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[Original World] Saprailia

Desert Stream~

Holy Kipper!
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    Hello, my name is Cutiefly, and I present to you: Saprailia.
    This first post will be an index, and overview (I'll try not to doublepost TOO much, hopefully other people post)
    Overview
    Saprailia is made of 7 natural islands, and one man-made island.
    It's a (hopefully) completely custom world, with no direct ideas taken (it's not a pokemon region for example)
    It's government is democratic, but has a ruler.
    There are a few non-human races that are civilized, as well as many wild animals.
    There is magic in Saprailia.
    The time period is kinda mid evil but with a little more technology.
    Table of Contents
    Post 1: Overview/Table of contents
    Post 2: Geography
    Post 4: Misc. masters/magic/trade/Gleix
    Post 5: Races
    Post 6: Culture
    Post 7: History
    Post 8: Civilazation



     
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    Holy Kipper!
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    Spoiler:
    Day 2: Geography
    The Master's Land is a Man-Made island, made by a race only known as "The Masters". Hexagons are sacred to them, so they make their islands hexagonal. Once they finish their islands, they enter a state of reduced activity, only waking to grow and eat food, and drink water. Only new Masters that come to the island are constantly active, and they practice their powerful magic.

    The Paradise Islet: Recently struck by an earthquake, many citizens had to be evacuated. The earthquake caused the mountain range (Including the largest mountain in the region, Solisdie.) to rise from the sea. The paradise islet has the most diverse range of species, and is a big exporter of plants and spice.

    The Collapsing Haven: Once a peaceful island, full of rich history and treasure, now it is a war-torn area that is almost uninhabitable. The biggest city is built on the water, and used to be the biggest trade location.

    The Gleix Archipelago: 4 islands that are completely different from each other. One represents field, one represents desert, one is a forest, and one is a glacier. Very few people live here, as the weather and monsters are the harshest.

    Vrepon:
    The biggest country, and home to the capital city, Frostgarde. Aside from the mountain range, (There's a city built in the mountain of lunaelux) it's mostly flat and unremarkable. Not many natural resources existed here, but through trade, it has become the 2nd most diverse in plant and animal life.

    MAP WITH TOWNS
    Spoiler:

     
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    Interesting world! You mention a lot of small things that would be interesting to hear more about. Hexagons, how trade made wildlife more diverse, why the climate is different on all Gleix islands... There's a lot of magic in this world, isn't there?
     

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    Holy Kipper!
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    Interesting world! You mention a lot of small things that would be interesting to hear more about. Hexagons, how trade made wildlife more diverse, why the climate is different on all Gleix islands... There's a lot of magic in this world, isn't there?

    Indeed there is! Hopefully I'll be able to elaborate a bit.
    The masters are very in tune with nature, and they choose hexagons because they are so common in nature (Honeycombs, Snowflakes, Crystals, ect.) For buildings however, they use a lot of pentagon, rectangle, and triangular shapes, for organization. Low class houses are triangle shaped, as they have the least area, and therefore are cheaper to build. Middle/Upper class houses are square, or rectangular. They cost more to build, but are better for storing a lot of items (furniture is usually rectangular). Finally the very top class, or government/religious buildings are pentagonal, for no reason other then to be fancy.

    Trade made wildlife more diverse, because people started bringing animals and plants from the other islands, whic eventually became native on the island they traded too.

    The climate on the Gliex islands wasn't always like that. At first, there were 3 larger forest islands, and the smallest could support no plant life. People eventually cleared the land on one to settle, although storms have made villages scarce, and the snowy island was turned snowy by a frost wizard through his experiments.

    More stuff will come soon, still working on day 3 stuff!
     
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    Holy Kipper!
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    Races of Saprailia
    Humans: Humans are good at fighting, and stealth, but bad at magic. Through years of practice, humans can learn to cast some spells, however, they are not naturally magical.
    Elfs: (Idc if it should be elves, when I make my own custom language it's gonna be Elfs dangit!) Elfs are good all around, but are not the best at any skill. Elfs vary in appearance and skills from island to island, because they are very adaptable compared to other species.
    Masters: The masters are masters (lol) of magic, and have no need for combat and stealth skills. They live alone on their island, and rarely communicate with the other islands. They have their own religion Zazando, and their own language, Fewwarin.
    River-Cats: River cats, unlike house cats, are bipedal, and are attracted to water. They have the highest stealth skill, decent combat, but like humans, almost no magic power. They are very fast on water, and on land, and like to compete in tournaments.
    Dwarfs have the highest combat skill. They can be sneaky if needed, but you will almost never see one resort to anything but brute force. They are short, favor big long beards, and are sometimes greedy.
    Dragonlings: The rarest breed of civilized people. They excel at combat and magic, (just barely behind masters and dwarfs) and have incredibly high speed, not to mention they can fly. The downside is that they have a hard time learning more then one branch of magic at a time, which is why a dragonling will almost never use both fire and frost magic (or any other combination)

    EDITS:
    Dragonlings look like small bipedal dragons. They have small wings, but can flap them pretty fast.
    River-cats are good on either 4 legs or 2. When running, they prefer 4.

     
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    Holy Kipper!
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    Saprailian Culture:
    Art is very prominent in Saprailia, most notably Northern Saprailia. Many schools can teach art, and it is sought after by many collectors.
    Music is a rarer form of entertainment, as fewer instruments exist in Saprailia. Only one string instrument, the Amiagi, is widely used.The strings are made from triple-wound fountain grass, and the base, made in an X shape is made from songwood. There is need for only one instrument, because it can play almost any sound required. Each of the 4 strings on the side can play the sound of either the violin, viola, cello, or bass. The bottom string has a guitar-like sound. Instead of picking different strings for different sounds, like a normal string instrument would, the tension of the fountaingrass, and the angle of the dowels allows for a more structured organization. The central dowel is made of DamaskMaple bark, a thick and strong yet flexible bark.
    For percussion instruments, the Pleta Obiseni is the most commonly used. It has a metal barrel, and the top is made of stretched Pleta dough (hence the name *Pleta* Obiseni). It has a sound like wind chimes.
    Next, there is the aquldaig, and instrument used by river-cats. It translates roughly to angled harnets. it consists of a piece of wood (any wood is fine for this one, as it is not the wood that amplifies the sound, rather it just acts as a base, but tough woods are better) with 2 slits on either side. 2 elastics are threaded through the slits, and closely attached to 2 rocks, or discarded sea shells. The elastics can be adjusted to change the sound, and the closeness. Quieter sounds are easier to play. To adjust the pitch, you must manually replace the ends, with a different rock or shell, making them inconvenient for complex melodies, but better for tribal music.
    The Ostoweste, an instrument hailing from the Gliex islands is one of the rarest instruments. It consists of a shaped metal pan, with a hole on either side. The stand keeps the pan up, and can be used to lock it in place. The pan can be spun 360 degrees to access all parts. The head of the pan is the most commonly used, although when flipped, the rim, inner edge, and skull can be used as well. It has a metallic sound, and is among the louder instruments, so it should be used in careful moderation. The stand consists of a triangular prism bottom, for extra balance, and 2 side poles. The stand is solid metal, as hollow copper/iron alloy dents too easy, and bad balance can corrupt the sound. The sides however, are hollow.
    The Uchiemni, or Elastic Wood Chime, comes from the Masters Land, and they are usually imbued with magic. It is said, hearing the sound of the chime can freeze a person in their tracks. The wood holding the chime is in a cornered U shape, carved using a spool knife. 2 rubber elastics are suspended above the gap in the wood, with a metal dowel embedded in between. A slit is carved in the side to hold the mallot. The mallot is a dowel of wood, with either a rubber or yarn top.
    The Chiemni, is a simpler version of the Uchiemni. It consists of nothing but a wood block and a mallet, with a space to store the mallet. It has a quiet idiophonic sound, and has no magical powers, unlike the Uchiemni.
    Ohaxulla is a drum-like instrument comprised of 2 wood barrels, usually painted red, with a center base tripod, and side supports. They are know for versatility in the apparatus, as you can use mallets, sticks, rods, pointcaps, and even your bare hands to play.The barrels are the same size, instead relying on the tightness of the cap (usually a mix between Pleta dough, and broken grain). The cap is usually dried half as long, which allows you to change pitch easier, however it is also more maintenance to wet and dry the top. The barrel is raised off the ground slightly, and angled to amplify sound.
    The Gleoshu drum has been used for centuries by goblins, as a warning to civilization to keep away from their caves. It has a double bipedal stand, and varies greatly in size. The barrels are traditionally made from smokewood, and painted brown , with spots left grey. The bottoms of the barrels have holes, to promote sound fluctuation, and amplification. The top is made from extra hardened rubber, and has a lot of elasticity.
    Ekeoshono is a drum created in the Paradise Islet, rarely seen in other islands, because it consists completly of plants only found in the paradise islet. The bottom is a hybrid between a platinum melon, and a striped gourd. The top is made of inkberry pleta, which lasts longer then the gourds, but is harder to maintain. These drums are traditionally used in government held speeches.
    Woodwinds: A common woodwind is the Estamshorn. It is composed of an omega shape piece of wood, with 5 holes. They are rare to find, as only lingwood trees have omega shaped sticks. The inside is usually hollowed out magically.
    Tedoba: A flute-like instrument, the Tedoba is just a normal piece of wood, hollowed with a spool knife, and has 8 holes. The wood is usually songwood, but timewood has been used.

    Non-instrumental music is rarer, and almost never contain lyrics.

    Now for more traditional stuff:
    When a person dies, they often get buried near a tree (Not in a coffin, they want the body to go to the afterlife as soon as possible), because it is believed that tree's roots can capture the spirit of the deceased person.
     
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    Holy Kipper!
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    History
    The creation: At first, the world of Saprailia was a comet made of ice and rock, that got caught right between 2 star's gravitational pulls. The gravity slowed the comet down, and it stopped losing particles, becoming a planet. Ice turned to water, and rock turned to dirt. Life began to form. Bacteria inhabited the oceans, and plants took to land. And thus, was the beginning of life.
    The growth: At first, there was one continent, Rocrix. It was shaped like an X, with a pond in the center. A meteor crashed into the world, and seperated the 4 corners of the continent. As bacteria evolved into fish, and fish into beast, and beast into man, the world too evolved. Continents became bigger, because the meteor became a moon, increasing the tides, and bringing more sands.
    The naming: At first, no races of mankind were civilized, and a few even went extinct. 4 races of man survived, each one on a different island. Man as we know it took the Collapsing Haven, known then as simply "The Haven". Elf and rivercat took the Paradise Islet, and Dwarfs took Vrepon. Dragonlings, being the most hardy race, inhabited the Gliex islands, and were the only race there for a time.
    The evolution: Man quickly realized that wielding an object to fight was much more efficient. Crystals, at the time common, were shattered, and the fragments were sharper then anyhthing at the time. Mankind attached crystals to their weapons, and quickly became the most powerful race. The elfs however were even more advanced, and had already discovered fire, and steel.
    The first uprising: Using wood, from felled trees, man began to build shelters. Rain was a problem at the time, drowning the few that chose to sleep near low ground, and making life harder for the rest. Small shelters turned to houses, and more materials were soon discovered. Glass, they realizedm was as sharp as crystal, and they used it for windows. They began to use clay, and metal.
    The minor insurrections: Villages formed, and men grouped together to take as much land as possible. With the recent discovery of metal, they forged swords, sharp as glass, and harder to break. The elfs had a small kingdom at this point, and the dwarfs, dragonlings, and rivercats, continued to live as beast. A long period of nothingness occured, but then, after almost 200 years, man made the greatest discovery yet.
    The beginning of the conquest: Men had discovered how to make boats, and they proceded to take over as much territory as possible. When they arrived at the paradise island however, the elfs did not give a warm welcome. The first war began, and the elfs, having better ground, and supplies, won after a while. Other races began to evolve, and the dwarfs set out on their path to an empire.
    Peace: after the war was over, trade slowly began. The humans traded their sheep for paradise plants. At this point, stone was being mined, and better, fireproof houses were built. The dragonlings started flying to the other islands, and more trade oppurtunies opened up. A castle was made, and a ruler was elected for each settlement. At this point, unknown to the humans, the masters started coming.
    The building: The masters were the fastest developing race, gaining skills in not only combat, but also magic, which other races had not discovered. They decided to build near the island with the most development, Vrepon, and to observe the humans. The biggest castle on Vrepon, known as Forguar, recently had it's ruler assassinated, and a new ruler would have to step up.
    LCatnip:Under the rule of Logan Catnip, the empire quickly grew. Trade routes were established, and buisnesses opened. Humans decided to travel further, and they found the land of the Masters. One human witnessed a Master practicing magic, and asked how they did it. The masters explained the magic capacity of the celestial bodies, and how to tap into magic. Humans were not quick to learn, but some were.

    The Separation: A great earthquake threatened the paradise islands, evacuating the whole population to the Collapsing Haven. The rules of the collapsing haven forced people to give the people of the paradise islet asylum, however the citizens called it an infringement of their privacy. A war started between the North and the South, continuing even after the paradise citizens left.

    The tower of ice: The Gleix islands were considered empty of resources, and thus was ignored by many- except for the great wizard Pageflyn. Cast out from the circle of mages, for summoning a snowstorm inside the secret sanctuary (killing 3 people and blasting a hole in the wall), he needed a better place to work. He found the cartographer Olagast, who told him about 4 islands to the south. He took his apprentice Afluzor, and sailed to the islands. They landed on the northern one, and began building their tower.
     
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    Holy Kipper!
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    Civilazation & architecture
    1. Vil Faldihr: Built inside the mountain of Lunaelux, it is easy to practice magic here because it is closest to the center of the planet (I'll explain more on magic day, but celestial bodies improve magic). Now if only a race good at magic lived here :p Instead the Dwarfs live here, and use the iron in the rocks for weapons. Houses are usually built into the mountain, so instead of building up, they dig out.
    2. Frostgarde: The largest city of saprailia, and also the capital. The emperor, as well as most other government officials live here. It is home to every race except masters (although masters have lived there in the past, none do currently). One of the main attractions is the annual sporting event. Houses are made of stone, and have intricate architecture. Flowers are common decorations.
    3. Riverrun: Built over the river of time (an important thing, trust me) and a dam built in the river allows the government to control time itself. Other then the time magic, and the fact it's built over water, it isn't extremely interesting, although it is a popular trading location. The houses are made of light materials like wood, so the supports of the city hold up.
    4. Calatus: Calatus is a town built on the beach (Not near the beach, but on the actual sand.) Rivercats live here, and they usually walk to work and swim home, as high tide comes around suppertime. Buildings need to be built high, and be waterproof, although materials and appearence vary.
    5. Niska: Niska is a rather small town, and the town itself is unremarkable. The citizens however all follow a different religion, and most of them are paranoid that a meteor will hit them, so they stay inside. Couriers have to deliver goods, and the citizens in exchange do jobs that can be done inside, like smithing, or writing. Buildings are made of stone with metal supports.
    6. Alderdyfi: Home of the largest mueseam, it is said one of everything exists in Alderdyfi. One mage can communicate with the masters, who can clone items, so you can purchase any item. For a crazy price, of course. The buildings are made of stone bricks, and feature a lot of pillars.
    7. Skargness: Skargness is the primary trade city of Vrepon, and makes exports to the other cities. The houses are made of wood with straw roofs.
    8. Togasavu: Not terribly interesting, but it is the only town on the Gleix islands.The houses have to be earthquake and tsunami proof, as those are common on the gliex islands.
    9. Interasdemon: A town built near Solisdie, the residents all hate dwarfs, and anyone else who lives in Lunaelux. They believe the moon is a symbol of dark magic. The houses are relatively normal, made of wood and stone.
    10. Vineadow: This town produces the food for almost all of saprailia. the houses are made of wood and thatch, with supports of stone.
    11, 13-15, & 17: Odea, Ruhqiin, Omix, Quesenox, and Seuccienith are trading cities, and key locations in the war. The houses are made of stone.
    12, 16, 18, 19: Khopis, Fyeegor, Qiodea, and Cisyn, are designated refugee camps, and key locations in the war. The houses are made of cheap wood and thatch.
    20-23: These are actually one city divided into 4 parts. The masters live here, and it is said the houses are made of magical stones.
     
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    Holy Kipper!
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    Economy:
    Money in Saprailia is handled using a check-like system. When you buy something, the shop owner can go to the bank and have the money transferred to his/her account.
    Bartering in Saprailia happens, but it isn't easy, and you won't save more then a few cents.
    Some shops/private deals prefer trading. When this happens, the merchant and the customer must work out a deal by themselves.
    Merchants will often need supplies from other islands, and they pay large sums for rare materials.
    Materials like spice and cloth are commonly bought, as well as essentials like food.
    If someone can't pay, the merchant can take future deposits into their account, however the empire makes sure each person gets at least enough food to buy essentials like food and water.
    Some islands are richer then others. The paradise islet, and Vrepon are the most rich, while the Gleix islands and Collapsing Haven are relatively poor.
    The Master's land does not have an economy.
     
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    Holy Kipper!
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    Hierarchy, Power, & Governance:
    Levels of Power:
    Emperor: The emperor of saprailia has absolute power, but does not actually make decisions that often.
    High King/Queen: There are 4 high kings, one for each island. They are allowed to make rules for their individual islands, unless the emperor rejects the rule.
    King/Queen: Rules over a county inside an island.
    Race leader: Symbolic title, means pretty much nothing.

    On the topic of government, let's talk about laws and punishments:
    Punishments:
    Fine: A designated amount of money will be taken from your account at the bank.
    Return of items: If you steal an item, you will be forced to give it back.
    Jail: You will be sent to a jail for a certain amount of time.
    External Dungeon: Pretty much a worse version of jail, and it is on an island, so it is almost impossible to escape. (basicly a life sentence)
    Confiscation: Some/All items/property will be taken away, and either kept by the government, sold, or used for evidence.
    Death: You will be executed in some way. (Very rare, used only in Mass Murder cases, or repeated offense.)
    Community Service: Clean up the community or do labor.

    Crimes and their punishments:
    Littering: If you drop trash on the ground, you will be charged 10 Stagaram, and have a week of community service.
    Illegal distribution of certain content: Selling Alchohol and Tobacco is Illegal to anyone under 18. Drugs, or other illegal content is always banned. The default punisment is 1 month of jail, and 500 Stagaram fine.
    Change of address without informing the empire: Moving houses is illegal without informing a member of the empire. Fines of up to 500 may be incurred.
    Harming of animals: Domestic animal abuse, hunting, or consumption of animals is strictly banned in saprailia. 1 week of jailtime, and up to 500 fine.
    Slavery: Slavery is banned in Saprailia. You may get a fine of up to 100 SR*, up to a month of jailtime, and confiscation of goods.
    Nudity: A fine of up to 100 and 1 day jailtime may occur. There are no other clothing laws as long as you have "appropriate attire"
    Racism: It is illegal to be racist, or otherwise offensive. Punishments vary.
    Theft: Petty theft, and shoplifting may incur fines of up to 250 SR*, return of items, and 1 week jailtime.
    Murder: External Dungeon, for 5 years.

    REPEATED OFFENSE:
    Repeated offenses of crimes can incur harsher punishments:
    Fine: Amount of the fine doubles with each offense.
    Jail/external dungeon: Sentence doubles with each offesnse, 10 jail sentences turns into an external dungeon sentence.
    Return of items/Confiscation: Getting a return of items punishment 5 times turns it into a confiscation.
    Community service: Amount of service owed doubles.

    The criminal records list is used solely in court for deciding punishments. Once you are done with your sentence, nothing changes except a higher sentence next time.
    It is possible to come back from the dead in Saprailia. If someone were to do this, all charges are cleared. (although it is NOT easy trust me.)
     
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    Holy Kipper!
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    Religions:
    The following are religions of Saprailia.
    Tusukyo: This is the most common religion in saprailia. It says that there are 14 Urunado, 12 Traslesy, and 17 Vribini, as well as other minor deities.
    This is classified as a "Real Religion" as there is living proof that the dieties exist.
    Uranados are good deities, and tend to help people. The Uranados are as follows:
    Neceyr, God Of Peace
    Kalios, God Of Truth
    Pystus, God Of Forgiveness
    Ythar, God Of Hope
    Garaura, Goddess Of Health
    Niclene, Goddess Of Victory
    Misyn, Goddess Of Pleasure
    Totagi, God Of Good Luck
    Bidarr, God Of Tranquility
    Diftrix, Goddess Of Mercy
    Agmes, God Of Loyalty
    Ytia, Goddess Of Medicine
    Fofnir, God Of Logic
    Buenar, God Of Success

    Traslesy: These deities are seen as evil, or representing evil things.
    Nytona, Goddess Of Jealousy
    Qana, Goddess Of Infamy
    Iyja, Goddess Of Torture
    Nebdum, God Of Tricks
    Yqmjir, God Of Death
    Zizdur, God Of Hunting
    Xitdall, God Of Shadows
    Totrix, Goddess Of Bad Luck
    Nymes, God Of War
    Idus, God Of Revenge
    Hesdea, Goddess Of Shadows
    Odtune, God Of Jealousy

    Vribini: These deities represent things that are neither good nor evil.
    Bylasis, Goddess Of Nature
    Aher, God Of Magic and Alchemy
    Cokgyn, Goddess Of Work
    Tacyja, Goddess Of Day
    Bedona, Goddess Of Night
    Ginanke, Goddess Of Spring
    Bidphine, Goddess Of Summer
    Loella, Goddess Of Fall
    Oqdite, Goddess Of Winter
    Kibaos, God Of Sun
    Jiqtarr, God Of the moons
    Ugyn, Goddess Of The Stars
    Andohr, God Of The Afterlife
    Sithena, Goddess Of Wind
    Cunstus, God Of Decay
    Caxtris, Goddess Of Fire
    Loyja, Goddess Of Destiny
    Tidur, God Of Dreams

    WORSHIP:
    People often worship the dieties in temples called Kreanuvanas.
    It is a pretty easy religion to practice, as the gods don't really care what their followers do. There are no dress codes, and worship is not required.
    Usually only dedicated worshipers or followers of certain gods worship regulary.
    Certain rituals exist, namely on holidays and when someone becomes a follower. They usually involve alchemy, magic, and sacrifice of crops.
    The religious symbol is a crest with a snail on it. There are other religious symbols as well, such as temporaral artifacts, jewlery, and rare ingredients.
    The religion prevents animal consumption, and the empire has adapted this law, as Bylasis is known to wreak havoc if animals are eaten.
    Worshippers of Traslesy are generally considered to be evil as well.
    The goal of the religion is to gain enough power and relics to survive the afterlife and be reincarnated (This is how you can indirectly become immortal)

    THE AFTERLIFE:
    The afterlife is set up like a test. When you die, you keep all your items, including relics, which will make the afterlife much easier. There are many trials, and they differ from person to person.
    If someone were to complete every trial, they become reincarnated, and every wound is healed. (If they died from being decapitated for example their head would be reattached, or if they died of old age, they would become young again.)
    If they were to die in the afterlife, they simply restart at the beginning. If you give up, you enter Andohr's realm, where you can possibly gain more power, and rechallenge the afterlife.

    SPIRITS: You may be thinking, if you can't truly die, how can there be ghosts? Ghosts are actually not dead spirits, but rather beings that exist in Aher's realm that can be summoned at will.


    OTHER RELIGIONS:
    Drexety: The master's religion. Translates roughly to "Paragons of Eternal Doom"
    Unfourtunatly, as noone is allowed on the master's island, we do not yet know much about the religion.

    Interasdemon:
    Practiced by residents of a town by the same name, we know little about it, although they hate Dwarfs and any worshippers of Jiqtarr, the night god.
    It translates to "Kill Demon Moon"

    Slefluni: Practiced by the Dwarfs of Lunaelux, not much is known, but they hate the daytime, and any residents of Interasdemon.

    Creed of Kroclihin:
    This religion has a 99% chance of being fake, as there is no evidence that the gods exist, and the citizens have been diagnosed with mental disorders.
    It is practiced by citizens of Niska.
    Not much is known, but the citizens fear the sky, and stay indoors at all times. All houses must be meteor-proofed.
    The citizens have been known to recite phrases of an unknown language, referred to as Niskaneese.

    SIDE NOTES:
    The Creed of Kroclihin is actually real, but the citizens don't know it. The god of paranoia has infected them, and will only affect his followers with the "gift", but since citizens don't know who he is, there are no followers, and thus, no evidence.
     
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    Holy Kipper!
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    Language:
    Orthrasa: Translates to "Common tongue" it is the language most use.
    The language has 22 letters. One of them is only pronounceable by some races, or a lot of practice.
    The letters are M, N, P, T, D, K,G, Par, F, BV, Z, S, X, L, R, W, and Skr. The vowels are the same as english.

    SYNTAX:
    SVO

    Gender based?
    Kind of. There are some words that are gender based (such as his, or her in english) but inanimate objects and most words are nuetral.

    SUFFIXES:
    Nationality/Origin location: Ian. Examples: Saprailian, Vreponian, paradisian. Letters may be added or removed to make words more pronounceable.
    Not: Un is used instead of im. Examples: Unpredictible, Unpossible
    Plural nouns: S, es, or s sound. Examples: Cats, Dwarfs, Fish, oxes, Zapdos, (Zapdos is plural since it ends in S).No other rules are used, like f>v.
    Superlative: Stemte: Examples: Coldstemte, hotstemte, heavystemte (it'll sound better with custom words.)
    Comparitive: Stete: Examples: Coldstete, hotstete, heavystete
    Past tense: Pos. Examples: Finishpos. In the custom language it will be more like "Interepos", and the last letter may be removed (the root is interes)
    Present participle (there is no past participle, instead you use past tense): Ium. Example: Startium. (some letters of both the word and suffix may be removed)
    Negative (Not): hn (pronounced Zhin when with S). Example: Doeshn, ishn
    Ize: sie. Example: Dramasie (instead of dramatize)
    Adj > adv: des. Example: Quickdes
    Ology: Ico. Example: Etymico, socialico.
    Tion: Cado. Example: Terminacado, posiscado, ect.
    Ess, Hood, and other class maintaining: Et, or En. Example, Esquiret, esquiren. (Letters may be removed as nessecary)
    less: Unon. Example: Powerunon, Fameunon
    Ee: ga. Example: absentga

    PREFIXES:
    A: Un. Examples: Unsymmetric
    Alter: Rium. Examples: Rium ego
    Anti: Sus.Examples: Susbiotics
    Geometry words, such as Octo, Hexa, Tri, stay the same.
    Psudeo: Agat-. Examples: Agat-Legendary, Agat-Science
    Acro: Ar. Examples: Arnym, arbatics
    An: Un. Examples: Unaerobic
    Auto: Byasel. Examples: Byaselmobile, byaselmatic
    Co: Tu. Examples: Tuoperation
    Contra: ant. Examples: Antst, Antadict, antry
    Counter: blec. Examples: Blec, Blecmeasures, Blecattack
    De: Meru. Examples: Meruactivate, merufrost
    Di: Bi
    Dis: Meruga. Examples: Merugajoint, Merugaembark
    Dys: Merg. Examples: Mergtopia
    Epi: Dietas. Examples: Dietascenter
    Hyper: Mas. Examples: Masactive
    Hypo: Kal. Examples: Kalthermia
    Ig: Un
    Il: Un
    Im: Un
    In: Un
    Infra: Cundu. Examples: Cundured
    Inter: Secus. Examples: Secusnet
    Ir: Un
    Macro: Mac. Example: Maceconomics
    Mal: Drast.Example: Drast function
    Micro: Aven. Example: Avenmanagement
    Mini: Aven
    Mis: Drasun. Example: Drasunspelling
    Multi: Frasa. Example: Frasameter
    Non: Un
    Pan: Inlua. Example: Inluacytopenia
    para: Infax. Example: Infaxchute
    Per: Erta. Example: Ertataining
    Peri: Ergan. Example: Ergancardial
    Poly: Frasa
    Post: Scri. Example: Scriscript.
    quasi: Pos.
    Re: Ge. Example: geturn
    Self: Inte. Example: Intevident (Letters may be removed)
    Super: Fora. Example: Foramarket
    Supra: For. Example: Fororbital
    Trans: Harn. Example: Harnatlantic
    Ultra: Balt. Example: Serana used balt ball!
    Un: Un
    Under: Kalun. Example: Kalun the table
    Up: Norn. Example: the sky is norn.
    Xeno: Pled. Example: Pledphobia


    There are no Upper/Lower case letters, they are all the same symbol.
     
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    Holy Kipper!
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    Beastiary:

    Sea beasts:
    Qeuthea: Translates to "Horned eyeball guava juice squid". It is an eyeball squid with horns that squirts guava juice instead of ink. They are sometimes farmed for their guava juice.
    Qeuthe: like the Qeuthea, but more docile, and without horns. These are more commonly farmed, as it is safer for the farmers.
    Qeut: A hornless eyeball squid that doesn't shoot juice. Used only as pets, or found in the wild.
    Ialea: Translates to "Jellyfish". It is however, actually a fish made out of jelly. Found in the wild, or rarely as pets.
    Ialea-Ix: Translates to "Grape Jellyfish"
    Chexahiri: Translates to "Sea tomato". Looks kinda like a sea cucumber, but more tomato-like.
    Taflurn: Translates to "Giant Clam" (And I mean GIANT.) The average size is about 12 feet, however they often grow bigger. They make a blueish round pearl.
    Satriea: Translates to "Electric Eel". They are used to power some simple machines. The water in a 10-foot radius is electrocuted, sometimes becoming lethal. They are extremely rare.

    Sloppytails:
    Sloppytails are beings of great power, impossible to defeat, and difficult to tame. Some say they are servants of the gods. Extremely rare.
    Pyroethia: Translates to "Flame sloppytail" which is somewhat like a pheonix.
    cyroethia: Translates to "Frost sloppytail" which is somewhat like an ice wolf with frost breath.
    Electroethia: Translates to "Electric sloppytail" Which is a robotic demon with electric magic. And a tail.
    Aquaethia: Translates to "Water sloppytail" which is somewhat like a giant crocadile. It possesses great speed on water and on land.


    Land beasts:
    Taxanta: A quadriped beast with wings and a long blade-like tail. It lives in the mountains.
    Chiroptella: A popular travel animal, capable of walking long distances and carrying almost 750 pounds (or kilograms for you other people). It has 4 legs, a long coat of hair, and a wide back, that doesn't even require a saddle.
    Anatatus: Pretty much a giant snail/slug. They inhabit the forests of the paradise island, and can be a meter tall.
    Hounga: The largest rodent in saprailia. Has a long snout, and black fur. They can be found in the plains.

    Sky beasts:
    Dragons (Have to translate :p): The uncivilized form of dragonlings, dragons are much bigger, faster, stronger, more magiclly adept, it would seem impossible to beat one. However, they are not good at training, so with proper training, you could prevail. They have massive wings, (20 meter wingspan) near-impenetrible scales, and the sharp claws, spikes, and tail.
    Sumatraster: Who doesn't like flying pigs? Well these aren't exactly. More like flying boars. With tusks. They can be domesticated, but they don't make great pets and tend to escape.

    Underground beasts:
    Esoepus: Esoepus are ant-like creatures, making massive underground homes. If a miner were to accidently break a wall, millions of Esoepus could attack, including the queen which is bigger then the rest. They are small, and it is impossible to make out details, but they are believed to have wings. They only grow to be a few millimeters, but the queen grows to almost 2 inches.

    More coming soon!
     
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    Holy Kipper!
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    Plants:
    Trees:
    Trillium: A rather small tree, that branches into 4 trunks. The leaves can be eaten.
    Wooly Boxwood: A tree that sprouts with a wool-like fungus. It is popular in public gardens.
    Butterfly Spoolwood: This tree is named for their butterfly shaped leaves. The wood is naturally curved inside, making it perfect for round objects like spools.
    Skunk Moosewood: A tree with moose-colored bark. It smells terrible. It's resin can be filtered and used in tea.
    Early Weeping Birch: A tree with droopy leaves. Used mostly as decoration. It grows in swamps.
    Viburnum: A completly flame-proof wood. Used commonly in houses.
    Demask Maple: A strong but flexible wood, it is used in bows and some instruments.
    Songwood: Enchanted wood said to make any note played on it perfect. It's bark is blue, and has crimson leaves.

    Flowers:
    Hen's Coneflower: Has a orange cone-shaped flower with 4 seeds.
    Night Milk Fern: A small fern with many leaves.The stem contains a milk-like liquid.
    Gray Poor Sunflower: A sunflower with a brown center. It grows in snowy areas, or on rocks.
    Speckled Sweet Pellitory: A yellow flower with sweet petals. Too many petals can be dangerous however, as they contain a tiny amount of poison.
    Brilliant Scurvy Nosebleed: A really ugly looking flower that's red, brown, and yellow. It smells bad.

    Grasses:
    Fountain Grass: A nice grass that is very resiliant in a bunch. It is cyan and looks like wheatgrass or ferns.

    Farmable Plants:
    Inkberry: The inkberry plant is farmed for ink to fill pens. The fruits are classified as "Inedible but not poisonous" Which means they won't kill you but have no nutritional value.
    Pleta: Pleta is used in armor or in some instruments. When dried it is hard as rock.

     

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    Holy Kipper!
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    Food:
    Grains:
    Pasta: Pleta dough can be made into certain types of pasta, although it is an expensive process.
    Bread: Bread is a common food, and is cheap to buy. It is made from different types of wheat. The most valuable kind of bread is shadow bread, which is made with either dark wheat or inkberries.
    Stewed Rice: Saprailian rice tastes terrible by itself, but when boiled in vegetable stew, it is one of the best tasting foods.
    Uttadine: An ancient grain that is said to have natural supplemental powers. Often eaten before battles.
    Lip-sting toast: Toast with cinnamon and honey.
    Toast sandwich: two slices of bread with toast, salt, and pepper in the middle.

    Soups & Stews:
    Vegetable soup: A Soup made with various vegetables.
    Nasty soup: A popular niskan dish. It is made with carrots, butter, cake, dirt, ale, fungus, fountaingrass, pleta, rocks, and sour pellitory (Which is poisonous O_o)
    Bean soup: Soup made with various beans, such as chick peas, black beans, and lupini beans. Often served in a breadbowl.


    Condiments:
    Cashew & Nutmeg Jam: Jam made from cashews and nutmeg. Has a faint pumpkin taste.

    Vegetables:
    Salad: Various vegetables mixed together.

    Mixed dishes:
    Habo Pleta Pasta: Pleta pasta boiled in acid. A common delicacy.
    Revenge: A dish made from various melons and grains. Best served cold.

    Drinks:
    Ale: A bubbly drink made with hops, malt, and yeast.
    Mead: Made with honey, a popular drink.
    Wine: A common drink, made from Green, Purple, red, or blue grapes.
     
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    Holy Kipper!
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    Technology:
    In Saprailia, technology is quite sparce. If one lives in a small town, or is not keen on adventuring, the most technology you may see is an oven.
    Most of the technology that does exist is magic based, and is useless to those who don't use magic.

    Some examples:
    Enchantment alter: Used to enchant weapons, armor, clothing, and even misc. items.
    Spellmaking alter: Used to create custom spells.
    Potion table: Used to make potions and poisons with various ingredients.
    Magic storage tanks: Tanks desingned to store magic energy for later use.
    Magical Parts Builder: Builds parts of staves, wands, and other items.
    Magicifier: Makes an item magical.
    Enviorment Spreader: Makes the surronding area more magical.
    Flamethrower: Too big to be carried around, but they make nice traps.
    Breeder: A set of machines used to make breeding animals easier.

    Resources aren't really a problem in saprailia, as the magic core replenishes them over time. The main issue with technology is research, much more research is put into magic then technology.
     
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    Magic:
    Magic is directly controlled and affected by celestial bodies. Magic powers are enhanced during eclipses.
    Staffs and wands are not nessecary for magic, but enhance it. Some may be needed for ritual magic.

    There are 18 major schools of magic, and dozens of minor ones that fall inside them:
    Mysticism: Somtimes known as "Divine Magic" This school teaches spells that have to do with the realms of the gods, or the study of them.
    Telekinesis: The art of moving things with magic. Often used for levitation, or organization.
    Transmutation: The art of changing things. Can be used to make armor or weapons more powerful, or make your opponet's equipment worse.
    Thaumaturgy: The art of using staffs/wands to perform advanced magic.
    Necromancy: Necromancy is magic that brings back the dead, or can be used to command the undead.
    Conjuration: Conjuration magic summons creatures to fight, summons weapons, armor, and other things.
    Destruction: Destruction magic is used to hurt other people. It is hard to find trainers, because it is strictly supervised by the empire.
    Healing: The polar oppisite of destruction, this magic is used to heal people.
    Enchanting: The art of enchanting weapons, armor, and other items.
    Illusion: Illusion is magic that messes with the mind, and can be used to persuade people.
    Plant Magic: Magic that makes plants grow faster, or that use plants to perform spells.
    Time Magic: This magic can slow or speed up time, increasing your speed.
    Status Magic: Paralysis, Poison, Fatigue and other effects all fall under here.
    Ritual Magic: Circle magic, and other spells that require more then other spells fall here.
    Potion magic: Potion making sometimes falls under creation, but as they are often magical, a school of magic is devoted to them.
    Spell making: The art of making your own spells.
    Staff making: The art of creating and enchanting magic enhancement apparatuses (MEAs).
    Studies of magic: The study of magic itself, and history of the world.
     
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    Fashion
    WIP
    Fashion in Saprailia is surprisingly varied considering noone really cares for clothes shopping.
    Mountain regions:
    The mountains are quite cold, and wool is used a lot in clothing. Most apparel is double-layered, having an inside layer that shows just a bit, and an outside layer, for frost protection.
    Mountain clothing is typically made from brown and yellowish brown cloth (Brown is a very popular color in Saprailia.)
    Hats are common, and range from long thin hats to small hats that provide a lot of warmth. The latter is more common. They are usually white to absorb warmth.
    Hiking boots made from padded cloth and rubber are worn in the mountains.
    Gloves made from brown linen are often worn.

    The lowlands:
    The lowlands are a bit more varied in clothing, since warmth is rarely a concern.
    Hats: Both varieties of mountain hats are worn, as well as cowls. Cowls are sometimes attached to clothing as hoods.
    Shirts/Pants: Men prefer cheap worker clothing, as opposed to overly fashionable clothing, although upper classes may get fancy clothes.
    Women prefer light dresses, that won't get too hot. Dresses tend to be more decorated and more expensive, however there isn't a wide social class split for fashion. The double layer clothes are often used by farmers.
    Shoes: Shoes vary widely in saprailia, however a thick felt is common. Sandals are worn by upper classes, although they are cheap, so anyone could afford them.

    Fancy clothes (both areas):
    For special occasions, the fanciest of fashions will be seen.
    Hats: Hats are uncommon in fancy attire. Unlike a normal day, hats are taken off indoors.
    Pants/Shirt area clothing: Men prefer embroidered clothing, that are dyed bright shades of green and purple. Gold is used on the edges and creases.
    Women's dresses are dyed red and white usually, although there are other colors.
    Shoes: Sandals are preferred, unless you are in the mountains.

    Jewelry:
    Unlike fancy clothing, a lot of lower class people buy jewelry.
    Common jewelry include rings, necklaces, bracelets, circlets, and hair jewelry.
    Gold or silver is usually used, although copper is used as well. Gemstones are put into jewelry too.
     
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