LORE Player Lore Additions

Kuno

Django Jane
Original poster
FOLKLORE MEMBER
Posting Speed
  1. One post per day
  2. 1-3 posts per week
  3. One post per week
Writing Levels
  1. Intermediate
  2. Adept
  3. Advanced
  4. Prestige
  5. Adaptable
Preferred Character Gender
  1. No Preferences
Genres
Fantasy, Sci fi, Romance, Historical, Modern, Supernatural
Table of Contents


The world contained within Pearls of Persia is an ever expanding universe filled with players who have equally brilliant and dazzling minds. As such, players are welcome to create their own lore, given that it does not conflict with the information already presented within the main established lore located here. Player lore can be submitted here for GM approval.

Here is a table of contents to navigate the lore:

  1. Wulver Aspect by Applo
  2. Al-Andalus by Doctor Jax
  3. Elephant Aspect by rissa
  4. The Somawei Tribe by rissa
  5. The Ifrit by Nemopedia
  6. Hagia Mouseion by Nemopedia

 
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Wulver Aspect (Non-Playable)


Aspects are a strange and curious folk about whom little is known and even less is understood. While they are often kept at the fringes of society, those clans that have made their way into the lands of the Persian empire have at least come to be generally accepted. Not all the clans however found their way to such civilized lands. Some of the clans of beast folk that came out of Punt, took one look at the world and fled to its furthest corners. Such is the tale of the Wolf kin, or Wulver as they call themselves in their own strange tongue. Any sane man would consider the cold savage lands of Kalédones to be all but beyond the reach of the sun's light. The Wulver however, wild and free spirited as they are, pushed further into the unknown, settling on the desolate islands of Hjalt . A place so remote that its existence is all but unknown in the minds of people from civil lands. Perhaps only the folk of Dein are the only outlanders who could find the island.

To the outside eye, Wulver society is as brutal and unforgiving as their islands. Fights to the death for the right to lead the clan are not uncommon and the rule of might is truly the only law that exists. However if one were to stop and think about it, how different is this from what supposedly civilized folk do. If one were to spend time amongst these wolf kin and learn only one thing, it would be that they truly are kin. No matter who someone's birth parents are or what village they come from, everyone is considered to be family. It is perhaps this rock solid unity that has let the clan endure on their wild home even through the harshest of times.

The economy of Hjalt, as much as one can be said to exist, revolves around the endless bounties of the sea. There is some scarce agriculture and a little metal work, but most of what the Wulver folk need, they take from the waters. This is not to say they are great seafaring folk. Their ships tend to be small and agile, perfect for chasing fish and whales through the inland waters of their home, but hopelessly unsuited to the broiling waves of the wild seas that surround Hjalt. The only real outside contact the Wulver have is from Dein folk those they are often met with hostility because for every trader from the frozen lands that has set foot upon the Wulver’s home, just as many have come to raid and steal and it is often only on the most remote specks of land that and outsider can land with any certainty of safety.

Submitted by @Applo

 
Al-Andalus


Many histories, bound into a single, tight thread, make up this North African province of the Persian Empire. Years of factionary politics created a fractured state, between the regions of Cathalon, Rif, Merida, and Castile, with each kingdom vying to make and break associations with their partners in an attempt to gain control.

It was only the sudden imposition of the Arabian conquest that managed to bring the warring states under a single ruler, by force. Much of their culture became a mix of Arabian and Andalusian architecture, food, customs, and philosophy. However, there remains fierce competition between the four regions, people often identifying more with their region than the province of Al-Andalus itself, despite a shared language and history.

Cathalon

A mountainous region at the northernmost edge of the province that terminates, suddenly, at the sea in a dramatic series of cliffs. Ocean trade is not common here due to treacherous currents and dangerous cliff sides save for two major ports. This region is rich in gold and copper, however, and contains several quarries for marble. They are also known for their griffin husbandry, given the eyries in the mountains. They have a rich patronage of the arts, but they are known to have a hot blooded, romantic-minded culture. Artists, singers, dancers, and other cultural workers flock to patrons in Barcino, one of its port cities.

Rif

Sharing mountains with Cathalon, but in its arid rain shadow, the main draw of Rif is the many, many trade ports it boasts along the coast on the more sailor-friendly western edge of Al-Andalus. Rif and Cathalon have long had animosity over their border and the port island-city of Meliyya, an ancient city extending into the ocean. While not having agriculture of their own given nearly desert-like conditions, Rif is a major trade hub into the continent to Nubia, with whom they allied when going to war against Cathalon and Castile. They also have a strong maritime culture, and have one of the few air docks capable of building airships. Rif is a far more cosmopolitan area, given the international nature of their economy. They are heavily dependent on Castile to deliver goods from the plains, and in recent years has been forced to provide concessions now that war is no longer an option to air grievances.

Castile

The breadbasket of Al-Andalus, Castile is a flat plains region with rivers flowing down from Cathalon and Rif. However, Castile is not well developed and much of the country is considered “frontierland.” The biggest city is Mayrit, on the banks of the Manzanares river. Due to the constant bickering of her neighbors, Castile was often the staging ground for combat, and it is only now, having been under Arabian — and now Persian— rule, that they have the stability to grow an economy outside of war and agriculture. Mercenary-work is very popular in Castile, and whole families may have mercenary companies made up of extended members. Aspects are unexpectedly welcome in Castile, filling a niche for labor opened by Castilos entering military service.

Merida

The least populated area of Al-Andalus, Merida is almost a desert landscape with scrubland where the loam is thinnest, massive jutting spikes of rocky tors where the loam is simply gone. There is little water here, the landscape a cracked and cragged place with only the briefest of oases and, in the few places water can seep, hardy wheat sways in the wind in seemingly unending waves, only to abruptly halt where the rocks start. Merida butts against Rif, through which entrance to Nubia may be assured, and the occasional raid was common as those exiled or daring enough to live in Merida scrounged resources. It is cut off from the plains of Castile by the same mountain ridges that go on to form Cathalon, the rain unable to reach inland and water the desert from the sea beside Rif. There are legends that gold is hidden in the tors of Merida by the pirates of Rif, but these seem to be mere legends to lure would-be adventurers into the wasteland.

Submitted by @Doctor Jax

 
Elephant Aspect


From south of the Persian imperial border hails a lesser known treasure of Africa. While the fabled dragons of old once dominated the skies, the motherland's grounds have long since been subjugated to the might of the elephants. When Aspect clans first began to emerge on the Earth, it was only natural that a tribe was born from the elephant's image.

The Elephant Aspect clan are a diaspora of people scattered throughout the confines of the known and explored continent. Originating from the Nubian Empire, the Elephant Aspects are a semi-nomadic lot, traveling between the wooded savannas, the searing deserts, and the tropical forests of central Nubia. All of the elephantine Aspects share a singular physical trait that likens them to their animal sisters: a set of tusks that jut from their bottom jaw, useful in close combat and tearing open their favorite fenne fruit. Though never above seven feet in stature, the elephant men and women are nonetheless much taller and girthier than their fellow Aspects, as their bodies are well suited for muscle and sinew. Due to their massive size, the elephantine peoples must consume an adequate amount of water, protein, and carbohydrates to keep functioning.

Besides their physical strengths, vitality and the uncanny ability to recall memories from days long past is the hallmark of the elephantine hybrids. The elephant men can find useful employment throughout Nubia as record keepers - on the off chance they are found in their cities. Like most of their kind, elephantine Aspects prefer to keep to themselves, though this sense of isolation is not from ostracism but instead from an innate sense of independence amongst their own, just like their mother species the elephants themselves. Those who are able to get one of the men or women within their employ are fortuitous indeed.

Submitted by @rissa

 
The Somawei Tribe


Pious and devout the Somawei are expatriates of Somalia. They fled in terror at Nubia’s incoming conquest, wishing to neither fight, die, or live under the unjust thumb of conquerors. There were only five families in the beginning, five families who uprooted their lives and sailed away from the horn of Africa on beden vessels, risking everything for a chance at independence. The young and the old alike were gathered, along with every precious heirloom and material deemed worthy, and ran in search of something greater.

What they found was the eye of God in the center of a mighty storm. A shared experience to all those who lived to share it. A moment in time so anomalous that when people speak of the Somawei claim, it’s usually followed with a snort of derision. Some say He crushed the flotilla they fled upon for their cowardice, while the Somawei preached it was a testament of his Will that so many survived. Despite the wreckage of their vessels, many washed ashore along the coastline miles and miles from their once-home with a newfound faith and the guidance of the ayaanle, spirits of His good fortune.

God spoke and the Somawei listened, gasping for air with their water-logged lungs and the pressure-filled silence of divinity between their ears. God’s divine mandate— imprinted upon their hearts and written into their childrens twilight colored eyes, was to travel across Nubia and take His blessings— the ayaanle —across the empire.

Water lasted longer than it had any right to and only a bite of oodkac was needed to fill the stomach on the long and arduous road to Ubasa. It took months to reach the city intertwined in the Good Father’s mighty branches, but when they did, five families stood before the Nubian King and pledged their allegiance to the empire and profuse the claim that their God, Ebbewa, had promised ayaanle upon his people, they need only travel the lands to distribute it.

Blessings and little miracles are the hallmark of the Somawei Tribe.

They are wandering clerics and prophets of Ebbewa, the Eye of God, who heal half-closed wounds, ill-aligned hearts, and the broken spirit of mankind.

Submitted by @rissa

 
The Ifrit


Where there is life there is regret. Where life comes together harm will be done. These two pillars are what makes the nature of the ifrit, djinn-like creatures that are, in essence, made up of the same fabric of time and universe, but whose very nature is based upon the regrets and malice left behind in the hearts of the dearly departed. The mass grave the result of a brutal war fought, or the genocide of a tribe. The fall of a city through the force of nature where a child beneath the dirt curses the world and mother nature, or the lonesome traveller robbed and mugged with no Samaritan that came that took pity and helped. The ifrit is born from a deep resentment, whether collectively shared or by a single soul, and dies only after it has been appeased. Where the danger of djinn lies in its whimsicality the ifrit are dangerous for the wrath it is born from.

At a first glance an ifrit looks just the same as a djinn, tied to an element and made with no real corporeal form. Both the djinn and ifrit are deceitful in nature, capable of twisting words and spinning stories to trap those unlucky enough to encounter them. Yet, where a djinn corrupts the wish granted, an ifrit only serves the malicious wish it was born from. Stories attempting to differentiate the two from each other share that a djinn will promise nothing while the wisher makes their demands, whereas the ifrit will promise power of unimaginable extent when encountered. Some sources suggest that the ifrit are easier to control for their single-minded nature, as they only serve revenge and the wrath from which they are born. Agree to fulfil their cause and an ifrit will gladly serve their new medium. Yet, the feelings of the deceased weigh heavily and aren’t easy chains to cast down, sooner to consume the soul and heart of those who entered into a contract with an ifrit rather than fulfil the ifrit’s wish. All agree, however, that encountering a djinn or an ifrit is unfortunate business, for neither are known to be made of mercy and both keep a tight hold to their words.

Submitted by @Nemopedia

 
Hagia Mouseion


The ‘Holy shrine of the Muses’, as the name translates, is located somewhere on the archipelago at the western borders of the Persian empire. Its location on the archipelago had made the Hagia Mouseion and surrounding areas an ideal target for conquest, strategically strong as much as it is a cradle point of cultures meeting. It is due to this history of constant war in their area that the people of Hagia Mouseion have switched between religions as often as the ruler has changed, leaving behind a deep apprehension towards religion and an unique insight on how the narrative changes depending on the name and stamp the ruler carries.

While conquest and war cannot be prevented, for that is dependent on the whims and wiles of man, the Hagia Mouseion has devoted themselves to the preservation of the unbiased view. Tired of the constant change of narration and weary of the religious obligations and ‘truths’ that the ruler demands, the Hagia Mouseion has devoted itself to the preservation of history and knowledge through an unfiltered gaze. Free from the bias that comes from belonging to a nation and the shackles of presumption by collecting the most minute reports from the highest court historians to the illiterate they encounter on their way out. The lost and the banished, the controversial and those declared liars, all are received, stored and copied within the Hagia Mouseion to be preserved. The result is an immeasurable archive that, unfortunately to the sovereigns surrounding, isn’t unique in its nature for Hagia Mouseion has seen what happens to unicums and are determined to preserve all no matter the cost.

Submitted by @Nemopedia