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Author Topic: Murmillions v1.5  (Read 3504 times)
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Smith in Exile
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« on: 21 April 2003, 08:35:00 »

This is the updated version.



Overview
In Nybelmar, The War of the Chosen ended with the defeat of the powerful wizard Menemronn, by the Kaýrrhem and an alliance of three human nations that resisted his reign. But one tribe got corrupted by the power the remants of Menemronn posed and deceived some humans and as well some elves to become his successors. The leader of these humans was Kyras the Dark who forged through sword and magic a realm to face Korweynites and Kaýrrhem in the struggle for dominance of East Nybelmar: "The Second Shadow Realm". The descendants of these times were later called Murmillions, which means "Men of the Delms" in Santerran, and even now they form a strong and dangerous nation living in the cursed ruins of Menemronn's fortress.

Appearance
Murmillions are of slender appearance, with pale skin and dark hair which ranges from ash blonde to black. Their lifespan is somewhat longer than the average human and some say that even some elven blood flows through their veins, though of dark alignment. Murmillions are obsessed in gaining power and fame, thinking that this is the way in which they please their main goddess, Mari. She is similar to Thalisien, the God of Dreams in Santerran beliefs, a God of mind and dreams. Their clothing are mostly made of wool and dyed in dark, however shimmering, colors. Purple and blue are their favourite colors together with gray and wine red.

Coat of Arms
The clerics and nobles of the Murmillions use a special kind of writing, based on glyphs - these are supposed to be sacred as their reading/ interpretation is the only way in which one can connect with the truth of the Gods or the magical aura (cár'áll). Their coat of arms is a purple banner on which the glyph of Mari/the Glyph of Dreams is painted. Sometimes, on special occasions, the noble families have the honor of adding on the vertical margins of the banner smaller glyphs that build a statement of wisdom, a "motto" that constitutes that family's signature of pride. Santerran Murmillions have kept the Glyph of Mari but they are painting it on a black banner. They want to point out that Mari is herself mereley the manifestation of the Unspoken and that the free Murmillions are following a wrong path, being too much closely linked to Menemronn the Purple and - obviously - his mistakes.

Territory
Murmillions live in the southern valleys and hillside of the Burning Mountains, in the hills that are now called the "Nightvalleys". Many myths tell about the dark and deep caves that can be found in these mountains and serve them as strongholds for refuge and shelter. Their territories extend till the coasts to the east and west and the plains south to the Oberion-Thaleseth mountains.
The hills of the Oberion Thaleseth pose the southern border to Aca- Santerra and those living there are now part of the Highkingdom though only loosely controlled by the Santerran king. While Free Murmillions and Santerran Murmillions drifted apart over the centuries there are still enough bonds to cause unrest in the northern borders of the Highkingdom, a feared and hated enemy by the Free Murmillions.

People
Murmillions are a folk of strong will and short temper. In their belief in the Goddess Mari they’re willing to do much which appears weird, arrogant or cruel to other people, but in their own way they can be loyal comrades and warm family members. Murmillions are quite fatalists, as they do believe that some things are meant to happen. For instance this very reason is what stands now between Santerran Murmillions and Free Murmillions. The last great war against Aca-Santerra was started by them as many believed the Year of Darkness would mean the rebirth of the Dark God, Mari's spouse from beyond the world. They were defeated by Asthalon the Black, the only Santerran king said to be aligned to Mari. That's why a lot of Families accepted Santerran rule as being part of that destiny: they were defeated because it was meant this way. Of course, many free Murmillions are now regarding the Santerran Families as "Fallen Families" and they are accusing them of tendecies to "speak the name of the unspoken", giving their "unfree" status as an example of what could happen if one tries to deal directly with the Dark One.
Some wise man once said that Murmillions are split between darkness and light, seeking the one by obeying to the second. The religious rituals of Mari, the main Goddess of Murmillions, are always seemingly chaotic and are very mind-influencing, driving the participants often in states of hysteria, deep meditation or hallucinations.
They often use various rituals to determine the future, but those are more misleading and subtle than the ones known from the priests of Aca-Santerra's Thalisien and are also more detailed and presumably more powerful, if interpreted correctly. Santerrans see Mari more as a Goddess of illusion and insanity than as one of destiny, thus being the antagonist of Thalisien.


Housing
Murmillions live in so-called “Draks” which are houses built and carved into the hillsides and rocks of the mountains often reachable only via one artifical path or road. They serve as towns and fortresses at the same time and are difficult to conquer. Draks are often built into high cliffs and consist in a confusing network of stairways, passages and short connection tunnels. In these draks often the nobility and craftsmen - which are more or less one and the same - live together with their family, their servants and other aligned families.
The other Murmillions live in small villages scattered over the hills. There often a family lives from herding sheep and cattle and some basic farming. The houses they live in are halfway digged into the ground and covered with grass and earth as roof. The first room is an open meeting place with a fireplace in its midst around which the family eats and lives. Guests stay here overnight as well. As taverns and inns are rare, this is actually the only way for wanderers to find shelter in the Nightvalleys. From the circular meeting room normally three, sometimes more, doors lead to more rooms, one being the storage room and kitchen, one leading to a narrow stable for the livestock of the family and the last leading to the private chambers. This is usually one big room divided by thin leather or wood. Outside these farms may have one small garden for vegetables and herbs.

Clothing
Murmillions dress in crude wool clothes which are, however, specially dyed in mostly earthly and dark colors with a shimmer of brighter colors in them. Over their usually single-coloured skirts or dresses Murmillions – men and women alike - wear black leather vests, jackets, bracelets and belts often decorated with silver. Depending on the weather a wide fur coat wrapped around the body and often only fixed with the belt completes their outfit.
Murmillions use black leather whenever possible. Black is seen as a pure colour, similar to silver which is related to the stars.
Most of their jewellery, rings, necklaces or armrings are made of silver. Gold, precious stones - except the dark opale which is highly appreciated - are seen as a sign of unjustifiable arrogance, not worthy of a decent folk.
Men usually wear their dark hair shortcut, with well-kept beards, sometimes, when kept longer, with one or two braids, only seldom long and open. The woman wear their hair long and open often kept together with leather straps or hats.
During a war Murmillions dress in black brigandines entrenched with steel plates around the shouders, a half closed helmet that covers the eyes and nose and is often decorated with various figures or feathers to make the warrior appear higher. They bear a round shield and the scythar.

Diet
Murmillions live mainly from their livestock, eating the meat and making cheese and other milk products. Grain for bread is also produced and every family has a small, private garden which adds some vegetables to their daily menu from time to time. Over time their demand for more food sources made them import food from the southern regions along the Jerrah and even fish from the Islands of the Santerrans.

Weapons
Murmillions are great mountain warriors. Most of them fight on foot, but noblemen may invest in a mountain horse to ride on the battlefield. They use mainly spears, pikes and axes.
Their most famous weapon is the scythar, the so-called "bladeaxe" which is used by nearly anyone who has enough money. Its blade is curved like a sickle, however at its tip a thorn points forward again. The bow between the thorn and the rest of the blade is used to fend off enemy swords and the thorn itself - as is the blade - is strong enough to pierce most kinds of armor.
Santerrans later adopted this traditional equipment, including the scythar, and hired Murmillions as mercenaries in their wars against Korweyn. They have exchanged however the round shield for a great rectangular one and added several light throwing spears to a warrior's equipment. Later a caste of their own elite warriors would bear the name "Murmillions" for their expertise in ground war. This is also a sign of how high Santerrans value Murmillion skills in warfare, no matter if they are their allies or their foes.


Occupations
Murmillions are excellent smiths and craftsmen and this occupation is held in great respect amongst them (their nobility is actually formed mainly by these criteria). They believe that the mastery of iron and craftsmanship are magically related and different noble families pretend to hold different secrets of linking magic to their products. However, they view the magic of their artifacts as working only for the one for whom the artifact was build. Thus their master warriors always have personalized weapons (the form is basically the same, but the various decorative elements differ, as well as the glyphs, which are usually embedded on the blades). Also many Murmillions are wearing secretely (under their clothes) various silver amulets inscribed with glyphs, believing that these are helping them not to interrupt their contact with the world of Mari.
Besides the noble families, there are also the commoners which deal with farming and livestock keeping.
A third social class is that of the clergy, priests and priestesses of Mari and all her manifestations. They are closely related to the noble families, each cult of Mari being involved in seeking the best way to connect the "World of Mari" (that of Dreams and Power) with the "World of Exile" (that which is usually refered to as "real life"). Also the clerics are keepers of the written knowledge (although every respectable noble family keeps a private library in their draks), which is traditionally printed as glyphs on leather scrolls - since the Santerran conquest though they started to use paper as well but not for the very important texts.
There is no obvious segregation of sexes amongst Murmillions though it appears that women can only be found in dealing with housekeeping or various modes of entertaining, or as a part of the clergy cults.

Government
Murmillion's society may resemble to that of a tribal type, as there are many noble families, each with their own traditions, structured by a clan model. However they are ruled by a King who is always selected from one of the noble families by a Council formed by representatives of all the religious cults. Once a King or Queen is chosen no one has the right to challenge him/her until death occurs. After the "Year of Darkness" Santerran Murmillions have given up to this tradition and accepted the rule of the Santerran High King. They stayed majorily autarc though as Santerrans only intervene when civil unrest poses a threat to their dominance in the region.
The King has the right to enforce the general laws of the land but he cannot interfere in the various noble families' businesses as long as they don't stop paying taxes or supplying the King's "Drakkars" (his personal army) with soldiers. The main duty of the King in times of peace is to arbitrate the arguments between the noble families and prevent any signs of civil unrest.

Production/Trade
Originally, Murmillions are reclusive people, doing little trade and almost never engaging in peaceful relations with other realms. However, since the Santerran conquest, the south-western Families began to change their attitude and be more open to various forms of exchange while still maintaining much of their old traditions. Some of the Families kept some contacts with the Free Murmillions (for aquiring amber or black opals in exchange for paper or exotic foods) but keeping them in secret - mainly for gaining an "advantage" over the other Families. They also trade some of their weapons and other various products of their craftsmanship to the rest of Aca-Santerra.

Natural Resources
The lands of Murmillions are formed by mountains and high hills, with a range of volcanoes (many of them still active - the Burning Mountains) far in the east. Besides small portions of farmlands and vineyards on the high hills, we can find, up in the mountains, various mining sites producing mainly iron ore, silver, amber and opals.

Holidays and Festivals
Murmillions are worshipping Mari, the Goddess of Dreams, in all her manifestations. They have many cults each worshipping Mari in their own way, as they believe that the Goddess is present in everything that men are, or are doing. They believe that by dreaming they touch with Mari's very essence, thus many dreams are thought to be prophetic. They also believe in the existence of a second God - thought to be the "husband" of Mari, though his name is never spoken and his presence never revered. As he is the one that holds everything, yet he is nothing but "an absence causing Mari's presence". However, Murmillions' attraction to the black colour seems to be related to this absent God, thus one can interpret the wearing of this colour as a mean of aknowledging His existence in silence, preparing the way for Mari's manifestations.
This religious system prevents any grand festivals, as each day, and mostly each night, is connected to the sacred world through Mari's manifestations. However, they celebrate some moments of the year as well as the main moments of their lives but never outside their families. Also the choosing of a new King determines a week of leisure throughout all the lands of the Murmillions.
The only exception to this are the eclipses the priesthood of Mari is very skilled in determining. This is seen as a sign of the Unspoken coming close to the world and is accompanied by several days of frenetic festivals and fanatic worshipping until the very day of the event. These signs have been sometimes used as good reasons to start wars against the neighbouring nations, be it the Korweynites or, later, Santerrans. In the recent centuries, however, the political impact of such occurences has ceased.


History
9000-5500 b.S. Kyras the Dark establishes a new kingdom in Epheran'ypheró on the remains of Menemronn's fortress, seeking to resurrect the lost powers of the Chosen. In later times they'd be called Murmillions. Their society is basically a military one and they start to wage war against the neighbouring territories, claiming the regions west of the Burning Mountains.

5500-3200 b.S. The rise of the strange guild/cult of Teor Kunran, the Arkhaeon Guild.

till 3200 b.S. Many wars have been waged between the empire of Korweyn and Murmillion's kingdom, called "The Second Shadow" [Realm]. The Korweyn Empire was already in its decline though, so more and more lands fell to Murmillions until they extended their rule to Eypesh river. Murmillions defeat the last emperor of Korweyn near this river and thus destroyed their greatest enemy. However after this grand victory they suffered their own decline and soon most of the conquered lands fell into anarchy.

3200-1647 b.S. At the Peak of its Power
The kingdom of Murmillions establishes its traditions and culture. This is a long period of relative peace for the kingdom, none of the Murmillion Kings or Queens laying claim over the neighbouring lands that lay in chaos. The turmoil following the destruction of the empire has not left Murmillions unharmed though. While their culture and religion prospers, economy and military slowly becomes corrupted by intrigues and rivalries among various opposing factions.

1700 b.S. The fall of the kingdom
The last king of Murmillions leaves the kingdom in a power vacuum and various factions begin to fight for the throne. The kingdom falls into complete disorder with each noble Family only caring for their own advantages. Poverty and hunger strikes the kingdom so Murmillions only concentrate on internal affairs not bothering about a new power setting its foot onto the continent: Aca-Santerra founds their first cities and outposts along the Jerrah river and the coastal regions.

1649 b.S. "The Year of Darkness" - a solar eclipse determines a religious movement towards the Dark One, the husband of Mari, and Murmillions gather once more to wage war. They are defeated by Asthalon the Black of Aca-Santerra and as a result the south-western Families fall under Santerran rule.  

Edited by: Artimidor Federkiel at: 5/11/03 4:33:03 pm
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« Reply #1 on: 22 April 2003, 00:22:00 »

Cool... I'll give this a thorough check soon as well, just give me some time;)  


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« Reply #2 on: 22 April 2003, 04:41:00 »

Ok, here's a detailed check on the Murmillions... If you correct things, please copy the text below and work from that as it is already spellchecked etc. More important changes are in yellow, other changes are not marked. Comments in grey.

Overview
The Murmillions are the people living in the shadows of the Burning Mountains (Places names always with capital letters, please, "call of the Chosen" below not, unless "Call of the Chosen" is something which is a thing on its own), in its deep valleys and long hillside. They are the remnants of those that once followed the the call of the Chosen (Which Chosen? As you refer to "him", it would be good to have a name and a short explanation of what a Chosen is for those who never have heard about these guys.) and became his most loyal guards. In the shadows of Menemronn's once mighty fortress the few survivors of the last battles recovered and became a strong and determined "tribe" dreaming of his lost power and wisdom. They are now split in two, the ones that live under Aca-Santerra's rule and the free Murmillions, still dwelling on the lands of the "sickle", in Epheran'ypheró.

Appearance
Murmillions are of slender appearance, with pale skin and dark hair which ranges from ash blonde to black. Their lifespan is somewhat longer than the average human and some say that even some elven (elvish wrong here, that's the language of the elves) blood flows through their veins, though of dark alignment. Murmillions are obsessed in gaining power and fame, thinking that this is the way in which they please their main goddess, Mari. As Mari is similar to Thalisien, the God of Dreams in Santerran beliefs, a God of mind and dreams (As... ? There's something missing in this sentence...).

Their clothing are mostly made of wool and dyed in dark, however shimmering, colors. Purple and blue are their favourite colors together with gray and wine red.

Coat of Arms
The clerics and nobles of the Murmillions use a special kind of writing, based on glyphs - these are supposed to be sacred as their reading/interpretation is the only way in which one can connect with the truth of the Gods or the magical aura (cár'áll). Their coat of arms is a purple banner on which the glyph of Mari/the Glyph of Dreams is painted: this has the appearance of an inverted scythe - an abstraction of a closed eye (I'd be careful with open and closed eyes, same with trees etc., cause these symbols are already overused at various tribes, maybe you could find something else?) bordered by the nose-line. Sometimes, on special occasions, the noble families have the honor of adding on the vertical margins of the banner smaller glyphs that build a statement of wisdom, a "motto" that constitutes that family's signature of pride. Santerran Murmillions have kept the Glyph of Mari but they are painting it on a black banner. They want to point out that Mari is herself mereley the manifestation of the Unspoken and that the free Murmillions are following a wrong path, being too much closely linked to Menemronn the Purple and - obviously - his mistakes.

Territory
Murmillions live in the southern valleys and hillside of the Burning Mountains, in the hills that are now called the "Nightvalleys". Many myths tell about the dark and deep caves that can be found in these mountains and serve them as strongholds for refuge and shelter. Their territories extend till the coasts to the east and west and the plains south. The land between the Oberion-Thaleseth mountains and the Epheran'ypheró peninsula belongs to Santerran Murmillions now, while Epheran'ypheró holds the Free Murmillions.

People
Murmillions are a folk of strong will and short temper. In their belief in the Goddess Mari they’re willing to do much which appears weird, arrogant or cruel to other people, but in their own way they can be loyal comrades and warm family members. To fulfill their destiny, which is often already determined by birth, is one of the most important goals of the Murmillions (Personal or tribal destiny? The second I assume. Who exactly determines this destiny? The Goddess? Can you make that more clear?). For instance this very reason is what stands now between Santerran Murmillions and the Free Murmillions. The last war against Aca-Santerra was started by Murmillions as they believed it was the right and destined time to bring darkness into the lives of other nations (why did they believe that?). They were defeated though, thus a lot of Families accepted Santerran rule as being part of that destiny: they were defeated because it was meant to be this way. Of course, many free Murmillions are now regarding the Santerran Families as "Fallen Families" and they are accusing them of tendecies to "speak the name of the unspoken", giving their "unfree" status as an example of what could happen if one tries to directly deal with the Dark One.

Some wise man once said that Murmillions are split between darkness and light, seeking the one by obeying to the second. The religious rituals of Mari, the main Goddess of the Murmillions, are always seemingly chaotic and are very mind-influencing driving the participants often in states of hysteria, deep meditation or hallucinations.

The rituals to determine the future are more misleading and subtle than those known from the priests of the Santerran Thalisien and are also more detailed and presumably more powerful, if interpreted correctly.

Housing
Murmillions live in so-called “Draks” which are houses built and carved into the hillsides and rocks of the mountains often reachable only via one artifical path or road. They serve as towns and fortresses at the same time and are difficult to conquer. Draks are often built into high cliffs and consist in a confusing network of stairways, passages and short connection tunnels. In these draks often the nobility and craftsmen - which are more or less one and the same - live together with their family, their servants and other aligned families.

The other Murmillions live in the actual (?) hills scattered over the place. There often a family lives from herding sheep and cattle and some basic farming. The houses they live in are halfway digged into the ground and covered with grass and earth as roof. The first room is an open meeting place with a fireplace in its midst around which the family eats and lives. Guests stay here overnight as well. As taverns and inns are rare, this is actually the only way for wanderers to find shelter in the Nightvalleys. From the circular meeting room normally three, sometimes more, doors lead to more rooms, one being the storage room and kitchen, one leading to a narrow stable for the livestock of the family and the last leading to the private chambers. This is usually one big room divided by thin leather or wood. Outside these farms may have one small garden for vegetables and herbs.

Clothing
Murmillions dress in crude wool clothes which are, however, specially dyed in mostly earthly and dark colors with a shimmer of brighter colors in them. Over their usually single-coloured skirts or dresses Murmillions – men and women alike - wear black leather vests, jackets, bracelets and belts often decorated with silver. Depending on the weather a wide fur coat wrapped around the body and often only fixed with the belt completes their outfit.

The Murmillions use black leather whenever possible. Black is seen as a pure colour, similar to silver which is related to the stars.

Most of their jewellery, rings, necklaces or armrings are made of silver. Gold, precious stones - except the dark opale which is highly appreciated - are seen as a sign of unjustifiable arrogance, not worthy of a decent folk.

Men usually wear their dark hair shortcut, with well-kept beards, sometimes, when kept longer, with one or two braids, only seldom long and open. The woman wear their hair long and open often kept together with leather straps or hats.

During a war Murmillions dress in black brigandines entrenched with steel plates around the shouders, a half closed helmet that covers the eyes and nose and is often decorated with various figures or feathers to make the warrior appear higher. They bear a round shield and the scythar (these words small please as well, you write "sword" small as well, don't you?).

Diet
Murmillions live mainly from their livestock, eating the meat and making cheese and other milk products. Grain for bread is also produced and every family has a small, private garden which adds some vegetables to their daily menu from time to time. Over time their demand for more food sources made them import food from the southern regions along the Jerrah and even fish from the Islands of the Santerrans.

Weapons
Murmillions are great mountain warriors. Most of them fight on foot, but noblemen may invest in a mountain horse to ride on the battlefield. They use mainly spears, pikes and axes.

Their most famous weapon is the scythar, the so-called "bladeaxe" which is used by nearly anyone who has enough money. Its blade is curved like a sickle however at its tip a thorn points forward again. The bow between the thorn and the rest of the blade is used to fend off enemy swords and the thorn itself - as is the blade - is strong enough to pierce most kinds of armor.

Santerrans later adopted this traditional equipment, including the scythar, and accepted many Murmillions as equal in their army of elite warriors - which actually took their name (Murmillions). They have exchanged however the round shield for a great rectangular one and added several light throwing spears to a warrior's equipment

Occupations
Murmillions are excellent smiths and craftsmen and this occupation is held in great respect amongst them (their nobility is actually formed mainly by these criteria). They believe that the mastery of iron and craftsmanship are magically related and different noble families pretend to hold different secrets of linking magic to their products. However, they view the magic of their artifacts as working only for the one for whom the artifact was build. Thus their master warriors always have personalized weapons (the form is basically the same, but the various decorative elements differ, as well as the glyphs, which are usually embedded on the blades). Also many Murmillions are wearing secretely (under their clothes) various silver amulets (inscribed with glyphs) believing that these are helping them not to interrupt their contact with the world of Mari (Would need to have an entry Mari sooner or later to get all these world things explained in more detail and shed a light on the whole religious concept.).

Besides the noble families, there are also the commoners which deal with farming and livestock keeping.
A third social class is that of the clergy, priests and priestesses of Mari and all her manifestations. They are closely related to the noble families, each cult of Mari being involved in seeking the best way to connect the "World of Mari" (that of Dreams and Power) with the "World of Exile" (that which is usually refered to as "real life"). Also the clerics are the keepers of the written knowledge (although every respectable noble family keeps a private library in their draks), which is traditionally inscribed as glyphs on clay tablets - since the Santerran conquest though they started to use paper as well but not for the very important texts.

There is no obvious segregation of sexes amongst Murmillions though it appears that women can only be found in dealing with housekeeping or various modes of entertaining, or as a part of the clergy cults.

Government
The Murmillion's society resembles that of a tribal type, as there are many noble families, each with their own traditions, structured by a clan model. However they are ruled by a King who is always selected from one of the noble families by a Council formed by representatives of all the religious cults. Once a King or Queen is chosen no one has the right to challenge him/her until death occurs. Now the Santerran Murmillions have given up to this tradition and accepted the rule of the Santerran High King (any reason for that perhaps?), while among the Free Murmillions this tradition seems to have remained untouched. The King has the right to enforce the general laws of the land but he cannot interfere in the various noble families' businesses as long as they don't stop paying taxes or supplying the King's Guardians (his personal army) with soldiers. The main duty of the King in times of peace is to arbitrate the arguments between the noble families and prevent any signs of civil unrest.

Production/Trade
Originally, Murmillions are reclusive people, doing little trade and almost never engaging in peaceful relations with other realms. However, since the Santerran conquest, the south-western Families began to change their attitude and be more open to various forms of exchange. Some of the Families kept some contacts with the Free Murmillions (for aquiring amber or black opals in exchange for paper or exotic foods) but keeping them in secret - mainly for gaining an "advantage" over the other families. They also trade some of their weapons and other various products of their craftsmanship to the rest of Aca-Santerra.

Natural Resources
The lands of the Murmillions are formed by mountains and high hills, with a range of volcanoes (many of them still active - the Burning Mountains) far in the east. Besides small portions of farmlands and vineyards on the high hills, we can find, up in the mountains, various mining sites producing mainly iron ore, silver, amber and opals.

Holidays and Festivals
Murmillions are worshipping Mari, the Goddess of Dreams in all her manifestations. They have many cults each worshipping Mari in their own way, as they believe that the Goddess is present in everything that men are or are ("not" perhaps?) doing. They believe that by dreaming they touch with Mari's very essence, thus many dreams are thought to be prophetic. They also believe in the existence of a second God - thought to be the "husband" of Mari, though his name is never spoken and his presence never revered. As he is the God of Night, the one that holds everything in his darkness yet he is nothing but "an absence causing the Mari's presence". However, Murmillions' attraction to the black colour seems to be related to this absent God, thus one can interpret the wearing of this colour as a means of aknowledging His existance in silence, preparing the way for Mari's manifestations. (I would especially vote here for elaborating much more differences to the Avá/Coór concept, especially at the Coór equivalent role and calling him the "Dark One". It doesn't all need to be dreams and light and darkness, contradiction etc. I think the more different you can make these Gods, the better. It's not good to have the same Gods everywhere, only with different names. A seperate Religions section would also be good so that not everything is put in Holidays and Festivals, cause that's something different.)
This religious system prevents any grand festivals, as each day, and mostly each night, is connected to the sacred world through Mari's manifestations. However, they celebrate some moments of the year as well as the main moments of their lives but never outside their families. Also the choosing of a new King determines a week of leisure throughout all the lands of the Murmillions.

History
9000-5500 b.S. Kyras the Dark establishes a new kingdom in Epheran'ypheró on the remains of Menemronn's fortress. His people are calling themselves Murmillions and seek to resurrect the lost powers of the Chosen. Their society is basically a military one and they start to wage war against the neighbouring territories, claiming the regions west of the Burning Mountains.

5500-3200 b.S. The rise of the strange guild/cult of Teor Kunran, also named among the commoners "The Servants of Draco" (I still think that "Draco" doesn't sound too mysterious enough for such a cult, e.g. because "Draco" hints already at a dragon-relation, and that's not good to give that away when we want to keep the mystery. Maybe you can come up with a better name?).

3200-1647 b.S. The Kingdom of Murmillions (Is that really the name for the kingdom as well? "Kingdom of Murmillions"? And in this kingdom live the Murmillions? Isn't it a bit irritating to have the exact same name for tribe and kingdom?) establishes its traditions and culture. This is a long period of peace, none of Murmillion kings or queens are laying claim over the neighbouring lands.

1647 b.S. "The Year of Darkness" - a solar eclipse revives the cult of the Dark One, the husband of Mari, and Murmillions gather once more to wage war. They are defeated by Aca-Santerra and as a result the Families living between Oberion-Thalaseth and Epheran'ypheró fall under Santerran rule.


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« Reply #3 on: 22 April 2003, 08:41:00 »

Ok, I'll edit the text and place it again.
First, (and quick) about the glyph of Mari. Well it was just an abstraction of a closed eye, I thought that would look like a half-circle near a vertical line. :S I just thought how one would write such a glyph. Any other ideas are welcomed. (and as all the glyphs, they can loose their original symbolism in time, and also they can get various related forms...)
Check the "Continent of Nybelmar" section of the forums. There are some things to read in "Storyline proposal" thread (although the outcome of that is this text) and I just placed there a beta version for an entry about Mari. As Koldar suggested that there might be some dark elven blood coursing through their veins I think is not unapropriate this resemblance with Ava/Coor. Besides, as you can see from the entry about Mari, Murmillions believe that the righteousness is on their side :)  Oh... and I liked this thing because that makes their religion already a heresy, not to mention what will come in the later guild-theories... Anyway, this remains to be discussed.
That Chosen One is Menemronn, I accept your critique, as in the Continent of Nybelmar, Menemronn has no need for an introduction, but elsewhere...
I also need help from Koldar... :)  uh... Koldar... please... help... Koldar?... ;)  as there are some things (like that destiny given by birth) where he would be more indicated to answer. Well I can try to answer too, or adapt some things, but I don't want to stray too much from his original path.

PS. about names. This is not my strong point so any suggestions are welcomed (I'll try to come up with a list of randomly generated words). Oh, and thank you for the spelling check (that is really helpfull for me) ;)  

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« Reply #4 on: 22 April 2003, 10:29:00 »

looks perty good. I kinda like them. Woodsy barbaric... and fur! yaaa!
I like the way the look so far. They seem to be coming along well. There are some points in the text (mostly about teh technical stuff like homes and religion) that need some polishing, but I'm sure Kildie can sort that out in no time.


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The Santharian Dream - Home sweet Home...

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« Reply #5 on: 22 April 2003, 10:49:00 »

The difference between Avá and Mari is already extreme. Mari is a dark god, too. She's not dreaming she is creating and living in the dreams of the people planting wrong wishes, hopes and dlimpse of the future into the dreams. The Dark one is non-existant in this world and it's only believed that he'll recreate the world/bring his followers powers/whatever. In a whole one can assume that the Murmillions think to live in a world without Gods(Mari can only contacts them in dreams which is another world for the Murmillions), believing that their reason to be trapped in reality is the disappearance of the Dark one. When he comes to the World, they'll be released and return to the "true" world as kings.


The Murmillions believe that everything is destiny so they'll also believe that it is destiny that they were defeated. Sadly that won't make them rethink their agendas because well, because destiny was against it doesn't mean the goal is wrong, right? ;)
So they try to foresee their own, the tribe's, their familie's, everyone's future....  but as Mari is very chaotic it is difficult to discern between truth and lie.

The Santerrans also believe in destiny, however in a different way. They'll adopt Mari as a main Goddess, because they believe the Murmillion Goddess to be strong and thus interweave her with their own God of Destiny: Thalisien.

In a whole they're the antagonists to the Korweynites who think that they need to form their destiny themselves in order to be blessed by their gods...

The only famous Chosen in eastern Nybelmar is Menemronn...

names.... could need a name for King's Guard imo....

For the Kingdom itsself, in ancient times it was refered to as the Second Shadow Realm (the first was Menemronn's reign), will see how they call themselves...

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« Reply #6 on: 23 April 2003, 05:03:00 »

I have introduced the corrections into the text so theoretically is ready. But there are still several issues and I need some input from all of you on some of them.

1. The names.
For the King's guardians I thought about this. If the nobility lives in "draks" why don't we name these elite units "drakars" (or "drakkars", or "drakhars" - I don't know which sounds more cool)?
For the guild name I thought about a single word to be their name. This would be "Arkhaeon". (It's no secret from where I came up with such a word :)  - ancient greek "arhe" - but I think it fits well)
For the Kingdom name, we might derive a word from the elvish translation of "Shadow Realm" or "Second Shadow". But I don't know the elvish words. It would not be awkward as already the Burning Mountains are also called "Epheran'ypheró", and after all, Murmillions are originally a mixed kind of people (including a few dark elves)... Hmmmm, this just came up: "The Shadow that Follows" or a combo between these two words, shadow and follow (it might be equivalent to Second Shadow and it also enriches the meanings)

2. The Glyph of Mari
Well, I can remove the mention about the closed eye, because actually I just tried to depict it giving some reasons for which it is like this also. But a glyph is a glyph, eventually only scholars will remember why it is like this. I am a perfect amateur in computer graphics (I never tried to actually draw, I just played with the ready-made features of various programs) so I don't dare to draw a picture for the Coat of Arms :S

3. The History
Well, the history section can also be removed as all the nations of south-east Nybelmar have a interweaved history. But it helps to shortly point out the main events (and historical dates) in this entry. As currently it stops around "year 1 a.S." it might need some later readjustments - but not in the very near future... Anyway, my opinion is that the east Nybelmar needs a special entry only about history (there are tons of things to tell there... ;)  you can check Koldar's brief chronology in "Continent of Nybelmar" section of the forums)

4. Ava/Coor - Mari/Unspoken
Well basically, Koldar pointed out very well the difference between these couples. But I admit that some elven roots can be traced in this religion.
Anyway, just take a closer look at Murmillions. Judging them psychoanalitically what would we see? A nation that is more or less built on frustration. Yep. First, they never got what was promised to them. Second, they are born from a betrayal and a humiliating defeat (well, two betrayals if I want to keep accurate). Now, besides perhaps feeling sorry for them, I'd say that is perfectly understandable why they would turn away from this world, and give more "reality" to a world of dreams. It might be Ava hidden deep inside Mari, but that is only a speculation :)  
Mari is not the Creator. She dominates the dreams, yes, but she is not a Creator God. We might believe then that this "Dark One" is that God. Well, it's a little too convenient for some supposedly evil-reputed people. So I want to make it clear: This "Dark One" is called like this because there is no other way to call it. Actually I prefer both formulas "Dark One" and "Unspoken". As this is what this "god" is. Absence. Nothing. Non-existence. How can such a thing create something, you may ask? Simple (for Murmillion logics). And I will give you an example (seems more easy to explain this way). You see these words before you now. They are powerfull, and they are powerfull because they result in a meaning inside your mind. They are "talking" to you, and they generate some feelings in you aswell. But who created them? Me? :=] Really? Who am I, or what am I, if you say I created them? What do you know about me? Can you really know something about me? Or I am just one with the background? And this is the answer. These words you see now, you see because they are some white signs on a black background. Am I more than this background? All the possible answers to this question are nothing more than pure and unfounded speculations. Such is the "Unspoken", "The Dark One", the background that creates the words. Just like the silence (those short interruptions in the flow) helps us understand the words when we are speaking them.
[Disclaimer: Don't get scared, I spoke as a Murmillion would, people... :) ]
So it's not at all about darkness and light. Yes, Murmillions like to use such metaphors, but they are just that, metaphors.
Anyway, if you are interested in this please read the Mari thread also ("Continent of Nybelmar" - we are still working on it though...) and tell me if that explains more or I should be more detailed on some aspects.

5. The "Overview"
The first section of the entry is also the one in which I made most of modifications. So I am posting it here now, to see if it's good.

"Overview
In Nybelmar, The War of the Chosen ended with the defeat of the powerfull wizard Menemronn. This great battle is actually the main event that shaped the political map of nowadays East Nybelmar (Santerrans being the only ones that are not related somehow with this event). "Murmillions" is the name through which we call today the people that followed once Menemronn, and now are living in the shadows of the Burning Mountains (the former fortress of Menemronn), in their deep valleys and long hillside. Originally they were a mixed kind but centuries of isolation shaped them into a single tribe of strong and determined people, dreaming of Menemronn's lost power and wisdom. Politically they belong to two kingdoms now: half of them live under Aca-Santerra's rule, and the other half (calling themselves, Free Murmillions) has its own kingdom in the Epheran'ypheró peninsula."

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« Reply #7 on: 25 April 2003, 18:10:00 »

After some thinking I decided that I should post directly the edited version now...

___________


Overview
In Nybelmar, The War of the Chosen ended with the defeat of the powerfull wizard Menemronn. This great battle is actually the main event that shaped the political map of nowadays East Nybelmar (Santerrans being the only ones that are not related somehow with this event). "Murmillions" is the name through which we call today the people that followed once Menemronn, and now are living in the shadows of the Burning Mountains (the former fortress of Menemronn), in their deep valleys and long hillside. Originally they were a mixed kind but centuries of isolation shaped them into a single tribe of strong and determined people, dreaming of Menemronn's lost power and wisdom. Politically they belong to two kingdoms now: half of them live under Aca-Santerra's rule, and the other half (calling themselves, Free Murmillions) has its own kingdom in the Epheran'ypheró peninsula.

Appearance
Murmillions are of slender appearance, with pale skin and dark hair which ranges from ash blonde to black. Their lifespan is somewhat longer than the average human and some say that even some elven blood flows through their veins, though of dark alignment. Murmillions are obsessed in gaining power and fame, thinking that this is the way in which they please their main goddess, Mari. She is similar to Thalisien, the God of Dreams in Santerran beliefs, a God of mind and dreams. Their clothing are mostly made of wool and dyed in dark, however shimmering, colors. Purple and blue are their favourite colors together with gray and wine red.

Coat of Arms
The clerics and nobles of the Murmillions use a special kind of writing, based on glyphs - these are supposed to be sacred as their reading/ interpretation is the only way in which one can connect with the truth of the Gods or the magical aura (cár'áll). Their coat of arms is a purple banner on which the glyph of Mari/the Glyph of Dreams is painted: this has the appearance of an inverted scythe - an abstraction of a closed eye bordered by the nose-line. Sometimes, on special occasions, the noble families have the honor of adding on the vertical margins of the banner smaller glyphs that build a statement of wisdom, a "motto" that constitutes that family's signature of pride. Santerran Murmillions have kept the Glyph of Mari but they are painting it on a black banner. They want to point out that Mari is herself mereley the manifestation of the Unspoken and that the free Murmillions are following a wrong path, being too much closely linked to Menemronn the Purple and - obviously - his mistakes.

Territory
Murmillions live in the southern valleys and hillside of the Burning Mountains, in the hills that are now called the "Nightvalleys". Many myths tell about the dark and deep caves that can be found in these mountains and serve them as strongholds for refuge and shelter. Their territories extend till the coasts to the east and west and the plains south. The land between the Oberion-Thaleseth mountains and the Epheran'ypheró peninsula belongs to Santerran Murmillions now, while Epheran'ypheró holds the Free Murmillions.

People
Murmillions are a folk of strong will and short temper. In their belief in the Goddess Mari they’re willing to do much which appears weird, arrogant or cruel to other people, but in their own way they can be loyal comrades and warm family members. Murmillions are quite fatalists, as they do believe that some things are meant to happen. For instance this very reason is what stands now between Santerran Murmillions and the Free Murmillions. The last war against Aca-Santerra was started by Murmillions as for some reasons they believed it was the right time to set the world on fire (see Mari for more details). They were defeated though, thus a lot of Families accepted Santerran rule as being part of that destiny: they were defeated because it was meant to be this way. Of course, many free Murmillions are now regarding the Santerran Families as "Fallen Families" and they are accusing them of tendecies to "speak the name of the unspoken", giving their "unfree" status as an example of what could happen if one tries to directly deal with the Dark One.
Some wise man once said that Murmillions are split between darkness and light, seeking the one by obeying to the second. The religious rituals of Mari, the main Goddess of the Murmillions, are always seemingly chaotic and are very mind-influencing driving the participants often in states of hysteria, deep meditation or hallucinations.
The rituals to determine the future are more misleading and subtle than those known from the priests of the Santerran Thalisien and are also more detailed and presumably more powerful, if interpreted correctly.

Housing
Murmillions live in so-called “Draks” which are houses built and carved into the hillsides and rocks of the mountains often reachable only via one artifical path or road. They serve as towns and fortresses at the same time and are difficult to conquer. Draks are often built into high cliffs and consist in a confusing network of stairways, passages and short connection tunnels. In these draks often the nobility and craftsmen - which are more or less one and the same - live together with their family, their servants and other aligned families.
The other Murmillions live in small villages scattered over the hills. There often a family lives from herding sheep and cattle and some basic farming. The houses they live in are halfway digged into the ground and covered with grass and earth as roof. The first room is an open meeting place with a fireplace in its midst around which the family eats and lives. Guests stay here overnight as well. As taverns and inns are rare, this is actually the only way for wanderers to find shelter in the Nightvalleys. From the circular meeting room normally three, sometimes more, doors lead to more rooms, one being the storage room and kitchen, one leading to a narrow stable for the livestock of the family and the last leading to the private chambers. This is usually one big room divided by thin leather or wood. Outside these farms may have one small garden for vegetables and herbs.

Clothing
Murmillions dress in crude wool clothes which are, however, specially dyed in mostly earthly and dark colors with a shimmer of brighter colors in them. Over their usually single-coloured skirts or dresses Murmillions – men and women alike - wear black leather vests, jackets, bracelets and belts often decorated with silver. Depending on the weather a wide fur coat wrapped around the body and often only fixed with the belt completes their outfit.
Murmillions use black leather whenever possible. Black is seen as a pure colour, similar to silver which is related to the stars.
Most of their jewellery, rings, necklaces or armrings are made of silver. Gold, precious stones - except the dark opale which is highly appreciated - are seen as a sign of unjustifiable arrogance, not worthy of a decent folk.
Men usually wear their dark hair shortcut, with well-kept beards, sometimes, when kept longer, with one or two braids, only seldom long and open. The woman wear their hair long and open often kept together with leather straps or hats.
During a war Murmillions dress in black brigandines entrenched with steel plates around the shouders, a half closed helmet that covers the eyes and nose and is often decorated with various figures or feathers to make the warrior appear higher. They bear a round shield and the scythar.

Diet
Murmillions live mainly from their livestock, eating the meat and making cheese and other milk products. Grain for bread is also produced and every family has a small, private garden which adds some vegetables to their daily menu from time to time. Over time their demand for more food sources made them import food from the southern regions along the Jerrah and even fish from the Islands of the Santerrans.

Weapons
Murmillions are great mountain warriors. Most of them fight on foot, but noblemen may invest in a mountain horse to ride on the battlefield. They use mainly spears, pikes and axes.
Their most famous weapon is the scythar, the so-called "bladeaxe" which is used by nearly anyone who has enough money. Its blade is curved like a sickle however at its tip a thorn points forward again. The bow between the thorn and the rest of the blade is used to fend off enemy swords and the thorn itself - as is the blade - is strong enough to pierce most kinds of armor.
Santerrans later adopted this traditional equipment, including the scythar, and accepted many Murmillions as equal in their army of elite warriors - which actually took their name (Murmillions). They have exchanged however the round shield for a great rectangular one and added several light throwing spears to a warrior's equipment

Occupations
Murmillions are excellent smiths and craftsmen and this occupation is held in great respect amongst them (their nobility is actually formed mainly by these criteria). They believe that the mastery of iron and craftsmanship are magically related and different noble families pretend to hold different secrets of linking magic to their products. However, they view the magic of their artifacts as working only for the one for whom the artifact was build. Thus their master warriors always have personalized weapons (the form is basically the same, but the various decorative elements differ, as well as the glyphs, which are usually embedded on the blades). Also many Murmillions are wearing secretely (under their clothes) various silver amulets (inscribed with glyphs) believing that these are helping them not to interrupt their contact with the world of Mari.
Besides the noble families, there are also the commoners which deal with farming and livestock keeping.
A third social class is that of the clergy, priests and priestesses of Mari and all her manifestations. They are closely related to the noble families, each cult of Mari being involved in seeking the best way to connect the "World of Mari" (that of Dreams and Power) with the "World of Exile" (that which is usually refered to as "real life"). Also the clerics are the keepers of the written knowledge (although every respectable noble family keeps a private library in their draks), which is traditionally inscribed as glyphs on clay tablets - since the Santerran conquest though they started to use paper as well but not for the very important texts.
There is no obvious segregation of sexes amongst Murmillions though it appears that women can only be found in dealing with housekeeping or various modes of entertaining, or as a part of the clergy cults.

Government
The Murmillion's society resembles that of a tribal type, as there are many noble families, each with their own traditions, structured by a clan model. However they are ruled by a King who is always selected from one of the noble families by a Council formed by representatives of all the religious cults. Once a King or Queen is chosen no one has the right to challenge him/her until death occurs. After the "Year of Darkness" Santerran Murmillions have given up to this tradition and accepted the rule of the Santerran High King, while among the Free Murmillions this tradition seems to have remained untouched. The King has the right to enforce the general laws of the land but he cannot interfere in the various noble families' businesses as long as they don't stop paying taxes or supplying the King's "Drakkars" (his personal army) with soldiers. The main duty of the King in times of peace is to arbitrate the arguments between the noble families and prevent any signs of civil unrest.

Production/Trade
Originally, Murmillions are reclusive people, doing little trade and almost never engaging in peaceful relations with other realms. However, since the Santerran conquest, the south-western Families began to change their attitude and be more open to various forms of exchange. Some of the Families kept some contacts with the Free Murmillions (for aquiring amber or black opals in exchange for paper or exotic foods) but keeping them in secret - mainly for gaining an "advantage" over the other families. They also trade some of their weapons and other various products of their craftsmanship to the rest of Aca-Santerra.

Natural Resources
The lands of the Murmillions are formed by mountains and high hills, with a range of volcanoes (many of them still active - the Burning Mountains) far in the east. Besides small portions of farmlands and vineyards on the high hills, we can find, up in the mountains, various mining sites producing mainly iron ore, silver, amber and opals.

Holidays and Festivals
Murmillions are worshipping Mari, the Goddess of Dreams in all her manifestations. They have many cults each worshipping Mari in their own way, as they believe that the Goddess is present in everything that men are, or are doing. They believe that by dreaming they touch with Mari's very essence, thus many dreams are thought to be prophetic. They also believe in the existence of a second God - thought to be the "husband" of Mari, though his name is never spoken and his presence never revered. As he is the one that holds everything, yet he is nothing but "an absence causing the Mari's presence". However, Murmillions' attraction to the black colour seems to be related to this absent God, thus one can interpret the wearing of this colour as a means of aknowledging His existance in silence, preparing the way for Mari's manifestations.
This religious system prevents any grand festivals, as each day, and mostly each night, is connected to the sacred world through Mari's manifestations. However, they celebrate some moments of the year as well as the main moments of their lives but never outside their families. Also the choosing of a new King determines a week of leisure throughout all the lands of the Murmillions.

History
9000-5500 b.S. Kyras the Dark establishes a new kingdom in Epheran'ypheró on the remains of Menemronn's fortress. His people are calling themselves Murmillions and seek to resurrect the lost powers of the Chosen. Their society is basically a military one and they start to wage war against the neighbouring territories, claiming the regions west of the Burning Mountains.

5500-3200 b.S. The rise of the strange guild/cult of Teor Kunran, the Arkhaeon Guild.

3200-1647 b.S. The kingdom of Murmillions, known to the world as "The Second Shadow", establishes its traditions and culture. This is a long period of peace, none of Murmillion kings or queens are laying claim over the neighbouring lands.

1647 b.S. "The Year of Darkness" - a solar eclipse revives the cult of the Dark One, the husband of Mari, and Murmillions gather once more to wage war. They are defeated by Aca-Santerra and as a result the Families living between Oberion-Thalaseth and Epheran'ypheró fall under Santerran rule.

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Koldar Mondrakken
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« Reply #8 on: 28 April 2003, 11:13:00 »

Okay, I'll check that through and eventually add some details here and there or make further suggestions... but I think we're getting to finish it soon . :)

I hope I don't throw you into confusion. If you dislike changes just point it out. I only try to define the behaviour of the Santerrans more as these are weird guys, too.

___________


Overview (I rewrote this because it sounded too technical to me. Hope this suits...)In Nybelmar, The War of the Chosen ended with the defeat of the powerful wizard Menemronn by the Kaýrrhem and an alliance of three human nations that resisted his reign. But one tribe got corrupted by the power the remants of Menemronn posed and deceived the humans and elves to become his successor. The leader of these humans was Kyras, the Dark who forged with sword and magic a realm that once faced the Korweynites and Kaýrrhem in the struggle for dominance in eastern Nybelmar. The descandants of these times are now called the Murmillions which means "Men of the Delms" in Santerran and even in its decline a strong and dangerous nation living in the cursed ruins of Menemronn's fortress.

Appearance
Murmillions are of slender appearance, with pale skin and dark hair which ranges from ash blonde to black. Their lifespan is somewhat longer than the average human and some say that even some elven blood flows through their veins, though of dark alignment. Murmillions are obsessed in gaining power and fame, thinking that this is the way in which they please their main goddess, Mari. She is similar to Thalisien, the God of Dreams in Santerran beliefs, a God of mind and dreams. Their clothing are mostly made of wool and dyed in dark, however shimmering, colors. Purple and blue are their favourite colors together with gray and wine red.

Coat of Arms
The clerics and nobles of the Murmillions use a special kind of writing, based on glyphs - these are supposed to be sacred as their reading/ interpretation is the only way in which one can connect with the truth of the Gods or the magical aura (cár'áll). Their coat of arms is a purple banner on which the glyph of Mari/the Glyph of Dreams is painted: this has the appearance of an inverted scythe - an abstraction of a closed eye bordered by the nose-line. Sometimes, on special occasions, the noble families have the honor of adding on the vertical margins of the banner smaller glyphs that build a statement of wisdom, a "motto" that constitutes that family's signature of pride. Santerran Murmillions have kept the Glyph of Mari but they are painting it on a black banner. They want to point out that Mari is herself mereley the manifestation of the Unspoken and that the free Murmillions are following a wrong path, being too much closely linked to Menemronn the Purple and - obviously - his mistakes.
(Maybe the glyph of Mari is only used by the king while any nobleman uses a glyph that somehow represents his agenda and power? Makes it more varied. Already have an idea for the style of the glyphs. Will be more than simple runes, I guess...)


Territory
Murmillions live in the southern valleys and hillside of the Burning Mountains, in the hills that are now called the "Nightvalleys". Many myths tell about the dark and deep caves that can be found in these mountains and serve them as strongholds for refuge and shelter. Their territories extend till the coasts to the east and west and the plains south to the Oberion-Thaleseth mountains.
The hills of the Oberion Thaleseth pose the southern border to Aca-Santerra and those living in them are now part of the Highkingdom though only loosely controlled by the Santerran king. While the free and the Santerran Murmillions drifted apart over the centuries there are still enough bonds to cause unrest in the northern borders of the Highkingdom, a feared and hated enemy by the Free Murmillions.


People
Murmillions are a folk of strong will and short temper. In their belief in the Goddess Mari they’re willing to do much which appears weird, arrogant or cruel to other people, but in their own way they can be loyal comrades and warm family members. Murmillions are quite fatalists, as they do believe that some things are meant to happen. For instance this very reason is what stands now between Santerran Murmillions and the Free Murmillions. The last great war against Aca-Santerra was started by Murmillions as they believed the Year of Darkness would mean the rebirth of the God of Darkness, Mari's spouse from beyond the world. They were defeated by Asthalon the Black, the only Santerran king said to be aligned to Mari but also the reason that a lot of Families accepted Santerran rule as being part of that destiny: they were defeated because it was meant to be this way. Of course, many free Murmillions are now regarding the Santerran Families as "Fallen Families" and they are accusing them of tendecies to "speak the name of the unspoken", giving their "unfree" status as an example of what could happen if one abandons the "Path of Destiny(?).
Some wise man once said that Murmillions are split between darkness and light, seeking the one by obeying to the second. The religious rituals of Mari, the main Goddess of the Murmillions, are always seemingly chaotic and are very mind-influencing driving the participants often in states of hysteria, deep meditation or hallucinations.
The rituals to determine the future are more misleading and subtle than those known from the priests of the Santerran Thalisien and are also more detailed and presumably more powerful, if interpreted correctly. Thus the Santerrans see Mari more as a Goddess of illusion and insanity than as one of destiny and thus as the antagonist of Thalisien.


Housing
Murmillions live in so-called “Draks” which are houses built and carved into the hillsides and rocks of the mountains often reachable only via one artifical path or road. They serve as towns and fortresses at the same time and are difficult to conquer. Draks are often built into high cliffs and consist in a confusing network of stairways, passages and short connection tunnels. In these draks often the nobility and craftsmen - which are more or less one and the same - live together with their family, their servants and other aligned families.
The other Murmillions live in small villages scattered over the hills. There often a family lives from herding sheep and cattle and some basic farming. The houses they live in are halfway digged into the ground and covered with grass and earth as roof. The first room is an open meeting place with a fireplace in its midst around which the family eats and lives. Guests stay here overnight as well. As taverns and inns are rare, this is actually the only way for wanderers to find shelter in the Nightvalleys. From the circular meeting room normally three, sometimes more, doors lead to more rooms, one being the storage room and kitchen, one leading to a narrow stable for the livestock of the family and the last leading to the private chambers. This is usually one big room divided by thin leather or wood. Outside these farms may have one small garden for vegetables and herbs.

Clothing
Murmillions dress in crude wool clothes which are, however, specially dyed in mostly earthly and dark colors with a shimmer of brighter colors in them. Over their usually single-coloured skirts or dresses Murmillions – men and women alike - wear black leather vests, jackets, bracelets and belts often decorated with silver. Depending on the weather a wide fur coat wrapped around the body and often only fixed with the belt completes their outfit.
Murmillions use black leather whenever possible. Black is seen as a pure colour, similar to silver which is related to the stars.
Most of their jewellery, rings, necklaces or armrings are made of silver. Gold, precious stones - except the dark opale which is highly appreciated - are seen as a sign of unjustifiable arrogance, not worthy of a decent folk.
Men usually wear their dark hair shortcut, with well-kept beards, sometimes, when kept longer, with one or two braids, only seldom long and open. The woman wear their hair long and open often kept together with leather straps or hats.
During a war Murmillions dress in black brigandines entrenched with steel plates around the shouders, a half closed helmet that covers the eyes and nose and is often decorated with various figures or feathers to make the warrior appear higher. They bear a round shield and the scythar.

Diet
Murmillions live mainly from their livestock, eating the meat and making cheese and other milk products. Grain for bread is also produced and every family has a small, private garden which adds some vegetables to their daily menu from time to time. Over time their demand for more food sources made them import food from the southern regions along the Jerrah and even fish from the Islands of the Santerrans.

Weapons
Murmillions are great mountain warriors. Most of them fight on foot, but noblemen may invest in a mountain horse to ride on the battlefield. They use mainly spears, pikes and axes.
Their most famous weapon is the scythar, the so-called "bladeaxe" which is used by nearly anyone who has enough money. Its blade is curved like a sickle however at its tip a thorn points forward again. The bow between the thorn and the rest of the blade is used to fend off enemy swords and the thorn itself - as is the blade - is strong enough to pierce most kinds of armor.
Santerrans later adopted this traditional equipment, including the scythar, and hired the Murmillions as mercenaries in their wars against Korweyn. Later a caste of their own elite warriors would bear the name "Murmillions" for their expertise in ground war. Also a sign how high the Santerran value the Murmillions skills in warfare, both as allies and as foes. They have exchanged however the round shield for a great rectangular one and added several light throwing spears to a warrior's equipment

Occupations
Murmillions are excellent smiths and craftsmen and this occupation is held in great respect amongst them (their nobility is actually formed mainly by these criteria). They believe that the mastery of iron and craftsmanship are magically related and different noble families pretend to hold different secrets of linking magic to their products. However, they view the magic of their artifacts as working only for the one for whom the artifact was build. Thus their master warriors always have personalized weapons (the form is basically the same, but the various decorative elements differ, as well as the glyphs, which are usually embedded on the blades). Also many Murmillions are wearing secretely (under their clothes) various silver amulets (inscribed with glyphs) believing that these are helping them not to interrupt their contact with the world of Mari.
Besides the noble families, there are also the commoners which deal with farming and livestock keeping.
A third social class is that of the clergy, priests and priestesses of Mari and all her manifestations. They are closely related to the noble families, each cult of Mari being involved in seeking the best way to connect the "World of Mari" (that of Dreams and Power) with the "World of Exile" (that which is usually refered to as "real life"). Also the clerics are the keepers of the written knowledge (although every respectable noble family keeps a private library in their draks), which is traditionally inscribed as glyphs on clay tablets - since the Santerran conquest though they started to use paper as well but not for the very important texts.
There is no obvious segregation of sexes amongst Murmillions though it appears that women can only be found in dealing with housekeeping or various modes of entertaining, or as a part of the clergy cults.

Government
The Murmillion's society resembles that of a tribal type, as there are many noble families, each with their own traditions, structured by a clan model. However they are ruled by a King who is always selected from one of the noble families by a Council formed by representatives of all the religious cults. Once a King or Queen is chosen no one has the right to challenge him/her until death occurs. After the "Year of Darkness" Santerran Murmillions have given up to this tradition and accepted the rule of the Santerran High King, while among the Free Murmillions this tradition seems to have remained untouched. The King has the right to enforce the general laws of the land but he cannot interfere in the various noble families' businesses as long as they don't stop paying taxes or supplying the King's "Drakkars" (his personal army) with soldiers(a question: Wouldn't it be dangerous for a king to surround himself with soldiers from rival families? Though one could see that from two points of views. He might use his own family as part of his court and life guard and the Drakkars as a elite troop as well as hostages to demand loyality from the other noblemen... just some thoughts I had about it). The main duty of the King in times of peace is to arbitrate the arguments between the noble families and prevent any signs of civil unrest.

Production/Trade
Originally, Murmillions are reclusive people, doing little trade and almost never engaging in peaceful relations with other realms. However, since the Santerran conquest, the south-western Families began to change their attitude and be more open to various forms of exchange while still maintaining much of their old traditions. Some of the Families kept some contacts with the Free Murmillions (for aquiring amber or black opals in exchange for paper or exotic foods) but keeping them in secret - mainly for gaining an "advantage" over the other families. They also trade some of their weapons and other various products of their craftsmanship to the rest of Aca-Santerra.The Santerran Murmillions stayed majorily autarc as the Santerrans only intervene when civil unrest poses a threat to their dominance in the region

Natural Resources
The lands of the Murmillions are formed by mountains and high hills, with a range of volcanoes (many of them still active - the Burning Mountains) far in the east. Besides small portions of farmlands and vineyards on the high hills, we can find, up in the mountains, various mining sites producing mainly iron ore, silver, amber and opals.

Holidays and Festivals
Murmillions are worshipping Mari, the Goddess of Dreams in all her manifestations. They have many cults each worshipping Mari in their own way, as they believe that the Goddess is present in everything that men are, or are doing. They believe that by dreaming they touch with Mari's very essence, thus many dreams are thought to be prophetic. They also believe in the existence of a second God - thought to be the "husband" of Mari, though his name is never spoken and his presence never revered. As he is the one that holds everything, yet he is nothing but "an absence causing the Mari's presence". However, Murmillions' attraction to the black colour seems to be related to this absent God, thus one can interpret the wearing of this colour as a means of aknowledging His existance in silence, preparing the way for Mari's manifestations.
This religious system prevents any grand festivals, as each day, and mostly each night, is connected to the sacred world through Mari's manifestations. However, they celebrate some moments of the year as well as the main moments of their lives but never outside their families. Also the choosing of a new King determines a week of leisure throughout all the lands of the Murmillions.The only exception of this is the event of a solar eclipse the priesthood of Mari is very skilled to determined. This is seen as a sign of the Unspoken coming close to the world and is accompanied of several days of frenetic festivals and fantatic worshipping till the very day of the event. These signs have been often used as a reason to start a war against a neighboring nation, be it the Korweynites or later the Santerrans though in recent centuries the political impact of such occurences has ceased a little

History
9000-5500 b.S. Kyras the Dark establishes a new kingdom in Epheran'ypheró on the remains of Menemronn's fortress. In later times they'd be called the Murmillions and seek to resurrect the lost powers of the Chosen. Their society is basically a military one and they start to wage war against the neighbouring territories, claiming the regions west of the Burning Mountains.

5500-3200 b.S. The rise of the strange guild/cult of Teor Kunran, the Arkhaeon Guild.

till 3200 b.S. Many wars have been waged between the empire of Korweyn and the Murmillion kingdom, the "second Shadow" but by that time the old empire became corrupted and more and more lands fell to the Murmillions till they extended their rule to the Eypesh. The Murmillions defeat the last emperor of Korweyn near the the Eypesh and thus destroy their greatest enemy, but after the grand victory suffer from an own decline and unrest that makes most of the conquered lands fall into anarchy.

3200-1647 b.S. At the Peak of its Power
The kingdom of Murmillions, known to the world as "The Second Shadow", establishes its traditions and culture. This is a long period of relative peace for the kingdom, none of Murmillion kings or queens are laying claim over the neighbouring lands that lay in chaos. The heavy eruptions of the destructions of the empire has not left the Murmillions unharmed. While their culture and religion prospers for a last time economy and military dwindles corrupted by intrigue and rivalities of opposing factions.


1700 b.S. The fall of the kingdom
The last king of the Murmillion leaves the kingdom in a power vacuum and various factions fight for the throne. The kingdom falls into complete disorder with any noble family only caring for his own advantages. Poverty and hunger strikes the kingdom and the Murmillions only concentrate on internal affairs not bothering about a new power setting its foot onto the continent: Aca-Santerra founds first cities and outposts along the Jerrah and the coastal regions.


1649 b.S. "The Year of Darkness" - a solar eclipse revives the cult of the Dark One, the husband of Mari, and Murmillions gather once more to wage war. They are defeated by Asthalon the Black and as a result the Families living between Oberion-Thalaseth and Epheran'ypheró fall under Santerran rule.  

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Koldar Mondrakken
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« Reply #9 on: 28 April 2003, 11:16:00 »

Oh, I was very generous in marking the areas I changed, only major changes are the overview and several entries on history. :)  

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Smith in Exile
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« Reply #10 on: 29 April 2003, 12:04:00 »

Ok, I checked them all and basically agree with everything. I rearranged some phrases though and reformulated others... On short:
I didn't keep "The Path of Destiny" thing, as thinking more I realized that the concept is quite complicated and can't stand alone, without additional details and explanations (maybe I can do this in the future guild entry?)
About those glyphs, yes that was my initial idea, to be more elaborated than runes :)  Anyway, the Families, as I stated, are already using various statements written in glyphs on the vertical margins of their banners (in the center I'd say we should keep the same sign on all Murmillion banners - the glyph of Mari) - both margins actually, I guess it looks better... Anyway, I removed the description of the glyph of Mari (keeping only the "inverted scythe" mention, but I can remove that also, as after all it's a glyph, it shouldn't be described...). Also, I changed the "clay tablets" for "leather scrolls" as I think these are more fit for Murmillions (I mean I'd rather imagine Korweynites using clay tablets than Murmillions).
Finally, about drakkars. I admit I didn't payed too much attention to them but I don't see a problem though. The fact is that, although there is a resemblance, their society is not really a clan-type. The Families are not openly fighting for leadership, but actually they like to keep the king under control (and the clerical council is one of the means for doing that). Is not the Family the one that counts as criteria in electing a King, but the person.

So here's the new text :) , Murmillions v1.5


Overview
In Nybelmar, The War of the Chosen ended with the defeat of the powerful wizard Menemronn, by the Kaýrrhem and an alliance of three human nations that resisted his reign. But one tribe got corrupted by the power the remants of Menemronn posed and deceived some humans and as well some elves to become his successors. The leader of these humans was Kyras the Dark who forged through sword and magic a realm to face Korweynites and Kaýrrhem in the struggle for dominance of East Nybelmar: "The Second Shadow Realm". The descendants of these times were later called Murmillions, which means "Men of the Delms" in Santerran, and even now they form a strong and dangerous nation living in the cursed ruins of Menemronn's fortress.

Appearance
Murmillions are of slender appearance, with pale skin and dark hair which ranges from ash blonde to black. Their lifespan is somewhat longer than the average human and some say that even some elven blood flows through their veins, though of dark alignment. Murmillions are obsessed in gaining power and fame, thinking that this is the way in which they please their main goddess, Mari. She is similar to Thalisien, the God of Dreams in Santerran beliefs, a God of mind and dreams. Their clothing are mostly made of wool and dyed in dark, however shimmering, colors. Purple and blue are their favourite colors together with gray and wine red.

Coat of Arms
The clerics and nobles of the Murmillions use a special kind of writing, based on glyphs - these are supposed to be sacred as their reading/ interpretation is the only way in which one can connect with the truth of the Gods or the magical aura (cár'áll). Their coat of arms is a purple banner on which the glyph of Mari/the Glyph of Dreams is painted: this has the appearance of an "inverted" scythe. Sometimes, on special occasions, the noble families have the honor of adding on the vertical margins of the banner smaller glyphs that build a statement of wisdom, a "motto" that constitutes that family's signature of pride. Santerran Murmillions have kept the Glyph of Mari but they are painting it on a black banner. They want to point out that Mari is herself mereley the manifestation of the Unspoken and that the free Murmillions are following a wrong path, being too much closely linked to Menemronn the Purple and - obviously - his mistakes.

Territory
Murmillions live in the southern valleys and hillside of the Burning Mountains, in the hills that are now called the "Nightvalleys". Many myths tell about the dark and deep caves that can be found in these mountains and serve them as strongholds for refuge and shelter. Their territories extend till the coasts to the east and west and the plains south to the Oberion-Thaleseth mountains.
The hills of the Oberion Thaleseth pose the southern border to Aca- Santerra and those living there are now part of the Highkingdom though only loosely controlled by the Santerran king. While Free Murmillions and Santerran Murmillions drifted apart over the centuries there are still enough bonds to cause unrest in the northern borders of the Highkingdom, a feared and hated enemy by the Free Murmillions.

People
Murmillions are a folk of strong will and short temper. In their belief in the Goddess Mari they’re willing to do much which appears weird, arrogant or cruel to other people, but in their own way they can be loyal comrades and warm family members. Murmillions are quite fatalists, as they do believe that some things are meant to happen. For instance this very reason is what stands now between Santerran Murmillions and Free Murmillions. The last great war against Aca-Santerra was started by them as many believed the Year of Darkness would mean the rebirth of the Dark God, Mari's spouse from beyond the world. They were defeated by Asthalon the Black, the only Santerran king said to be aligned to Mari. That's why a lot of Families accepted Santerran rule as being part of that destiny: they were defeated because it was meant this way. Of course, many free Murmillions are now regarding the Santerran Families as "Fallen Families" and they are accusing them of tendecies to "speak the name of the unspoken", giving their "unfree" status as an example of what could happen if one tries to deal directly with the Dark One.
Some wise man once said that Murmillions are split between darkness and light, seeking the one by obeying to the second. The religious rituals of Mari, the main Goddess of Murmillions, are always seemingly chaotic and are very mind-influencing, driving the participants often in states of hysteria, deep meditation or hallucinations.
They often use various rituals to determine the future, but those are more misleading and subtle than the ones known from the priests of Aca-Santerra's Thalisien and are also more detailed and presumably more powerful, if interpreted correctly. Santerrans see Mari more as a Goddess of illusion and insanity than as one of destiny, thus being the antagonist of Thalisien.


Housing
Murmillions live in so-called “Draks” which are houses built and carved into the hillsides and rocks of the mountains often reachable only via one artifical path or road. They serve as towns and fortresses at the same time and are difficult to conquer. Draks are often built into high cliffs and consist in a confusing network of stairways, passages and short connection tunnels. In these draks often the nobility and craftsmen - which are more or less one and the same - live together with their family, their servants and other aligned families.
The other Murmillions live in small villages scattered over the hills. There often a family lives from herding sheep and cattle and some basic farming. The houses they live in are halfway digged into the ground and covered with grass and earth as roof. The first room is an open meeting place with a fireplace in its midst around which the family eats and lives. Guests stay here overnight as well. As taverns and inns are rare, this is actually the only way for wanderers to find shelter in the Nightvalleys. From the circular meeting room normally three, sometimes more, doors lead to more rooms, one being the storage room and kitchen, one leading to a narrow stable for the livestock of the family and the last leading to the private chambers. This is usually one big room divided by thin leather or wood. Outside these farms may have one small garden for vegetables and herbs.

Clothing
Murmillions dress in crude wool clothes which are, however, specially dyed in mostly earthly and dark colors with a shimmer of brighter colors in them. Over their usually single-coloured skirts or dresses Murmillions – men and women alike - wear black leather vests, jackets, bracelets and belts often decorated with silver. Depending on the weather a wide fur coat wrapped around the body and often only fixed with the belt completes their outfit.
Murmillions use black leather whenever possible. Black is seen as a pure colour, similar to silver which is related to the stars.
Most of their jewellery, rings, necklaces or armrings are made of silver. Gold, precious stones - except the dark opale which is highly appreciated - are seen as a sign of unjustifiable arrogance, not worthy of a decent folk.
Men usually wear their dark hair shortcut, with well-kept beards, sometimes, when kept longer, with one or two braids, only seldom long and open. The woman wear their hair long and open often kept together with leather straps or hats.
During a war Murmillions dress in black brigandines entrenched with steel plates around the shouders, a half closed helmet that covers the eyes and nose and is often decorated with various figures or feathers to make the warrior appear higher. They bear a round shield and the scythar.

Diet
Murmillions live mainly from their livestock, eating the meat and making cheese and other milk products. Grain for bread is also produced and every family has a small, private garden which adds some vegetables to their daily menu from time to time. Over time their demand for more food sources made them import food from the southern regions along the Jerrah and even fish from the Islands of the Santerrans.

Weapons
Murmillions are great mountain warriors. Most of them fight on foot, but noblemen may invest in a mountain horse to ride on the battlefield. They use mainly spears, pikes and axes.
Their most famous weapon is the scythar, the so-called "bladeaxe" which is used by nearly anyone who has enough money. Its blade is curved like a sickle, however at its tip a thorn points forward again. The bow between the thorn and the rest of the blade is used to fend off enemy swords and the thorn itself - as is the blade - is strong enough to pierce most kinds of armor.
Santerrans later adopted this traditional equipment, including the scythar, and hired Murmillions as mercenaries in their wars against Korweyn. They have exchanged however the round shield for a great rectangular one and added several light throwing spears to a warrior's equipment. Later a caste of their own elite warriors would bear the name "Murmillions" for their expertise in ground war. This is also a sign of how high Santerrans value Murmillion skills in warfare, no matter if they are their allies or their foes.


Occupations
Murmillions are excellent smiths and craftsmen and this occupation is held in great respect amongst them (their nobility is actually formed mainly by these criteria). They believe that the mastery of iron and craftsmanship are magically related and different noble families pretend to hold different secrets of linking magic to their products. However, they view the magic of their artifacts as working only for the one for whom the artifact was build. Thus their master warriors always have personalized weapons (the form is basically the same, but the various decorative elements differ, as well as the glyphs, which are usually embedded on the blades). Also many Murmillions are wearing secretely (under their clothes) various silver amulets inscribed with glyphs, believing that these are helping them not to interrupt their contact with the world of Mari.
Besides the noble families, there are also the commoners which deal with farming and livestock keeping.
A third social class is that of the clergy, priests and priestesses of Mari and all her manifestations. They are closely related to the noble families, each cult of Mari being involved in seeking the best way to connect the "World of Mari" (that of Dreams and Power) with the "World of Exile" (that which is usually refered to as "real life"). Also the clerics are keepers of the written knowledge (although every respectable noble family keeps a private library in their draks), which is traditionally printed as glyphs on leather scrolls - since the Santerran conquest though they started to use paper as well but not for the very important texts.
There is no obvious segregation of sexes amongst Murmillions though it appears that women can only be found in dealing with housekeeping or various modes of entertaining, or as a part of the clergy cults.

Government
Murmillion's society may resemble to that of a tribal type, as there are many noble families, each with their own traditions, structured by a clan model. However they are ruled by a King who is always selected from one of the noble families by a Council formed by representatives of all the religious cults. Once a King or Queen is chosen no one has the right to challenge him/her until death occurs. After the "Year of Darkness" Santerran Murmillions have given up to this tradition and accepted the rule of the Santerran High King. They stayed majorily autarc though as Santerrans only intervene when civil unrest poses a threat to their dominance in the region.
The King has the right to enforce the general laws of the land but he cannot interfere in the various noble families' businesses as long as they don't stop paying taxes or supplying the King's "Drakkars" (his personal army) with soldiers. The main duty of the King in times of peace is to arbitrate the arguments between the noble families and prevent any signs of civil unrest.

Production/Trade
Originally, Murmillions are reclusive people, doing little trade and almost never engaging in peaceful relations with other realms. However, since the Santerran conquest, the south-western Families began to change their attitude and be more open to various forms of exchange while still maintaining much of their old traditions. Some of the Families kept some contacts with the Free Murmillions (for aquiring amber or black opals in exchange for paper or exotic foods) but keeping them in secret - mainly for gaining an "advantage" over the other Families. They also trade some of their weapons and other various products of their craftsmanship to the rest of Aca-Santerra.

Natural Resources
The lands of Murmillions are formed by mountains and high hills, with a range of volcanoes (many of them still active - the Burning Mountains) far in the east. Besides small portions of farmlands and vineyards on the high hills, we can find, up in the mountains, various mining sites producing mainly iron ore, silver, amber and opals.

Holidays and Festivals
Murmillions are worshipping Mari, the Goddess of Dreams, in all her manifestations. They have many cults each worshipping Mari in their own way, as they believe that the Goddess is present in everything that men are, or are doing. They believe that by dreaming they touch with Mari's very essence, thus many dreams are thought to be prophetic. They also believe in the existence of a second God - thought to be the "husband" of Mari, though his name is never spoken and his presence never revered. As he is the one that holds everything, yet he is nothing but "an absence causing Mari's presence". However, Murmillions' attraction to the black colour seems to be related to this absent God, thus one can interpret the wearing of this colour as a mean of aknowledging His existence in silence, preparing the way for Mari's manifestations.
This religious system prevents any grand festivals, as each day, and mostly each night, is connected to the sacred world through Mari's manifestations. However, they celebrate some moments of the year as well as the main moments of their lives but never outside their families. Also the choosing of a new King determines a week of leisure throughout all the lands of the Murmillions.
The only exception to this are the eclipses the priesthood of Mari is very skilled in determining. This is seen as a sign of the Unspoken coming close to the world and is accompanied by several days of frenetic festivals and fanatic worshipping until the very day of the event. These signs have been sometimes used as good reasons to start wars against the neighbouring nations, be it the Korweynites or, later, Santerrans. In the recent centuries, however, the political impact of such occurences has ceased.


History
9000-5500 b.S. Kyras the Dark establishes a new kingdom in Epheran'ypheró on the remains of Menemronn's fortress, seeking to resurrect the lost powers of the Chosen. In later times they'd be called Murmillions. Their society is basically a military one and they start to wage war against the neighbouring territories, claiming the regions west of the Burning Mountains.

5500-3200 b.S. The rise of the strange guild/cult of Teor Kunran, the Arkhaeon Guild.

till 3200 b.S. Many wars have been waged between the empire of Korweyn and Murmillion's kingdom, called "The Second Shadow" [Realm]. The Korweyn Empire was already in its decline though, so more and more lands fell to Murmillions until they extended their rule to Eypesh river. Murmillions defeat the last emperor of Korweyn near this river and thus destroyed their greatest enemy. However after this grand victory they suffered their own decline and soon most of the conquered lands fell into anarchy.

3200-1647 b.S. At the Peak of its Power
The kingdom of Murmillions establishes its traditions and culture. This is a long period of relative peace for the kingdom, none of the Murmillion Kings or Queens laying claim over the neighbouring lands that lay in chaos. The turmoil following the destruction of the empire has not left Murmillions unharmed though. While their culture and religion prospers, economy and military slowly becomes corrupted by intrigues and rivalries among various opposing factions.

1700 b.S. The fall of the kingdom
The last king of Murmillions leaves the kingdom in a power vacuum and various factions begin to fight for the throne. The kingdom falls into complete disorder with each noble Family only caring for their own advantages. Poverty and hunger strikes the kingdom so Murmillions only concentrate on internal affairs not bothering about a new power setting its foot onto the continent: Aca-Santerra founds their first cities and outposts along the Jerrah river and the coastal regions.

1649 b.S. "The Year of Darkness" - a solar eclipse revives the cult of the Dark One, the husband of Mari, and Murmillions gather once more to wage war. They are defeated by Asthalon the Black of Aca-Santerra and as a result the south-western Families fall under Santerran rule.

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Viresse
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« Reply #11 on: 29 April 2003, 21:59:00 »

Okay... now take what you just wrote, and replace the old text. That way this thread doesn't get Crazy-long.


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« Reply #12 on: 30 April 2003, 03:18:00 »

[blushes] Hmmm... Viresse you lost me here... wouldn't that be the same thing?

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Koldar Mondrakken
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« Reply #13 on: 30 April 2003, 06:09:00 »

Guess, Vir meant instead of posting a new version of the entry at the end of the thread just edit the first entry and paste it in there so people(Vir in this case;) ) does not get confused with various versions in the thread.

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« Reply #14 on: 30 April 2003, 18:10:00 »

yep...
did I jsut say it weird?
*scratches head*
Well, I've been terribly scatterbrained as of late.


*pokey de Viresse at viresse@santharia.com* - Adventures of Sorren Administrator
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