Dicaxia
Introduction
Leona rises from her modest dwelling near the lake in Azureheart. She begins her day by wading into the crystal-clear waters, where the nymph rice fields stretch toward the horizon. Guided by the whispers of her ancestors, she employs delicate gestures to manipulate the water’s flow, nurturing the growth of the precious crops.
Elara dons her intricately embroidered robes and adjusts the small crystal pendant that rests against her chest, a symbol of her devotion to Doctrіna. Elara’s day is a balance of scholarly pursuits and spiritual training. Guided by the teachings of her Sage mentor, she delves into ancient texts, seeking insights into the ways of the Ancestors and the gods.
In the cloak of night, Renn of the Tongo Clan emerges from the shadows of the dense forest that borders Elysium. Clad in dark leather armor that absorbs the moon’s radiance, he moves with the fluid grace of a predator. He draws upon his ancestral connection to sharpen his senses and guide his steps. The forest is a symphony of sounds that offers cues to his well-trained ears—a rustling leaf, a distant howl, the heartbeat of the land.
Dicaxia is a realm steeped in the harmony between mortals and their ancestral spirits. From the verdant shores of Azureheart, the capital nestled between majestic mountains, to the enigmatic homeland of the Tongo Clan within the formidable Shrouded Peaks, Dicaxian culture thrives on the intertwining of the mortal and spiritual realms. Guided by the teachings of the Prophet Dicax and the belief in their creators, the four Gods, Dicaxians embrace a society where the presence of spirits is as tangible as the lush landscape. Sages, skilled in the art of divine communion, bridge the gap between the realms, offering wisdom and guidance. The Grand Canal winds through the land, dispersing sacred waters and nurturing vibrant communities.
Description
Geography and Climate
Much of Dicaxia is covered in rolling fields, decorated with colorful wildflowers and verdant grasses. These fields provide fertile ground for Dicaxians to grow crops and tend to their livestock. Lush forests cover the surroundings, abundant with various plant and animal life. Ancient trees create shady canopies over the forest floor, which is home to a range of mushrooms and ferns. Rivers and canals meander through the terrain, offering a crucial water source for the inhabitants of Dicaxia. While small villages manage with wells in the open areas and forests, larger cities are positioned near the canal for water access. The presence of majestic snow-capped mountains adds a sense of grandeur to the landscape. Only the hardiest of Dicaxians settle on or near the mountains due to the challenging climate and rocky soil, which is unsuitable for farming. Near the Maw lies a festering swamp, a blight on the otherwise pristine scenery. The gentle landscape of Dicaxia is viewed as a reward from the Gods, a reflection of their faithful service, in contrast to the more severe environments found in the neighboring lands of Elysium and the Alkuli Empire.
Culture
The culture of Dicaxia is deeply rooted in principles of unity, kinship, and spiritual reverence. Characterized by domed buildings harmoniously integrated into the natural landscape, Dicaxian villages embody a communal way of life. Within these close-knit settlements, the traditional familial structure is replaced by a collective sense of family, where all members of your clan are considered equally close. Dicaxians believe in ancestor veneration reincarnation. The people of Dicaxia seek guidance from wise sages who channel divine wisdom from the four gods. Dicaxia stands as a realm of extraordinary wonder, where the harmony of spirits and mortals weaves an intricate tapestry of culture and belief.
Clans
At the core of Dicaxian society lies a unique and tightly-knit clan system, defining their collective family structure. Within each village and city, distinct clans thrive, embodying specialized crafts and trades, forging a rich network of interdependent skills. This tightly woven network of clans not only fulfills the villagers’ material needs but also fosters a profound sense of belonging and mutual support. They have no concept of individual familial relationships, replaced by an all-encompassing view where the entire clan constitutes one close family. The clan heads preside over the clans and act as both guides and guardians for their respective kin. Rather than birth-parents raising their biological children personally, children grow under the watchful eyes of the entire clan, fostering bonds that transcend blood ties. Dicaxia’s collective family structure thrives as a testament to the enduring power of unity and shared purpose.
Honorifics
The use of honorifics before a person’s name forms an integral aspect of Dicaxian cultural etiquette, emphasizing respect, harmony, and unity. Clan heads are affectionately referred to as Mother, Father, or Parent, embodying their role as guiding figures within their respective clans. In return, the Parents call their clan Sons, Daughters, or Children. For normal clan members, the term Brother, Sister, or Sibling is used for all other members of the community, transcending individual familial ties and reinforcing the notion of one collective family. Spouses may respectfully omit honorifics when addressing each other, signifying their intimate bond. However, omitting these titles for anyone other than their spouse is considered a serious breach of decorum, as it goes against the core value of inclusivity and togetherness upheld by the Dicaxians. Addressing someone without the honorific indicates that you do not consider them family, one of the worst insults in Dixacian culture, even for those outside your own clan.
Hospitality
Hospitality is regarded as a sacred and indispensable virtue in the culture of Dicaxia. Rooted in the deep-seated belief that all inhabitants of their world are part of one extended family, Dicaxians extend warmth and generosity to visitors and strangers alike. Welcoming (and addressing) guests as family, they embrace the duty of providing for their every need, ensuring comfort and respect during their stay. Visitors’ needs are seen to personally by an important or respected member of the clan, often the Parent themselves. In return, visitors are expected to offer their services to the clan as they would to a family member, whether that be helping in the fields, or fixing a leaky roof, or clearing out a dangerous monster. The act of offering hospitality is viewed not as an obligation but as an earnest expression of their unity and interconnectedness.
Life Partners
Dicaxian citizens view their entire clan as family, but they still desire closer bonds and need to continue having children. To this end, the Sages assign individuals to be life partners. The life partners are chosen from neighboring clans, both to diversify their gene pool and to bind the clans even tighter together. Sages do take input from the involved people, but ultimately it is their decision to make. When life partners are chosen, one must leave their clan and join their new partner’s clan. Which partner leaves is decided on a case by case basis, depending largely on the importance of their roles in their respective clans.
Cities and Villages
Dicaxian cities and villages represent the core of the civilization’s culture in distinct yet complementary ways. Villages, amid the landscapes of rolling fields and abundant forests, radiate a simple and strong sense of community. Typically centered around a single clan, villages are often self-sufficient, cultivating their own crops and fulfilling their necessities with minimal reliance on external support. Cities, conversely, host numerous clans, each residing in dedicated districts. This diversity within urban centers enables clans to specialize in various crafts and trades. Notwithstanding these disparities, the city’s collective ethos remains unbroken, reflecting a shared commitment to hospitality and the profound familial connection that unites them.
Architecture
Dicaxian architecture consists mainly of its distinctive domes. Cities and villages both appear from a distance to be a collection of rolling hills, nearly every building sporting a dome. The dome is a sacred symbol in Dicaxia, a visual representation of the unified clans that gather under them. Village buildings tend to be simply and practically constructed, made of wooden walls and thatch ceilings that fit well with the nature around them. Beautiful, intricate bouquets of flowers sit above many doorways. The specific plants used and arrangement of blooms are significant to each clan, and they take great pride in tending to them. In contrast, city buildings are usually constructed of brick or stone, the largest and most opulent being made of expensive materials like marble and obsidian. While many clans still grow plants on and around their districts, some, especially the more affluent clans, have taken to decorating their buildings with intricate murals depicting both the flowers they replaced and the gods. From the most meager hut to the most extravagant palace, all villages and city districts have a large building that forms the heart of each clan. This is where they gather for meals, celebrations, important discussions, and visits from the Sages.
Religion
In Dicaxia, religion and government are synonymous. The gods long ago took charge over the governance of the country, after the cataclysmic war between mortals and the ancestor spirits. Together with their servants, the Sages and the Ancestors, they watch over, guide, and protect the people of Dicaxia. Despite their touch being felt all over the land, however, they rarely appear in the flesh, preferring to act through their agents from the sanctuary of their hidden temples.
The Gods
The four animal-formed gods of Dicaxia each value and represent an aspect of humanoids: strength, dexterity, intelligence, and wisdom. These values guide their choices and shape their personalities. While their words reach all in Dicaxia, few are allowed to directly interact with them.
Clypeus – The Owlbear
Clypеus is a god embodying strength and protection. He is steadfast and resolute, reflecting the unwavering nature of an owlbear. Clypеus is fiercely loyal to those under his care, acting as a guardian and defender. His personality is characterized by a sense of duty and responsibility, and he values honor and integrity above all. Clypеus is the embodiment of physical prowess and courage, inspiring his followers to stand firm in the face of adversity.
Argentum – The Spider
Argеntum is a god of cunning and dexterity. With a quick and agile mind, she weaves intricate plans and strategies akin to a spider’s delicate web. Her personality exudes curiosity and adaptability, embodying the dexterity of a spider in her actions. Argеntum values resourcefulness and innovation, encouraging her followers to think outside the box and find solutions to challenges. She weaves the threads of cunning and inspiration, fostering the growth of artistic endeavors.
Doctrina – The Crow
Doctrіna is a god of knowledge and intellect. Her personality is marked by a deep sense of contemplation and a thirst for knowledge. Doctrіna is analytical and perceptive, always seeking to uncover hidden truths and unravel mysteries. She values learning and the pursuit of higher understanding, guiding her followers on paths of enlightenment and scholarly pursuits. Doctrіna’s wisdom is the guiding light that helps her believers navigate the complexities of life.
Aequitas – The Tortoise
Aequіtas is a god of balance and wisdom. His personality is serene and methodical, akin to the measured pace of a tortoise. Aequіtas is just and fair, valuing equilibrium and harmony in all things. His followers emulate his patient and steady approach to life, seeking to maintain a sense of calm and equilibrium in the face of challenges. Aequіtas teaches the importance of empathy and understanding, emphasizing the need to consider all perspectives before making decisions.
Sages
Sages in Dicaxia are revered individuals who hold a direct and sacred connection to the gods. Devoted to specific deities, each of the many Sages embodies the attributes and virtues represented by their chosen patron god. They serve as intermediaries between the mortal realm and the celestial planes, channeling divine wisdom and insights to guide their communities. They often go simply by the title Sage, as their individual names are not important compared to the god they serve. In addition to serving the gods’ will, they also spread their knowledge to the people. They do much of the teaching in Dicaxia on a wide variety of subjects, from mathematics to practical skills to directing the ancestors.
Dedicated to Specific Gods
Sages are devoted to specific gods, aligning themselves with the attributes and virtues represented by each deity. Through rituals and ceremonies, they establish a deep connection with their chosen patron god, channeling their wisdom and decrees to guide the people. Each Sage’s craft and expertise mirror the essence of their dedicated god, whether it be strength, dexterity, intelligence, or wisdom. As such, their exact role within and advice given to the clans differs depending on the god they serve. The bond between Sages and their respective gods grants them unique insights and abilities, enabling them to serve as conduits between the divine and mortal realms. This devotion ensures that the Sages uphold the divine principles and provide invaluable guidance to their communities, fostering a harmonious relationship between the mortal inhabitants and the celestial guardians. Some skills demonstrated by Sages of each god are:
Strength, Clypеus, the Owlbear
These Sages hone their skills in martial arts and combat, serving as protectors and defenders of their villages.
Dexterity, Argеntum, the Spider
These Sages excel in intricate crafts, particularly weaving and other artistic endeavors, using their nimble hands to create beautiful and practical works of art that enrich Dicaxian culture.
Intelligence, Doctrіna, the Crow
These Sages practice the art of meticulous note-taking and record-keeping, chronicling the knowledge and history of Dicaxia, and serving as scholars and advisors to their communities.
Wisdom, Aequіtas, the Tortoise
These Sages delve into ethical and philosophical questions, offering guidance and moral insights to those seeking clarity and direction in their lives.
The Sages often train citizens in their art to further ingrain the gods’ teachings.
Nomadic Wanderers
The Sages adopt a nomadic lifestyle, traversing the land as wanderers without a fixed home. Guided by the gods, they journey from city to city and village to village to offer their wisdom and guidance wherever it is needed. When in cities, they stay with a particular clan each day, and may spend many days going from clan to clan within a single city. As they do not directly produce their own sustenance, they survive off of gifts from the clans they visit. Embracing their itinerant nature, Sages rely on divine inspiration to determine their destinations and purpose so they are able to be wherever they are needed most. This unique mobility allows them to share the wisdom of the gods with various clans and settlements, fostering a sense of unity and support throughout the realm.
Divine Channeling
Channeling the gods is a sacred ability possessed by the Sages. Through specific rituals and the consumption of omnіte-infused substances, they establish a direct connection with their patron deities. By using the Sages as conduits, the gods are able to directly impart their will to the communities. This unique gift enables the Sages to relay important guidance during pivotal moments, such as job assignments, ethical dilemmas, or even selecting a new Parent, ensuring that the will of the gods is conveyed with clarity and purpose. It is also the Sages’ duty to decide when it is necessary to consult the gods and when they can resolve issues themselves. As conduits of divine insight, the Sages hold a revered position in Dicaxian society, their channeling abilities serving as a vital link between the celestial and earthly realms.
Judges and Ethical Guides
The Sages serve as both judges and ethical guides, embodying an essential role in maintaining harmony and justice within their communities. When disputes arise, the Sages carefully weigh all perspectives before delivering equitable judgments that align with the gods’ teachings. They aim to resolve conflicts in ways that promote unity and collective responsibility, often implementing poetic and meaningful punishments that resonate with the nature of the offense. Notably, the punishments they administer are often collective, affecting the entire clan. This approach is rooted in the belief that the clan shares collective responsibility for the actions of its members. By involving the entire community in the consequences, the Sages seek to instill a sense of solidarity and accountability, emphasizing the importance of unity and mutual support among the clans. Furthermore, the Sages provide ethical guidance, offering wise counsel on moral dilemmas and ethical choices. Their teachings are deeply rooted in the principles of the gods, and encourage virtuous conduct and harmonious coexistence among the clans.
Apprenticeship
When a Sage discovers a child with the potential to carry on their legacy, they take them under their wing as an apprentice. The gods sometimes guide the selection process, signaling the chosen individual through signs and intuition or else directly while being channeled by the Sage. During the apprenticeship, the Sage imparts their knowledge and expertise, nurturing the apprentice’s understanding of their patron god’s attributes. This sacred mentorship continues until the gods deem the apprentice ready. Once deemed worthy, the apprentice is elevated to a full-fledged Sage, equipped with the ability to channel the gods and venture forth on their own. This age-old tradition ensures the continuity of divine wisdom and guidance, safeguarding the invaluable connection between the celestial and mortal realms.
Ancestors
After they die, the people of Dicaxia continue on as souls in the spiritual realm. In this new form, they serve the gods’ wills and, by extension, the living people of Dicaxia. The clans revere the ancestors, as they are the departed souls of family members. Ancestors are able to influence the physical world even though they exist in the spiritual world, and can therefore assist the people in their tasks.
Collective Consciousness
While in the spirit realm, the Ancestors function as part of a collective consciousness, devoid of individual thoughts or free will. They swirl around the spiritual realm almost randomly, moving with the main body of ancestors. This collective existence allows them to remain connected and united with other departed souls. The consciousness as a whole is connected to the gods, who are able to direct the ancestors to accomplish certain tasks. The gods rarely direct an individual soul, instead relying on the collective to delegate the tasks.
Possession
The spiritual realm mirrors and is overlaid upon our own, but entities in the spiritual realm are not visible in the mortal realm. However, when an ancestor passes into the space inhabited by an animal in the mortal realm, they are able to possess that creature. While possessing this animal, the ancestor is separated form the collective and regains their autonomy and the memories of their last life. They are able to use the animal’s senses and move its body as if it were their own. Ancestors will occasionally possess an animal by accident, in which case they typically spend a little time enjoying the mortal realm before releasing the animal and returning to the spiritual realm. More often, however, an ancestor possesses a spirit at the direction of the collective consciousness with a task to complete. They remember the task when they awaken, but it is up to them alone to decide how or even if they will accomplish the task. If an ancestor fails to complete its task, a new ancestor is usually sent to finish it for them. Possessing an animal carries a great risk, however: if a possessed animal dies, the ancestor possessing it is destroyed forever, unable to return to the cycle of rebirth.
Reverence for the Ancestors
Dicaxians revere the ancestors, as they are the departed souls of family members. Most people are unable to directly interact with the ancestors in the spiritual realm, but they still do what they can to honor them. Most clans set aside a small Grove near the center of their village or district where animals possessed by ancestors can congregate and rest. Many people leave offerings of food in the grove, as well as prayers and tokens honoring the ancestors and the gods. This reverence is also why killing animals is forbidden; if someone kills an animal while it is possessed by an ancestor, intentionally or not they would destroy the soul permanently. As a result of this, eating meat is taboo in Dicaxia. Products collected from living animals, like wool and milk, are acceptable. Otherwise, the society is entirely vegetarian. Killing an animal is a crime equal to or greater than murder, and eating an animal is tantamount to cannibalism.
Channeling the Ancestors
While most people are unable to interact with the ancestors, some are trained to channel and direct them through the use of Omnіte, the crystalized power of the gods. When sufficiently trained, a Channeler is able to use the ancestor spirits to affect the world around them, guiding them to influence objects, creatures, and even forces of nature to produce magical effects. Many Channelers use this in everyday life, accomplishing tasks from carrying water, to raising a new roof, to moving boulders out of the way. Some Channelers are even trained to use their abilities in combat, controlling the environment around them to defend their clan against monsters, bandits, and invading enemies. Channelers often learn piecemeal from passing Sages who know how to channel, but some experienced Channelers directly pass their knowledge on to members of their clan.
The Conjunction
The Conjunction is an annual event in Dicaxia, which reminds the people of the prophet Dicax’s promise before he departed. It represents a special time when the barrier separating the mortal and spiritual planes becomes thin, allowing a temporary connection between the two realms. During the Conjunction, the mortal inhabitants witness a remarkable sight as the Ancestors gracefully flow across the sky in intricate patterns. For a brief moment, the Ancestors regain their individuality, providing a profound opportunity for contemplation and honoring the eternal bond between the mortal realm and the divine spirits. This event serves as a poignant reminder of Dicax’s commitment to eventually reuniting the living with their Ancestors.
Trade
In Dicaxia, trade takes on a unique and communal form, reflecting the interconnectedness and collective nature of the society. As the villages and cities are largely self-sufficient, with most of the inhabitants engaging in agrarian activities, there is limited need for external goods. However, certain specialized crafts, such as blacksmithing, weaving, and other artisanal skills, are in high demand and may require trading with other clans to obtain them. Trade between clans and settlements is facilitated through currency, as the sharing model they follow within clans does not function well when scaled to the size of multiple villages. Each clan has a communal coffer that holds the shared money, managed by the clan’s Parent. When a clan needs something outside of their own production capabilities, the Parent represents the clan in trade negotiations with other clans or visitors from different settlements. While lone travelers often trade with villages, nearly all significant trade with outsiders happens in cities. City markets are occupied by many clans, each running a stand, or sometimes multiple stands. These markets are where city clans that do not produce their own food buy it, along with any other necessities. They also may have more niche items for sale, as some clans specialize in a specific skill, such as gemcrafting or alchemical remedies. The more successful of these will often have an actual shop separate from the markets where they can make their trades in relative quiet. There will also often be merchants from other lands hawking their exotic wares at the markets; magic items from Elysium and exquisite art pieces from the Alkuli Empire are among the most sought-after goods, for those who can afford them.
History
Early History
The Creation and Sundering [983-1 P.S. (Pre-Sundering)]
In the beginning, there was the Omnіte Sea; an endless expanse of liquid omnіte in all directions. Out of the sea was birthed the Four Gods, given power over creation itself. The gods formed Omniscia out of the sea, filling it with lush plantlife and gentle animals. Finally, they created the Humanoids, gave them souls and free will, and gifted the land to them. After this, the gods stepped back and allowed their creations to enjoy their lives.
The people of Omniscia naturally developed inequalities as resources were claimed. The disparity widened with time, eventually ending up with a class system. Resentment grew between the haves and the have-nots; it was not so long since the peaceful times after creation that they had entirely forgotten. Eventually, 100 years after they were created, it the tensions boiled over into outright war. As people died, their souls left their bodies and were free to roam the lands. They wished to continue fighting for their cause, but couldn’t directly affect the living. Eventually the spirits learned how to possess animals and use the normally passive creatures to fight, and subsequently that they could be destroyed while doing so. The war waged on for years, both sides losing more and more people, until one fateful day when a rogue spirit began rallying the rest of its kind against the living. “Why should we serve them? We are more powerful, near immortal. They should serve us!” And so a third faction joined the battle, one that would quickly force the once-enemies into joining forces against the spirits.
The gods, watching all of this with growing sadness and anger, finally decided to step in when it seemed like their creations would destroy one another irreparably. They sent a comet out of the Omnіte Sea to smash into the middle of the battlefield, destroying an entire section of the planet. While the destruction on the planet was extreme, it was not the most profound change – the gods split the mortal world and spirit world into two, forever separating the living from the dead. With this one terrible, cataclysmic event, they put an end to the war.
Dicax, the Prophet [0 A.D. (After Dicax)]
The comet that ended the war did not only bring destruction, however. The gods, seeing that their creations needed guidance to live, sent two gifts in the comet. The first was Omnіte. The comet was made entirely of crystalline omnіte, which spread throughout the world as it impacted, though much of it was left in the crater itself.
The second, more profound gift was the Prophet Dicax. Through his connection to the gods, and ability to channel all of them, he began teaching the people the virtues treasured by the gods, and how they should live. He taught that all people are family – they were all created by the gods, become spirits when they die, and then are reborn into new bodies. With enough time, every soul would be a direct ancestor to every living person. Dicax set up the clan structure, creating a new clan each time he came across a new group of people. He taught them the dangers of putting any person far above another, which they could see clearly from their own experiences in the war. And he taught them of their creators the gods, and the values of each.
Finally, Dicax taught of the Spirits, whom he called Ancestors, for that is what they would become – the souls of their ancestors, who would then be reborn as their children, and so on. To prevent the two from warring, the gods had separated them into different planes. The Ancestors were tied in service to the gods to carry out their will. The planes were still connected, however, and could affect each other. The Ancestors could still possess animals, and also affect the forces of nature. Mortals, in turn, could learn to channel the Ancestors through the use of omnіte to create these same effects, giving them great abilities to use in rebuilding their society.
When Dicax had, at last, finished his work on this world, he was called back to serve the gods once more. Before he left, however, he made a promise: When he returned to the world, it would be to re-join the mortal and spiritual realms so that all could live together in harmony. As a reminder of this promise, the gods created the Conjunction – once a year, the barrier between the two realms grows thin enough to see through. The mortals on the ground are treated to a magnificent sight of their Ancestors flowing around in intricate patterns in the sky, and the Ancestors are given their individuality back to remember their descendants. And so the people of Dicaxia watch the skies, both for the Conjunction and for a new comet carrying Dicax to change their world again.
Modern History
War with Elysium [198 A.D.]
The War with Elysium stands as a notable historical event in the annals of Dicaxian civilization. Triggered by an extremist within the neighboring nation of Elysium, who rose to the position of Lord, the conflict was rooted in a zealous desire to eradicate the Dicaxian gods. This marked the sole recorded instance in history when the deities materialized to physically defend the realm. The divine intervention was deemed a final recourse, taken to thwart Elysium’s intent to obliterate Dicaxia. Notably, the backdrop of the Ancestor war’s lingering tensions between the spiritual and mortal planes was still present, fostering a strained relationship. The War with Elysium served as a unifying force, compelling mortals and ancestors to overcome their differences in the face of a common adversary. The conflict ultimately contributed to the strengthening of the bond between the spiritual and mortal realms, as both collaborated to combat the mutual threat posed by Elysium’s aggressive ambitions.
The Creation of the Grand Canal [416 A.D.]
There began to be significant overcrowding around the sacred springs in Azureheart, the capital city of Dicaxia. Recognizing the importance of the holy waters and the desire to ensure accessibility for all citizens, the decision was made to undertake the ambitious task of excavating a great winding canal that traverses the entire country. The primary objective was to disperse the presence of the holy water, enabling widespread access and offering an opportunity for settlements to flourish near this life-giving resource. There is a type of tree bearing vibrant blue blossoms that previously only grew around the springs. Interestingly, in addition to only growing around the springs, the trees will not grow if planted by hands; they only appear naturally near holy waters. Upon the completion of the Grand Canal, these trees began growing along its banks, though not so densely as around the springs.
The First Sage [634 A.D.]
After her husband’s passing, a woman named Shizuko turned to nature for solace. Through her efforts, she forged a means to connect with the ancestral realm, seeking to converse with him. This endeavor led to the creation of a method for contacting the gods. Sharing this revelation, Shizuko began instructing others in the art of divine communion. She was uniquely granted the honor of communing with all four deities. Though it remains uncertain whether she constructed or discovered the gods’ temples, she initiated the practice of bringing novices there to become full-fledged sages. At the end of her life, instead of dying, Shizuko left her body behind and traveled directly into the ancestral realm where some believe she maintains her individuality.
Purging of the Sages [673 A.D.]
Following the era of the First Sage, the Sage order grew rapidly. However, an influential faction, the Tongo Clan, emerged to challenge their legitimacy. Claiming that the connection with the gods was a ruse perpetrated by malevolent spirits, the Tongo rallied against the Sages. They engaged in a campaign to eliminate the Sages, believing they were purging deception from the land. Despite their prowess in battle, they quickly found themselves outnumbered by the broader populace. Ultimately, they withdrew to their mountain sanctuaries, facing disgrace in their defeat.
Places and People
Notable Locations
The Hidden Temples
Little is known about the gods’ hidden temples, even within the Sage order. Sages enter the temple of their chosen god once in their life, when they are raised from apprenticeship to full Sagehood. After that, they are never able to find the temple again until they have their own apprentice to bring to be elevated. Even then, they are not permitted to enter the temple themselves.
Azureheart, the Capital
Situated within a valley hemmed in by majestic mountains stands Azureheart, the capital city of Dicaxia. Nestled on the banks of a serene lake, this city serves as the source of the Grand Canal that snakes through the realm. The lake is nourished by the cascading waters of four waterfalls from inside the mountains themselves, the mouths of which are artfully carved to resemble the countenances of the gods they worship. Azureheart boasts renowned hot springs famed for their therapeutic qualities, a testament to the divine gifts of their gods. The city’s architecture carries the weight of time, with an established grandeur setting it apart from its counterparts. Temples of worship are seamlessly incorporated into the mountainous landscape, fostering a deep connection between the divine and the earthly. The docks extending into the tranquil lake reflect Azureheart’s reliance on waterborne trade and travel. The city largely lives off of a unique aquatic plant that grows under the lake’s surface, known as “nymph rice,” cultivated by farmers who float along the lake on small rafts. These farmers are often capable of channeling their ancestors’ spirits to tend the crops through manipulating the water.
Stoneguard, Home of the Tongo Clan
In the formidable Shrouded Peaks and adjacent to the border with Elysium resides the homeland of the enigmatic Tongo Clan. It lies in a remote and scarcely traversed region, shielded from the sight of both Elysium and the majority of Dicaxia. Its isolated location serves as a strategic retreat, allowing the Tongo Clan to exist on their own terms. The Clan is unusually large, enough that it has been split into many sub-clans throughout the city and the surrounding area. The land they occupy is unsuitable for agriculture, prompting the Clan to source their sustenance from alternative means. Though initially esteemed for their valorous defense against Elysium’s onslaught in the war, their perception of the world took a divergent path when the Sages emerged. The Tongo Clan believed the Sages to be either charlatans or decieved by malevolent spirits. Though they lost the following conflict, they still remain stalwart defenders of Dicaxia’s borders. Their steadfast loyalty to their homeland remains resolute, even as their relationship with the Sages remains strained.
Because of their lethal talents, a specialized subset of the Clan takes on the mantle of hired assassins. Tongo assassins operate within a stringent code of ethics, and their targets must meet strict criteria: must not involve the deaths of animals, must not be beneficial to the defence of Dicaxia, and must be dishonorable in their eyes. Despite their rules against killing animals, they have no such compunction about killing people, as those they kill simply transition to the Ancestral plane. A client’s fate is intricately intertwined with the righteousness of their intentions, ensuring that the Tongo’s expertise remains reserved for just causes; Should the target not meet their criteria, they instead kill the client.
Notable Individuals
Grandfather Kaelan the Blademaster
Elf, Man, 156 years old
The legendary swordsman known as Kaelan the Blademaster stands as a paragon of martial prowess within the Tongo Clan. A venerable figure, his age is a testament to the trials and triumphs he has witnessed throughout his storied life. With a blade that has met countless adversaries and vanquished numerous foes including a large number of Sages, Kaelan’s skill with the sword is unparalleled. Despite his advanced age, he still trains students and takes the most dangerous contracts for himself. Kaelan occupies a revered role as the Grandfather of the entire Tongo people. This esteemed position echoes the Clan’s commitment to their ancestral lineage and the values that define them. Kaelan’s leadership and martial acumen have not only cemented his place in Tongo history but have also contributed to shaping the ethos and tenacity of his people. His reputation as a peerless swordsman and leader is etched indelibly into the collective memory of Dicaxia, an enduring testament to his unwavering dedication and valor.
Hagan the Healer
Halfling, Woman, 76 years old
Renowned across Dicaxia for her unparalleled mastery of healing arts, the enigmatic healer known as Hagan stands as a solitary figure with an exceptional knack for natural remedies and herbal concoctions. Adhering to a witch-doctor-like approach, Hagan has honed her craft to perfection, formulating potions and salves that are widely considered the most effective medicine available. Despite her remarkable abilities, Hagan maintains a reclusive and grumpy demeanor, preferring solitude and the company of the wilds. Her hermitic lifestyle has contributed to her air of mystery, often invoking curiosity and intrigue among those who seek her aid. However, her unique perspective sets her apart — Hagan harbors no belief in the gods or ancestors, an outlook that places her in the realm of taboo within Dicaxian society. This divergence from the spiritual norm hasn’t deterred those who recognize her unmatched healing prowess, turning to her potent remedies and holistic treatments in times of need, even if it means venturing into the realm of the unconventional.
Eamon of the Ironheart Clan
Orc, Man, 37 years old
Eamon of the Ironheart Clan, a once-promising young apprentice to a Sage of Doctrіna, has now turned onto an unexpected path of adventure and discovery. Known for his adventurous spirit and a knack for getting into trouble, Eamon’s apprenticeship was marked by his lack of diligence in his studies. When he was to visit the temple and rise to the rank of Sage, however, he was unable to locate the temple. Eamon interpreted this as a divine sign, believing he was singled out by the gods for a greater purpose. This conviction led him to renounce his apprenticeship, feeling betrayed by the very deities he aspired to serve. With unwavering determination, he set forth on a quest to locate the hidden temples, driven by the belief that everyone should have the opportunity to encounter the gods face to face.
Shizukoi
Koi, Female, 300+ years old
Believed to be the vessel for the Ancestor spirit of the First Sage, Shizuko, this ancient koi transcends its aquatic nature to embody the wisdom and guidance of those who came before. Commonly known as Shizukoi, the koi undertakes journeys across Dicaxia, accompanied by its dedicated attendants. Dicaxians view Shizukoi’s movements and actions as a form of direct communication from the Ancestor realm, seeking its counsel, assistance, and profound wisdom. The mesmerizing undulations and actions of Shizukoi within its tank are meticulously interpreted by its attendants, and the resulting messages are shared with the people. Shizukoi’s presence and the rituals that revolve around it stand as a testament to the enduring link between the mortal and spiritual realms, fostering unity across generations.