland to the southeast that border the Eonian Coast, Forestlands, and Wyrm-mire reach sweltering temperatures, while to the west at the base of the mountains and the seaside front are vast sprawling grassy steppes and farms of all sorts of crops. The Narrow Plains are considered the wealthiest, as their economy subsists on feeding all of the people of Mazura with grain, vegetables, and fruits. Chivalry is esteemed in the Narrow Plains, and the birthplace of knighthood. People of the plains region are built for speed and running long distances. Their fur tends to be sandy colored, spotted, or boasts lion-like tufts at the end of their tails. Another notable, albeit rare, regional specific trait native plains cats may share are the black tear duct lines that stem from the inner corners of their eyes and crawl to the outer corners of their lips. Mazurans from this region are called plains cats or plainsmen. Of note, there are different types of plainsmen, those who live near the sea on the embercoast are known as salty plainsmen, while cats of summerfield are referred to as grassy plainsmen, and those of the arid and sandy valleys to the east are called sandy plainsmen. Kareyth of Castellora, for example, would be considered a grassy plainsman.
Vagos is the capital of the Narrow Plains. Here the statue of Vhaehra stands, the pommel of a greatsword below her clawed hands and pointed downwards. At her feet, large statues of chimeras line the paths to her public shrine. The warm temperatures make it a popular location for sunbathing stray dogs, which are fed and venerated by the attending priests and priestesses.
Houndkeep is a castle near Vagos. The ancestral seat of House Vekete.
Summerfield is a large valley filled with farming villages that produce much of Mazura’s wheat and other such crops. The golden apple of the Narrow Plains.
Heathyard Hall is a castle near Zadena.
Zadena is the largest farming village in Summerfield.
Heartwick is a ranching village.
Last Hill is a castle and the seat of House Pahra.
Vaith is a castle.
The Southern Steppes border the Northern Steppes of the Palisade.
Swiftholde is a castle in the Southern Steppes. The seat of House Atratas.
Vasia is a village in the Southern Steppes.
Windamere is a castle near Gold Harbor.
Gold Harbor is a seaside town that acts as a trading port for the Narrow Plains.
Ember Coast is the coast along the Narrow Plains.
The Shield Islands are a cluster of islands off of Ember Coast.
• Driftwood Fort is a castle on one of the Shield Islands and the seat of House Cyrrhus.Great Plateau is the northernmost end of the Dragon’s Spine which protrudes into the Narrow Plains.
Whistling Grass is the thinnest section of the Narrow Plains. bordering Dragon's Spine and the border of the Eonian Coast.
Little Fox Valley is given its name for its abundance of the titular animals, which borders the Forestlands, Wyrm-mire, and Eonian Coast; it is a notably arid and sandy valley.
Springhaven is a castle in the middle of Little Fox Valley, stationed atop a natural oasis amidst the desert; no sweeter mead can be found anywhere else than here. The ancestral seat of House Fausset.
Eonian Coast
The Eonian Coast is known to be pleasantly warm and sunny, as it borders the warm and crystalline blue-green Lanterre Sea. This region is known to be leisurely and its inhabitants pleasant, and its economy purely subsists on the sheer amount of coastal fishing towns and villages it boasts, as well as a seafaring trade culture, making it a very wealthy region. Cats from this region are known to have golden rosette spotted and water-resistant furs, skin dark and tanned, and their figures built for swimming long distances, as swimming both to fish and for pleasure is common to this region. People from this region tend to be referred to as coast cats. By and large, coast cats are a kind people, and great lovers of song. On the Coast, unlike the other seven kingdoms, no distinction is made between sons and daughters. Instead, children inherit in order of birth regardless of sex. In the case of an inheriting molly, their last name will be passed on to their children, instead of the name of their husband. Furthermore, views on bastardy are milder in the Eonian Coast compared to the rest of Mazura. Especially when a child is born to a paramour, coast cats are not greatly concerned if a child is born in wedlock or out of it; as many lords and ladies on the Coast have paramours.
Lakumi is the capital city of the Eonian Coast, made of white alabaster stone and sprawling freshwater aqueducts. The statue of Khalthar stands in the center, bident in one hand and a fishing net clutched in the other. At his feet a freshwater spring feeds the aqueducts of the city. Coins can be found in the bottom of the spring, as it is customary to flip one into the water and ask the god to grant a prayer.
Lukala Castle is a castle near Lakumi, the ancestral keep of House Kilandra.
Harper Isles are a string of three small islets that branch off of the coast near Lakumi.
Greentide Watch is the seat of House Sorros.
Lanterre Seafront is a fishing and trading town along the coast.
Aleatory Islands are a cluster of three small islands off the Eonian coast. The largest and closest of which an athletic cat could possibly reach by swimming at low tide.
Kidiri is a coastal village adjacent to the Aleatory Islands.
Kingfisher Light is a lighthouse located on the limestone bluffs of the Aleatory Islands.
Limestone Bluffs are cliffs located on the seaward side of the furthest of the Aleatory Islands.
Katareen Keep is a castle aside the Trident. The former keep of extinct House Zakoris, was later awarded to House Irnen.
Sausoraki is a fishing town set along the Trident.
Moonfish Bluffs are the cliffside along the northern end of the Coast. Here the Wind Chimes are found, a field of gibbets that sway and whistle in the sea winds as warning to pirates and lawbreakers against the royal navy.
Crescent Point is a coastal castle built upon the looming seaside cliffs of the Moonfish Bluffs. The seat of House Velasura.
Lulie is a village along the Serene Channel
Crane Hall is a castle set along the Lazy Crane River. The ancestral seat of House Shèn.
Laravou is a fishing town near Turtle Sands. Cats here are sturdy and resourceful as many other beasts call these beaches their home.
Turtle Sands is a stretch of beach south of Wyrm-mire known for turtle breeding grounds. Be wary though, where the boggy rivers empty into the sea, here large lizard-lions also lurk to feed off of the mass of gathering turtles.
Kinito is a large island off of the Eonian Coast. Coast cats with tricolored furs are commonly found here, as well as a certain type of bobtail variety not often found anywhere else.
• Ensunai Castle is a fortified castle on Kinito. The ancient seat of House Shirakawa.
• Eventide is a castle on Kinito.
• Okito is a city on the west coast of Kinito and the most populous location on the island.
• Ototara is a village on the far north of Kinito.
• Nagua is a village on the far south peninsula of Kinito. They are well known for their snake wine, tasteless, yet strong.
Forestlands
The Forestlands vary from the evergreen conifers to the north, to the deciduous trees to the south. It is a rich, fertile, and populous region; and one of the wealthiest in the realm. The numerous rivers that run across their expanse are used for trading and the transport of goods. It is famed for its timber harvesting, as it provides wood for a majority of the realm. Among the products it produces are kuims, peaches, apples, and grapes. Honeywood is said to make the finest of rich wines, from reds to a golden vintage. Wood harps made in Mapleview are highly sought after. However, because of their central position in Mazura and lack of natural boundaries, the Forestlands have been a frequent battleground. The people of the Forestlands are known as woodsmen or occasionally woods cats, and they are a mixture of hardy warriors, peaceful fisherfolk, and devout smallfolk. Their lords have a reputation for being notoriously quarrelsome, and are referred to as "forest lords". The cats of the Forestlands are lithe, limber, and nimble footed, innately talented at navigating the trees that surround them. There’s a high concentration of Mazurans with “domestic” cat patterning and traits here, though some share the tree cat trait of short tails and tufted ears like those of Wyrm-mire.
Altenfelden is the capital village of the Forestlands. The statue of Luxses sits here, with a lyre being strummed within their hands and flowers, moss, and vines draped across its stone. At the base, their shrine is colorful and filled to the brim with flowers given as offerings by Mazurans.
Oakford is a castle along the Neck, close to Altenfelden.
Termarth Keep is a monstrously colossal castle, the largest one in all of Mazura, though it is also the most ill-omened. Since the burning of Termarth Keep by dragonfire in the Conquest, the castle has become a dark and ruinous place, and since then has far gone into decay. The seat of House Rainard.
Honeywood is a town located to the south, where the Neck passes through.
Roseguard is a castle located to the south of the region near Honeywood.
Swanton is a castle.
Vilma is a small village north of Altenfelden.
Barkhamsted is a castle.
Avrille is a trading village south of Altenfelden.
Mapleview is a village.
Greentown is a timber-harvesting town.
Timberhand is a castle located near Greentown.
Elden Spring is a castle which has a natural spring that sprouts from beneath it.
Disappearing Weald is a large expanse of conifers that slowly yields to the icy grip of the Veldt and makes up the vast majority of the northern forests. Here, woods wolves are abundant and make the forests difficult to travel alone in.
Sky Reach is a castle that borders the Palisade, with a tower that reaches above the forest canopy.
Ravenhollow is a village that borders the Palisade.
Strathmore is a castle that borders the Palisade, deep within the forest thicket. The ancestral seat of House Hartewell.
Wyrm-mire
A marshy, swampy, and humid region that is nigh impossible to traverse through to those not native to the location and has historically been difficult to invade on foot. The black bogs of the region contain lizard-lions, snakes, whiskerfish, carnivorous fish, and dozens of varieties of huge flowers. Dense thickets of trees are half-drowned and covered in pale fungus, and beneath the water, thick and deep mud will try to pull down and drown anyone who attempts to walk the waters. Cats from this land are known as reed cat and are usually short and stocky, with water-resistant and dark fur, often-times short-furred, though some may boast short bobbed tails and tufted ears like tree cats. Reed cats are so called for their habit of living in small villages formed of reeds and thatch that sit atop swampy waters and floating islands in the mire; while castles are built where stable land can be found, however minimal. Reed cats are often looked down upon by other Mazurans, including neighboring woodsmen. The swamp-dwellers are disparaged as "frogeaters" and "mudmen", while ironborn refer to them as "bog devils". Though, reed cats are talented hunters and warriors; despite their short stature and somewhat primitive lifestyle, they have proven to be a notoriously difficult people to conquer. They wield nets, bronze knives, three-pronged frog spears, and round leather shields. They use guerrilla tactics and have a mastery of their difficult terrain. They are a poor people and seldom leave their lands, subsisting on fishing and frogging; though while particularly reclusive, they can be a very jovial and welcoming people during times of peace.
Mossmere is the capital village of Wyrm-mire. Notably does not have a statue of one of the seven gods as there is not enough stable ground for one, but there is a large and crudely built shrine devoted to the seven.
Greyfort is a castle close to Mossmere. The seat of House Rotte.
Greenhill Stronghold is a castle.
Snakeguard is a castle to the furthest north of the region.
Mudbreach is a village.
Southern Polder is the southernmost swampland bordering the Eonian Coast.
The Dalcona Keys are coastal islets that spread from the mainland from the Southern Polder; they are often prone to flooding when the rainy season peaks in the late summer.
Castle Deadwood is the ancestral seat of House Salvatica, lording over the town of Southwater.
Southwater is a town built upon stilts and boardwalks in the Southern Polder. Many of the buildings are actually floating, and often referred to as houseboats. Instead of traveling by horse, residents use swamp boats.
The Abandoned Temple is an old and ancient Mazuran temple that may have been dedicated to Nehzotl at one point. It is nearly completely swallowed into the swamp.
Bonesnapper Mangrove is a mangrove thicket that leads deeper into Wyrm-mire from Emeraldglades. It is usually traversed via flat bottomed swamp boats and through Venom Swamp.
Mudbarrow is a castle.
Emeraldglades is a town built where the plain lands are slowly engulfed by the swampland. One of the only towns in Wyrm-mire with “typical” Mazuran architecture.
The Palisade
Comparatively to the other isolated regions, the Palisade is characterized by its sheer height. Cities, villages, and castles are nestled into the stone peaks, and are risky to travel on foot to. Steps can be narrow and avalanches are common. Lissom deer, sturdy and antlered mounted ungulates, are indigenous to the location and often used to traverse the mountainous region. The valley's rich black soil allows them to grow wheat, corn, and barley. Not even in the Narrow Plains do the pumpkins grow any larger nor is the fruit any sweeter. There is at least one rock quarry in the Palisade that produces “white stone” suitable for use in castle walls. In the days of old, the Palisade was difficult to invade and conquer, though when House Vameria flew over their peaks with their dragons they were the quickest to surrender. Cats from this region are referred to as stone cats, and the nobles tend to be rather lofty in nature, even a bit pretentious, as they see themselves “above it all”, while the lowborn are considered much more down to earth and resourceful. Their fur tends to be thick and suited for cold weather, though more often described as feathery looking, or sleek and plain, like that of a mountain lion; as well as snow lynx, stony lynx, and snow leopard bloodlines that can also be found here. Their equilibriums are much more balanced, allowing them to thrive in such high up locations, and are long adapted to high-altitude sickness. Most blacksmiths and stonemasons call the Palisade home, alongside those in Dragonfly Bay. Scholars are common here, as Vethos is the patron of scholars and artisans, thus most nobles of the Palisade are encouraged towards the pursuit of knowledge.
Dokshyvyen is the capital of the Palisade; nestled into the cliffside of Mattara’s Zenith. The statue of Vethos stands here, his one hand resting upon a shield decorated with the symbol of Nehzotl, in the other the talons of a large stone owl resting upon his fist. In the watchful eyes of the owl, real owls nest inside them.
• Stillshield is the largest and tallest castle of the Palisade that reaches high into the clouds, leering over the capital city; the ancestral seat of House Storozhevaya.
• The Lyceum is a complex of buildings in Dokshyvyen that serves as the central home to the order of the maesters. The name is also employed to refer to order of maesters as an institution, or the higher placed members. At the Lyceum, the residing archmaesters teach and train new students, and convene in the Conclave.
• Mattara’s Zenith is the highest point in the Palisade from which Stillshield is raised, its top is always frost covered. It’s sometimes said that Mattara raised this mountain peak herself and thus it is blessed with her name.The Canyon of Sisters is the valley leading to Dokshyvyen. The mountain road leads through here and it’s said that the sisters that founded Dokshyvyen discovered their home by traveling here.
Northern Crown is the peak positioned the furthest north in the Palisade.
Edgemouth is a mining village nestled deep within the base of the northern mountains.
Rockgarde is a castle near Edgemouth. Seat of House Tallemaja.
Sekovo Keep is a castle nestled into the furthest base of the far northern mountains. The ancestral seat of House Hestaris.
The Carasea Passageway is the mountain valley in which the Shallow Way lies.
Vasilyezyr is a village where the Shallow Way ends before emptying into Looking Glass Lake.
The Pass of Mist is a foggy, difficult to navigate canyon. The village of Karkov is hidden within and outsiders are rare around here.
Karkov is a small mining village that can only be found by braving The Pass of Mist. Cats here are hard-working and intuitive, The Pass of Mist is their home and they easily traverse it to reach both Crystalfort and the capital of the Palisade.
Crystalfort is a castle that borders The Pass of Mist and directly lords over Karkov. The ancestral seat of House Hagen.
Crystal Channel is a secret underground passage running from Karkov to Crystalfort. Not many know about its exact location as it’s used to bring messages from Karkov to the lord of Crystalfort.
Khorezm Fortress is a castle that borders the Northern Steppes and the seat of House Kystoyakov.
The Northern Steppes border the Southern Steppes of the Narrow Plains.
Fallwater is a castle that is nestled up beside one of the waterfalls along the Flooded Gates. The ancestral keep of House Luskara.
Rushing Rill is a town carved into the mountain below Fallwater. The waterfall there powers a sort of cage lift that slowly circulates up and down to allow townsfolk to access their homes and places of work. As long as the water flows the lift turns. A true testament to the ingenuity and perseverance of those who live there.
Cloud Hall is a castle. The seat of House Mimphrilo.
Farwick is a castle along the coast, the seat of House Farwick.
Briney Bay is a fishing and trading town built upon the rocky and frigid coast. Ironborn are known to come here to drink and find “gentler company” than can be found on the Scyllian Isles.
The Black Bluffs are an archipelago of large islands to the far northwest of the Palisade.
Craghall is a castle on the black bluffs. The seat of House DeCielo.
Chernyypesok is a rather isolated fishing village on the black bluffs, nestled into a fjord. Inhabitants are known to be guarded and wary of outsiders.
Scyllian Isles
The Scyllian Isles are a rough and harsh region, albeit small. They border the stormy waters of Shipbreaker’s Gulf. There are three livable islands within it, and it subsists mostly on fishing, crabbing, shell-fishing, and trading with the other regions, although the pearls found in their oysters are lucrative and desired by nobles throughout the realm. With little ore, no farms, nor much cattle, most of the cats in this region fish and sail, like the Eonian Coast. However, before the royal house Vameria conquered all of the known realm, cats of the Scyllian Isles raided other regions to subsist on their meager lifestyle. The islands are sparse and rocky with a thin, stony soil that makes it hard for the smallfolk to farm, often having to do without the animals that might make their job easier, such as oxen or horses. While their mines do not produce the precious metals of the Palisade, iron is abundant on the isles. Lead and tin can also be obtained. Most ironborn feel the dangerous and backbreaking labor required to mine these metals is work suitable only for thralls. With so little wealth on the islands themselves, it is not difficult to understand why the ironborn of old turned to raiding. The cats of the Scyllian Isles are as rough as the terrain and incredible sea-farers, with sleek and short, water-resistant and dark furs-- though unlike cats of the Eonian Coast they are not very good at swimming. The waters around the Scyllian Isles are dark, tempestuous, and cold, unlike the warm and blue waters of the southern Eonian Coast. Though like coast cats, Scyllian cats are a people of the sea and are loath to go too far from the waters. The people of this region often share the name stone cats with those of the Palisade, though to differentiate them from their lofty mountain neighbors, they identify either as Scyllian cats or ironborn. The ironborn are considered independent, fierce, and sometimes cruel. They live in a harsh land and hold no love for the peoples of the mainland Mazura, whom they consider green and weak. Scyllian cats of old prided themselves on their fierceness in battle and their sacred freedoms. The Scyllian Isles are theoretically something of a loose democracy, where the ship captains choose their leaders through a kingsmoot. Their captains are proud and willful, and are considered to be a king aboard their own ships. It is forbidden for ironborn to spill the blood of other ironborn, but drowning is acceptable by some.
Karybdia is the capital island and the biggest of the Scyllian Isles, where a large statue of the goddess Disdona sits, holding a set of scales in one hand, and the pommel of a downturned sword in the other. Hidden between her feline ears sits a lightning rod, used to divert lightning strikes from damaging the city's buildings during storms. Seagulls and sea eagles often circle her head and nest upon her shoulders.
Lusca Cay is the second biggest island of the Scyllian Isles and is used mostly as a return port from plundering or trade as it is closest to the mainland and more easily accessible.
The Black Chain is a set of islands that is considered as one, due to their closeness to each other, each town on the pieces of land are connected by suspension bridges.
• Scylor is the largest piece of land in The Black Chain and a shellfishing town.
• Irondrift is a fishing village on The Black Chain.
• Deadharbor is a small port town for crabbing and fishing boats, located on The Black Chain. The seat of House Saltbrine.Stormbell is a castle on Karybdia.
Eagle Vault is a castle on Karybdia.
Saltholde is a castle on Lusca Cay. The former ancestral seat of the extinct House Greybeard. The current seat of House Greywynd.
Hawkin's Keep is a castle on the Isles.
Siren’s Crest is the ridge of an undersea mountain range that caresses the easternmost side of Karybdia and The Black Chain, forming a hazardous and often times deadly border between the isles and the mainland, making it nearly impossible to get directly to the main isle unless you brave the deadly waters between the peaks. Even the most skilled sailors would advise you to go around or just head to Lusca Cay.
Razorjaw is an island a far distance from the isles. The way there from the mainland is rife with whirlpools and other oceanic perils.
The Veldt
The Veldt is the largest region, to the north of Mazura. It is sparsely populated, with vast wilderness, forests, pine-covered hills and snow capped mountains, although it also is home to one of the six major Mazuran cities, Shisa. The northern climate is cold and harsh in the winter, and occasionally it snows even in the summer. The snow tends to be so thick in the long winters it reaches at least five meters in height the further you travel up and closer to the Abyss. Its northern border is the Abyssal Plains. Its southern frontier lies along the Forestlands and Wyrm-mire, bordered by the Palisade to the west and icy, frozen seas to the east. The difficulty of the terrain makes it a natural border for the Veldt, protecting it from invasion. Cats of the Veldt are known to be thick in fur, height, and build; typically of the variety that are better suited for living in the wintry region, from snow tigers to shadowcats. People from the Veldt tend to be referred to as northmen or snow cats. Northern accents can be considered "frosted". Northmen place less of an emphasis on courtly ritual and culture, and instead prefer hunting and brawling. Their tourneys are often melees and rarely feature jousting. Northern cats are known to have long memories, and a lord who does not seek their rightful vengeance threatens to have their own men turn on them. Though, there is an established and long held importance of family loyalty in the Veldt, as they highly revere the goddess Mithra; Guest Right is deeply honored in the Veldt. Northmen hold the Swords of Evenfall in high regard, and many northern lords send annual gifts to support the Swords.
Shisa is the capital city of the Veldt and home to the great statue of the goddess Mithra, who sits on a frosty and snow-covered throne wielding a lit torch high up above, the shrine at her footsteps boasts an inlaid hearth, where offerings to her are thrown into. Should the fire of the torch and even the hearth ever be snuffed, priests tending to the shrine believe it to be an ill omen.
Northgarde is a castle near Shisa. The ancestral seat of House Hildjöfurr.
Wolfmoor is a castle farther north. The ancestral keep of House Blackmont.
Selsi is an ice-fishing village on the southern coast of the Ice Fields.
Everwinter is a castle to the south of the Ice Fields. The seat of House Hermitage.
Ravenhold is a castle to the east of the Ice Fields and the seat of House Mylläri.
Pinemount is the mountain to the southeast of the Veldt that borders Wyrm-mire.
Vadvala is a village at the base of Pinemount.
Kavarkis is a castle on Pinemount. The seat of House Minvith.
Chillmaw Fort is a castle to the south.
Disappearing Weald is a large expanse of conifers that slowly yields to the icy grip of the Veldt and makes up the vast majority of the northern forests. It is also known to those in the Veldt as part of the southern border. Here, woods wolves are abundant and make the forests difficult to travel alone in.
Whitehaven Castle is a castle along the coast.
Winter Wharf is a port town in the Bay of Seals, the second most populous town in the region.
Abyssal Plains
Shorthand called the Abyss, it is a stretch of slowly encroaching land to the north of the Veldt. It spreads across the land like an infection, covering the plants and earth with its sickly colors and making them untouchable to mazurans-- cats cannot touch the affected area because they "cut like a razor". It is a freezing cold wasteland where the meat of any animals hunted are poisoned ("bad meat") and untold abominable abyss-made monsters of all sorts call the place their home. No one knows where it originates and the science of it leaves maesters and scholars utterly baffled. In the southernmost regions, the Abyss is commonly used to scare misbehaving children, while those in the Veldt are more familiar with the goings ons of the Swords, as most cats from the Veldt are sent there to aid them. The Swords of Evenfall raised ten castles to guard against the northern expanse of the Abyss, although they never manned more than five at one time. Over the last few hundred years, as the manpower of the Swords has dropped, most of these castles have been abandoned. Some cats of the Swords refer to them as "ghost castles". The castles themselves are closer to garrisons, composed mostly of barracks, stables, storehouses, towers and out-buildings. Only three castles currently remain in use, though sometimes a larger force is sent to one of the abandoned castles for a fortnight or a moon's turn. The castles are listed from west to east:
Moon Gate
West Tower
Frostmark
Snowvault
Twilight Hall
Duskfort
Nightguard
Darkwatch
Dire Ward
Last Light
Bodies of Water
The Neck is the widest river in Mazura. It flows into the Forestlands, where it also converges with rivers from the Veldt, from the Palisade and southward toward Lakumi, the capital of the Eonian Coast. It is used often to ferry goods and people from throughout the realm.
The Hydra is the large diversion from the Neck that moves southwest through the Narrow Plains and into Dragonfly Bay. It has two offshoots which are called Hydra’s Tail and the Trident. The Hydra empties out into Dragon Cove.
Hydra’s Tail is an offshoot of the Hydra. It branches off in the Narrow Plains and empties into the northern part of Dragon Cove. It has one fork called Long Talon.
Long Talon is a branch off of the Hydra’s Tail. It has a small offshoot called Little Talon.
Little Talon is an offshoot of Long Talon.
The Trident is a head of the Hydra. It has several offshoots, though there are three forks that give it its name: the Scarlet Fork, the Violet Fork and the Emerald Fork; which all empty into the Lanterre Sea.
Emerald Fork is a branch off of the Trident.
Scarlet Fork is a branch off of the Trident.
Violet Fork is a branch off of the Trident.
Volea Rapids is a branch off of the Trident with treacherously fast waters and rapids. It has two offshoots called Indigo Rill and Serene Channel.
Indigo Rill is a small offshoot of Volea Rapids which forms a waterfall off the Moonfish Bluffs called Indigo Linn. It has an offshoot, Sanguine Stream.
Sanguine Stream is a stream branching off of the Indigo Rill.
Serene Channel forks off of Volea Rapids. It has two branches called the Sevionve River and Dragonfly River.
Sevionve River is a small river that branches off of the Serene Channel right on the border of the Narrow Plains and the Eonian coast. It branches into two forks, Lotus Rill and Moonfish Falls.
Dragonfly River branches off of the Serene Channel, flowing into Dragon Cove.
Lotus Rill branches off of Sevionve River.
Moonfish Falls branches off of Sevionve River.
Kienta’s Pool is a small lake located halfway in the Eonian coast; many priests and priestess who are healers make great pilgrimages to this lake, believing it has miraculous properties.
The Sky Serpent is the river fed from Fever Swamp. It is swift and wide enough that large lion-lizards use it as a path to Turtle Sands, where they gorge themselves on the plethora of gathering turtles.
Lazy Crane River is the largest river of Wyrm-mire. It reaches all the way from Pinemount to the Lanterre Sea. It is a slow moving river that meanders its way through the bogs, producing some sense of motion in the stagnant swamps that it branches off into.
Cottonmouth Creek is a fork of the Lazy Crane River, feeding Venom Swamp.
Lizard Crest is the second fork off of the Lazy Crane River, feeding Fever Swamp.
Fever Swamp is a swamp that feeds into the Southern Polder. The intense heat and humidity as well as the monochromic green landscape is rumored to cause dizzy spells and hallucinations, making this area even more dangerous as if you hallucinate in a swamp and get lost or venture too far alone, there are forces that will ensure you never leave and return alive.
Venom Swamp is the largest swamp, starting from Cottonmouth Creek and emptying out into Emeraldglades. It's given its name for the sheer amount of venomous water snakes and lizard-lions that call it their home. Ancient Mazuran statues and iconography can be found almost entirely submerged in the thick and murky bogs towards the center.
Northern Vault is the waterfall that is formed from a melting glacier atop the Northern Crown. It feeds into the Antler.
The Antler is the river fed by the Northern Vault waterfall. It meanders through the mountains of the Palisade into Briney Bay and has an offshoot, Little Horn
Little Horn is a branch off of the Antler.
The Hammer is the waterfall that Fallwater is nestled into. It also powers the cage lift in Rushing Rill and feeds the Anvil.
The Anvil is the river fed by the Hammer. It is a fast moving torrential river and cold, so be careful not to fall in! It empties into Scorchrock Lake and forks off into the Neck.
Scorchrock Lake is a lake located to the south of the Palisade, fed by the Anvil.
Carasea Falls is a small and lazy seeming waterfall just north of the Carasea Passageway. It feeds the Shallow Way.
Shallow Way is a shallow and slow moving river that empties into Looking Glass Lake.
Looking Glass Lake is a large lake nestled in the mountainous terrain of the Palisade. It is given its name for its silvery mirroring water.
The Ice Fields is a giant lake to the north of the Veldt that is mostly, if not entirely, frozen over year round. From it the Bear Creek flows.
Bear Creek is a river that flows through the Veldt from the Ice Fields and into the Forestlands where it meets the Icefront and into the Neck.
The Icefront is a river that winds through the Veldt, originating somewhere from within the Abyssal Plains; it is insanely cold and tends to be frozen over, making it difficult to actually locate in the northern frosty parts of the Veldt. It runs past Northgarde and snakes down into the Forestlands where it thaws and is joined by its sister river Bear Creek, converging into the Neck.
Seas
Lanterre Sea
The calm and warm waters of the Lanterre Sea line the southern most coastline of Mazura, also known as the Eonian Coast. Dolphins and jellyfish are found here, among many different species of sharks suited towards the warmer temperatures.Shipbreaker’s Gulf
The rough seas near the Scyllian Isles. The sea floors in this area are ridden with the carcasses of sunken ships that now serve as homes and reefs for sea-life.Deathless Sea
The ocean to the west of the continent, named so for how endless it seems, as no man has been able to see what lies beyond it. The Deathless Sea is roamed by swordfish, king sharks, and whales, and Shipbreaker’s Gulf and coastal regions are populated by various fish and shellfish. The north of the sea contains krakens, leviathans, and possibly even legendary sea monsters.Bay of Seals
The eastern coastline of the Veldt. Named so for the large swaths of seals that inhabit the icy coast, it is also roamed by walrus, narwhals, sea wolves, and snow bears that call the bay home.
Roads & Paths
The Godsroad is the road leading from Dragonfly Bay out towards the Forestlands. Wide and winding, it starts from the Citadel and ends at the fork of the wolfway and fenway paths.
Vhaehra’s March is one of the shorter roads leading to a Mazuran capital. It’s the first road to branch off of the godsroad towards Vagos.
The River Road is one of the seven main roads, branching off further down the godsroad and leads to Lakumi. Its name is pretty self explanatory as it follows alongside the Neck.
Appleshire Road is the wide, yet short, road leading to Altenfelden. It is the shortest branch off of the godsroad as the Forestland’s capital is located not far off. But it is nicely paved and kept in pristine condition by those who call Altenfelden home.
Fenway Path is the road that leads to Wyrm-mire's capital. It is the only safe passage to Mossmere and cannot be fully paved with cobblestone as the ground is too soft. So instead it is mostly a beaten path with occasional flooded boardwalks that lead out of the bogs and into the Forestlands where it forks the wolfway.
The Mountain Road is one of the longer roads leading to a Mazuran capital. It starts at Dokshyvyen and snakes down the Canyon of Sisters, through the Northern Steppes, and into the Forestlands, meeting the godsroad.
Wolfway Path is one of the main roads that starts in Shisa and winds its way south into the Forestlands. It crosses Bear Creek before meeting to fork the fenway. It is a mostly beaten dirt path, as cobbling it would subject it to icing over the farther north you go.
Trade Routes
Trading is integral to the wealth and mobility of the realm. Over the many centuries major ports have sprung up and with them the major trade routes that ships and carts may follow by land and sea. Some ships however will not dare tread certain waters, and some goods are better traversed by river than road.
The route from Dragon's Maw to Gold Harbor and to Briney Bay. Is intersected by a route that leads to Karybdia.
The most known route of the Eonian Coast and arguably the busiest, House Shèn notoriously dominates the Lanterre Sea, though their fleets often remain stationary within the region, ne'er straying far from the warm comforts into rough waters.
From Gold Harbor To Vagos and onward to Lanterre Seafront, the Spice Road has been long established and is among the easiest to traverse.
From Lakumi, all the way to Dokshyvyen, Shisa, and Mossmere goods are transported along the Neck, the Mountain Road and the Fenway, reaching otherwise unreachable locations with vital goods.
From Laravou, to Southwater, to Winter Wharf, many a ship making the painstaking trek through the flooded keys of Wyrm-mire to the iced over Bay of Seals, transporting such things like tobacco and sugarcane.
The newest route that bisects through another, carrying goods from Gold Harbor and Briney Bay to the Scyllian Isles.
The Basics
The people of Mazura all have the essential items that make them a “cat person”. Ears, tail, fangs, claws, and vertical pupil slits-- like our average feline friend.The ears and tail can range in all shapes and sizes, and all sorts of fur types and fur patterns and colorations. While there are regional differences, usually one can simply default to the “domestic cat” when it comes down to it, as they are the most common and are found throughout the whole realm. Both melanism and albinism can also be found and are rare, just like in real life. Funnily, like in our world, solid black fur can be considered bad luck by some!Mazuran eyes have a nictitating membrane like their canine cousins, an inner third eyelid, which protects the eye from dryness and/or damage. Their pupils can dilate and contract, giving them that vertical slit-like look. Mazurans have a tapetum lucidum, allowing them to see easily during the night, like their canine cousins. Eye colors in Mazura are a bit more fantastical however. While violet eyes are rare they are found strongly in the bloodline of House Vameria, the current royal house. Ojos Azules, Chinchilla Turquoise, Russian Topaz, heterochromia, dichromia, etc. are found throughout. Pink eyes are associated with albinism, though pink-eyed dilution is possible in combination with bluish-beige furs.Fangs are typical and don’t necessarily need an explanation, though claws function a bit interestingly here. They do indeed “sheath” and “unsheath” like cat claws, however on a fantasy scale it’s merely just the nails lengthening to appear in such a manner. Like domestic cats, Mazurans also possess “pads” embedded within their vocal cords, which add an extra layer of fatty tissue that allows them to vibrate at low frequencies, AKA purring! Often Mazurans purr when calm and happy, or to self-soothe when stressed; though it is noted that when one dies, a similar purr is released and is often referred to as the colloquial “death rattle”.
Society
Touch is an extremely integral part of Mazuran society. They crave touch, it is almost a vital need. Therefore, it's not surprising that a large amount of communication and social signals are transmitted by various forms of touch. Real life cats express their feelings physically, and so do Mazurans.The all-purpose cat way of saying hello is to slide one's cheek against the other cat’s, along the cheekbone back to behind the ear, and then to inhale deeply there. That is the point of the purest, strongest personal scent. Usually though, in more formal and dignified settings, cats grip each other by the tops of the shoulders. Sometimes this gesture is altered into a rather European exchange of kisses to the cheeks, hands on shoulders or upper arms.Friendly greetings between Mazurans are always more effusive than those between human friends or family members. Only cats on unfriendly terms would pass with merely a monosyllable or the flick of an ear exchanged between them, or nothing at all.Mazurans that are particularly close tend to walk closely together, tails almost intertwined.Ear cuffing and scruffing is most common between parent and child, ear cuffing being a pinch to the kit’s ears, and scruffing being a firm grip to the back of the neck.Like real cats, it’s common to give tokens of affection to those you love in Mazura, be it jewels or food. Giving presents is a sign of love, as it is the ultimate trust. It is oft considered a privilege that should not be afforded to many people.




Sexes & Sexual Dimorphism
See also: Gender & SexualityIn the world of Mazura, the people have a largely different sex binary, divided into tom and molly. Toms are the children siring sex, with the external sex organ. Mollies are the children bearing sex, with the internal sex organ. Toms and mollies can present as any gender regardless. Toms identifying as female may have breasts, and mollies identifying as male may forgo them.There is actually hardly a difference between toms and mollies! Height, build, etc. aren’t secondary sex characteristics, but typically depend on the bloodline and region the individual hails from. Toms and mollies can be short, tall, thickset, or lithe, it’s all dependent on their genes and environment.The differential terms between children are tomkits and mollykits. Puberty for adolescent toms and mollies both begin at around 13-14 years old.While actual cats in real life are polyestrous breeders, Mazuran mollies are much closer to their famed human counterparts. Like humans, Mazuran mollies begin having a menstrual cycle at the start of puberty and for the most part are fertile throughout the year. Like humans, they also menstruate after ovulation. Sometimes though healthy menstrual cycles can be impeded by factors such as malnourishment and anemia, or stress.Though, unlike humans, the Mazuran gestation period lasts up to about 29 to 31 weeks, comparatively to the human 38-40 weeks, Mazuran years are shorter and so are their pregnancies. However, no litters for Mazurans! Thank goodness. The general rule of thumb for virtually any mammal, for however many teats, half that in young. Twins and triplets are possible though!In the case of your character falling pregnant, as both accidental and purposeful pregnancies are possible consequences in this world, be sure to let the admins know in advance! We won't force members to log... those kinds of RPs because they're not really our business and must be kept out of the public server, but a heads up regarding having children would be very much appreciated. See Mechanics



I have two hands and feet
With five digits on each
I can stand and walk on my two feet
A god sang this song
The Beginning
The beginning of Mazura is primitive, the creation begins with the deity Nehzotl. A serpentine, winged creature. The priests and bards sing of Nehzotl’s power, of its mercurial and mysterious nature, that the circular body of Nehzotl forms the world. Nehzotl is a creature that is an enigma, though in both ancient and modern Mazura its iconography is found everywhere.The wyrm deity is believed to eat itself day by day, painfully and ritualistically swallowing its tail, forming an eternal circle from its body. Within that circle is the world itself.From Nehzotl’s tears as it slowly and painstakingly ate at itself, imbued with ancient and powerful creation magic, formed the Gods Omnas and Murer. Omnas personified the ideas of life and of death itself, the primitive representation of rebirth in Mazuran culture. Murer personified the idea of memory and oath keeping, the power of spoken word and the importance of memory itself. Together they began filling Nehzotl's barren world with life, with fauna and flora of all kinds.Arguably, Omnas and Murer are not Mazurans, nor are they dragons, and their iconography depicts them as earless Mazurans oftentimes. Twocanes as they are called. Mazurans with no ears, claws, or tails, or fangs. Mythic in every sense.From Omnas and Murer, with their combined magic, they created the twin Gods Vhaehra and Vethos, the sun and the moon, to bring light to the world. Vhaehra and Vethos are day and night, complete opposites, and many songs and oral folklore establish them as rivals. Then not long after, the goddess Mithra was created.Mithra breathed true life into the world. From her bore the first Mazurans, and through her true order was established. She founded the order of family and love. Mithra devoted her love and adoration to all of her children and hoped to instill this same love and adoration in them. Mithra was a heartless mother, with too much love to bear.Mithra would go on to birth the gods Disdona and Khalthar, justice and honor respectively. The brother and sister deities would fill the seas and waters, Khalthar bringing forth abundance and flourish for Mazurans, while Disdona balanced his generosity with the violence of her tempest storms and rough seas. Khalthar and Disdona together established the codes of law and respect, instilling onto the mortal people of the world.From thereon the world had begun.Many gods and deities sprung forth, and in the minds of the people they are just as real as the world around them. Though you will find as you travel through this world, there are many different tales, some varying from region to region, oral folklore passing from ear to ear and mouth to mouth before having ever been written.Below are some of these tales, the most prevalent in the lore of this world.
Mithra’s Ascension
In the beginning, the world that had been formed was wild and untamed, cruel and cold. No place to find comfort and no place to bear a new life of one’s own. While Omnas and Murer may have filled the world with life, they were hardly concerned with what happened to such life afterwards. As much as they were gods, they did not carry the love for their creations that mortals had, it was not in their capabilities. The twin deities Vhaehra and Vethos, already created from the proto-deities, could offer no respite from this harsh realm. Mithra, the third and last born of Omnas and Murer, was therefore called upon the creatures of the world for guidance and protection.Murer and Omnas’ lack of interest in their creations directly affected the fact that there was no other “intelligent” life nor any form of actual civilization, until Mithra created Mazurans, who then founded society on the love and trust she taught and the familial foundation she gave them. It was her structure that gave the world order and made the first civilization.In her graciousness and love for the world’s creations, Mithra gave Mazurans a gift. That gift was a flame that could not be extinguished, and its warmth and light would offer safety and protection to the people of the realm. However, this gift had its contractual requirements. In return for Mithra’s benevolence, the people of Mazura would devote themselves in turn to her.She warned that the light of her eternal flame could be extinguished, and her protection will thus be lost. Therefore, the flame must be shielded and protected, offerings thrown into it to thank her, to help the flame grow. Mazurans took this to heart, building a hearth around this immortal fire to protect it from the environment, and later building a statue of the goddess around that hearth in Mithra’s honor.It is somewhere within this ancient tale that the Swords of Evenfall formed. The slow arrival of the Abyssal Plains threatened Mithra’s promise of protection, and so this honorable military order in the Veldt was created to protect the Allmother’s flame from the twisted and horrible darkness of the abyss.Mithra’s gift to the people established her as the highest of gods in the early days of its order. Both the people of the realm and gods beneath kneeled in respect.As the other gods and goddesses found themselves coming to her for guidance she naturally fell into the role of matriarch. Omnas and Murer had no interest in the affairs of the world they had built and neither Vhaehra nor Vethos could rule, for if one held more power than the other the balance between them would fall to ruin along with Mazura itself.A silent agreement between the gods was made, each would rule over their domains independently, but should any conflict need amending Mithra would have final say. And thus the Allmother was born. Not of magic and great power, but out of patience and love for her fellow beings.Though as Mithra flourished in her motherhood, nourishing her beloved Mazurans and birthing demigods such as Secis Zakoris, Dreaphar Halic, and Veorri The Vigilant, her time for ruling was taken up by the “lesser beings” she'd created and so the conflicts of the gods were delegated to her daughter Disdona, the goddess of justice. Though should a conflict go on after Disdona’s word is given, Mithra tended to step in. Her quiet fury, caused by anyone disrespecting her most mindful and fair child’s dictations, quickly brought rebellions to an end.Mithra established the order of family, the highest order and a treasured belief in Mazura that has stood the test of time. Her idolatry became a symbol of protection, for babies and children, pregnant Mazurans, and married couples. And to many, the protection of the realm entirely.She is still to this day highly regarded and valued across Mazura, though no other region reveres the mother goddess as much as the Veldt does. It is in their capital city, Shisa, that her statue-shrine sits. The eternally burning flames crackle within the hearth in her throne, and the torch within her raised hand. It is believed by many that should the flames ever be snuffed, great and terrible destruction would befall the realm; her protection gone from the world. It’s thought by some, in the mythos of the world, that life started in the north, before spreading outwards and further south, and that her eternal protective flame is where life had first gathered. Thus the cats of the north follow what is called “the old ways”, the times of ancient Mazura before the ideas of chivalry and ostentation in current times. Mithra’s ways, as they may be thought of as.While some noble houses may scorn the old ways, considered primitive and beneath them, there is the uncontested belief in the order of togetherness, family loyalty, and fellowship; especially among the smallfolk. Whether this still rings true for the upper echelon of Mazura… is uncertain.
Vhaehra & Vethos
Vhaehra and Vethos hadn’t always ruled the domains of the sun and moon.The two twins however, did always bear a particular grudge against each other. Vhaehra was a warrior, gifted in blade and battle. Vethos was scholarly, with a natural affinity for knowledge and sciences. Though both were very stubborn cats. Two opposite sides of the same coin, their rivalry was unending. The gods were born feuding.As offspring of Omnas and Murer, they would come to represent the delicate balance of the world, as if one would tip the scales too far to either side, chaos would befall the natural order.Though, there had been a pressing issue-- the world was dark, in its early stages, and many of the world's creatures lamented upon this. Mithra, Vhaehra, and Vethos convened, having been left to the arduous task of providing relief to the creatures of their world.Mithra, the Allmother, was already preoccupied with the protection of the world’s creatures, as the domain she ruled dictated so, and thus the task of bringing light to the world was left to her twin siblings. As expected, this became yet another competition to the two gods.Vhaehra believed the source of the world’s light should come from a chariot’s wheel of fire, burning eternally in the sky above Nehzotl’s head.Vethos, however, thought the softer silver gleam of a shield should work better, believing that Vhaehra’s idea would be far too disastrous.The two fought, and fought, and fought, ceaselessly, neither side yielded to the other-- and as they bickered the creatures of the world cried out still for an answer to their needs. Of course Mithra heard them, and urged her siblings to end their quarreling for the sake of everyone. The twins, reluctantly, listened to their sister.Mithra asked them then, of what solution had they come to? Whatever had them arguing so vehemently? Vhaehra answered first with her idea, the fiery chariot wheel in the sky. Vethos answered next, the silver shield gleaming from Nehzotl’s eye. The Allmother listened with rapt attention. Both were quite acceptable solutions in their own right, but the ever attentive and wise mother of gods pointed out the flaws in both twins’ arguments. The wheel of fire would have to be doused, as to not burn too harshly, and the silvery shield would need a source of light to gleam from.If they would come up with a resolute and final solution, they would have to create one together. Begrudgingly, they conceded. They took their sister’s wise counsel to heart, understanding her well-founded point of view.As they came to a final resolution the twins realized then how both ideas could work together cohesively. The chariot wheel would burn during what would be called the day and be doused when the day ended, bleeding the world back into darkness, but the gleaming of the shield would capture the fire’s light, illuminating the darkness of what would be the night.Thus becoming the sun and the moon.As balance again reigned, Vhaehra and Vethos shared the domain of the heavens. The war goddess’ chariot pulling the wheel of flame across the sky, to be then doused by Vethos who raised his shield against it.
Khalthar & Luxses
Khalthar, the firstborn son of Mithra and god of hospitality, was not known to travel. As his domains dictated he took up a homestead on the coasts, where he was known to help sailors and farmers alike; he was also known to host great feasts during the harvest, taking any that needed refuge as his guest, god or Mazuran alike. He lived a comfortable life along the seafront, hands and beard salty and coarse from the ocean breeze, and though he could seem a stoic and hardworking god, Khalthar had a warm heart like his mother Mithra. Few found love in such a place and Khalthar would come to father a few minor gods and demigods. Though the responsible and dedicated god found none of his lovers quite fit within the space his heart reserved for a true companion. His love for the sea and its wildness and unpredictability not filled by any who came to love him.This changed though as word of Khalthar’s harvest festival reached the ears of a young, jovial and wily god, Luxses, the offspring of the deity of beauty and love themself. As the embodiment of high spirits, Luxses naturally made their way to the coast to see for himself the festivities put on by the typically stoic and down to earth god of honor. And while his party wasn't nearly as grand as anything Luxses themself would put on, they were impressed at Khalthar’s efforts. Taking the guise of merely a well traveled bard, Luxses found themself as guest under the hospitable Khalthar’s roof. Khalthar’s alleged notoriety for kindness and geniality would be proven true to the god of festivity, having been treated with a most pleasant kindness themself.While Luxses was charmed by such generosity they had come for one thing and one thing only, to party. And while they were jovial and full of boisterous laughter, Khalthar was petrified. Smitten by such a passionate and free spirit, the god of the harvest sought after his guest however discreetly as he could, not wanting to scare away such a flighty creature. Luxses however, being the patron of desire, saw through the other god’s fleeting glances and feigned an air of disinterest. Finding this ever more charming, Luxses would draw out this little dance the two of them had fallen into. Khalthar inching closer and closer as he built his confidence only to have Luxses flit again out of reach.Their little dance went long into the night, until Luxses tired, and fell into the sea god’s arms. Come sunrise, the god of freedom belonged to another, their mortal disguise shed to reveal their true self. The two gods had fallen in love and quickly. Khalthar had not known a love like any other, entirely besotted with the other.Though in the days, weeks, and months that followed their union, Luxses felt the constant call of wanderlust-- they were still the god of freedom and festivity, traveling and wandering was their domain. They lamented this to their lover, pleading to return to their life of roving the realm. Khalthar reluctantly conceded; for he could not deny his partner’s duties. Though, he had Luxses promise him to always return to him when the days grew short and the snows long. The youthful god promised so, as they understood that they could never truly bear being so far from their beloved for so long.And so, when wanderlust calls Luxses away from Khalthar, to keep himself busy and to make Luxses’ travels easier, the god of the seas and harvests brings the warmer months, fair weather, and tends to the crops of the world, so that when his dearest returns to him they may hold the harvest and spend the winter months close together.This particular tale ultimately culminates into a rational myth explaining the seasons of Mazura, explaining the long warmer months compared to the short colder months, specifically in the southernmost regions. As regions farther north experience snow for far longer, this tale isn’t quite as popular in such locations.
The Sacred Laws
Before the sacred laws were written there was no law but the Allmother’s divine word. Most Mazurans strove to please and abide by Mithra’s teachings, but as in any family there were those who would stray from the path and instead of following the mother goddess blindly they would betray her rules, igniting a new interest from the goddess Vhaehra.As the first Mazuran quarrels began, death would soon follow. Murder was not known as evil-- it was not known at all. And as other vices rose and infested Mithra's beloved flock, wars would ignite amongst her people. There was no right or wrong way to persecute such sins. And though Mithra tried to be an unbiased and fair creator, she too had her favorites.Strife and jealousy coiled in the hearts of Mazura, the scales tipping and throwing the people into a war that would nearly extinguish the eternal flame in Mithra's sacred shrine. And while Vhaehra reveled in her new found power amongst the lesser beings she recognized that should they all die in her marvelous war that there would no longer be any joy nor fun in it. And as her brother Vethos rallied power with the other gods to bring Mithra's children to their senses, Vhaehra would eventually be the one to stop the fighting, finding there was no glory in the extinction of the Mazuran race.It was clear to Mithra that an order must be put in place. Without laws the Mazurans would fall again to iniquity. And so she gathered her fellow gods and goddesses to decide upon the sacred laws that all Mazurans must abide by.And though each sacred law was created and enforced by a different god, these laws would become the fundamental building blocks of “the old ways” or otherwise known as “Mithra’s ways”.The first law that was established was by Mithra herself. Mother’s Protection, ensuring that no children, pregnant persons, or mother shall be harmed under any circumstance. This was left uncontested by no other god.Disdona came next, as the goddess of justice itself she deemed the second law, Due Process. This law required that legal matters be resolved according to established rules and principles, and that individuals be treated fairly and justly, with a fair and objective mind and to never let one’s own bias and prejudice cloud one’s judgment.The third law was decreed by Vhaehra, in regard to her own bloodshed she felt it right to enact the Warrior’s Oath. A pledge that warriors of the realm uphold an oath of obedience, respect, duty, and mercy, to which this oath is only broken in death. This law later would become known as Knight’s Oath as the culture of Mazura shifted ever south.Honorable Khalthar enacted the fourth law, Guest Right. This law declaring that when guests, be they any station of birth, god and Mazuran, eat the food and drink off of a host's table beneath the host's roof, guest right is invoked. When invoked, neither the guest nor the host can harm the other for the length of the guest's stay.Following their husband, Luxses chimed in with their own law, Messenger’s Amnesty. While they understood Vhaehra’s desire for bloodshed would never be satiated, they decided that those who were not involved in the conflicts of her creation, be granted safe passage through wartorn and battletorn territories, like messengers, travelers, healers, and any other neutral parties.The final law was given to Vethos to decree, who took deliberation, not wanting to be swift in his answer-- this meaning he could not find a law of his own to give at first. All of his immortal family had already given substantial decrees, and as the wisest and most scholarly of them all, he had been left with the hardest work. He thought it over long and hard before giving the final edict. Thus, he mandated Common Shield. Vethos ensured the natural rights and freedoms of Mazurans, that no status should put one above the other in the eye of the law.As these six Sacred Laws were put into place, some gods would propose their own laws to be added, feeling that they were as necessary as the initial six. All of them were considered, though most of them would be voted out. The only one of the proposed seventh laws that would make it was the god Pherim’s. Born from love itself, and the parent of Luxses, Pherim’s word was heeded. Pherim’s Wrath was decreed, to use their blessing to harm another was considered a crime worthy of death, thus protecting any Mazuran from being sexually harassed or abused by any other.The Sacred Laws would be immortalized and upheld by both mortals and immortals, as they were necessary to keeping Mithra’s precious order, and are the only laws to never be changed, only amended upon as the culture of Mazura advanced.
Lyssara’s Curse
The curse of the goddess Lyssara is fraught with different variations that differ from place to place. There are claimants that she was born from parthenogenesis, the goddess Vhaehra “birthing” her in a fit of rage, in the Palisade, the Veldt, Wyrm-mire, and the Scyllian Isles. Other southron regions think the free-spirited Luxses indulged for a night with the war goddess, which had originally come from the tale of the Sanga and Touga, of which has more prevalence in aforementioned regions where knighthood and chivalry is more valued.In the north, Lyssara was created as Vhaehra’s blind rage poured out on the battlefield, bringing her into the world as a goddess of madness and frenzy. Lyssara quickly soon after became a loyal retainer of her parent, following her into battle alongside her “brother”, the god of victory, Vistus.Lyssara was notably temperate with a moderate demeanor, though her tendency for cruelty was far more notorious. The goddess would often be called upon by other gods to enact divine punishment, by driving heroes and historical figures mad with blind rage and insanity. Though, there was one instance that Lyssara had crossed a line she shouldn’t have.Mithra didn’t often bear demigod children, though when she did, she protected them with a fierceness that rivaled any mother in the world. One child in particular was Dreaphar Halic, the eldest son of the Lord of House Halic. He was a noble and honorable cat, powerful in battle, and valiantly defended his family’s seat in times of struggle. It was at that time, did the demigod scorn the goddess of frenzy, calling her actions of inflicting her domain upon his bannermen and his enemies an insult to his valiant efforts. Lyssara did not take too kindly to that, and in a fit of cruelty, cursed the Mazuran with insanity, sending him into a mad rage that caused him to murder his wife, children, and family.This action quickly reached the attention of the Allmother, who found Lyssara’s deed to be a personal slight. In Mithra’s own rage, she thus cursed the lesser goddess in turn, as punishment. The queen of the gods turned Lyssara into a frenzied, rabid hound, forcing her to wander the realm in this form.In some parts of Mazura, the ending of this splits into differentiations, of just what exactly happens to Lyssara as she is forced to walk the world as a mad dog. Some believe as time went on, and at Vhaehra’s behest, Mithra granted the minor goddess a return to her life as a bipedal creature, though as Lyssara lived as a hound, she bred with other dogs, inflicting the curse further unto her canine offspring. This forms the superstitions in some regions towards stray hounds. Other regions believe she wanders the world still as a dog, sinking her fangs into other creatures and spreading her curse-- which is formally known as Lyssa disease, or in our own terms, rabies.
Sanga & Touga
As aforementioned, one tale of Lyssara’s creation is semi-connected to the culture of the magic of the sanga and their touga, which also variates based on periods in time.Sanga magic is arguably ancient, and it is unsure if it is inherited or randomly innate in a select few. The words sanga and touga are allegedly ancient Mazuran, the meanings of the words themselves lost to time, now only remaining as mere titles. According to ancient myth, a Sanga is a Mazuran born with the ability to compose and perform mysterious songs that aid Tougas in battle, empowering them, Touga being the title that describes cats that have been trained to fight-- a warrior.In the northernmost regions, sanga and touga are as rare as the idea of skinchanging, infused deep into myth and mystery-- though something very much real and cautionary. However to the south of Mazura, as the culture shifted into more fanciful and romantic ideals, the ancient story of sanga and touga were infused into the modern culture of knights and bards. The story itself spun into a belief that Luxses, the god of festivity, patron of bards, and consort of the sea god Khalthar, indulged in a night with the sun goddess and patron of knights, Vhaehra-- the goddess of frenzy supposedly born from this short affair.It is also believed by some, in another tale, that Vhaehra was tasked with defeating Taraset, a great and fearsome hydra that had taken roost in the mountains of Dragon’s Spine, as the creature had been threatening the lives of those who scaled Vulture’s Pass and all of the neighboring villages. The battle was long and tiresome, and the great warrior goddess was weakened by her manxome foe, as for every head she cut from its neck, two more sprung from a severed stump. In her enfeebled state, the god Luxses was sent by the Allmother to aid her with their bolstering magic, the queen of the gods fearing for the safety of her noble sister.It is said that Luxses sang a song of strength, a powerful melody strung from their divine lyre, revitalizing the warrior goddess’ strength to continue fighting Taraset. Together, the legendary creature was finally slain and defeated. This supposedly resulted in a passionate, albeit short, romance between the two gods; Luxses allegedly bearing forth the minor goddess Lyssara from this fleeting union.Upon this ending, some Mazurans believe that in times of dire need, some song-spinning cats are given a special song to aid warriors in battle, this song resonating more soundly with a cat they have formed a bond to; a gift from Luxses themself and in reflection of the legendary tale.Regardless of the story and reasoning, it is irrefutable that the magic of sanga and touga runs deep in the world of Mazura, as both song and blade is found everywhere, regardless of the region.
The Eight Kingdoms
The history of the eight kingdoms altogether dates back to ancient Mazura itself, making many records lost or incomplete.The first kingdom to ever exist in Mazura was in the Veldt. Mithra herself brought civilization its first breath under her watchful eye. And she herself would rule over the mortals until the first war, but as this great divide of her beloved Mazurans would take hold, many a cat would take a chance at leading those who followed their ideals. But as the fighting was brought to an end a leader for the Mazurans was needed. Mithra would still oversee all of Mazuran kind, but some found that they could no longer reside with each other, causing factions of the previously fighting cats to leave the safety of Mithra’s hearth, expanding her domain as the cats scattered on the winds.Many chose to stay both to protect Mithra’s sacred flame and because Shisa was all they’d ever known. With the new sacred laws passed down to them by the gods, a fit leader needed to be put in place to uphold the god’s declarations and also protect the people and hearth as Mithra saw fit to wander and protect all her children in turn.The Hildjöfurr house would claim the Veldt as their kingdom, ruling the icy north. House Hildjofurr is an ancient house from the icy north that has maintained its rule over the Veldt with an iron grip for centuries. The house would spend years building alliances, conquering rivals, and consolidating power in their imposing keep, Northgarde. The family is known for the high value they put on their oaths and their honor, but also for their ruthlessness and pragmatism. Their forces would always accept surrender and treat prisoners well, but as the Hildjöfurrs would say, "honorable combat does not mean fair". They would strike under the veil of the long nights, and the silence granted by the snow to devastate their enemies in sneak attacks. Their strength only grew and their rivals all eventually learned that the smart move was to bend the knee or be wiped out. Especially feared was the personal guard of the Hildjöfurr lords, who would become known as ruthless masters of combat that would lay down their lives unthinkingly for their lord.The seat of power that would be erected would be known as the Ivory Throne, an imposing throne built of bone, tusk, and antler, the spoils of the north. The house would maintain their martial prowess, but understood that the threat of force alone was not enough to inspire loyalty in their subjects. They established a rapport with the commoners and governed as fairly as they could in order to stay in power and keep the North strong. It didn't have the wide grain fields of the Narrow Plains, or the bountiful ocean of the Eonian Coast, but the Hildjöfurrs saw the beauty and pride in their homeland and would not trade it for anythingAs Mazurans drifted far southernmost, great kingdoms sprung from mere villages. Regions were established, unwritten borders that many a ruler warred overIn the dark bogs of Wyrm-mire, explorers who dared to traverse the marshes settled into their thatched villages atop the murky waters; the castle Greyfort rising out of these multiple smaller settlements. Petty kings warred with each other in the mire for a time, before the Leech Kings of House Grise of Greyfort came out on top.In the mountainous Palisade, two twin sisters supposedly descending from the bloodline of the god Vethos, dared to cross the steep cliffs, founding the grand city of Dokshyvyen. From this, the great seat of Stillshield was built up from the highest peak.Some noble families perhaps have stood the test of time, holding to the Allmother’s unwritten law of family order. Though… as the sun chariot turns in the sky, falling below the horizon, days moving into passing years, some great houses have collapsed under their own weight. Some of those great ancient houses have all been lost in Nehzotl’s endless turning. Though their names, etched into weathered stone in the old tongue, live on in the minds of those who aspire to reach such heights. While some great houses yet remain from this age of warring kings and queens, few have fallen into history-- a lesson to those who came after them.House Zakoris of Katareen Keep is an extinct house of The Eonian Coast. They claimed descendance from the hero Secis Zakoris, demigod offspring of Mithra, who was supposedly awarded the seat of Katareen Keep by their half-brother Khalthar. Allegedly blazoned their arms with per bend blue-green and white, a silver dolphin embowed. According to some sources their words were “By land and sea.” House Zakoris ruled the Coast during the age of the Eight Kingdoms before being destroyed by House Vamería during The Conquest.House Greybeard of Saltholde is an extinct house of the Scyllian Isles. The Greybeards of antiquity were Salt Kings on the island of Lusca Cay and their rule extended to the coasts of the Palisade and the Narrow Plains before Valerys’ Conquest. The family claimed descendance from King Greybeard, who’s legend tells of him slaying a mighty sea serpent bare-handed. The last Salt king of this ancient house was named Herrath VI Greybeard. The Greybeards blazoned their arms with quartered: a gold King shark on dark blue, a black longship on gray-green. Their words are unknown. Collapsed part way during the age of the Eight Kingdoms and was left in multiple factions.Nowadays, more than one modern house may claim to be descendants of the original founders of collapsed kingdoms, which often brings up disputes of who is the greater house or who should inherit what.This section will be dependent on playing characters.
Valerys’ Conquest
Three centuries prior to modern dayValerys’ Conquest, also called The Conquest, was the campaign in which Valerys I Vamería conquered the whole of Mazura. Together with his sibling-wife and queen, and their dragons Vaerion and Thyraxes, Valerys successfully subdued the Eight Kingdoms. Not all the continent had to be taken by conquest, as some regions and houses actively supported House Vamería and others submitted voluntarily.House Vamería clearly hadn't always been the reigning royal family of the realm, though ancient and powerful as they are. As once part of the Eight Kingdoms, they had already ruled for centuries from Dragonfly Bay with fire and blood, claiming descendance from the dragon deity Laziphos and their mortal lover-- Queen Vysehrys, the Dragonmother.Many legends surround the family, the most prolific of all being that they had been dragonriders themselves, gifted with the innate ability to tame and mount dragons. It is said at the start of House Vamería’s reign in the Eight Kingdoms they had as many as twenty living dragons on the continental island. Though, the existence of actual dragons beyond the known dragon gods is still arguable in modern Mazura. Many believe the supposed dragons to have been a metaphorical allusion to the Vamería coat of arms.Though the one thing that truly set them apart from other ruling families had been their propensity for consanguineous marriage, even so much as wedding sibling with sibling to keep the bloodline pure, to keep them connected with their dragons. This trend would follow them even until modern day, regardless of their lack of dragons, nonetheless frowned upon by all of the great houses of the realm.During the age of the eight kingdoms, they weren’t necessarily the wealthiest out of them all. Despite their port being a prime spot for trade, they held one of the smallest regions with not much to offer in terms of resources. For one to rule Dragonfly Bay, they had to be clever and have a mind for persuasion. Though what they lacked in resources, they made up for in military might and firepower. Dragons may be considered mythic in modern Mazura, but during the height of house Vamería’s power the noble family supposedly bred, tamed, and mounted dragons into battle. It was believed to be customary that a newborn Vamería child received a dragon’s egg upon their first kitday.One such king of Dragonfly Bay that made his mark in his history was Valerys I Vamería, also known as Valerys the Conqueror and Valerys the Dragon, the first Lord of the Eight Kingdoms and King of Mazura. The dragonlord was the founder of the current ruling Vamería dynasty of Mazura. Valerys was tall, broad-shouldered and powerful in appearance, with bright violet eyes and his silver-gold hair kept long, thick, and in a braid, while his face was kept clean-shaven. He was very charismatic and commanding, yet he was seen as an enigma. He was a solitary person whose only companions were his spouse and dragon. The king was a great warrior who only rode his dragon for battle or travel and never entered tourneys. While he was considered harsh with those who defied him, he was generous to those that bent the knee.Valerys’ interest in conquering the realm began when he noticed how often the other kingdoms were warring with each other. The collapse of the great House Greybeard having already marked a change in the way the eight kingdoms were beginning to function. He considered all of Mazura as one land, despite the fact that the continent was long split into Eight Kingdoms, and was determined to unify it under his rule, thinking it would benefit the Realm as a whole.Valerys called his banners and took counsel with them and his family, after which he sent ravens to the other rulers in the kingdoms. He informed them that he would be the only king in Mazura and that those who bent the knee would keep their lands and titles, while those that did not he would destroy.The war began in 2 BC when Valerys Vamería and his sibling-wife landed with fewer than 1,600 men at the mouth of Dragon Cove. Upon the highest hill, of a nearby island, that would later become the Amaranthine Citdel, Valerys started construction of the Kingsfort, a wooden motte and bailey fort as his first claim to the mainland of Mazura. The first couple of houses surrendered to him quickly, and the next two were quickly defeated in Valerys’ first test. Before the defeated lords gathered at the new Kingsfort, Valerys was crowned with a steel circlet and hailed as King of All Mazura by his mother, Dowager Queen Vysemera. “Valerys, First of His Name, King of All Mazura, and Shield of His People.”A martial family, House Veket of Houndkeep, who ruled in their own right as Kings of the Valley, well understood the power a dragon could hold, and were none so unwise against the power of its fire. The hunting leopards submitted freely, with the promise of retaining their lands as well as the defeat of their long-standing rivals of House Zakoris. The newly established army departed from Houndkeep, Valerys and his men marching into the Eonian Coast to confront lord Lazelos Zakoris on the fields bordering the Narrow Plains, however, lord Zakoris' men would swiftly meet their end, snuffed out by Vaerion's flames. In the midst, the merchant family of House Kilandra would seek to climb the ladder of chaos, offering their less than savory services to the dragonlord to exterminate the entirety of their former liege lords' bloodline. In return Valerys raised their name to that of Lord Paramount of the Trident and Warden of the South.Wyrm-mire held fast in spite of their neighbor's vanquishment, though with the aid of King Grise's concubine, Lady Adelina Rotte, Valerys proved victorious. In thanks for the brave girl's leal service, the Conqueror named her and her descendants as Warden of the East, the rat king banners of House Rotte of Greyfort would remain for the following centuries.As the Conquest would rage through the lower kingdoms, the mood in Northgarde was tense. the Veldt, ever defiant, prepared itself to defend its legacy as the cradle of civilization to the last. The king, however, was thinking deeply on the matter. King Ragnar VI Hildjöfurr, already a veteran of many battles, accruing many scars and costing him an eye, earning him the titles of One-Eye and the Unbroken. But he had seen the armies of the Vamerías, ever growing. And he had seen the devastation their dragons could wreak. And so, as Valerys the Dragon approached the Veldt, the Beast of the Blizzard rode out with his guard to meet him under the banner of negotiation. The King of the North had previously rejected the Conqueror's ultimatum, as his house's pride had not allowed him to even consider it. But Ragnar had seen more than his share of the horrors of war, and had no desire to see his homeland and his people burned in the pyre of his family's pride. After much negotiation, it was decided that Ragnar would abdicate the Ivory Throne to his daughter and enter the service of the Dragon as his Hand. The new Warden of the North bent the knee to the Vamería dynasty, while the former king held his head high in service of his new lord despite his personally felt shame having betrayed his family's proud history in his own eyes. House Hildjöfurr would have fought to the last man, but he was not willing to sacrifice the common folk, the lifeblood of his beloved North, for something as intangible as pride.When the capitol was moved from the beautiful and icy city of Shisa, which held the great statue-shrine of the Allmother, to Dragonfly Bay, many in the Veldt would seethe and whisper of how this insult could not stand. But House Hildjöfurr kept its oaths. To keep the peace and ensure the safety of their subjects, they had vowed to uphold the rule of the Royal Throne and those oaths would be honored. In the centuries since, the Hildjöfurrs would continue to rule the Veldt, shepherding the north to keep it safe and thriving as best they could.When the campaign had finally come to an end, with Valerys’ victory, he returned to Dragonmont, the ancestral seat of House Vamería. There, the High Priest declared Valerys to be King of Mazura, Lord of the Eight Kingdoms, and Protector of the Realm.While the ironborn were a proud, solitary people and warred among each other, the dragonriders knew that peace and compromise would win the Scyllian Isles. While House Greywynd of Saltholde was placed as the ruling Great House of the islands, this peace would never truly last. Despite it, their culture of reaving and raiding would ebb and flow like the tides.The Amaranthine Citadel around the royal palace would grow in Valerys’ time as king, high walls being built around it in the latter half of his reign, due to tensions with the still fractured and rebellious Scyllian Isles. The original capital of the realm had been Shisa, in the Veldt, truth be told. Mithra’s great statue-shrine, her eternally burning hearth, a holy symbol of the Allmother, was where it was believed Mazuran civilization had started and spread out from. Though, when Valerys took his place as the sole king of the eight kingdoms, the capital was eventually moved to the citadel in Dragonfly Bay-- of which this has since left a silent bitterness and resentment between the northmen and royal house. House Vamería since then hasn’t had the fondest attitude towards the houses of the Veldt, and have a particular distaste for “the old ways” that the northern cats still follow.Although Valerys’ reign had largely been peaceful, many of his subjects desired to go back to the days of old, when there were still eight kingdoms. Others wanted vengeance for the deaths of their loved ones in wars, and yet others saw the Vamerías as abominations. Because of this, the tumultuous reigns of his offspring were filled with battles and chaos. However, it stabilized and a dynasty that would last for over three hundred more years was established.The death of dragons upon King Valerys’ ascension began during the reign of King Vigon I Vamería, the Conqueror's great great grandson. By the end of the reign of Vigon I, House Vamería was at its strongest with twenty dragons at its yoke. However, by the end of the civil war known as the Dance of the Dragons, most of the dragons had died out, whether by their rider’s hands or by old age. This catastrophic war would soon after set the current precedent of agnatic tom primogeniture in the royal family, since the reign of Queen Saenerys I Vamería.Superstitious folk believe that magic in Mazura died when the last dragon died. Regardless of this, dragons are nonetheless extinct and evidence of their existence is hard to come by, thus many doubt the existence of dragons at all.
Recent History
The Pyrepillar Pretenders were a series of claimants to the Throne of the Eight Kingdoms, flying the banner of House Pyrepillar in several Pyrepillar Rebellions. The Pyrepillar opposed the reign of House Vamería from the reign of King Vaehrys I until they were extinguished in the tomcat line during the reign of King Valerys III. In the year 184 AC, Vigon the Unworthy would set a terrible precedent by legitimizing his bastard son Valerys Pillars upon his deathbed. In 196 AC Valerys would make claimant to the royal throne, taking the name Pyrepillar to remove the taint of bastardy, in spite of his half-sister, Prince Vaehrys inheriting as the trueborn heir. This would set forth a civil war that would divide the Eight Kingdoms. The First Pyrepillar Rebellion, known to contemporaries as the Pyrepillar Rebellion, was a war fought between the loyalist forces of King Vaehrys I Vamería and the rebel forces of her half-brother, Valerys I Pyrepillar. The war lasted nigh on a year. It would end with the death of Valerys and his two eldest tomkits at the hands of his half-sister Prince Vanyx Vamería at the battle of the Southern Steppes, and the exile of his wife and further children. The First Pyrepillar Rebellion left its mark upon Mazura for years to come. Asking a man whether he had fought for the black dragon or the violet was considered a dangerous question.The Second Pyrepillar Rebellion was the second attempt of the Pyrepillar Pretenders to claim the royal Throne. The failed plot, which took place in 211 AC, began at Springhaven, where the hedge knight known as Ser Dorrick the beggar was revealed to be Valerys II Pyrepillar during a wedding tourney. The rebellion was ended before it began.The Third Pyrepillar Rebellion was a conflict late in the reign of King Vaegon II Vamería. In 219 AC, Rhaegel I Pyrepillar made claim to the Throne. The Third Pyrepillar Rebellion ended with the death of Rhaegel I, and the arrest of his supporters.The Fourth Pyrepillar Rebellion, was a brief conflict during the reign of King Valerys III Vamería. The eldest son of Rhaegel I Pyrepillar, Valerys III Pyrepillar, had been crowned following Rhaegel's death during the end of the Third Pyrepillar Rebellion. In 230 AC, as a cruel winter was ending, Valerys III Pyrepillar and his supporters launched the Fourth Pyrepillar Rebellion. The final Rebellion ended with Valerys Pyrepillars' death during the Battle of the Hydra’s Tail. Sometime after the defeat, the tomcat lineage of House Pyrepillar died out.In the last half century, there would be fewer wars, but not until the late reign of King Vaemond I Vamería did the ironborn rise up in rebellion again, a century after their last. Led by the forces of House Saltbrine and House Greywynd from 260 AC to 264 AC, the conflict would end with the Saltbrines defeated, the death of heir apparent Prince Vanyx, the betrayal of House Greywynd's new lord, and the placement of [...] as the Great House of the Scyllian Isles.Of the years since then, during the following reigns of King Vytautys I and Queen Vysenys I, the Realm at large has been at peace, though it is now uncertain how long that may last.This section will be dependent on playing characters.
Magic & Alchemy
Magic is a supernatural force in Mazura. It is rare enough for many to doubt its effectiveness or even its existence. Magic is a little-understood force in the world. It has been so long since magic was truly potent that most understanding of it only lives on in superstition and rituals of questionable validity. Blood, life, and death seem to be keys that can help unlock the secrets of magic. In Mazura, magic is held to be a mythical force only.It is believed that magic died out when the last dragon died, hundreds of years ago early in the reign of House Vameria, though many argue that dragons never existed, and the term itself is largely metaphorical in reference to the dragon sigil of the royal family.
Magic
Sanga and Touga
The ancient mythicalities of Sanga and Touga are steeped into the culture of knights and bards in modern Mazura. The Sanga is the bard, and the Touga is the knight, respectively. According to ancient myth, a Sanga is a Mazuran born with the ability to compose and perform mysterious songs that aid Tougas in battle, empowering them. Touga is the title that describes cats that have been trained to fight. In the myths, Tougas were great warriors and Sangas their pillars. The stories of Sangas and Tougas are usually framed in a romantic light, made for young Mazurans with fanciful imaginations and ideas of heroism. Though, there seemed to have been some merit to the idea, as bards have become a rare and delightful status, their song-spinning a unique art that is cherished by the realm; and knights are a common status in the culture of Mazura.Divination
Some people exhibit the ability to see the future either through dreams or other conduits to facilitate prophetic visions. Considered a mere mummer’s trick by most if not all of Mazura though some bog witches can be found deep into the thick murky swamps of Wyrm-mire, who are said to offer their services of divination and other such magics, for a steep price that is.Necromancy
Some are rumored to dabble in necromancy, the ability to raise the dead as mindless automatons bound to serve a specific purpose. Not to be confused with explicitly raising one from the dead. Considered a part of the darker side of magic, it is steeped in mystery and largely considered unattainable and unrealistic. Many cats scoff at the idea of necromancy.Skinchanging
A skinchanger or beastling is a person with the ability to enter the mind of an animal and control its actions. A skinchanger able to enter the mind of a wolf or dog is known as a warg. The interaction between the skinchanger and animal's minds influence both personalities, with detrimental effects to the human if the animal's influence is not fought. It is much easier for a skinchanger to do so if a bond exists between the two parties. An untrained skinchanger may unconsciously enter the mind of an animal, especially while sleeping, particularly if a bond exists. It is traumatic if an animal is killed while its mind is inhabited by a skinchanger; and if a skinchanger is killed while inhabiting a creature, a part of his consciousness will remain in the creature. It is a rare ability with only one man in a thousand being born a skinchanger. It was historically common to northmen of the Veldt and possibly some stone cats of the Palisade; though now it's simply considered a fanciful myth to delight children with.Bloodmagic
Bloodmagic or blood sorcery is a type of magic rooted in the use of blood and sacrifice. It is considered the darkest and most powerful sorcery. Practitioners of bloodmagic are known as bloodmages, or maegi. Bloodmages have dark spells to save a man from death-- though some may say death is cleaner-- and even the power of granting eternal youth through blood.Dragon Dreams
Dragon dreams affect those with the blood of the dragon, members of House Vameria, who are known to have a premonition-like dream ability-- they are no ordinary dreams. They often involve dragons but not always.Dragon dreams appear to have haunted those with the blood of the dragon throughout the generations; some more than others.
Alchemy
A diverse range of practices involving the creation of substances or materials without magical powers. Alchemy has been considered something of a fad for absent-minded, bookish lords to "dabble" in alchemy research, by other nobles. Though, there is some merit to it, as alchemy is considerably the medieval forerunner to modern chemistry. Alchemists have developed a basic set of laboratory techniques, theories, and terms, some of which are still in use today.The Alchemists' Guild, also called the Guild of Alchemists, is an old order of pyromancers. The guild was once powerful, though in the recent centuries, maesters have largely replaced the alchemist everywhere. The alchemists claim to possess vast secret stores of knowledge. A full member of the Alchemists' Guild is called a wisdom. There are also apprentices and acolytes to assist them. The order is led by a wisdom known as the Grand Master.In its earlier years, the guild was very powerful, but by the reign of Queen Vysenys I Vameria, their abilities and influence have been greatly diminished. Now only a few of the old order remain. The alchemists from the Alchemists' Guild in the Citadel are not the only alchemists that can be found across the known world; alchemists can also be found in the city of Dokshyvyen in The Palisade.The alchemists claimed to be able to transmute metals, create living creatures of flame, along with other powers, at the height of their power. In recent centuries their power has waned, and they focus on creating the incendiary substance known as wildfire, which burns much hotter than normal fire and cannot be extinguished by water, an effort that keeps House Vameria in power without dragons. They claim that wildfire's power is magical in nature, though the exact ingredients are a closely guarded secret. They are still hinted at possessing vast secret stores of knowledge, though they only demonstrate the skill to create wildfire, which they call the substance. The wildfire is created in the Guildhall, located near the Temple of Dragons in the Amaranthine Citadel. The hall is an imposing labyrinth of cold black stone. Great care is taken when producing wildfire. Trained acolytes prepare the product in bare stone cells, and once a jar is ready, it is immediately removed by an apprentice and brought to the vaults.
Laws & Justice
The system of laws and justice of Mazura are largely defined by its feudal system of local government.Justice belongs to the royal throne. Lords are allowed to pronounce justice in the name of the ruling monarch. Lords have the right of pit and gallows over their own lands, i.e. having the authority to hang people or arrest them and have them executed according to the monarch's law. Landed knights cannot exercise the same right without the leave of their liege lord.On the monarch’s small council, the Chief Justiciar serves as one of the monarch's councilors. The royal executioner is known as the King's/Queen’s/Monarch’s Justice. The Monarch's Justice holds the responsibility for the dungeons of the Citadel in Dragonfly Bay. The Lord Confessor is responsible for questioning prisoners.Taxes
In Mazura, taxes are collected locally. Lords pay taxes to the crown. The Great Houses gather the taxes from their region. The Great Houses subsequently pay their own taxes to the Crown. Lords can have treasurers in their service to handle the incoming taxes.Captivity
Those accused of a crime can be arrested and kept in a dungeon. Many, if not most, castles have their own dungeons.
Crimes & Punishments
Numerous different punishments can be given for different crimes.Treason
The crown is the protector and overseer of all Mazura. To attempt to slander, tarnish, harm or otherwise overthrow House Vameria is to attempt the same treason upon the realm. Conspiracy to kidnap, abuse, discredit, dethrone, or slay any member of the royal house is punishable by revocation of titles, lands, standing, and citizenship. Attempted treason is punishable by stripping of all these as well as imprisonment and death. known conspirators to treason and protectors of treasonous people are subject to the same fate.Thievery and pick-pocketing
It is customary for a thief to be punished by losing a finger or a hand, or have their nose slit off. Pickpockets can likewise be punished by cutting off a hand. Those who steal from shrines can be considered to have stolen from the gods, and thus receive far harsher punishment.Poaching
Poaching is strictly forbidden. Lords are generally not tolerant towards poachers, and punishments for poaching can include being forced to join the Swords of Evenfall, losing a hand, or hard labor (i.e. being forced to row ships, being forced to work as an ore miner, etc.).Outlawry
Outlaws are generally sentenced to death by hanging.Slavery
Slavery is illegal in Mazura. The gods consider slavery to be an abomination, and as such, there have been no slaves in Mazura for thousands of years. The punishment for selling people in Mazura is execution.Swords of Evenfall
An alternative for some punishments is joining the Swords of Evenfall Debtors, poachers, thieves, and murderers are among those who might be forced to join the Swords. People of the Swords of Evenfall are required to swear a vow, by which means their crimes are washed away and all debts are forgiven. Breaking the oath made to the Swords of Evenfall is punishable by death. Refusing Orders made by the Sword Commandant can also be punishable by death.Execution
The most severe crimes are punishable by death. These crimes include deserting the Swords of Evenfall and treason.People can be put to death by beheading, either with an axe or a sword, or by hanging. Although, sometimes it can get a little creative and torturous if the punisher is particularly cruel.Miscellaneous
For lying about a crime, a nail might be driven through the palm of a person's hand.Slitting a man's nostrils may be deemed a suitable punishment for injuring an innocent person with ill intent.A baker who adulterates their flour, might be fined. If such a fine cannot be paid, they might be whipped instead.
Known Laws
King's Peace
This law requires petty lords and landed knights to take their disputes to their liege lord, and abide by their judgement, while disputes between great houses are adjudicated by the Crown.Slayer’s Penance
This law states that unnecessary murder is punishable by law, whether it be accidental or ill intent. Though killings that are deemed as accidents tend to have less severe punishments than intentional murder. Additionally should an accidental killing occur and the slayer steps forward to confess and accept punishment for their crime they may become exempt from Retributive Justice as they will serve whatever punishment is deemed fit by their jurors.Retributive Justice
This law grants due punishment inflicted on someone as vengeance for a wrong or criminal act. This doubles as the self-defense law.Fair Trade
Stealing, breaking contracts, and breaking oaths is outlawed. Even spoken word is considered legally binding and if it is to be broken, punishment will be swiftly dealt.Bladed Pledge
The Bladed Pledge affirms that marriage vows spoken at swordpoint are not held to be legally valid and violate the freedoms of the individual. Betrothals are legal, but forcing a marriage upon another person with yourself is not binding.Widow's Law
The Widow's Law reaffirms the right of the eldest child to inherit. However, the law requires the heirs to maintain their sire’s surviving widow, no matter whether they had been a second, third, or even later wife, under the same conditions as they had been before their husband’s death. The widows could no longer be driven from their late husband’s castle, deprived of their servants or possessions, or their income. The law similarly prevented people from disinheriting the children from an earlier marriage in favor of children from a later marriage.
Sacred Laws
The sacred laws are supposedly laws enacted by six of the major Gods themselves, one law for each deity, and are unchangeable; although they can be amended upon by the current monarch. These laws are held most dear throughout the realm.Mother’s Protection
A law enacted by the Goddess Mithra. The law ensures that no children, pregnant persons, or mothers shall be harmed under any circumstance.Due Process
A law enacted by the Goddess Disdona. This law requires that legal matters be resolved according to established rules and principles, and that individuals be treated fairly and justly. This is the “innocent until proven guilty” law.Knight’s Oath
A law enacted by the Goddess Vhaehra. The law requires that knights of the realm uphold an oath of obedience, respect, duty, and mercy, to which this oath is only broken in death.Guest Right
A law enacted by the God Khalthar. When a guest, be they commonborn or noble, eats the food and drink off of a host's table beneath the host's roof, guest right is invoked. When invoked, neither the guest nor the host can harm the other for the length of the guest's stay.Messenger’s Amnesty
A law enacted by the God Luxses. The law grants safe passage through wartorn and battletorn territories for messengers, travelers, healers, priests, and any other neutral parties.Common Shield
A law enacted by the God Vethos. This law ensures the rights and freedoms of commonborn Mazurans. This law has been interpreted as to outlaw any iteration of slavery in Mazura.Pherim’s Wrath
The only sacred law that was not given by one of the six, Pherim’s Wrath protects any cat from being sexually harassed or abused by any other person. To use their blessing to harm another is detested most vehemently and will result in execution.
Trials
Trials of the Crown
Trials, at least among the nobility, often begin with a prayer from a priest or priestess beseeching the goddess Disdona to guide them towards justice. The accused and witnesses are sworn to honesty before he gives testimony at a trial. The accused is allowed to be present as witnesses give their testimony, in front of one or multiple judges.Trial by Combat
Any knight accused of wrongdoing is allowed by law to demand a trial by combat. The right to a trial by combat also extends to nobles who are not knighted. The accused and accusers are allowed to have champions fight in their place. When a person is killed in a trial by combat, by law it is not considered murder. When the person who stands accused is royalty, their champion has to be a knight of the Kings or Queensguard. When the accuser is royalty, however, they are within their rights to select a champion who is not a sworn member of the Kings or Queensguard.
Science & Technology
General
Metal working of bronze, copper, lead, iron, steel, tin, brass, silver, and gold.
Damascus steel, a type of steel used to make weapons and various other items of unparalleled quality. Magic and spells play a role in its forging, which makes the steel special and gives it magical characteristics.
Glass working of varying qualities, from leaded glass, to colored glass.
Clothing is made of fabrics such as leather, cotton, linen, wool, and silk; elaborate dresses with lace and fine gemstone ornaments are common for nobles.
Wheelhouses, or carriages.
Windmills, mills, and waterwheels.
Wheelbarrows.
Dyes of many colors; metal can even be colored. Dyers are skillful and are able to make many shades of colors.
Red and green inks can be made.
Makeup made of powders and oils.
A musky perfume with hints of moss, earth, and wildflowers.
Paper lanterns exist and are used frequently.
Oil lamps made of iron and glass.
Large mirrors of beaten silver, called looking glass.
Silvered looking bifocals.
Smoking pipes made of wood, metal, glass, or clay.
Wheelchairs, ornate walking sticks, and walking crutches.
Body piercings made of gold.
Special ink that comes in many colors, and wooden handles and metal needles attached via silk thread for tattooing. (Tattooing in Mazura is a painful and time-consuming process, practiced by a limited number of specialized artists.)
Architecture
Masonry — Large, multistoried buildings in stone; with high ceilings, vaulted cellars, round turrets.
Masonry — Large temples - Gothic arches and flying buttresses to allow for large windows.
Thick, diamond-shaped window panes.
Viaduct building — Permanent stone structures spanning extremely large rivers. A viaduct is a specific type of bridge that consists of a series of arches, supporting a long elevated road.
Road making — Very primitive in some regions of Mazura, but in cities they make paved roads, which consist of foundation layers under the stone.
Mining and tunneling — Deploying extensive tunnel and drain system deep underground, which has remained stable and safe for centuries-- a large part of which is lined.
Ships & Boats
Watercraft in Mazura ranges from small river and fishing boats, raider vessels, various warships and trade ships, up to the huge war galleys.
Ships
Galleys are propelled by sail or oar power and are used for warfare, trade, and piracy. Due to their low setting they are primarily coastal ships, preferring to tread through archipelagos rather than risking even a moderate sea. Their large rower crew makes them maneuverable and swift but also require frequent stops for food and water. The galley has supplemental sails to replace or augment the effort of the rowers, particularly during long journeys. The ability to travel swiftly without regard to the direction or strength of the wind becomes invaluable for daylight expeditions across open water. The real world, practical upper limit for a galley fast and maneuverable enough for warfare was around twenty-five to thirty oars per side. By adding another level of oars, the galley could be made shorter with as many rowers, while making them strong enough to be effective ramming weapons.
Longships are a smaller type of ship primarily used by the cats of the Scyllian Isles, but also some coastal lords. They are long, narrow, light, wooden craft with a shallow-draft hull designed for speed. The ship's shallow draft allows navigation in waters only one meter deep and permits beach landings and traversing rivers, while its light weight enables it to be carried over portages. Longships are also double-ended, the symmetrical bow and stern allowing the ship to reverse direction quickly without having to turn around. This trait proves particularly useful in northern latitudes where icebergs and sea ice pose hazards to navigation. Longships are fitted with oars along almost the entire length of the boat itself. Later versions sport a rectangular sail on a single mast which is used to replace or augment the effort of the rowers, particularly during long journeys.
Cogs are mostly propelled by sails, which make them difficult to sail, especially upwind, and they are hostage to breezes and currents in a way that the swift galley is not. However, it can better manage rough seas and its small crew and ample storage space give it greater freedom of movement, making it perfect for trade or equipment transport. They’re preferred by merchants.
Carracks are large ocean-going vessels. They are stable in heavy seas, and roomy enough to carry provisions for long voyages.
Hulks are ships which still float but are unable to put to sea.
Boats
River galleys are shallow draft boats used to patrol and defend rivers like the Blue Hydra and Omnas’ Neck, Some can hold eighteen oarsmen and more fighters.
River runners are long and lean boats used to navigate rivers, such as Hydra’s Tail and Long Talon.
Ferries are used to transport passengers across bodies of water, such as Omnas’ Neck and the Blue Hydra.
Barges can be used to transport goods like grain and wood, or armies and their equipment. Opulent and ornate pleasure barges are popular with the upper class.
Skiffs are small sailboats popular with fisherfolk and smugglers.
Serpent boats are slender pole boats used to traverse the canals of the Amaranthine Citadel.
Swamp boats are flat bottomed boats meant for traversing the swamps of Wyrm-mire. A fanned wheel at the back is cranked by hand to propel it over the marshy waters.
Medicine
Medicine in Mazura often plays a key role in the quality of life of its inhabitants. In addition to common healers, midwives, and bonesetters, there are a number of different orders practicing medicine, such as the priests and priestesses of Mazura.The Mazuran healing arts include medicines that dull pain (e.g., milk of the poppy, chewing willow bark) and tinctures that either prevent pregnancy or induce abortions (e.g., pennyroyal oil). Wounds are often cleaned with boiling alcohol or with salt water. Practicing healers have learned to stitch wounds closed and how to use poultices containing mustard seeds, nettles, and bread mold to prevent infection. Leeches are also used to drain bad blood that builds up in wounds. Vinegar is used to disinfect surgical instruments. Fractured limbs are immobilized using plasters until the bones are joined up.Practicing healers are typically Priests or Priestesses, who offer their services to highborn and lowborn alike, in the mercy of the Gods.Diseases & Illnesses
Minor colds, fevers, and fluxes are rarely deadly or even seriously debilitating. The pale mare is quite serious and often deadly. A number of diseases can be contracted primarily during childhood. Redspots is common, but it never kills anyone under the age of ten, and once you have had it you are immune to it for the rest of your life. However, adults who did not contract it in childhood remain at risk of infection.Some diseases that may stem from the Abyssal Plains are only recorded by the medics serving in the Swords of Evenfall, and are not known by the majority of Mazura. Most diseases that are abyssal in nature often result in a quick death, though the Swords’ medics work tirelessly to find treatments and cures to some. Wasting disease is the most well known abyssal illness and has no known cure nor a viable treatment, the disease consists of a quick failure of all of the organs in succession until death. Sword's medics note after autopsy it's peculiarity in how the failing organs change in appearance.List of known diseases and illnesses
Blood boils
Clotted lung
Fever
Childbed fever (postpartum)
Greywater fever
Summer fever (Malaria)
Flux
Gout
Lyssa disease (rabies)
Pale Mare (dysentery)
Redspots
Shaking sickness (epilepsy)
Sourgut
Sweating sickness
Sweetrot
Wasting disease
Yellowgum (scurvy)
Astronomy
Astronomy is a topic studied by scholars in Mazura. Telescopes can be used to observe the stars. At some locations, dedicated observatories can be found. Scholars compile maps of the starry sky for their research and studies and their knowledge is useful in navigation at the open sea.The known constellations correspond with the Mazuran zodiac.
Songs & Books
Mazura has a deep mythic and historic legacy recounted in song, story, and literature. These tales recount the stories of the world and the Gods, the epics of legendary heroes and romances, and the retelling of romanticized history and fables of fantastic creatures.Books, scrolls, parchment, and paper are in common use. Song is considerably preferred, as it is enjoyed by highborn and lowborn alike.
Instruments
Bells
Drums
Flutes
Harps
Hurdy-gurdy
Lutes can come in various styles, though the most common type, which is easily found in the south are comparable to the Greek laouto. The Russian balalaika style is more commonly found in The Palisade. Surinamese Creole-type banjos are sometimes found in Wyrm-mire.
Lyres
Units of Measurement
A measurement is the assignment of a number to a characteristic of an object or event, which can be compared with other objects or events. The Mazuran measurement units are non-metric, growing out of customary use and not abstract principles.
Units of Length
Inches
Feet
Yards
Miles
Leagues (roughly 3 miles)
Units of Volume
Drops
Spoons
Cups
Flagons
Barrels
Units of Area Measurement
Acres
Units of weight measurement
Ounces
Pounds
Stones (equal to about 14 pounds)
Tons
Units of time measurement
Sundials and hourglasses can be used to track the passage of time. There are no such thing as clocks or lightbulbs in Mazura, thus most often people follow the cycle of day and night.
Seconds
Minutes
Hours
Days
Weeks
Fortnights (14 days)
Months, moons, turns, and turns of the moon (months)
Years
Decades (10 years)
Centuries (100 years)
Millennia
Eons
Although hours are used in Mazura as a measurement of time, individual hours are never referred to by names such as "eleven o'clock". Instead, functional definitions such as dawn, noon, and dusk are used (e.g., "the hours before dawn".) The common tongue of Mazura has the habit of applying traditional names for specific hours of nighttime.Known Hours
The hour of the bat, starting after the sun is set.
The hour of the eel, coming just after the hour of the bat.
The hour of ghosts, coming just after the hour of the eel.
The hour of the owl, coming a few hours after the hour of the bat, still before dawn.
The hour of the wolf, "the blackest part of night", coming after the hour of the owl.
The hour of the nightingale, coming after the hour of the wolf.
Currency
Currency is money in a form circulated as a medium of exchange. Coins are mostly used by merchants and nobles, though the poorest of the smallfolk will at times still resort to barter.Contracts written on parchment or paper can also be accepted as payment, though these are not "currency", simply written and binding agreements.
Coins | Gold Scale | Silver Scale | Copper Scale |
---|---|---|---|
Gold Scale | 1 | ||
Silver Scale | 25 | 1 | |
Copper Scale | 100 | 25 | 1 |
Examples for costs include, forging a sword may cost 3 Gold Scales, and buying a horse may cost 1 Gold Scale and 5 Silver Scales. It depends on the seller most of the time however.As stated before, the poorest of smallfolk don’t typically have money. They typically resort to a barter system and communities are usually dependent on one another to take care of each other and pull their own weight within the town or settlement. Taxes are collected from smallfolk in means of resources such as livestock, produce, and goods to the lords who protect them and allow them to live on “their land”.Traveling folk like knights, bards, sellswords, bandits, bounty hunters and some priests fall in the in between. Some may have a good store of currency, a small pouch or store of silver and copper scales but anything more than 10 gold scales is a fortune to these folks. And even if they earned that much it may be difficult for them to find places that would take gold from them unless they are within the walls of the capital of Mazura.Citizens of capital cities do tend to have more currency than citizens outside of the large Mazuran cities and bartering is practically unheard of to the cats that call Dragonfly Bay home. These cats tend to have a good stash of cash but nothing more than 50-100 gold scales depending on occupation. Having 100 gold pieces amongst the smallfolk would mean you are considerably wealthy.Minor lords typically stand over settlements and farms which brings in possible trade and more wealth. These lords typically hold about 200-300 gold scales at their disposal.Great houses typically hold anywhere from 400-600 gold scales at their disposal. Using currency to support their people and to promote prosperity within their local economies, or using their wealth in more unsavory ways to gamble or bribe other houses to side with them.The royal house holds the most wealth within Mazura anywhere from 1000-2000 gold pieces at a time depending on who sits the throne and how viciously they tax the realm. If a kind ruler sits the throne, that fund is used to encourage prosperity and distribute wealth where it is needed; making sure there is always a good flow of currency throughout the kingdom.
Armament
The weapons carried generally reflect those of the prototype armies and by far the most common is the sword. This is to a very real extent the mark of a soldier and so carried by all, although it may not necessarily be the soldier's primary weapon.Castle-forged weapons are of high quality, generally better than those produced by smiths in the cities. However, usually only knights and nobles can afford them.Other weapons are also common. Almost everyone carries a knife or dagger, as they are useful and practical in many circumstances. Effective spears and mauls are relatively cheap to make and are, thus, popular weapons for men-at-arms. A cheap spear can still be a good weapon; the same cannot be said of a cheap sword.
Swords
The longsword is a common weapon of knights throughout Mazura; these one-handed blades are also known as broadswords or simply "swords". The blades are about three feet in length, double-edged, and mounted on a hilt with a heavy pommel and a sizable crossguard.
A greatsword requires two hands to use. It is the largest type of sword.
A bastard sword is longer than a longsword but shorter than a greatsword. It is more of a hand-and-a-half weapon than a two-handed sword.
The shortsword is shorter than a longsword but longer and heavier than a dagger. The shortsword is a one-handed blade generally meant for thrusting.
The falchion is a short, cleaver-like sword used for hacking.
Knives
A dagger is a knife used to stab and pierce, often carried as a tool as much as a weapon.
A dirk is a dagger designed for combat with a straight, narrow blade, often used in the off-hand to complement a primary weapon.
A stiletto is a long, slender dagger used for stabbing.
Throwing knives can be used and are a speed weapon.
Bows and Arrows
Bows in Mazura are made from wood, though bows sometimes may be made from laminated horn or bone. Bows are difficult to use while mounted and cannot normally be used with any accuracy if the mount is moving, although some warriors may train in the art of mounted archery with much practice.
The longbow is a tall bow from seasoned wood. Longbows are used by most armies, and they can be fired more frequently than crossbows.
A recurve bow or double-curved bow is usually smaller than a longbow.
Crossbows are shorter bows that shoot bolts or quarrels. There is a stock attached to the bow with a mechanical assist to draw the bowstring. Due to its shorter draw, the crossbow requires a higher draw weight to give the same amount of energy as a conventional bow. The drawing mechanism can be a stirrup with a winch or a crank. Since crossbows require less training than bows, some consider it to be a coward's weapon.
Arrowheads are normally available both as broadheads with a sharp cutting edge and barbs at the rear for less protected targets and bodkins which will penetrate plate.
Lances
A war lance is a weapon of heavy cavalry, such as knights and northern cavalry. They are often eight feet long, made of turned ash, and banded to prevent splitting. The lance is tipped with a steel point sharpened to drive through plate, and is normally used for a single charge before becoming too unwieldy in close combat.
Tourney lances are longer and more fragile than their battlefield cousins. Their tips are blunted to better unhorse an opponent without causing serious harm, and they are unbanded, meaning that they will often break upon impact. A tourney lance is normally twelve feet long.
Polearms
The spear is a simple weapon used for hunting and combat, comprising a wooden shaft up to ten feet long tipped with a relatively small head of iron or steel.
A pike is a longer spear, normally ten to fifteen feet long. This weapon is used by large bodies of infantry operating together either to push through or over opposing infantry or hold off cavalry.
The halberd has a heavy, cleaver-like blade at the top of a long shaft. It usually has a spike at the top of the shaft and a thorn or a hook opposite to the blade.
The poleaxe has an axehead opposite to a hammer or a spike, mounted on a shaft. The shaft usually has a spike on both ends.
Bidents, tridents, and throwing spears are often in use on the Eonian Coast, typically as a last minute weapon, as they’re often impractical in battle and serve a better use in fishing.
A boar spear is a spear used in the hunting of boar. Though boar spears are shorter than standard spears.
Axes
The battle-axe is a broad-headed axe used to cleave through armor and shields. It can be wielded in one hand, and some battle-axes are double-bladed.
The hand axe is a warrior’s version of a hatchet, smaller than a battle-axe and balanced to be thrown.
The long axe is a long-hafted version of the battle-axe. The long axe is light enough to be wielded by one hand. A long axe may have a double-bladed axe head or it may have a spike on one side. It is likely that some long axes are large enough to require two hands.
The woodsman's axe, a tool for chopping and splitting wood, can turn into a deadly weapon. Normally used by smallfolk and brigands, it is single-bladed and smaller than its martial cousin, the battle-axe.
Clubs
Clubs and cudgels are short weapons fashioned of hard wood or sometimes metal.
The mace, a blunt crushing weapon designed to smash armor, consists of a heavy head of stone or metal set upon a wooden or metal shaft. Many warriors wield spiked maces, and blunted maces can be used in tourneys.
Flails
A flail is a military cousin to the farmer's tool. A warrior's flail is a length of chain attached to a rod. At the end of the chain is a heavy metal head.
A morningstar is a spiked ball swung on a chain, attached to a shaft. (A spiked flail.)
Other Weapons
The warhammer is usually about the same length as a mace, though they can be much longer. The head is made of hardened steel that has a long spike to one side and a small mace-like counterweight on the other. Warhammers are good for piercing armor, or hooking the enemies' reins or shields.
Whips are used as weapons by bounty hunters, some sellswords, and some hedge knights.
Caltrops are sharp items which are placed on the ground to slow an enemy's infantry or cavalry.
Siege Weapons
Scaling ladders are used by attackers against walls or ramparts.
Wooden battering rams are used to break through gates.
Catapults are ballistic weapons which launch projectiles like stones. They can be used by besiegers to attack fortifications or by defenders on walls. They can be placed on the decks of ships.
Trebuchets are catapults with throwing arms Mangonels are a type of trebuchet.
Mantlets are large portable shields used for protection against projectiles.
Barges can be used to transport armies on rivers
Armor
Armor in Mazura is commonly forged from iron and steel. The style of armor is most reminiscent of the Hundred Years' War. Occasionally one may find an ancient piece of armor forged from bronze, but that is a great rarity today. Advanced full plate and scale armor, made of relatively light weight steel, is also available to those with the proper funds.Additional ornamentation can be quite elaborate. Common methods involve paints, enamels, or bluing the steel. A truly skilled blacksmith, however, can work color into the metal itself to ensure that it does not chip or flake off. Such work is expensive and can be afforded only by the nobility.The most effective, and expensive, armor is plate armor, which consists of a number of shaped plates of steel fitted to the body. Plate is normally worn over chainmail and an undercoat padded leather. Those who cannot afford plates may wear chainmail and leather, and this coverage still provides good protection. It is also common to wear only partial plates; a plate helm, for example, is common, as are breastplates and gorgets. Armor made of boiled leather is sometimes worn by itself, particularly by scouts and levied men-at-arms. While better than nothing, it cannot stop an on-target sword blow, whereas plate armor can.Plate armor is more common in southern regions, while mail is more worn in the north. Sailors clad themselves lightly in armor to avoid drowning.Armor Types
Padded armor is made of leather or canvas which has been stuffed with cloth. This can be worn by itself, often called a gambeson, but is essential when wearing mail in order to absorb blows more readily.
Boiled leather is a thick leather, boiled in water, and usually worn under mail. Such leather is dressed with oil to retain its flexibility. Boiled leather sets are very hard and can be molded into rounded pieces to protect shoulders, elbows and knees. Most freeriders use boiled leather.
A brigandine or jack is a cloth garment, generally canvas or leather, lined with small oblong steel plates riveted to the fabric.
A hauberk is a chainmail shirt which includes sleeves and can extend as low as the knees. The hauberk is typically constructed of interlocking whoops of metal sewn into a shirt or a tunic. The sleeves of a hauberk often reach the elbow, though the sleeve length varies. The hauberk tends to be made of iron rings, and is generally worn over a padded undercoat, or boiled leather.
A byrnie is also made of chainmail. Byrnies are generally distinguished from hauberks by their sleeve length, as a byrnie has only short sleeves. There are doubts about the exact definition (and length) of a historical byrnie, but both in Mazura and in history byrnies are some variety of armor jacket or a shirt. While the Mazurans of antiquity wore byrnies of bronze scales, modern Mazurans wear mail byrnies.
Plate armor is worn over mail and a padded surcoat. Large rondels protect the juncture of the arm and breast. The vulnerable points are at the less protected joints, places at elbows, knees, and beneath the arms.
Headwear
Due to the Mazurans’ felid ears, helm wearing can be tiresome and often foregone, though typically helms are used to be showy in competitions among knights. Some warriors wear fantastical helms, decorated with that of animals.
A greathelm is a cylindrical helm which protects the warrior's head. It has small slits for eyes and breathing and ventilation, but they can impede sight and breathing. Greathelms can have flat tops or be rounded to better deflect blows. Some nobles decorate the crests of their greathelms to reflect their sigils.
A halfhelm is a round helm covering the top of the head, often incorporating a nasal guard.
A kettle hat or pothelm is made of metal in the shape of a brimmed hat, resembling a cooking pot.
A bascinet is an open-faced helm.
Steel caps are often worn by guardsmen. Some men-at-arms wear conical steel caps.
Mail coif is a hood of chainmail.
Other Armor Components
The breastplate protects the torso from injury. Nobles sometimes decorate their breastplates.
A gorget is a steel collar that protects the neck.
Rondels are circular pieces of metal used for the protection of vulnerable points. They typically cover the junctures of the arm and breast.
Gloves are protective coverings for hands. They are often made of leather or mail to offer additional protection, and iron discs can be sewn into the fingers. Gloves however make it difficult to unsheathe claws.
Gauntlets are large metal gloves that cover the hand from fingers to forearm. They are generally made of steel plate.
Metal skirts are designed to protect the upper legs and lower torso. They generally cover the body from waist to mid thigh.
Greaves cover the lower legs.
Boots are generally made of leather, but the ones worn by knights are made of metal to provide protection. Some leather boots can have steel shin guards. Spurs are worn on the heel of boots to direct a steed.
Spaulders and pauldrons protect the wearer's shoulders.
Vambraces are tubular protection for the forearm.
Couters and poleyns are worn over elbows and knees, respectively.
The codpiece protects the wearer's groin.
A doublet is a close-fitting jacket often worn under other attire, such as hauberks or jerkins. Padded doublets can provide some protection. Nobles often have their arms embroidered on their doublets.
Jerkins are another type of jacket which can be worn over doublets. Leather jerkins are often worn by archers. Jerkins can be studded with iron, silver, bronze, or have overlapping iron discs. Less protective jerkins might be made from doeskin or sheepskin. Jerkins can be sleeveless.
A surcoat is a coat worn over armor or other clothes. Nobles also often have their arms depicted on their surcoats.
Shields
The typical Mazurans shield appears to be a heater shield. Although in real life knights rarely used shields alongside full plate armor. Mazuran knights utilize shields for aesthetic purposes. Coats of arms are typically depicted on shields.
Shields made of pine and linden are inexpensive and lightweight, and an enemy's weapon can catch in pine. Wooden shields can be used for practice.
Shields of wood banded with iron are more durable. Oak shields offer significant protection if the wielder is strong. Tall triangular shields of heavy oak dotted with iron studs offer a great deal of protection, but they can be taxing to use.
The Kingsguard or Queensguard use heavy oaken shields, and spearmen sometimes wield tall oaken shields in their shield walls.
Calendar
In Mazura, there are only three seasons. Autumn does exist in a way, though it is simply combined with Winter. When the leaves start browning and falling, and a chill sets in, Mazurans mark it as the beginning of winter. Storms are more frequent in winter, making sailing Shipbreaker’s Gulf more dangerous.There are a total of nine months, three for each season, and thirty days in each month. There are roughly six days in a week and thus five weeks in one month. Days however do not have names. Days are longest in summer, shorter in other seasons, and shorter in the far north. The Mazuran calendar is usually depicted as circular on parchment or stone.
Seasons | Months | Festivals/Holy Days |
---|---|---|
Summer | Krytehr Vroehm Vofosis | Festival of the Valley, Day of the Hunt, Sea-lion's Tourney |
Winter | Keln Vredusis Nuhoht | Morou Giftday, Turn of the Seasons |
Spring | Pharmuthi Juoth Epiphi | Festival of Luxses |
Zodiac
The zodiac of Mazura corresponds monthly and are determined by the constellations that are most easily spotted within these months, though this is considered a pseudo-science and doesn’t always determine a persons’ traits and personality. It is fun to think about though, no?

Zodiac Iesis
Symbol Kestrel
Month Pharmuthi
Those born under this sign may be characterized by their lofty and shrewd natures. They tend to be perfectionists.

Zodiac Phirtis
Symbol Lyre
Month Epiphi
Cats born under the Phirtis zodiac are restless and free-spirited, they tend to be travelers and wanderers, never liking to stick in one place for long.

Zodiac Vanas
Symbol Sickle
Month Vroehm
Those of the Vanas sign, or the Sickle, are fiery, temperamental, headstrong, and competitive by nature.

Zodiac Iton
Symbol Horse
Month Keln
Cats born under the sign of Iton tend to be dreamy and imaginative people, withdrawn and quiet in nature; whimsical and free like wild mares.

Zodiac Nehzos
Symbol Wyrm
Month Nuhoht
Those who are born in the month of Nuhoht are usually regarded to be fated for greatness, or as a harbinger of disaster. People under this zodiac may be characterized as mercurial, complex, and intense in nature

Zodiac Duena
Symbol Scales
Month Juoth
Those born under Duena are known as "the diplomats", though they may be intractable and ambitious at times; the more popular designation for them are rather the debaters.

Zodiac Metuna
Symbol Sea-lion
Month Krytehr
Those born in the month of Krytehr can be characterized as friendly and cheerful, although may be described as a bit lazy at times-- they just simply prefer to move at the speed of life.

Zodiac Axemis
Symbol Stag
Month Vofosis
Those born under the sign of the stag may be stubborn and tenacious, but honest and principled. According to legend, great kings are heralded as stags.

Zodiac Fenir
Symbol Wolf
Month Vredusis
Those born under the sign of the wolf may be characterized by their loyal and protective natures; they may be stern and stalwart in personality.
Swords of Evenfall
The Swords of Evenfall is a military order dedicated to guarding against the Abyssal Plains, defending the realm from what lies within the Abyss. The order's foundation dates back to the first discovery of the Abyss, hundreds of years ago. The Swords are isolated deep in the far north where the Abyss slowly encroaches from its unknown source. Because cats come from throughout the realm, there is an unspoken pact to not discuss politics or former loyalties. When war breaks out in Mazura, the Swords of Evenfall tries to remain neutral by honoring all monarchs and obeying none. The Swords customarily wear only black, and so they are known as black brothers. Recruits who join the Swords are said to take the black.Structure
Under the Sword Commandant are the Commandant of Fire and Chief Pathfinder. These officers are appointed by the sword commandant. Under these officers are the medic, arms trainers, rangers and stewards.The Commandant of Fire is responsible for maintaining order among the Swords, be it mandating tasks to the arms trainers and stewards, or keeping all of the other Swords in line. They keep stock and report back to the sword commandant.The Chief Pathfinder is the equivalent to the reconnaissance captain. Their responsibility is to lead other rangers on journeys into the Abyss and make sure everyone is accounted for during them. These journeys are to survey the area, mark any sudden changes, and report back to the Sword Commandant and notify him.Leadership
The Sword Commandant is the final authority and oversees the entire order. A sword commandant serves in office until the day they die, when a replacement is elected by the order. Any cat of the Swords of Evenfall can be nominated to be the sword commandant.At the Duskfort, Sword Commandant Mortimer Frost is advised by the Commandant of Fire and the Chief Pathfinder.An honorable opportunity to command and rise in rank are reasons why cats join the Swords of Evenfall voluntarily. A noble or knighted cat isn't always guaranteed a position as an officer in the Swords though, and there are several powerful and influential Swords that are of common blood; the Sword Commandant himself is bastard-born from the Veldt. The Swords, as a meritocracy, is one of the few places in feudal Mazura where a common man can rise high.Recruitment
Once, serving the Swords was an honor and a sign of selfless devotion to duty, with many knights, honorable men, and nobles taking the oath of dawn voluntarily. The Swords of Evenfall is now often seen only as a way to avoid punishment, suitable less for knights than for the dregs of Mazura. These cats are salvaged from dungeons by traveling recruiters known as wandering crows. Disgraced nobles, bastards, and the unwanted legitimate offspring of nobles can be encouraged to take the oath, making many of today's Swords a surly and dissatisfied lot. The nobles of the Veldt are the only cats who recognize the importance of the Swords’ work today, and they try their hardest to supply enough voluntary people to serve them.Those who come voluntarily are free to leave during any time of their training, but no cat may leave after they have said their oath. Any deserters are sentenced to death. After taking the oath, the cats of the Swords cannot own any land, marry, or sire or bear children. Cats are also encouraged to sever any ties left with their families, if they are lucky enough to have one.Oath of Dawn
When recruits are considered ready to join the Swords they speak the Oath of Dawn, at the shrine within the Duskfort.“Dusk gathers and the light of Mazura is fading. Mithra’s promise must be kept, the light of her hearth we protect. We are the last light of day. We are the flame that keeps the night at bay. As sunlight fades my watch begins. I shall live and die to protect the Allmother’s children and in turn shall not have any of my own. I am a sword of evenfall. In the gods’ sight I pledge my life, honor, and sword, until my last breath."Once a cat takes their vows, their crimes and debts are forgiven. Members of the Swords of Evenfall serve for life.Military Strength
The numbers of the Swords of Evenfall have long been dwindling. Their strength has dwindled to less than a thousand. Of these thousand, three hundred are stationed at the Duskfort, two hundred at Twilight Keep, and fewer at Nightguard.Castles
See also: Map & LocationsThe Swords of Evenfall raised ten castles to guard against the expanse of the Abyss, although they never manned more than five at one time. Over the last few hundred years, as the manpower of the Swords has dropped, most of these castles have been abandoned. Some cats of the Swords refer to them as "ghost castles". The castles themselves are closer to garrisons, composed mostly of barracks, stables, storehouses, towers and out-buildings.Only three castles currently remain in use, though sometimes a larger force is sent to one of the abandoned castles for a fortnight or a moon's turn. Patrols between the castles used to be more regular, but as the manpower of the Swords diminished, so did the number of patrols. The manned castles are the Duskfort, the largest-maintained castle, located at the center and held by nearly six hundred Swords, the Last Light, the easternmost fort, garrisoned by two hundred cats of the Swords of Evenfall, and Twilight Hall, a fortress to the west garrisoned by a little over a half a hundred Swords.The castles are listed from west to east:
Moon Gate
West Tower
Frostmark
Snowvault
Twilight Hall
Duskfort
Nightguard
Darkwatch
Dire Ward
Last Light
Equipment
Sworn Swords wear all black, with rough spun wool being common. Swords who come from wealthier origins might wear velvet, crisp leathers, moleskin, or sable.Each Sword receives a dark cloak, so the Swords are also called "black cloaks". Because members swear oaths to serve for life, a stranger wearing black attire is often viewed with suspicion in the Veldt because they might be a deserter.Armor includes black ringmail hauberks and coifs. All Swords carry a steel hunting knife. Nobles relinquish the heraldry of their houses and take up plain black shields. Swords can carry axes, long axes, bows, knives, spears, swords, and longswords. Guardsmen carry warhorns, while foresters use axes to chop down trees. The Swords can defend the north with catapults and trebuchets from their forts. When journeying into the Abyss, rangers camp in black tents.
History
The Swords of Evenfall is one of the oldest orders in Mazura, its formation long lost in the history of ancient Mazura, though all can agree it arrived at the first notice of the Abyss.The Swords of Evenfall built ten forts along the furthest point of the north. At the zenith of its power, the Swords had seven of the forts manned, with at least ten thousand cats between them. The Duskfort alone once quartered five thousand fighting cats with all their horses, servants, and equipment. The highborn of the Veldt have always traditionally considered it an honor to serve the Swords of Evenfall. Many younger sons of northern houses, low in the line of succession, gladly took the oath of dawn.When House Vameria conquered the realm, bringing all of the regions to heel, the Swords remained decidedly neutral. King Valerys I modeled the oath of his newly-created Kingsguard on the oath of dawn.The manpower of the Swords of Evenfall has decreased more and more, a process which began before the conquest of House Vameria. Most of Mazura neglects the Swords. Only the Veldt has the memory of the old days. Only a few of the houses south of the Veldt have members in the Swords of Evenfall, and most serve because they fell afoul of political machinations or fought on the wrong side of a war. However, there have been fewer wars since the conquest of House Vameria. Northmen such as the Hildjöfurrs and Blackmonts are more likely to hold the Swords in higher regard than southrons; House Vekete, for instance, has not been a strong supporter of the Swords.By the reign of Queen Vysenys I Vameria, only three forts remain in use-- the Duskfort, Last Light, and Twilight Hall-- and the Sword’s numbers have dwindled to fewer than a thousand members. The Swords of Evenfall is now largely made up of the misfits of Mazura, such as bastards, debtors, killers, outlaws, smallfolk, poachers, and thieves.
- Stats
- Rolling
- Advantage & Disadvantage
- Dying
- Stamina
- Armor & Weapons
- Maesters
- Alchemy
- Tourneys
- Magic
- Gambling
- Pregnancy
Mechanics & Stats
ad meliora also functions as a tabletop RPG (TTRPG), though there are a few differentiations that separate it from a standard D&D-type game setup. A lot of the tabletop functions available are largely optional and not completely necessary, but are simply there for fun and to enhance the experience!
Stats
Character stats are divided into four types: Might, Speed, Endurance, Knowledge, and Sanity. Might, Speed, and Endurance are your physical traits while Knowledge and Sanity are your mental traits. Your stats can go up or down and also double as your HP in a way. Player's characters may gain a crippling wound or massive scar on the physical side (Speed/Might/Endurance) or be emotionally or mentally damaged on the mental side (Sanity) and gain a new fear or trauma of some kind which makes it so they are at a disadvantage when whatever caused their wound is present. All character stats start at the base levels listed below and all characters can work to train their stats to the max through training RPs.
Type | Base | Max |
---|---|---|
Might | 3 | 7 |
Speed | 3 | 7 |
Endurance | 3 | 7 |
Knowledge | 3 | 9 |
Sanity | 7 | 9 |
Magic stats are entirely optional (magic stats being reserved only for characters with actual magic). Magic stats function more as a bonus dice you can roll. E.g. Certain “spells” for bloodmagic may target a person’s mind OR body, while divination is going to be more of a roll against us to see how well a character can interpret a vision from the future and won’t be an attack on anyone else; acting more as a defense roll for themselves; sometimes the future can mess with a person’s head, causing their mental state to deteriorate. More on magic stats can be found at the latter half of the page.Characters will optionally be able to “train” their stats. If a Bard who has a meager Might stat decides to train in the sword, their Might stat could potentially go up. And though it’s more likely to go up than down there are optional risks to this. It will also take time to increase a stat, causing characters to possibly be stuck in one area for long periods of time to hone their skills.Training will be heavily RP based and a certain number of RPs must be completed in order to raise a base stat.For physical traits if you are at your base you can complete 4 training RPs to boost one physical stat by one level, increasing the number of dice you roll for your stat rolls by one. Incomplete training RPs will not count towards stat progressions!Healing stats is similar to training stats, however you can only heal if your character is below their starting value; subsequently having taken damage from former RPs. Healing takes not quite as long as training, only 3 completed RPs of your character being restful or with another person caring for them per level lost, but these must be completed before any training RPs can be done. A character cannot train to improve until they are no longer at risk of reopening a previous wound, you must bring your character’s Attribute back up to its base stat in order to successfully train it.You can also however, train and heal stats through art pieces and literary works! One full drawing (color, lines, and minimal background) is valued the same as a completed RP for increasing stats, while an independent literary submission with a minimum word count at least over 1k may also count. In doing so, you can simply log it as a training or healing piece in your ticket or at coin submission!Healing/Training Sanity is a difficult task, but not impossible. If your character has fallen below their base Sanity stat of 7 you will need to complete 6 mental health RPs, artwork, or written pieces depicting your character performing some self care of some sort. This includes meditating, talking to somebody about their troubles and trauma, and/or spending time actively resting and bettering themselves. These RPs do not need to be consecutive but do need to be logged as mental healing. Mental training is similar to healing but takes two additional RPs per level. Meaning for every level above seven you must complete 8 mental training RPs or works and log them correctly.Knowledge functions outside of the other stats included, as no matter how battered and broken you may be physically and mentally, your knowledge is something this world cannot take from you! Knowledge can only increase as your character progresses and can be trained, though knowledge is hard earned, and highly valued.Used for skills centered around your character’s studiousness. Knowledge can be utilized for skill checks in Animal Handling, History, Science, Diplomacy, Hunting, Trades, and Healing. Knowledge checks are rolled the same as any other check wherein you roll a number of d3s equal to your Knowledge trait, with any bonuses and advantage or disadvantage granted by your status.Training Knowledge is the same as training Sanity, wherein the trait can be improved by completing 6 RPs, art pieces, or literary posts. These pieces must be logged toward Knowledge training and cannot be double counted toward Sanity. The subject matter can be anything that fits within anything you would make a Knowledge check for such as Animal Handling, Diplomacy, History, Hunting, Trades, or Healing. You can also have your character study texts or learn from a peer.RPs and art pieces of characters performing these tasks together count as 2 training points for both characters, but MUST be logged as training for Knowledge.Knowledge cannot be lowered at this time.
Rolling
Rolling is a bit different from D&D. Instead of rolling a die and using your base stat as a bonus, you instead roll as many d3s as your stat says.How it Works
If you were to make a Speed roll and your current stat level was 5, you would then roll 5d3. In PVP, how this works is if a player is attacking with a Speed weapon then they use their Speed stat of 5 (5d3) their opponent then has the option to either Dodge (make a Speed roll to avoid the attack) or Defend (make an Endurance roll to deflect the blow)Player One rolls 11 and Player Two rolls a 7. Player Two then takes the difference in damage taking a whopping 4 damage (11-7=4). They then can distribute those points between their physical traits (either cutting 3 from Might and 1 from Speed, or 2 from each; this is up to the player, as long as these points are cut.) Remember to take into account your character’s armor class, which applies only when they are wearing their armor!Ties result in nobody taking any points of damage, and combat continues with Player Two taking their next attack or other action.Should Player Two roll higher on the Defend action (using Endurance) by 3+ they will take no damage and gain an advantage on their next attack. Whereas if Player Two successfully Dodges the attack (using Speed) by 3+ they take no damage and the attacker who missed them will stumble and take disadvantage on their next roll.Stat rolls can be used for the following:
Might rolls are used for contests of strength such as fighting, grappling, lifting or restraining another person or creature. Might can also be used for tasks like climbing difficult terrain like trees, cliffs and other structures. And may also be used for busting in doors, lifting heavy items and blocking/ obstructing walkways.
Speed rolls are used for sprinting, jumping, dodging, and anything that may have to do with dexterity such as dancing, acrobatics or stealth. Some weapons can also use the speed stat instead of might such as throwing knives, hand axes, polearms, and whips. When a weapon is thrown as an attack the attacker will not take damage if they are beaten in the contest of stats since they themselves are out of range for retaliation. Instead the defender simply takes no damage.
Endurance rolls are used for tasks such as long distance running, maintaining a difficult position for long periods of time and holding heavy objects for a long time or distance. Endurance rolls also cover anything that would fall under constitution, such as saving rolls against being intoxicated and saving rolls against poisons or toxins that enter the body, such as eating a deadly plant or having a drop of poison left in your wine.
Knowledge rolls are used for accomplishing tasks that require some learning to achieve such as Hunting, Animal Handling, History, or Healing checks.
Sanity rolls are used for saving against traumatic encounters. Examples being if you witness a particularly gruesome death or loss, or if a character is manipulated or betrayed in a particularly cruel way a sanity saving roll must be made. Sanity will also be lowered during near death experiences.
All characters start with the same base stats, however some characters may have different stat roll modifier bonuses depending on their status in the world. These are flat bonuses added to the stat rolls specified by the chart below.
Status | Stat(s) | Bonus |
---|---|---|
Noble | Might Knowledge | +2 +1 |
Knight | Might + Endurance | +3 |
Squire | Endurance + Knowledge | +1 |
Scholar | Knowledge | +2 |
Bounty Hunter | Might + Speed | +3 |
Sellsword | Speed | +2 |
Sailor | Might + Speed + Endurance (Conditional) | +1 (At sea) |
Sword of Evenfall | Endurance + Sanity | +2 |
Maester | Sanity Knowledge Endurance | +1 +3 +1 |
Tradesman | Might Endurance Knowledge (Conditional) | +1 +2 +1 |
Huntsman | Speed Endurance Knowledge (Conditional) | +1 +2 +1 |
Priest/Priestess | Sanity Knowledge | +2 +1 |
Bard | Endurance | +1 |
Commonfolk | Any Attribute | +1 |
Rogue | Speed Endurance | +2 +1 |
You do not add the modifying bonus to the base amount of die! All joining players start at a base Attribute level of 3 with no additions to it! To reiterate, these are simply modifier bonuses on top of your roll. E.g. If you are a Bard rolling for Endurance with a base stat of 3, therefore you would roll 3d3+2.When combining statuses, e.g., a Noble and a Knight, your Might bonus adds up to a 5. Thus if your character were to have a base Might stat of 3, you would therefore roll a 3d3+5.The double bonuses are quite straightforward. For example, if you are a Bounty Hunter with a base Might stat of 4, your bonus modifier is 3, plus if your base Speed stat is 5, your bonus is also 3. Therefore for Might rolls, you would roll a 4d3+3 and for Speed rolls you would roll a 5d3+3.However each PC is only allowed to hold two statuses at once. For example you cannot be a Noble, Knight and Bounty Hunter all at the same time, making your flat bonus to Might 8. You can be a Noble Bounty Hunter OR a Knight Bounty Hunter OR a Noble Knight, but not all three. Some statuses however simply cannot stack based onAdditionally, Swords of Evenfall, Priests, and Maesters are the only statuses that do not stack like the other flat bonuses. This is because upon swearing yourself into these orders, you are meant to sever your connection to any family or past you left behind to either show your devotion to the cause or to serve the penance placed upon you by the Realm. Therefore, when you are any of the listed statuses that is the ONLY status you may hold.Some statuses may be conditional based on specialty, like Sailors, Maesters, Tradesman, and Huntsman. Sailor roll bonuses are pretty straightforward, with the bonuses and advantage only being applicable at sea. However, Tradesman and Huntsmen are a bit unique in the sense that they do not need to roll on an Action Checks for the Animal Handling and Trades traits respectively, simply doing the action with ease. Same for Maesters, who do not need to roll for Knowledge on the Healing trait, whereas other characters under other Statuses do.Rolling on Sanity should only be necessary when players disagree on what the outcome of such mental manipulation should be during RP. Traumatic events such as witnessing a death, losing a loved one or being betrayed cause a mental save roll. In which case the player would roll as many dice as their mental stat permits to see if this will bring them down or not. This however is optional! If the player doesn’t want to do this and would rather decide for themselves that is perfectly fine. Though if you’re feeling particularly risky and would like to chance it, feel free to utilize this in game. The option is there for you to use however you see fit.The saving roll for training before a wound is healed is to roll a dice equal to their base stat. If they roll a number higher than the stat level they are currently on, they fail the save and lose a level. If they roll a number less than or equal to the stat level they are on then they succeed and do not lose a level but also do not gain the advantages of training.Flat stat checks
This is a list of physical checks you can make at any time in an RP. Essentially these are free actions you can use to spice things up. These are OPTIONAL checks players can make if they want to add some uncertainty to their RP, these will not be required checks unless godmodding becomes a problem.A full diverse chart for flat action checks can be found here!
Advantage & Disadvantage
Rolling at advantage for ad meliora is not like 5th Edition in the sense that one rolls another die and chooses the higher of the rolls, but adding a die to your standard roll. So let’s say you’re rolling for Might at a 3d3 on Combat on Even Terrain but if your status is a Knight you’ll have advantage adding onto your roll making it a 4d3, with the applicable roll bonus applied (4d3+3).Advantage can also stack depending on the combined statuses, so if your character is both a Knight and a Sellsword and you're rolling for Combat on Even Terrain, you’ll get an additional die, turning your starting Attribute at a 5d3. You can also gain more advantage in Combat by Defending successfully against your opponent, which will add another additional die to the roll boosting it up to a 6d3!In some situations however, a character would need to make a roll at disadvantage. This means they will roll one fewer dice than they typically would because they are experiencing one of the following:
• They are unarmed while fighting an armed opponent.
• They are intoxicated.
• They have been ambushed (disadvantage only applies to the first round of combat in this situation).For each of these a die is taken away from your stat roll, these also stack. For example if you get in a bar fight with a Might stat of 5 after failing your Endurance save against intoxication, and then if an opponent pulls a knife on you, you would lose one dice for being unarmed and an additional dice for being intoxicated (5-1-1= 3) putting your roll at a 3d3.Disadvantage stays in place until you remedy the cause such as finding a weapon if you are unarmed, succeeding on your Endurance save against intoxication, or the “ambush round” in combat is over (this is the initial round where your enemy attacks, as after that it should be pretty clear to your character what is going on).Getting drunk is an optional part of the RP, but to any character that would like to throw back a few drinks with the boys, here is how it works:For every drink a character has they will make an Endurance save roll. They will roll d3s equal to their Endurance level for each drink they have, while a d5 will be added to the alcohol’s side of the contest. One drink = 1d5, two drinks = 2d5s, and so on. If you roll higher than the alcohol on your save then you will not be intoxicated. If you roll lower you then become intoxicated for a number of hours equal to the difference in the contest. An example is you have three drinks and you must save against a 15 but only roll a 9. You will now be intoxicated for 4 hours. If you continue to drink after becoming intoxicated you will no longer make a saving roll and will add 1d3 hours of intoxication onto your counter. If your hour count reaches 7 you either can throw up or pass out. Throwing up will take 1d3 off your hour count but will be embarrassing and suck OR you can pass out. If you sleep for the rest of your hour count you'll wake with a hangover headache, but if you do not sleep for your entire hour count you will still be at a disadvantage when you wake.Fear is a form of disadvantage that acts as a residual side effect of near death experiences. With each burned stat trait you will add a keyword that acts as your character’s fear. For example, should a character go into battle with Nahirah Hestaris and be struck down by her ancestral blade due diligence then on your stat tracker within the red “burned” box the name of the blade “Due Diligence” would be put into the box. When Due Diligence is present in an RP with your character they will then take disadvantage on stat rolls they make.Other fears could be things like fire, deep water, snakes, arrows, poison or even the person who brought you so low. Another example being Nepenthe Sorros, who had a near death experience in her childhood at the claws of a tiger. Lady Nepenthe isn’t afraid of other Mazurans with tiger traits, but should an actual tiger be present or nearby she would then make all stat rolls at disadvantage. These disadvantages stack up with any other fears or disadvantages such as ambush, intoxication, or fighting an armed opponent while unarmed.Near death experience is when a character hits the zero marker on any one of their physical stats. Each time a character hits 0 on one of the physical traits they MUST take one point off of their Sanity trait. This acts as a counter to your ultimate demise. Each mind altering event must be kept relevant to play as these are near death experiences and keep a heavy toll on you. Additionally each time you hit 0 on a specific trait you get a strike for that trait. For every strike your top number for that trait is no longer available. So if your Might max is 7 and you get two strikes then your Might max will go down to the next highest stat but the number of buffer spaces between your max and a 0 is one fewer than before. This hopefully discourages characters from making that mistake again and also reflects the physical side of injuries. You will never be the same as you were before the accident.Luckily however, as a failsafe, when in combat characters shouldn't take two Near Death Experiences at once if one blow puts them down to zero on more than one stat. AKA you can only lose one Sanity point at a time.
Status Disadvantages
Along with conditional disadvantages such as ambush or intoxication, many statuses experience advantages and disadvantages when it comes to different environments and situations. Below is a table demonstrating where each status type excels and struggles listed in order of which advantage trumps another from left to right, for example a knight excels at combat, but would be at disadvantage both while sailing and/or traversing difficult terrain.In the case of characters that may stack differing statuses (i.e. Noble and Sailor), the status with a certain advantage will weigh over the other’s disadvantage! E.g. While a Noble has disadvantage at Sailing, the Sailor status will cancel that out and immediately grant them advantage in the situation.*Click to Zoom
Sailing
This environmental advantage is pretty straightforward and is reserved for the Sailor status alone. Those cats which have trained for years to be at home on the deck of a ship always take advantage to physical stat checks while at sea, while all other cats will always take disadvantage while in this environment.Combat
Any form of physical altercation falls under one of these two sections:Rough terrain - Fighting on particularly difficult terrain such as on uneven ground like hills or stairs, it is much easier to navigate and fight if you’ve trained for these circumstances. Additionally, heavy plate and mail armor such as a knight would wear makes this even more difficult, while bounty hunters and sellswords are more likely to wear leather armor which allows for more mobility.Even terrain - This is your even ground, such as cobbled streets, open fields, the halls of keeps, and training grounds. If you are trained with a blade, such as knights, sellswords, or bounty hunters, you are likely to take advantage over someone with no training, such as a maester or priest.Sneaking
The act of sneaking is used to evade notice both from those around you as well as evading tracking from a character or creature that may be hunting you. Sneaking can be done on any terrain and is determined by the Speed attribute. Additionally, Sneak is the trait used when attempting an ambush. If you are not detected by a potential target, your first attack in that combat will receive advantage and leave the victim at disadvantage.Hunting
This circumstance includes tracking, stalking and taking down a cat’s prey, weather for sport, survival, or bounty. And is most often pitted against the sneaking circumstance. Though for this to be taken into account the target of a hunt will need to be consciously sneaking. Hunting checks can be rolled using the Knowledge attribute and is often paired with the sneak trait as well as normal Speed attacks upon locating your prey.Sleight of Hand
This skill covers more than just pickpocketing. Sleight of hand includes many delicate tasks such as stitching wounds, weaving, tying sailor's knots, mummer’s tricks, lock picking, card deck shuffling, cheating at gambling, and making accurate measurements for tonics, remedies, and records. To perform well be sure to roll high on your Speed stat!Performance
Often attributed to entertainment and bards, Performance also covers things like saving face, inspiring troops, acting in plays, participating in tourneys, and even some parts of gambling. To be sure others believe whatever you’re selling them it is incredibly important to perform well! This trait is typically rolled with the Endurance attribute.Diplomacy
This trait is crucial in the game of thrones, without it alliances crumble and the Realm will fall into ruin. This trait is used in making deals with other noble houses, organizations, or individuals using strategy, logistics, and reason, as well as political standing. Knowledge is the attribute used upon making these checks. If you have studied diligently in the diplomatic history of the realm you may want to try making a History check. If a cat is not fluent in Diplomacy, Performance can make for something of a cheap substitute-- can you fake it till you make it?Healing
Brewing medicines and healing tonics is a delicate and intricate process, whether those be home remedies or the specialized tonics brewed by maesters. Anyone can roll to Heal but without the proper knowledge of herblore, you are bound to get yourself killed. Be sure to roll well with the Knowledge attribute when making splinting bones, tending open wounds, stopping blood, etc.When rolling on Knowledge for a Healing check, different rolls at trained up stats determine the effect, as seen in the list below. This is done as an incentive to train up your Knowledge attribute!• Dice roll: 3-4: Failed. (Nothing happens.)
• Dice roll: 5-8: Stop the bleeding. (Avoid a near death experience.)
• Dice roll: 9-12: Successfully bandage the wound. (Player earns (1) healing RP automatically.)
• Dice roll: 13-18: (The player earns two (2) Healing RPs automatically.)
• Dice roll: 19-25: (Heals one full stat block, worth 3 Healing RPs.)
• Dice roll: 26-27 (Automatic full heal.)
• Dice roll: +28 This can only be accomplished with knowledge stat bonuses. (Heal one near death experience in a physical trait. AKA you or your patient gets one trait back that has lost one of its possible training blocks, subsequently giving your character more HP in the long run.)Healing checks can be made three (3) times per RP, however once a success has been made (anything above an 8) you may not make any more healing checks for that character (whoever was being healed, whether your character or someone else’s).Maesters have maximum proficiency in the action and thus do not need to roll a Healing check. Most maesters have Special knowledge concerning the healing arts and thusly have access to the entirety of the Healing Items list as they train at the Lyceum, however a Novice or Acolyte may still want to attempt a healing roll if the outcome could be of more benefit than any healing item they can currently brew. However Maesters will never roll an outcome of lesser value than a healing item they can create.History
A working knowledge of the goings-ons of the noble houses of Mazura is important to many cats from all walks of life. This subject covers things such as recognizing house sigils and their distinctions, being aware of bloodlines and relations between houses as well as where they hail from, and finally stories of lords and heroes of old. Knowing our history is the only thing keeping us from repeating it… Unless you roll poorly in your Knowledge check.Animal Handling
Fairly straightforward, this skill is used in the taming and handling of animals of all shapes and sizes and works as a contest between traits. The character will make a Knowledge roll as normal, while the creature they are attempting to tame will make a trait roll equal to its level according to the table below. Each stage of taming must be reached using handling checks within the timespan the creature is in a submissive state. 3 tied successes will move your trust level up one. Two successes of 2+ will move you up in level. One success of 5+ will move you up in level. These levels are Enraged, Neutral, Calm, Friendly, Tamed, and Loyal.
Level | Creature (By relative size) |
---|---|
1 | Small Bird, Mouse, Lizard |
2 | Goat, Cow, Pig |
3 | Dog |
4 | Cat, Fox |
5 | Horse, Lissom deer |
6 | Wolf, Shadowcat |
7 | Lion, Bear, Alligator |
8 | Mammoth |
If a character loses in the contest by rolling lower than an animal in their Knowledge check, the creature remains neutral and ignores your advances and continues whatever task is at hand. If a character loses the contest by 2 or more the creature will flee and a might or speed roll can be used to restrain or catch the creature and another knowledge check can be made. If a character rolls 5 or less in a contest the animal will become enraged and attack the character, they must defend with Endurance just like any other attack.Animals will also become enraged if a character attempts to tame them three times and fails all three times. This creature now hates you, you cannot try to tame it again. Great going, loser.Should you tie with the animal’s roll, you will have calmed the animal for the time being. Should a threat present itself you will have lost the animal’s trust and it will no longer be within your control, your influence over the creature also is lost should you release it or the RP ends.If you roll higher than the animal’s defense by 2 or more the animal will remain friendly to you for a number of RP rounds equal to the difference in rolls after you have released the creature, at which point it will simply wander away.Should you roll 5 or higher than the creature’s defense it will now be considered tamed, meaning the creature will remain friendly to you even after the RP ends and will do tasks you deem fit as long as they do not put the animal in danger. Should the animal become endangered it will flee.Additionally, to have an animal become loyal to you your character can make additional animal handling checks at advantage to build trust between them and the creature. A creature that is loyal will accompany your character and do basic tasks such as fetch, carry items, be ridden and other basic commands without handling checks being made. They may even defend your character should the need arise! However these creatures are not controlled by players and do not act the same as Skinchanger Companions.if a loyal creature takes physical damage equal to their taming level the trust between them and their handler will be lost and they will flee. Never to return.Additionally, any damage dealt to a loyal creature by their handler will shatter the trust between them and the creature will flee. This applies to all lower levels of handling as well other than enraged as angered animals are out for blood until they themselves take damage.The Huntsman recieves a conditional bonus modifier when rolling on Knowledge for Animal Handling!Trades
Trades include a range of activities ranging from blacksmithing to carpentry to fishing, etc., typically an action a laborer or even a merchant will engage in. Typically one will roll on a standard Knowledge check. Like the Sailor status, this is a conditional modifier trait for the Tradesman status. Thus their Knowledge bonus is conditional upon a Trades action, including most if not all of the below list:
• Blacksmith
• Fisherman
• Merchant
• Farmer
• BakerThis is not the be-all and end-all however! Depending on the player, one can choose from the examples or provide another type of Trade to the GMs!
Dying
Yes. You can die. There are two death conditions in ad meliora which we will cover here.Firstly, with each near death experience you will lose a Sanity level along with destroying an improvement level on the stat which hits zero and causes the max of your possible levels to be lowered. This means that if your Might stat were to go all the way to zero and this was the first near death experience your character had endured then your Sanity level would move from 7 (your starting trait) to 6. To move your Might stat back up to one, you must essentially “burn” one of your possible levels. Taking the max Might stat (7) and “destroying” it. This means that even if a character does all the same training they can NEVER have a max might higher than 6. This happens every time a character experiences a near death experience.If you experience too many near death experiences and your Sanity trait hits 0 (zero), you will die instantly. This is the first death condition.The second death condition is that if you "burn" all of your possible stat levels on any one physical trait, making it so that your max would then be zero, then your character dies instantly. This is to take into account if characters do end up healing their Sanity trait, you can still die.
Stamina
Stamina is used to determine how long your character can keep up the good fight. During Combat your character will be able to keep fighting for a number of rounds equal to 2x their Endurance level. For example a character at the base Endurance level of 3 will be able to last through six Combat rounds in game (3x2 =6).Though your stamina will increase as you train your Endurance, no one can fight forever and the strain on the average mazuran body is evident as you move forward. For any character whose stamina lasts more than twelve combat rounds, advantages granted by statuses will be removed for subsequent rounds.For example a character with an Endurance stat of 7 may also have advantage on rough terrain depending on their status, meaning they would typically gain one advantage dice for their defense rolls i.e. 8d3 (7d3 + 1 advantage dice = 8d3). However after the 12th combat round the character can no longer add their advantage dice and will only roll 7d3 from thereon. The character also cannot gain advantage from defenses that are 3+ more than an attack against them, though their opponent can still take disadvantage if the attacked character dodges with a difference of 3+.Once a character has expended their Stamina their character will collapse, no longer able to fight.
Armor & Weapons
Every warrior knows the importance of a quality set of armor! It protects you against foes and can be quite fashionable. Below is a table explaining the benefits to each armor type in combat, including leather, shields, bronze, chainmail and iron plate! Each character is allowed 1 set of armor of any type within the table below upon creation, should that armor be lost, stolen, or broken, you will need to buy new armor from the shop using voin! (*This applies to any new characters that are created after the recent patch!)
Armor Type | Effect |
---|---|
Leather | Allows the wearer 5 Temporary HP at which point the armor will break and can no longer be used until it is repaired. |
Shields | Adds a bonus to your Defense roll of +2 and can be used in combat to block 5 attacks before splintering. |
Bronze or Chainmail | Allows the wearer 5 Temporary HP. Once these are used the armor does not break and mitigates the damage dealt with each blow by 1. Meaning the wearer continues to take 1 less HP with each failed defense. Bronze armor can be worn again even after its 5 temp HP are spent in subsequent battles, but must be repaired to gain those Temp HP back. Otherwise your character simply takes 1 less damage on each failed defense. Should an attack against you be 5+ after all temp HP are spent, the armor will break and must be repaired before being used again. |
Iron Plate | Allows the wearer 7 Temporary HP. Once these are used the armor does not break and mitigates the damage dealt with each blow by 2. Meaning the wearer continues to take 2 less HP with each failed defense. Iron armor can be worn again even after its 7 temp HP are spent in subsequent battles, but must be repaired to gain those Temp HP back. Otherwise your character simply takes 2 less damage on each failed defense. Should an attack against you be 7+ after all temp HP are spent, the armor will break. |
Repairing broken armor can be done by any character by making a repair roll using the Knowledge trait. A number of successful repair rolls will need to be made in order to bring your armor back to its fullest potential.A successful repair roll for any piece of armor is a Knowledge check of 6+. Should your character roll a 14+ it would be the same as rolling 2 successes. Should your character roll a 20+ it counts as 3 successes. Any roll of 5 or less is considered a failure, while a 4 or less is considered a critical failure.If you roll critical failures equal to the number of needed successes the armor is permanently broken and can never be repaired. You will need to buy new armor for your character from the shop.• To repair leather armor or a shield a character must make one (1) successful repair roll.
• To repair bronze or chainmail armor a character must make two (2) successful repair rolls.
• To repair iron plate armor a character must make three (3) successful repair rolls.While not listed, another possible armor type is Damascus Steel, which is increasingly rare and often only occurs via RNG determination. This special type functions much the same as iron plate does, however it does not require repairing as it does not break in combat.Sometimes weapons may come with a bonus in combat, and these may be applied depending on the Attribute these weapons follow! Improvised items used in combat are not included here, but can be determined by GM discretion.
Attribute | Weapon Typing |
---|---|
Might | Longswords Bastard Swords Axes Clubs/cudgels |
Speed | Polearms Recurve Bows Knives Whips |
Endurance | Greatswords Longbows Lances Flails Warhammers |
Special armaments, like ancestral family weapons, are also optional but are there for you to spice things up, so to speak. Special weapons such as Nahirah’s Due Diligence gives a flat bonus to the trait they attack with, being a longsword it gives a flat bonus of +1 to Might to anyone that holds it, memories of fights long over held within the ancestral weapon itself. But should a member of the weapon’s patron family wield it gives a flat Might bonus of +3 instead. This bonus would be added in addition to Nahirah’s Noble bonus (+2) meaning she would roll dice equal to her Might then add 5 (weapon bonus 3+, Noble bonus 2 = 5 total flat bonus; 3+2=5).Bonuses from special armaments are only added when that item is being used specifically. If Nahirah were to make a Might roll to kick in a door she would not be using her ancestral weapon to kick in the door and therefore would not be able to apply the Might +3 bonus.
Maesters & Healing
Maesters are known for their knowledge in medicine and healing among other subjects, and given their silver links, are able to make many tonics and medicines that aid in the healing process.As maesters gain knowledge and experience they earn new links to their chains along with distinguishing titles that reflect their status and wisdom. Their experiences allow them to brew new tonics in addition to being able to make them more efficiently. Chiefly among them, maesters with a proficiency in healing measure this by how many silver chain links they forge. Below is a table indicating how many silver chain links / level skills a maester needs proficiency in healing.
Title | Chain links / Level |
---|---|
Novice | 0 |
Acolyte | 1 |
Maester | 4 |
Archmaester | 6 |
Unlike magic, most playing characters can start at any chain link level they wish, between novice through archmaester, as maesters alone are heavily depended on for their know-how, and most lords and castles have at least one at their disposal. However once a level is decided upon for a character, it can and must be trained like any other status!Training your maester skills or forging your chain can be done by completing 6 RPs in which the character searches for components, attempts to create tonics, OR researching old tomes for new information on the sciences. If a character is researching or studying while at the Lyceum it only takes 3 RPs, as many experts and resources can be easily obtained within their walls. Locating medicinal components can be done by using the Knowledge attribute.A full diverse chart for the items a maester with silver links can create at each link level and what components are needed can be found here!
Alchemy
Hooray! Alchemists fit into a category all on their own!Alchemy is a fickle subject both in Mazura and regards to where it fits in accordance to both real world science and magic. The alchemy status cannot be stacked with Magic attributes, as both are limited and mutually incompatible within the world.Currently only THREE Alchemists will be accepted into the group roster.
Type | Base Stat | Max Stat |
---|---|---|
Dogma | 2 | 6 |
Alchemists have an additional alchemy stat, Dogma, which determines how many alchemical potions they can make per day. If they have the necessary components for their potions they roll as many d3s as potions they intend to make. For each die that reads a 3 they make a potion. For each die that reads a 2 they are unable to successfully create a potion. For every die that reads a 1 the character must make a stat defense roll defending against a flat 4 roll for that trait for each 1 present. For example, an alchemist has a Dogma stat of 4 and a speed stat of 3, the alchemist wants to make all the potions they can as wildfire and rolls 4d3: 3, 2, 1 and 1. The alchemist is able to successfully create one potion of wildfire, while one just turns into goop and the other two blow up in the alchemist's face. To save, the alchemist rolls 3d3 twice in defense of the 4d3s of the exploding wildfire’s two separate attacks. This functions as a normal attack other than if the alchemist wins the contest the fire does not take damage. And to run from the fire the alchemist would then make another speed roll to get away from the spreading wildfire and so on.Finding alchemical properties is not however done by rolling an alchemy check as their knowledge in finding the components would have to be used in RP. During which a Knowledge check can be done to see if they successfully locate specific components with a flat bonus of +2 to the roll while looking for alchemical components. Alchemists receive an additional +2 Knowledge roll modifier, though this bonus only pertains to their potions making and searching for components.Training an alchemy trait can be done with 6 consecutive successes OR completing 6 RPs in which the character searches for components, attempts to create potions, OR researching old tomes for new information on alchemy-- the last of which must be done in a different location each time. Many keeps have old scrolls they just keep around, maybe you’ll find something!A full diverse chart for the items an alchemist can create at each level and what components are needed can be found here!
Magic
Magic stats are heavily dependent on the type of magic a person has. Magic however is rare and hardly understood in Mazura!Currently the max amount of playing characters with magic that will be accepted is at SEVEN characters. Currently at FIVE in the roster!
Type | Base Stat | Max Stat |
---|---|---|
Waking | 7 | 2 |
Conjuring | 2 | 6 |
Anima | 3 | 8 |
Third Eye | 1 | 6 |
Skinchanging
Skinchangers get a Waking magic stat, meaning if they are conscious it is more difficult to shift into their familiar’s skin. This stat is ignored if they first decide to sleep. Then it is involuntary. While awake they will roll a dice with sides equal to their difficulty level. All skinchangers start at the highest difficulty level, meaning it is VERY difficult to see through their familiar’s eyes while maintaining a waking state. If you roll the HIGHEST number on the die you must roll (for example rolling a 5 on difficulty level 5) then your character maintains consciousness, able to see both their waking world and through the eyes of their familiar at once. If they were to roll a 4 on a 5 difficulty then the character’s mind would shift into that of their familiar’s body, but their own body would fall unconscious. Anything lower than one away from your max will simply leave your character stuck in their own body with a splitting headache and unable to shift until they sleep again. This skill can be trained but is incredibly difficult to improve. It takes 6 in RP successes to progress to the next level of difficulty in this trait, only completed RPs apply.Additionally skinchangers get a stat card for their familiar. Unlike PCs, animal companions only have 2 stat counters: Speed and Might. Animal companions cannot improve their existing traits. Once one of these stats hits zero the animal companion dies. Skinchangers are only allowed to have one animal companion at a time, but should their familiar die they are allowed to find a new companion through RP.
Creature | Speed | Might |
---|---|---|
Mouse, Lizard, Frog (Tiny Creature) | 6 | 1 |
Magpie, Robin, Bat, (Small Bird) | 5 | 2 |
Hawk, Crow, Raven, Gull (Medium Bird) | 4 | 3 |
Eagle, Vulture (Large Bird) | 3 | 4 |
Fox, Hare, Cat | 5 | 2 |
Deer, Goat | 6 | 4 |
Dog, Brush wolf | 4 | 3 |
Boar, Shadowcat, Woods wolf | 5 | 5 |
Horse, Lissom deer, Elk | 6 | 5 |
Oxen, Bear, Moose | 5 | 6 |
Lion, Tiger, Direwolf | 6 | 6 |
Mammoth, | 7 | 7 |
Upon reaching a Waking level of 5, a skinchanger will learn the ability to shift into other animals other than their original companion; meaning that a skinchanger can now have multiple companions. With each Waking level a skinchanger earns after this they are afforded another companion as shown in the following table.
Waking LVL | # of Companions | Additional Shift |
---|---|---|
7 | 1 | N/A |
6 | 1 | N/A |
5 | 2 | Shift change of 3+ |
4 | 3 | Shift change of 2+ |
3 | 4 | Shift change of 1+ |
2 | 5 | At will |
For a skinchanger to shift between their animal companions while maintaining their consciousness they must make an additional shift check as indicated in the above table. To shift between their companions the cat must make a normal shift roll of the number indicated on the table. Should they roll a number just below the listed number their consciousness will be forced back into their own body, if they roll lower than one below the number indicated the skinchanger will be rendered unconscious. As an example, a skinchanger at level 5 that wants to shift from their wolf companion to their falcon companion will need to roll a 3 or higher on their second shift roll. If they roll a 2, they will be forced into their own body and gain a splitting headache. If they roll a 1 they will fall into a dark and dreamless unconsciousness.Skinchangers with multiple companions that first decide to sleep before shifting will not need to make a roll to change between the perspectives of their multiple animal companions.
Divination
Divination is entirely made up of Sanity rolls; as it is entirely up to the character to interpret whatever message the gods grant them. The higher the roll the more straightforward and easily interpreted the vision will be. The lower the roll the more abstract and symbolic. The Oracle will roll d3s equal to their Sanity trait plus their flat +2 Sanity bonus for visions along with any other sanity boosts they receive from their status or any magic items. Oracles may experience peeks of the future in any of three ways: meditate and focus, coming into contact with a person or object tied up in fate, or by using their passive divinity.Meditation
An oracle may calm their mind and ask the universe or the gods a question pertaining to the future, present or past, to gain insight. It is encouraged that an oracle establishes a ritual in order to manifest a vision in this way. This may be sitting quietly and breathing deeply until they enter a trance, using a certain task to focus their mind, or obtaining an object to use as a focus. Even sleeping can fall under the meditation option for divinity.Stumbling Upon Fate
This form of vision is predominantly determined by the players and moderators. If an oracle met a character who’s player wanted their fate to be prophesied in an RP, both parties could come to the GMs to determine the outcome of the vision. Information on what is to come would be given by the person who would be the subject of the vision and then the oracle would make their divination roll as normal. Things that could trigger a vision in this way are seeing or touching the fate touched cat or object, or even hearing a phrase that may pertain to the character’s fate.The table below shows how the gods will present their answer according to the oracle’s sanity roll.
Roll | Result |
---|---|
29+ | You have a crystal clear image and answer to your question with little mysticism or vagueness in your answer. |
22-28 | A small scene of the event you asked about unfolds before you. You must determine for yourself what this means. |
17-22 | A small scene unfolds before you but there is something missing from the picture, perhaps you can't quite hear everything or an object or person is missing from view. |
12-17 | The gods like riddles but aren't against adding in a painted image of the answer you need. Hopefully you put two and two together. |
7-12 | Nothing but cryptic words today, dark and foreboding. Make a Sanity save. |
1-7 | Only vague images pertaining to your question, you should have prepared more. Make a Sanity save at disadvantage. |
Passive Divination
Passive divination is a bit different from the other forms of divination in that it works without a check being made but is much more limited in its power. Each oracle may choose only THREE passive triggers which they will have innate sense about from the list below.
Predicting storms
Knowing how dice will roll
Predicting how cards will be dealt
Picking a safe path to travel in a forked road
Predicting the behavior of a certain kind of animal such as dogs, birds, horses, etc.
Finding shelter
Knowing if a cup or food is poisoned
Knowing if a coin will land on heads or tails
Predicting the sex of an unborn child
Predicting how many coins are inside a pouch or other container
Predicting if a brawl will break out in a tavern
Knowing if a blade will break or stay true
Knowing the steps to a dance without ever performing it before
Understanding the rules of a game without ever having played before
Knowing if a knot will hold true
And/or anything else that the player may suggest with GM approval!
Similarly to an alchemist's Dogma meter, those blessed with divination have a Third Eye meter. This determines how many visions they may receive within the day. All oracles start at one. To train your third eye an oracle must use their ability in 6 complete RPs OR spend 6 RPs worshiping the gods, this can be a mix.Unfortunately for oracles sometimes the future isn’t meant to be seen. Should they roll in the bottom two boxes of the chart they must make a sanity save. If they lose the contest they will take damage in their Sanity trait not in any physical traits. This can be healed normally as listed above under mental training/ healing.
Bloodmagic
*Content warning for blood and possible self harmBloodmagic is based on Anima rolls. Anima being the spirituality and soul of a bloodmage. Their connection to their own soul and whatever gods they serve being what drives their power. They roll dice equal to their Anima level with a bonus if they have blood present for their spell. Animal blood (+1 flat bonus) can be used as a substitute for Mazuran blood (+3 flat bonus) but will not provide as lucrative a bonus. A bloodmage can use their own blood for a spell but must initially take 2 points of damage before any spell requirements to do this. It gives the same +3 bonus as using another person’s blood.Bloodmagic also has specific spells that can be “unlocked” at specific Anima levels. The levels required for each are listed below. To train an Anima stat a bloodmage must complete 6 RPs that include them collecting blood, casting spells, or using their “free” ability. Additionally, some spells cast by bloodmages can target the physical or mental stats of another player and most spells of these magic users do not cause damage to the caster even if a contest is won by their target, much like thrown weapons that use speed as their defining stat. Bloodmages use their Anima level while defenders use the trait the spell is attacking as specified on the chart below.
Spell | Level | Target Trait |
---|---|---|
Free | 1 | At will if another spell has been cast |
Bind | 1 | Might |
Hex | 1 | Lowest physical trait of target |
Blood Pact | 4 | Sanity |
Hematomancy | 5 | Sanity |
Essence Absorption | 7 | Lowest physical trait of target |
Resurrection | 8 | All |
Free is an action all bloodmages can use at will to release or end any spell they have in effect.Bind is a spell that is used to restrain or freeze one living creature. It works like a normal attack against might BUT similar to a speed attack with a thrown weapon the attacker does not need to touch the person they are attacking AND if the defender wins the contest of stats the attacker goes unharmed. Also the spellcaster uses their anima stat instead of their might stat. This lasts until,
A) The spellcaster uses free as an at will action,
B) The spellcaster leaves the interaction (such as leaving the room; this has a delay as this is often used to get away from an attacker), or
C) The target makes a saving roll higher than the spellcaster’s initial roll.Hex is a spell that attacks a player’s lowest level physical stat. The target defends with that stat as normal but the same as bind the attacker will not take damage if the target wins the roll contest.
Should the magician win the contest the target takes the difference in damage.If this would make it so the target’s stat level falls below it’s base value they CANNOT HEAL that trait until either the bloodmage uses free on them OR the character gets a blessing from a priest or priestess. The mage does not have to use the free action in the same RP they cast hex, but run the risk of not having it count toward their training if their target is blessed before they free them.Blood Pact is a spell that binds an agreement between players. This can be an agreement between the mage and another player or an agreement overseen by the bloodmage if the participating parties are willing to make the pact then no check is required. But if one or both sides of the pact are unwilling then they must contest the roll with their sanity stat at disadvantage. This pact cannot be broken until the conditions of the pact are met OR the mage uses “free” to lift the spell. This spell cannot be cast unless the mage has reached level 4 of their Anima stat.Hematomancy is used to gain insight into a truth or question. Hematomancy is unlocked at level 5 and can be similar to divination as this spell allows the caster to ask one question and receive one truth in return. If animal blood is used the caster will make a Sanity save just like a person who possess divination, whereas if the caster is using the blood of another PC the character who’s blood is being used will make a Sanity saving roll at disadvantage against the mage’s Anima roll. They will receive a flat +1 to their roll total if the question they ask pertains to the person who’s blood is used for the spell. If it is animal blood this bonus does not apply.A piece of parchment is required for this spell as the blood spilled on the parchment will form the answer to the caster’s questionEssence Absorption is unlocked at Anima level 7 and is the only spell where a mage could take damage from a contest of stats. Targeting the lowest physical stat of their opponent a bloodmage latches onto the target and drinks their blood, absorbing the stat levels from that trait and distributing it to any of their own traits that are below their base value, effectively healing themselves instead of going through the process of healing through RPs. The mage can only take level points for one of their traits and can only take enough to bring themselves back up to their base value.If the lowest physical trait for their opponent is 1 then the mage may only take one level stat, causing their target to experience a near death experience.For example if a mage is at Speed level 2 and their target is at Might level 1 and the mage succeeds in their Anima attack, the mage would essentially steal the other player’s one level stat and add it to their Speed. They would now have Speed 3 and their target would have lost a Sanity point.If the mage drains enough level points from a character to heal one of their physical traits they then end the spell. They can only heal one trait at a time. This spell can only be used every 6 RPs.Additionally a character may not lose a Sanity point if the mage does not drain them too much.If a mage has a Speed stat of 2 and their target’s lowest physical stat is a 4 they would only be able to steal one level stat, meaning their target would not be close to death and would now just be at their base value for their lowest stat.Resurrection is exactly what you think it is. Bloodmages at level 8 can resurrect the dead. Mazuran blood MUST be used for this spell and CANNOT be substituted. This spell targets the person who’s blood is being used to resurrect the dead character. If the blood is given willingly there is no save, you just give part of your life force (1 Speed + 1 Might + 1 Endurance+ 1 Sanity = 4 level points ) to the dead character so that they may return from death. You will then subtract those points from your own stats to reflect the change. For example if you had a Speed of 5, Might of 5, Endurance of 4 and Sanity of 7 and you donate your blood for the spell, you would then have 4 Speed, 4 Might, 3 Endurance and 6 Sanity. While the recipient of the blood would now have 1 in Speed, might, Endurance and Sanity. These stats can be divided between blood donors. Two characters can give up two points each instead of one giving all four etc. a bloodmage can also use their own blood for this spell but may only do this if it would not cause them a near death experience.Resurrection does NOT erase scars and death wounds from the past. All near death experiences that lowered your stat max are STILL in place and can NEVER be earned back. Bloodmages must wait 6 complete RPs before casting resurrect again. If they don't they will have to lower their Sanity by 1 stat level in addition to any stat levels they lose for the spell.
Necromancy
Necromancy uses a magic trait called Conjuration. This stat determines how long a summoner can keep an undead automaton in one piece before it inevitably crumbles to ruin and rejoins the earth as is nature’s intention. Until they reach conjuration level four A necromancer can only conjure one undead creature at a time and rolls dice (d3) equal to their conjuring stat plus their flat +1 conjuring bonus. to determine how many hours their gruesome servant will stay in one piece. The number of hours rolled also determines how long a necromancer must rest before conjuring another cursed creature as they must rest equal hours to the hours they held an undead corpse to this plane of existence. If the creature is killed by outside forces or the necromancer releases it from the spell the necromancer need only rest for as many hours as their zombie slave was reanimated. So if the necromancer rolled 4 hours but the undead creature died within 2 hours the necromancer would only need to wait 2 hours before conjuring again.To train in necromancy a character must complete 6 RPs that include them searching for creatures to conjure or actively conjuring the undead. The undead creature does not have to live its full “lifespan” for a training RP to count as long as the RP itself is complete.Like animal companions, undead companions have only two stats: Speed and Might. Undead creatures tend to have high stat levels, but instead of taking damage when beat in a contest they simply die. The list of creatures a necromancer can resurrect is listed below as well as the conjuring level the necromancer must be at to conjure that creature.
Level | Creature | Speed | Might |
---|---|---|---|
1 | Bird or smaller | 5 | 2 |
2 | Dog, Wolf, Sand fox | 4 | 3 |
3 | Mazuran | 5 | 5 |
4 | Deer, Goat | 6 | 4 |
5 | Horse, Lissom deer | 6 | 5 |
6 | Ox, Bear, Moose | 5 | 6 |
7 | Lion, Direwolf | 6 | 6 |
8 | Mammoth | 7 | 7 |
At level 4 necromancers gain the ability to raise more than one undead automaton at a time. At this time a necromancer may raise undead creatures equal to twice their conjuration level, using the undead creature’s own level to determine how many may be raised. For instance a necromancer at level 4 may raise 8 level points worth of undead automatons (4x 2= 8). A creature’s level is shown under the level column on the chart above. A necromancer may distribute their points among any combination of undead creatures provided they do not exceed their level limit, the necromancer is the same level or higher than the creature in question and finding such a creature is within the scope of the current rp. A necromancer most likely wouldn’t be able to find an entire mammoth carcass within the walls of a city, But it would be within their ability to find 8 carcasses of birds or other small creatures which would be one point each (1x8= 8 which is equal to 8 level points)The drawbacks of this are that once the last of their undead automatons returns to the earth the necromancer will be physically drained and must rest for the duration of hours each undead creature was alive combined. For instance if a necromancer at level 4 raised one goat, one dog and two birds (goat level 4 + dog level 2 + bird level 1 + bird level 1= 8 level points.) and each of these creatures were conjured for 3 hours, the necromancer wouldn’t be unable to perform another conjuration or do much else until they rested for 12 hours (3x4=12)At level 6 a necromancer gains the spell Persist. This spell can be used on any creature that is a level 4 or lower and can be used instantly (the necromancer does not need to rest first.) If the undead creature that is level 4 or lower were to be killed, “Persist” can be used to give the creature a second wind and it does not die. The necromancer rolls dice equal to their conjuring level to determine how much longer the creature will live then splits that number in half. For example if the spell caster is at level 6 and their undead wolf died defending them when their turn comes again, they can utilize the Persist action. Rolling 6 dice to determine the number of hours the wolf is brought back for 12 (5d3= 3+3+1+2+1+2= 12), but because this creature has already died twice the result must be cut in half since every time a creature is brought back it loses a bit more of itself. So the number of hours the undead wolf will persist for is 6 (12/2= 6).This ability may only be used once between rests. Meaning should the necromancer raise more than one creature and both were to die they could only use persist on one of their undead automatons.Raising the dead is an easily controllable ritual if treated with caution, preparation and due respect to the dead. But should certain lines be crossed the raised dead may turn on those who would drag them back to the realm of the living. Without proper rest and preparation a necromancer’s automatons may instead turn on them. Should a necromancer not rest the required duration after conjuring their new undead creatures have a 50/50 chance of turning against them. A d2 will be rolled to determine if the necromancer is in control of the undead or if they are now the target of said creature’s appetite. If a 1 is rolled the necromancer remains in control, but if a 2 is rolled the undead creature will now attack the conjurer until the duration rolled for their existence comes to an end or they are slain.Should the Persist action be used without a rest there is also a chance the undead creature will turn against the necromancer. If the Persist action is used on a creature that Persist has not already been used on then the chance is 50/50 the creature will turn. If the creature has already had Persist used on it before then there is a 75% chance the creature will turn, for this a d4 will be rolled to determine the outcome. If a 1 is rolled the necromancer stays in control, any other number will result in the automaton turning on them.There is also risk in a necromancer raising a creature that is higher than their own conjuration level since their abilities are not fully developed and the amount of control they’ll have over that undead creature will diminish with each level higher than their own skill level. For each of the determining rolls to see if the necromancer is in control, a 1 counts as a success. Any other number means the creature turns on them.
Levels Higher | Determining Die |
---|---|
1 | d2 |
2 | d3 |
3 | d4 |
4 | d5 |
5 | d6 |
6 | d7 |
7 | d8 |
Anything more than seven levels above a necromancer’s conjuring level has a mind of its own until its hours are up and it returns to the earth.It is also disrespectful and reckless to raise a corpse more than once from the grave as this is an obvious affront to that creature’s right to rest and whatever afterlife may await them.Upon raising a corpse for a second time from the dead a determination roll must be made for if the necromancer is in control or not. A d3 will be used with the same rules as are listed above. In addition, the necromancer will make a Sanity saving roll against a d3 as backlash from the creature resisting the reanimation process. A third time and the determining roll will be a d5, in addition the necromancer will make a Sanity saving roll against a d5 as backlash from the creature resisting the reanimation process. A fourth time and the determining roll will be a d7, with an added Sanity save against a d7. Should the necromancer lose the sanity roll and their automaton reject their control after a second, third or fourth reanimation the creature will take the Sanity lost from the necromancer and use it as its life force meaning the creature will not die after the hours rolled by the necromancer to control it. Instead it may leave the necromancer’s service and roam Mazura until it is slain. These Sanity points may not be earned back or healed by the necromancer unless they themselves slay the undead creature that stole them.If the necromancer fails their determining roll but wins in their Sanity roll then the undead creature simply turns against the conjurer until it is slain or times out.If you manage to raise a corpse five times it will automatically turn against you and the necromancer must make a Sanity save against a d9. Should the necromancer lose the contest the corpse then gains the ability to reanimate other corpses, steal the loyalty of other undead creatures raised, and gains some semblance of sentience. It will not be the same creature or being it was in life, but will take on some new personality and a morbid and hungry outtake on life. Or it’s lack thereof.
Sanga and Touga
Sanga magic is quite unique in tabletop circumstances; in particular it is only capable of being activated and used within a battle RP when in conjunction with the character’s Touga partner. The Touga holds no magic whatsoever, but their physical stats are boosted by the Sanga’s magic during a fight.Sanga magic is music based, meaning that to use their ability a cat blessed with the sanga ability must sing or play a musical instrument of their choice to activate their spells. Additionally, the spell will only last as long as the music continues. To determine this, a sanga will make an Endurance roll to see how long they can continuously play or sing for. The total of their Endurance roll will then determine how long the sanga can hold out their performance. This does not mean that is how long the spell will last. If the sanga is interrupted in any way, such as when they are forced to stop, stumble on their words, or break their instrument, the song ends and therefore the spell ends.A sanga's song can only affect one person at a time. This person is known as a touga and typically plays the knightly or warrior-like counterpart to the sanga. This person does not have to be blessed with magic in any way and can typically be any cat that can proficiently fight with a blade. It is completely up to the sanga to choose their touga.Though there is an advantage for a sanga to pick somebody they are close to, as their song will resonate more soundly with a cat they are familiar with and have formed a bond to. The table below demonstrates how the relationship of a sanga and touga directly corresponds with the advantages a song gives.
Bond Level | Bonus |
---|---|
Acquaintance (less than 3 RPs) | +1 |
Ally (3+ RPs) | +2 |
Friend (5+ RPs) | +3 |
Lover (8+ RPs / 3 RPs demonstrating characters as romantic partners.) | +4 |
Companion-in-Arms (10+ RPs) | +4 |
During RP, there must be a distinction between a friend and a lover, though DO NOT use this as a loophole for ship chasing, as that is a direct violation to the rules. The three RPs are included within the 8+.Sangas have four "spells" they use to empower their Touga partner. The actual melody they play has less to do with their spell than the act of playing and the feeling behind the song. Only one spell may be used at a time.Song of Strength is a bold and empowering song that emboldens the touga with new strength. The bonus they receive based on their relation to the sanga determines the flat stat bonus they recieve when making Might rolls while the song plays. This is added to any status bonuses or other bonuses granted by ancestral weapons. The sanga cannot perform this song again for two completed RPs.Song of Fortitude is a grounded and gritty melody that brings resilience to the touga. The bonus they receive based on their relation to the sanga determines the flat stat bonus they recieve when making Endurance rolls while the song plays. This is added to any status bonuses or other bonuses granted by ancestral weapons. The sanga cannot perform this song again for two completed RPs.Song of Finesse is quick and flighty music that grants the touga increased dexterity. The bonus they receive based on their relation to the sanga determines the flat stat bonus they recieve when making Speed rolls while the song plays. This is added to any status bonuses or other bonuses granted by ancestral weapons. The sanga cannot perform this song again for two completed RPs.Song of Perseverance can be characterized by many types of song, a mournful or determined air that rises once again to glory is the most fitting. Song of Perseverance is different from the other three songs and is used to prevent a fallen touga from experiencing a near death experience. If a touga should fall in the heat of battle and any physical stat fall to zero, instead of experiencing a near death experience their sanga may instead play this song. Their touga would then be put at one above zero in whatever that stat is and be stable. This song is at will and lasts 3 rounds in roleplay, but must not be interrupted. should the sanga stop playing or singing or be forced to stop before 3 full rounds of RPs are completed, then it is unsuccessful and the touga must complete the requirements for having a near death experience. If a touga has two stats that fall to zero during combat then the sanga would need to sing or play for 6 roleplay rounds, and should a touga have all three stats fall to zero at once the sanga must sing for 9 full roleplay rounds. This spell cannot be used again until the sanga has been in 10 completed RPs, if they perform it before that they must take a point of physical damage for each stat they try to "heal".
Some magic stats include roll bonuses, though these bonuses only pertain to their magic abilities. An oracle cannot use their extra sanity bonus to make a sanity saving roll against a traumatic experience.
Magic | Stat | Bonus |
---|---|---|
Divination | Sanity | +2 |
Necromancy | Conjuring | +1 |
Bloodmagic | Anima | +1 |
Magic Items
While rare and little-understood, magic is not entirely relegated to the self, and depending on circumstances, can be found imbued within objects. Most items are reminiscent of ancient Mazura, when demons and monsters supposedly roamed the known world, and many of these objects are held as mythical and legendary; however... if one is lucky enough, they may come across such things...Some items can gift the holder, however there are also those that curse the user when in possession.
Item | Effects |
---|---|
Glass Candles | When lit a glass candle flame can be used to communicate with cats in possession of another glass candle over any distance instantaneously. For oracles, adds +2 to Divination rolls. |
Dragonglass | Otherwise known as obsidian. +2 to attacks against creatures of the Abyss, SoE gain an extra +1 in Might rolls when using this item. |
Spellbooks | Each magic training RP while using the book is worth 2. |
Dragon Horn | Rumored to have been able to control dragons with just a single blow. According to legend, the hellhorns brought death and destruction down on all those who heard their sound. All digs within the vicinity who hear it blow, receive 3 points damage to their Sanity block. |
Tusk of Ygesis | A jagged tooth which if taken to sea will ensure a stormy and rough sea, all cats aboard the vessel take one degree of disadvantage. |
Healing Amulet | Makes each healing RP completed while wearing the amulet worth 2. |
Lucky Rabbit’s Foot | Gives the holder one degree of advantage on any stat roll. I.e. If they were at disadvantage they would make a normal roll OR if they were going to make a normal roll they would then have advantage. |
Glamoring Amulet | Adds +2 on Sneaking rolls, Rogues gain an extra +1 when wearing this. |
Cursed Eye | A glass eye that when worn, lowers the wearer’s base Sanity stat by 1 block. |
Lyssara’s Collar | A pendant that when worn sends the wearer into a violent frenzy either for 1d5 rounds, or until removed, or the wearer is incapacitated. |
Bottomless Quiver | Never runs out of arrows. |
Lucky Lure | +2 to Fishing rolls. |
Fool’s Amulet | While in possession gives the wearer disadvantage on any roll, but gives Bards advantage on any roll while in their possession. |
Rod of Kedione | +2 to any Magic rolls. |
Ocean’s Bounty | +2 to rolls made while at sea, Sailors get an extra +1 when using this item. |
Vektia’s Boon | +2 to sleight of hand, Rogues get an extra +1 when using this item. |
Thorned Dagger | Deals just as much damage to the wielder as the victim. |
Emboldening Amulet | The wearer is unaffected by fear triggers. |
Possum’s Paw | A mummified possum paw. Three wishes are granted to the owner of the Possum's Paw, but the wishes come with an enormous price for interfering with fate. |
Relieving Amulet | Relieves one’s chronic pain, however for it to work the wearer must never take it off. Take care to not open the charm to see what is inside, you may not like the sight of it. |
Tourneys
Mock combat is a common feature in the world of Mazura, with many forms of entertainment depending upon such violence, especially the standard melee which uses the typical combat rolls, but there are two other forms that typically constitute the events of a tourney.However before delving into those, it's worth mentioning that the combat in tournaments is considered to be mock combat meaning while a character make take some time to heal any aches, Near Death Experiences do not apply (unless under very extreme and dire circumstances). You can die of a myriad of reasons from a tourney, of course, it's still very much combat and there are many things that can go wrong for an unlucky fellow.Jousts
A joust is when two combatants meet on horse, armed with lance and shield on opposing sides and racing towards each other, separated by a tilt-- the barrier between the two opposing jousters. This could be a solid fence, length of fabric or wooden rail. A jousting lance is destroyed when it makes a hit. New lances are handed out and passes are repeated until one or both participants are unhorsed; if one is unhorsed, it is an automatic win for the other. However, the first jouster to break three lances (score three hits) wins if neither has been unhorsed. The jouster that wins the tilt proceeds to the next round.Attacks happen simultaneously, and it is possible for two jousters to unhorse each other. Each jouster wields a shield (see Armor types (AT)) and a lance (use Endurance for attack and damage rolls). On each pass, each jouster rolls an attack with their lance. If a jouster is hit, they must make a brace check with a DC equal or greater to the damage taken. On a failed check, they are unhorsed and lose the joust. A brace check is a Might check.On each pass, a jouster may attack normally, or choose one of the following maneuvers:
Aggressive: +2 to attack, -2 to AT
Defensive: -2 to attack, +2 to AT
Braced: -2 to attack, +2 to Animal Handling
High in Saddle: +2 to attack, -2 to Animal Handling
Archery
Archers score their shots after each end. Do not remove or touch arrows in the target until they’re scored. Arrows are scored according to the shaft’s position in the target face. If the arrow shaft touches two colors or the dividing lines between scoring zones, the arrow gets the higher value.In each set archers can score a maximum of 30 points for three arrows (10 points per arrow). The archer with the highest score earns 2 set points. A tie earns both archers 1 set point. The first archer to earn 6 set points wins, and moves to the next round.The archery mechanics are based on accuracy, instead of damage. Rolls will be done using [Speed]d3 (+ any applicable modifier). Results of casted die are below.
10-12: Center Ring (10 Points)
7-9: Middle Ring (5 Points)
4-6: Outer Ring (3 Points)
Anything less than 4 misses completely.
Gambling
For RPs that may involve gambling and betting in ad meliora, we will be using a standard and basic variation of devil’s dice. Devil’s dice is a game played between two players: the dealer and the player.The player and dealer will first agree on an amount the player will gamble, since depending on how much the player bets the dealer may potentially need to pay up to three times that amount.Let's say the player bets 5 gold scales. Once this is decided the player will roll 1d6 and the dealer will roll 3d6.If the number on the player’s dice matches one of the numbers on any of the dealer’s dice the player gets to keep the money they bet as well as earn money equal to that amount. Therefore the player keeps their five coins and also earns five gold scales from the dealer. If the number on the player’s dice is the same as two of the dealer’s dice the player gets to keep the money they bet and earns double that amount. So they keep their five gold scales and earn an additional 10.If the player’s dice matches all three of the dealer’s dice then the player keeps the money they bet and earns three times that amount, meaning they keep their 5 gold scales and earn an additional 15 gold scales.BUT if the player’s number is not rolled by the dealer then the dealer takes all the money the player bet. Meaning the player must pay the dealer the initial five gold scales they gambled away.Bets placed on tourneys, spars, or a competition of skill of any kind are to be upheld by the players that made the bets. This being said, gambling is legal and actually common in Mazura, and anything can be gambled away for any reason. Just be careful your greed doesn’t outpace your wallet!
Pregnancy...?
Yes, it's possible! You see, when two catpeople love each other very much--Kidding. That marriage was clearly arranged.If it may apply, to determine a character's pregnancy a fertility check has to happen. Two rolls are needed before anything else is determined. The first is made by the birth-giver, and is a straight 1d16 roll, with the results of this roll determining that character's level of fertility, as determined on the following table. On a result of 1-4, the character is infertile, and conception will not occur whatsoever.
Roll on 1d16 | Fertility |
---|---|
1-4 | Infertile |
5-8 | 15% (Lesser) |
9-12 | 30% (Moderate) |
13-16 | 60% (High) |
The second roll, to determine if conception happens, is made by the sire, and is a 1d20, modified by the mother's fertility check as follows:
High Fertility: +2
Moderate Fertility: +0
Lesser Fertility: -2
If both are actively trying to conceive, they both receive advantage on their rolls. If the father's roll is equal to or greater than the mother's, conception occurs.If conception is successful, one of the players will roll a 1d6. If the result is six, the conception will result in twins. If twins result, a player will then roll percentile dice (1d%) to determine the type. If you somehow land a roll for triplets (yowch!), roll another 1d% for fraternal or identical, the percentile for twins similarly applies, 0-50% for fraternal and 60-100% for identical triplets.
% | Twin Table |
---|---|
0-50% | Fraternal twins |
60-90% | Identical twins |
100% | Triplets |
Lastly, roll a percentile dice to see what the child's sex will be. If there are fraternal twins or triplets, roll for each child.
% | Sex |
---|---|
0-50% | Tom |
60-100% | Molly |
Prevention. To prevent conception, the participants may use some form of in-world available birth control. Choose one participant to role a percentile die. If they equal or exceed the percentile, they roll for conception.
Type | Protection |
---|---|
Moon tea | 70% protection |
Coitus interruptus | 30% protection |
News Bulletin
Scyllian Isles Great House
Mods are currently looking to fill in the blanks for the Great House of the Scyllian Isles! If you are interested, feel free to inquire in your ticket or make one in the official server!
Sea-lion's Tourney
AUG 29 - SEP 8
A regional holiday specific to the coastal region, celebrated in honor of Khalthar. Fishermen fish in excess on this day in preparation for winter, while knights of the coast gather to show off their prowess, including elaborate competitions that show off sailing and swimming skills. It is held near the end of the month of Vofosis.As per custom, the southron lords all attend this cultural event out of courtesy, while many cats of the Realm may gather for a chance to win at these competitions.
Almanac
302 AC - Vofosis

VOFOSIS
is a month of abundance and preparation, as the harvest season reaches its peak. Fields are alive with the golden hues of ripening grain, and smallfolk busily gather crops, celebrating the fruits of their labor. As the days grow shorter, the air carries a hint of Winter, reminding all of the changing seasons ahead and the need to store provisions for the colder months.
Recent Events
Lady Ceres of House Dahel has been appointed as the new Master of Laws on the Small Council.
Ser Frey of House Morgenroth has been appointed Lord Commander to the Queensguard.
Community Goal
0 out of 4This month’s community challenge theme is BOUNDARY
.
A boundary signifies a dividing line or limit that separates distinct entities, whether they be physical spaces, personal relationships, or abstract concepts. It serves as a crucial marker that defines where one thing ends and another begins, establishing order and clarity. Boundaries can be both protective and restrictive, allowing individuals to maintain their identity while also navigating the complexities of interaction and coexistence. Good, evil, morally gray-- no matter where your character sits on the line, each has their own boundaries. What line will your character never cross? Or is there no boundary beyond the realms of their imagination?