The Shashnimyn Encyclopedia Project

 

peoples of shashnia

Page history last edited by R.A.Ball 2 mos ago

     And then Life brought rise the Shashnimyn.  She built their bodies of stone, earth and silt, filled their heart with the warmth of the sun and the water gave them souls.  She made them all over the planet, from the materials where they stood, and thus they became extensions of the world. 

     She gave the mountain folk strong legs and lungs for climbing, and fur to keep them warm.  She gave the peoples of the lakes gills to help them breathe, and stamina to help them swim.  She gave the forest folk good eyes to see in the understory, and a feeling to find the plants they needed.  She gave the desert folk tough skin and a lack of thirst, so that pilgrimage was a way of life, and gave them magic of the stars to preserve their insights.  And She said unto them all:

          "This is you Shashnia, from it I make you in your lands.  Keep them well as you would your own body, for you are them and they      are you.  All myn are your brother and together you are keepers of all Our children.  If any should threaten their future you must      act, for it is aeons of love and life that brought you here, and you shall join the ancestors to bring it to others."

 

     And since, we have travelled this globe, but always know our origins and our responsibilities to our homeland.  We are a race of so many faces.  There is no denying our place, for that is where we are at home.

-Origins, Book I, First Era

 

Major Civilizations

 

Jungle Adventurers

  • climbing, open ended, chaotic
  • many good things can happen all at once

Desert Adventurers

  • a management gameplay; survival is based upon resource allocation
  • trading routes
    • the algal farmers need outposts in the desert to drop off a season's crop in
  • small groups nomadism for riches uncovered by the moving sands
  • nomadic ranching, large herds of behemoth animals that live in a mutualist community

Mountain Adventurers

  • monks, wanderers, powerful in physical magic
  • lots of dungeon crawls and strongholds to jump between
  • movement is a matter of survival outside, so it becomes the distance you can withstand being how far you can travel.

 

Minor Civilizations

 

Algae Farmers - Inhabitants of the sky, living in great ships that sail the clouds, and drift the globe on the currents of the winds.  They farm a floating algae that grows on ambient magic, and trade it to the landfolk at mooring towers as a major food source.

 

Forest Dwellers - Permaculture farmers and nomadic ranchers that inhabit the temperate transitions between Jungles, Deserts and Mountains.  These include the temperate forests as well as the gradations of savannahs they sometimes share with desert folk

 

Gen-chi mydians - lumberjack fellows and those who wear plaid, build big things out of logs and swagger about through boreal forests.  They are friends with beavers and moose and also ride the rivers.  Most of their wares are floated en masse as rafts.

 

River Dwellers

  • Gen-chi mydians
  • free passage downstream
  • trade routes
  • forage low density off the land

 

Canyon Dwellers

  • stilt-beachers. they reincforce the embankments where they live
  • wanderers; able to live off the land amply to be able to spend a while alone
  • some of the best astronomers

 

City Dwellers

 

Subspecies

Mecenasnuro/Gumar

Goblinoid Feral Shashnimyn

Gigantoids

Mutants - Retention of ancestral characteristics through freak genetic expression.  Rare, a character upgrade option for appropriate SAPTIS category concentration by chance to ~0.01% or by expensive.  The three variants here represent the expression of the median limb set which was lost nearly a million years ago by the Shashnimyn evolutionary lineage

  • Centaur - Animal
    • Lower two limbsets are designed for running
  • Ape - Physical
    • Uppermost limbs heavily muscled and not as sensitive to delicate tasks.  Good for smashing things though.  Ape mutants use these upper limbs when running.
  • Spider - Technical
    • Median limbs thin, elongate and almost vestigal.  The hands have been reduced to a single thumb and two fingers.  These reduced arms are good for fine manipulatory work but have little physical strength

 

Far Future

Mecenasnuro aka Gumar

After the evolution war, there was an exile nation that excelled in technical productions.  Their reliance on technology eventually came at the expense of their physical forms.  An exploration of transhumanism taken to the extreme, no myn-machine boundary.

 

The test-tubers.  They are those that rely on artificial support exo-skeletons.  Minor players in the present day campaign since they are limited to their own island for the most part.  They would be relevant for an oceans campaign since they have big battleships, but most relevant to far future campaigns, since they were a major player in the space race.

 

 

 

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Modes of transportation in between areas.

 

caravans over the desert

trains through jungles, mountains (they come out deep below the mountains though)

river travel

walking

hitching on an air ship; algae farmers move relatively slowly

 

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  Hella – You DJ Parents

i don't want to say anything that will hurt you. so i will be silent

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