Friday, March 7, 2025

Worldbuild24 - Arodia Anthropology

Anthropology

Crabmen – Native to the Blue Reefs in the Bay of Moray. They were forced to seek refuge within the Topaz Islands and The Yellow City by the Squidmen and their kraken gods. Besides serving as menial labor with their rock-crushing claws and broader bodies, they have also carved out niches selling their magically preserved art, a great sin. Otherwise, they fight for sport, coin and entertainment. They are either lazy or calm and do not perish of age. But grow until they cannot support themselves.[i]

Deva – Some Angels loved the Earth too much to leave when the Dawn War ended, and the Primal Ban was placed upon the Gods. They choose to leave the Gods service and reincarnate as a form of adult Aasimar. Patterned in bands of light and dark. Though those who fall reincarnate as rakshasa eventually. Many appear in sacred Nefelus.[ii]

Elephant Demon – A fiendish cult which started in the city of Runggara Ban in the last century and spread to many in the Hundred Kingdoms. This cult is greatly feared in battle and has brought great success and converts in turning back enemies, particularly the Midani of Zakhara, the sultanates and Afyal. It is henotheistic and claims the God has devoured all the local gods and will do so to the world. Likewise human sacrifices have their limbs broken and are thrown in a pit shaped like a mouth to die. It is hideous. Such a god is either Gruumsh or Asmodeus.[iii]

Dwarf, Crystal – The Eastern Empire of Deep Darkness is no more, as is the norm for Dwarves. From the ruined citadels beneath the Mountains of the Moon, they now range the Oligarchies and adjoining regions. They are said to be worse tempered than normal dwarves. Forming small and embittered clans, closed to outsiders lest they lose what remains of their culture. This is due to the primacy of their finely made yet grotesque crystal masks. Cut from increasingly scarce deposits in surface caves and only removed with family or other dwarves. They are rumored to have lost their dwarvish sight.[iv]

Elven Attitudes, For – There is a diverse discourse regarding Elven merchants within Arodia society. The Elven Merchant Fleets have been trading with Arodia since before recorded history and they have never sought to conquer or preach as the Midani have done since being united by The Enlighteed Faith. The elves have a superficially similar Elven Caste System and being long-lived, fair and graceful, are among the Holy People. They fight pirates on the seas and in doing so have kept the spice route to the Thousand Thousand Islands open. They also show a keen interest in traditional religious and cultural knowledge.

Elven Attitudes, Against – There are many reasons for the people of Arodia to dislike Elves. If Arodia is the purest land, then the Elves are impure outsiders who are merely ancient and wise. Elves monopolize the best trade routes and deal with their Adventine factors and great fleets. The elves have the gall to insist they remember with their superior cultural records and lives. That once the continent was home to advanced civilizations associated with their lower Varna and untouchables who the Pure People ground beneath their Animal Nomad wagons. Accusing them of ancient hypocrisy about their own religion.

Elves, Marsh – The people of the Yellow Plant Empire continue to thrive. Not quite Elves and not quite dryads, the marsh elves are pulled from the waterlogged soil as mandrakes, become charming, four-armed, and vivacious before becoming immobile trees in age. Their carefree lives in the river forest of Lamarakh serves a vital function in Yoon-Suin. Living on boats and skiffs, lashed flotillas when convenient. They ae middlemen for trade across the Purple Lands. Seen as an exotic curiosity in The Yellow City, their language is unsolvable and unpronounceable. They greatly favour the scented cigarettes they call kojo from the city.[v]

Hanu – A race of zoomorphic Humanoids, intelligent and talking monkeys. In some parts of northern and western Arodia they are called Varana, though that may represent tribes in Láhág who they share a home with. They are certainly the same as the Zomia people, the Shanxiao. It is possible they are the same as the Laksaman in the Thousand Thousand Isles, but those share a Fey heritage with the rest of the Animal-Headed People. Certainly, the name hanu is used there. They occasionally display animalistic behaviors when their blood is up or attention wanders.[vi]

Lamarakhi – The boat people and tribes of the river forest of Lamarakh and the River of Gods. They display all the same quirks as the Marsh Elves in their language and smoking, However, they do not become trees but instead have all brothers marry the same woman, and have no other wives, as a boat cannot be split between sons. Some tribes are head-hunters who raid the Hundred Kingdoms for cattle or man flesh. Most eat the fruit and fish of the river-forest. They possess more wealth than any king but have nothing to spend it on, wearing it as trinkets.[vii]

Mountains of the Moon, Nomads of the – Though the Oligarchies hold the southern slopes and Sughd keeps the passes free from Yak-Men. The interior of the Mountains of the Moon is home to a great many tribes of Animal Nomads and Humanoids on the fridge plateau and valleys of the Zomia. Here the Ogres and Idra have their origin, and many remain. The yak and horse riders war in neighboring Xinjiang and into the Jiang Hu. Unless one seeks to impress upon their courts, the only succor is in the fortified monasteries which provide more civilized instruction. And they rule their high valley fiefs jealously.

Pure People – The social system of most of Arodia rates the people into four varna based on their purity to an idealized form and manner, signifying their karma. Certain ancestries have a natural advantage in this, based on their innate grace, beauty, and celestial origin. Though being foreign naturally cancels this out. Elves are graceful and blessed with long lives, Half-Elves only less so, Dwarves have age and skill though they lack beauty. But those with the best karma are Aasimar, and Deva in particular, since they are both reincarnations and native. Monstrous races in return have bad karma.[viii]

Slugmen – Those who built The Yellow City out of the ruins of Degringolade. It is unknown if they were always there, but the city is their birthright, and they are the sole property-owners. Ancient authority and a massive trade in narcotics have made them materialistic, effete and pompons. No slugman would not be seen without fancy outfits and eunuch slaves, but no Humanoid people who have survived so long are weak. They value knowledge above all pursuits and are great patrons of institutions of exploration and exploitation.[ix]



[i] See Adventures In Yoon Suin For 5E, p.6

[ii] See 4E Player's Handbook 2, p.8

[iii] See Yoon-Suin, the Purple Land p.16

[iv] See Adventures In Yoon Suin For 5E, p.6

[v] See Adventures In Yoon Suin For 5E, p.5

[vi] See Sword of Wuxia pp.6-7

[vii] See Yoon-Suin, the Purple Land p.11

[viii] Obviously inspired by the real-life Hindu caste system, with some of the weird fantasy racial baggage of the OSR RPG Arrows of Indra

[ix] See Adventures In Yoon Suin For 5E, p.7

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