Tuesday, February 26, 2013

Zurraith Prison


Shape: Cylindrical
Height: About 12,000 feet
Diameter: Five miles
Levels: 5
Positions: Chief warden, vice chief warden, first commander, second commander, apprentice

Zurraith Prison is Zurraith's most notable landmark next to Zurraith Mountain. It was built in ancient times by the intelligent dragons that came from the other planet and built as a small scale model of their own. The doors to the front have an etched in design of two dragons standing on their hind legs, their front talons connecting at the crack where the door opens. When you're facing it from the beach, on the right side of the prison is a window, the only window in the prison, located on the chief warden's level.

The prison is built on magic. Each level also changes to reflect the current warden's personality. The window is monstrous in size, but a force field keeps the weather out, but allows people to pass through it with ease.

On the bottom most floor is a very thin level built as the residential area. There is a large cafeteria and plenty of rooms for all the workers to sleep in; and in the prison, no one except the wardens and their apprentices have special set rooms or uniforms. 3 bunks are in each room and people find an extra one and sleep in that. For uniforms, every other day they are put in a pile to be washed and they pick up a new one in their size.

First floor: Chief Warden
  • Executions are held in the warden's office every Saturday.
  • It is the level where the worst of prisoners go.
Second floor: Vice Chief Warden
  • N/A
Third floor: First Commander
  • N/A
Fourth floor: Second Commander
  • The second commander position is filled by a family descended from Aeloz and they have been in that positions ever since the prison opened.
  • For generations dragons have been bred by them and they wander the level, munching on prisoners.
  • Judgement is held here by the second commander every Sunday.
The bridge is two miles long and connects the prison to the shore. Prisoners who filled their time are thrown out and a majority of them are too weak to make it across. Only a handful of people ever live.

Around the prison is the rest of the island to be roamed by the wardens-- and only the wardens-- whenever they choose. Again, if you are facing the prison from the beach, there is a forest to the right. The water curls around under the trees, right up against the prison, and forms a small lake. In the back is a beach with craggy rocks and a large, igneous chunk where all the wardens have scribed their names. A mountain is against the prison and very snowy. The top of the prison is usually where the first commander resides.
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Tagging along with the prison is a force that is not directly connected with them. They were given an office and rooms, and they are known as the detectives. 50 bloodhound hosts who either take cases based off what the Government gives them, what the wardens give them, or what the general populous gives them.
  • The intelligence group is your normal, traditional detective
  • The scent group is the stealthy, cautious kind
  • The speed group is the kind who rushes like the wind and captures the enemies
Often detectives are placed into one or more groups, but they are placed by the head of force by careful assessment. There are only 50 main detectives, but there are usually about 20 apprentices at one time who stay back and run errands for their mentors.

To be edited later

Thursday, February 21, 2013

Religion

People of Zurrwak or polytheistic, but each continent has their own god, though people can, of course, pray to whichever god they wish. Unlike most gods, these gods are real life and affect every day life. They have their own personalities, appearances, and such.

Keypi: God of the Moon, Night, Zurraith, Elements, and Dragons
The big one. He was a genetic science experiment created and raised 16 years before the world destroyed itself. He died protecting his creator, but was brought back by the dragon representatives in the form of an adult. His colors are purple and dark tan; he is a 'moth man'.

  • He is a generic god given unlimited powers and immortality.
  • Keypi's name is pronounced like the letters K P
  • One of the things that is most interesting about Keypi is it is hard for him love. It is said that he once had a daughter (an adopted one, as he is unable to reproduce), but it is unknown the status of her. Sellest and Doreh are the closest Keypi comes to having a family.
  • It is impossible for Keypi to sleep as long as any war has broken out among the hosts or humans.
  • Keypi has the most legends surrounding him as few people know who he actually is.
LORE:
  • It is said that if you hear a screech from across the world, the apocalypse is near.
  • It is said that if you see Keypi flying, danger is approaching.
  • People believe that those who are telepathic are his personal creations.
Sellest: God of the Dawn, Art, Emotion, and Illdian
One of the first fish hosts ever born. She was pretty and often sexually harassed and rescued by Keypi, who gave her one wish. She wished that she would not be of any gender and is now referred to with the pronoun 'it'. 
  • Though it has no hands, it can create them out of thin air to play instruments and hold its Lexicon.
  • Sellest is able to speak every language that has ever been on earth, including animal noises.
  • A majority of people who pray to it are Illdians and performers.
  • Can run faster than the speed of light.
  • No one quite knows whether to call it a male or female. A very small population of people actually believe it is genderless and a majority of others are split down the middle.
LORE:
  • Sellest greatly enjoys plays and performances put on by people. Its favorite plays are by those of young children and it is believed that Sellest will often sit in crowds disguised or in the rafters watching.
  • People believe that if a long period of peace lasts throughout Zurrwak, Sellest has won a battle against Doreh.
  • Every year a large play put on by the fairest of men and women is set up in honor of Sellest.
Doreh: God of the Afternoon, Government, Economics, Trade, and Willick
Originally a ferret host that died in the Willick Civil War. He was courageous and brave, but when he received one wish from Keypi, it was that he would be the way he was if hosts had not been enslaved. This made Doreh bitter, greedy, and temperamental. Doreh is the only god to have had a legitimate child, but when Keypi found out, he took away his ability to reproduce.
  • Doreh loves gold and will often steal it from unsuspecting people.
  • Loves pranks.
  • People who pray to him are Government officials, merchants, and Willkians
LORE:
  • It is said that Doreh is the starter of every war. It is believed that he is also in the presence of the Government when important decisions are made. He is rather rude and obnoxious, but when it comes to politics, he is the smartest person to go to.
  • Willkians notice his childlike tendencies and as an offering will leave out on their doorsteps bits of candy, sweets, and fruit. Those who are especially lucky may even catch a glimpse of him.
Atheism: when people acknowledge the presence and power of the gods, but choose not to pray to any of them.

People know and understand that Keypi is their god. They believe he is nature. One of the things that all gods believe and try to teach is that all people are important and no innocent person deserves to die without leading a long, healthy life. His beliefs, though, are often ignored by Willick, who insists that war and assurance of power is the only way to portray themselves. Illdian believes that all are innocent and do not deserve to die, but their army is strong and they will not back down from a threat. This is the reason that Willick and Illdian clash so much.

Priests have worked together through 'messages from their gods' to create three books about the gods. People think they received messages when, in fact, the three gods were standing there whispering to them everything that was to be written. They detail why a god believes a certain way, why a god does something, and Keypi's book, because he reveals little about himself, is more of a history of the world.

Hosts, Parasites, and Half Bloods

Purebloods are humans and animals who are pure. No elements, no changing form, nothing. Like the people of current earth. We are pureblooded.
Hosts are people who contain a dragon, a beast, or a fish soul inside of their bodies. They are granted features and elements from their 'parasite' and are enabled to change their form between their human form and 'host form' (the form of their parasite).

Dragon hosts can be these elements:

  • Fire
  • Ice
  • Electric
  • Nature: rock
  • Nature: plant
  • Wind
Beast hosts are all wind elements.

Fish hosts can be these elements:
  • Fire
  • Ice
  • Electric
Dragon hosts transform into usual dragons. Can be wyverns, have feathers, scales, whatever you wish.

  • Due to feeling used and unwanted, the dragon parasites of metal and poison refuse to become a parasite to any person that is not worthy. There never more than two of each species at a time.

Beast hosts are simple; they transform into mammals save whales, dolphins, otters, and ducks. What is so strange about them is that they can switch between not only a human and a beast form, but they can grow to two sizes; a cat host can be the size of a domestic cat or grow to the size of a tiger at will.

Fish hosts are the strangest of them all. They branch off into two species: nagas, and regular fish hosts. Nagas have killed out their human natures and forms and have become their own species, but the fish hosts transform between a human like form like the Zora from Legend of Zelda and a naga form.
  • Whales, dolphins, and otters are part of the fish group, though they DO NOT turn into nagas. They switch forms like regular beasts and are only grouped in the fish category because they can learn the elements of fire, ice, and electric.
There are no lizards or amphibians. There once was a species, but they have been exiled.
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A half blood is a person who has at least one host for a parent. They half powers, but are unable to change form into a parasite as they don't have a parasite.

  • Dragons are most dominant, then beasts, then fish. If members of two different groups were to have a child, the child would usually be of the person who is the most dominant host. In the event that only one parent is a host, the child will be the same species and element of that parent.
WILDCARDS: often very rare, but in the big scheme of things, are rather common.
  • An elemental wildcard is a child who is born with an element that neither parent have.
  • A species wildcard is a child who is born a completely different species from either parent.
  • A host wildcard is a host child who is born into a family of pure humans.

Willkians

In each of the five territories of Willick are dictators that strictly deny the citizenship of hosts until long after the modern Government is created. They refuse to learn any language besides German and it is very hard to communicate with them without knowing the language or having a translator. After being overthrown in a civil war held by the hosts, they have become more open, but have split. Two of the territories-- belonging to the Red Desert-- have cut off to form a republic while the three remaining have stuck to old traditions of kings and queens.

They are still rather distant, but a very small population of Willkians resides on Zurraith.

Willick is a rather fun place to be! In the west is a spanning desert of blood-red sand and in the west is thick jungle that fades into a light forest. On the northwestern coast is a dormant volcano.
  • Willick and Illdian have a long-lasting rivalry
  • While the Illdians view life as something spiritual, Willkians are people of war, murder, and destruction
To be edited when more information arises

Illdians

Illdian is separated into ten states. The states are lead by mayors chosen each decade. While dragon hosts originated in Zurraith, the beast hosts originated in Illdian. People of Illdian are naturally able to see and talk to spirits, as they are rather spiritual, and it is a very wealthy country. Their government is a branch of Zurraith's Government that believes in Isolationism.

  • Most of Illdian is filled with noble families and colonies of peasants. These peasants are poor in their sense, but their continent is the wealthiest so even the poorest of peasants are rather wealthy.

The people of Illdian are rather tiny people with dirty blond hair. Most aren't taller than five and a half feet, though there are the few odd, tall ones that pop up.

To be edited when more information arises.

Zurraithans

In the biggest continent of Zurraith, 15 provinces were created. Five for each region, save the southern region, which had been submerged in water and bordered by two large mountain ranges. Before the Government was created, each region was almost always at war, trying to take as much territory as they could. This was stopped, however, when the new Government officials forbade attacks on each other. They became the leaders and each king and queen were like co leaders of their provinces. Soon Zurraith became the major headquarters for the Government and prison, both of which were located on (or, in the prison's case, off) the western coast.

Zurraith is made up of three languages. When they first settled, the Scots stayed in the west, the Russians moved to the east, and the Spanish moved to the north. They all speak their own languages (a mix of their heritage and the dragon language), but a new language has been created that they all learn to speak. Nearly every single person in Zurraith is bilingual.

As for major landmarks, there are two. The mountain in the center of Zurraith is a pyramid that is so high that no one has seen the top. A portal resides on the top that leads to or from the dragon's home world, but no one can go through twice except for the Alpha and a peculiar god. Why? When you leave your home land through the use of magic, your soul is severed from your home and locks on the new world and the portal blocks you forever. The second landmark is the prison. It was created and built by the dragons as a small scale model of their own prisons, but it is still massive, spanning five miles across, built like a cylinder, and rises four levels into the air. Zurraith Prison is so important and looked upon by its people to protect it that the four wardens have as much power as the Government officials.

  • Zurraith is the homeland of the 'host' and the 'parasite'
  • Most diverse people. Most humans live in the grasslands while hosts appear more and more toward the desert.
  • Imagine Zurraith as a piece of pizza cut into four. Take away the bottom most piece and imagine water there and you have the southern region.
[Edit: 2/22/13] Zurraithans seem to be a rather interesting mix of people, the most diverse. They range from some of the shortest-- like second commander Tyru at five feet-- to the tallest-- like vice chief warden Simon at seven and a half feet. Usually people in the grasslands are light haired and fair skinned while the jungles have people of darker skin and the desert has the darkest. The one thing that sets them apart from everyone else is their wide, open eyes and sharp teeth-- even in pureblood humans.

To be edited when more info arises

History


Zurrwak: name given to the earth by the dragons, means 'New World.'
Zurraith: name given to the home continent by the dragons, means 'New Land.'
Illdian: name given to the French continent by the dragons, means 'Spirit World.'
Willick: name given to the German continent by the dragons, means 'Battle Ground.'

The world was finally advanced enough that they could travel easily through space. Scientists and astronomers had charted and planned routes to other, livable planets in fear that anything was to happen, but surely nothing would happen! They were wrong. Deep within the earth stirred a beast of magic and wonder and evil, a creation of the lost elements of the humans. It rampaged throughout the mantle, speeding up the currents of the magma and breaking through to the surface of the earth. Within days the place had been rampaged, and in their haste, the people managed to get away on prepared ships chock full of every book, report, document-- everything that could be put on a document had been put on a document in a little microchip and stored in boxes. And so the people left.

The nearest planet they found was a large and beautiful one where the sky was in an eternal shimmer of blue, green, violet, and orange and the sunsets vibrant red. The grass was teal and all over glimmered cities of gold and silver. At first they were punished for being there, chastised by the local species with skin the color of the grass and three fingers and many pairs of eyes on their elongated faces. The leaders of the human race were confused and then the real trouble came; the dragons. After fighting and fighting with the Alpha of the dragons, their goddess, the humans were granted permission to stay on their world so long as they stayed away from the dragon cities.

And so they did. Nearly two thousand years passed without much technological growth. When the Alpha offered to check on the status of their old planet-- having wanting them gone-- she found that it was safe to return to. Three new continents covered the earth with an overabundance of islands. Those two thousand years were nearly two million years on earth!

A portal was created and they were given passage home. As a leaving present, the humans were given a large colony of wild dragons (small, dumb dragon slaves) and a thousand intelligent dragons willing-- and wanting-- to leave their home.

Created in a large circle was the land of Zurraith. It was split into four sections, so defined it was like someone had built walls between them. In the south the section of land had broken away like a slice taken from a piece of pie; in the east was a vast desert with mountains so tall that they were lush and snowy; in the north was a jungle; and in the west was a beautiful green grassland. The humans and dragons settled in the grasslands and let their wild dragons walk free.

Three groups emerged from those settlers;
  • Zurraithans, a medley of different people who kept up traditions from old earth. 
  • Illdians, a group of people who thought that the French had the superior race. 
  • Willkians, a group of people who were hesitant to stray from the German language.
In Zurraith were 15 provinces. Each was led by a king and queen and often they were at war with each other. Illdians have 10 states, but they prefer to stay out of each other's business. Willkians have 5 territories ruled by a dictatorship. It was not for thousands of years that an actual Government was set in place! And when the Government and Prison were created, so was Zurraith Mountain, a pyramid built by the dragons in the heart of Zurraith. The dragons then retired from being leaders of the human race and let them work on their own.

Around the same time the Government was created, a man named Aeloz caused problems. His king wanted to be the best king and to be the best king, he thought it best to send his personal assistant out to collect a dragon soul. There was only one resting place of the dragons, a seemingly endless pool of water in the jungle. But he and his dragon partner found it. They were so close to their goal and the dragon died when all of the souls in the pool broke loose. Aeloz became what was later called a 'host', the most common species on Zurrwak.