Lore

Fundamental Lore: as we have set up the premise of the various elements in the game world.

General Overview of Lore in Domdaria

 * CURRENT STORY

The Century of the Sun. It's been one hundred years since cataclysm befell the world of Domdaria. A rivalry among twelve angelic brothers corrupted the flock and the shepherd, destroying ancient kingdoms and casting the world into a neverending day. In the blinding confusion the twelve have seemingly vanished, and the Great War has come to an uneasy cease-fire, complicated further by recent invasions of the undead. It is a time of uncertain peace and dark speculations in a world cursed with sunlight.


 * PLURAL MYTHOLOGY

There are many races, clans, religions and families in the world of Domdaria. They each have their own views on god(s), sin, heaven, life and death. The leading popular mythology goes farthest back in the tradition of the gnomes, but the other equal races generally agree. It involves a prime creator, the 'One', who has since left the cosmos shortly after creating the notorious twelve angels. Created as angels, they have since been known as guardians, rulers, sages, saints, devils and gods.


 * CULTURAL COMMUNITIES

There are races, guilds, clans, families, camps, towns and cities found within Domdaria. Each character in the world relates to these cultural spheres in some sort of simulated fantastical community. Even common monsters, such as a lizardman, have some cultural gravity. The way these groups interact and how they have impacted the land should be an enjoyable experience found from exploration of the world. [Please take consideration of the fictional impact your creation has upon the rest of the world when adding to our lore.]


 * LOST KINGDOMS

In the Great War which had been ongoing for over a thousand years, two great civilizations of the ancient world were lost. The elves had conquered virtually all land, and lead the underdeveloped races in bittersweet harmony more-or-less. (Toldara was a medium-sized fortress surrounding a monarchy forged in friendship between a human king and a gnome wizard. Bargof was an elven shrine, monastery and trade port inhabited by the indigenous ziwato.)  The dwarves had perhaps the greatest prosperity in the ancient world, their great city built within the earth, they created wealth which fueled economies and eventually greed. Knowledge of these once great societies has been fading away over the past hundred years of burning sunlight.


 * TOLDARA - The City of Progress

There once was a human boy who met an old gnome wizard while fishing in the river. After some fun-loving adventure and maybe even a Tolkien-esque song & dance the boy became a leader and eventually king. A fortress was built around the town of gnomes and men. When the cataclysm nearly destroyed the city, the king was overthrown and the nobility was replaced by the merchant class of artisans and freemen. No matter the challenge, Toldara has always survived. This is just the time before a renaissance is likely to occur, while the city fully secularizes prosperity and balances on the shaky ground with its neighbors. People are generally tolerant except for those who have ties with Bargof. [Toldara's specific culture points and history microcosms [will be] discussed on its own page. Please refer to that for specifics on its lore.]


 * BARGOF - The City of Desire

Mount Bargof is a volcano which has been inhabited by ziwato since before anyone can imagine. It's thought that two to three thousand years ago, the ancient elf kingdom developed the area before being overthrown and destroyed by the darkelf King Hyrulia and his alliance between the darkelves and ogre clans. Bargofian citizens have a habit of doing anything it takes to get what they want, and it takes a strong military presence to keep some of the most unruly in line. While being legally equal, ogres are often victim of darkelf arrogant aggression, resulting in a more-or-less segregated society; throw in a caste system with legal slavery, restless shored pirates, chaos-loving psychotic warlocks, a casino operating mafia, red-light district and ninja-like shadowknights, you basically get the idea of Bargof. [Bargof's specific culture points and history microcosms [will be] discussed on its own builder note. Please refer to that for specifics on its lore.]


 * RACIAL UNDERSTANDING

There are six main races which comprise the controlling civilizations in Domdaria. They all are of the intelligence and should be able to speak the 'Common' language. Each race has its own characteristics and each character has some relation to multiple spheres of influence. From this mindset, we can let the creation of the character influence the cultures to be found within its race. Language is a fascinating realm to be developed, and while development is of low priority, it is still one extra thing to consider when building. At the very least, please consider racial language used in original names; try to perceive the pattern we are using. To check for actual language relation in names, and more specific racial content, please refer to the race/culture notes when working with related content.


 * LESSER CULTURES

There are a number of smaller groups, cultures and subcultures to be explored in Domdaria. For example, the goth kids in Bargof, the goblins of Teardrop forest, the lion prides, etc., etc.. These are cultures unique enough that they should be covered here.

Race & Culture Notes Overview
These notes cover the main races and cultural groups within the world of Domdaria. Please refer to and append these notes when working with relevant content. Points within these notes may have one to several implementations within the game at varying levels of subtleness.

Humans

 * 1. Humans of Toldara and Surrounding Areas

found in Toldara and the areas on the continent.

A.	Physical Characteristics

The humans of Toldara tend to be 1.5 to 2 meters tall when fully grown. Toldara's population is mostly of lighter complexion, with brown or red hair, brown, blue or green eyes.

B.	Cultural Characteristics

Toldara is a society governed by a mayor and a small council which is generally made up of guild leaders and industry magnates. The most revered guild is a tie between the wizards and the warriors. Toldara's major industry has been the Grand Bakery and Smithy's Forge, but the East Port Shipping Co., in recent years has been growing in strength, and is buying out the southeastern city properties.

The city relies on trade and manufacturing of metal products mostly for its economy. The famous Grand Bakery produces a majority of the food for citizens, processing grains grown outside the city walls, or imported from overseas.

The wizard's guild tower is world famous for being a historic site and home of the most powerful wizards through the ages. Nearby, the warriors guild serves the public with physical training equipment and public baths, but the central arena draws the most attention for its famous battles.

The humans of Toldara prize equality and liberty, but still have neighborhoods somewhat divided by class. The city used to be the center of a strong kingdom, and some noble families have held on to their stature and wealth to this day. Business and free trade have brought great riches to merchant families, who have been occupying the wealthy homes mostly in the northwestern part of the city.

C.	Language Vocabulary

The official language of Toldara is common, (International English).

D.	Language Grammatique

See above.


 * 2. Humans of Other Areas:  City of Bargof, Plains Bandits of the Savannah

Goblins

 * 1. Goblins of the West Commonland,

found in West Commonland, Goblin's Nest, Crushbone

A.	Physical Characteristics

Goblins never get much taller than the average human's waist. They are mostly scrawny or lanky with long arms and shorter legs. They have a light to dark green skin that tends to get scaly when dry with sensitive areas that tend to be a purple or brown color. They have slightly wide but short jaws, often coming to a pointed chin, crooked, often artificially pointed teeth and eyes yellow, red or brown. They are nearly hairless, but can grow whispy patches on their scalps, faces and pubic areas, mostly when reaching middle age. Goblins tend to have a lot of fungal and bacterial conditions probably from their living environments.

B.	Cultural Characteristics

Goblins live in a society somewhere between their human and orc influences. At the top of their society is the royal family, usually a king, queen and courtesans. Princes and princesses generally are not given any formal title. Next in the heirarchy are the task masters and jailers; they are revered because they keep the workers working and the infrastructure growing. After them, come the elder goblins who tend to be wizards, voodoo shamans, diplomats, etc., they do not have much power, but get the respect of most average goblins. The last link in the chain of goblin society makes up farmers, guards, and all other common goblins.

Depending on which culture is influencing the goblins mostly at a given time, they may be more aggressive and violent or docile and helpful. At this time the goblins are being heavily influenced by the orcs of Crushbone, and have become rather mean to outsiders. The one exception to the maddening of the goblins can be seen at Glob-Gum Cantina, owned and run by the somewhat respectable Gwn-Tatti, who would rather make money off a would-be enemy. It has been rumored that the Glomkeep may not have been originally a goblin, and it was the practice of very high level wizards in antiquity to curse fellow humans and elves by turning them into the lil' green bastards -- which happens to be a common origin story for their race by the elves especially.

Goblins tend to be crude, rude and disgusting to the average human's point of view; these are qualities they actually find appealing. They believe they are quite clever and cunning, and will do their best to impress or trick their rivals. They often appear to be more comedic than threatening to their human and orc counterparts. Orcs often make deals with the goblins, buying food or machinery from them.

Goblins are omnivorous, with a diet consisting mainly of cave-pig pork, mushrooms and truffles. They have small cultivation of mushrooms, berries, and other plants above ground, well hidden amongst the natural forest growth. The majority of goblins love to get drunk! They make an alcoholic beverage known as glom; it is not known what exactly goes into it, but it has the smell and consistency of vomit. The higher paying customers, bathe in glom or other alcoholic substances, some even dying from alcohol poisoning -- seen as the ideal way to die by many of them. The goblins are notorious scavengers, and often can be caught scowering through trash, battle fields, ruins, etc., to get metal scrap, clothing and food.

Religiously, goblins are paganistic, but tend to follow the teachings and rituals influenced on them by the orc voodoo cult. Human beliefs and practices also influence them, especially in regards to magic. Almost always the goblins will adopt culture from the outside, and claim it as their own invention.

Goblin settlements are known as nests, and one nest is usually a large underground cavern with many holes of small caves which make up the living quarters. In the main cavern are small structures, cultivation patches and storage space. Nests are connected by tunnels. They excavate the underground by hand, crude machinery. They have domesticated a large breed of snail to assist them with work and battle. Some of the tougher goblins have been seen riding wolves as well, though the mortality rate of the riders is very high.

Goblins have a language that is mostly unheard and not understood by outsiders. The few words which have been deciphered are probably from a language that modern orc also has come from. Many goblins can understand orc, but do not speak orc as they lack the physical prowess to be loud enough to be taken seriously. Goblins usually understand and speak common language to and in front of outsiders, however they tend to have a strong accent, and miss key vocabulary and grammar points, for example: "Gref ist number one Goblin! Yoo no think?" The written language of goblins is a kind of hieroglyphs

C.	Language Vocabulary

grrrgok	 - This is a very strong expletive for goblins. wak'tak -  This is a greeting, similar to "How are you?" 'sa -  This is a suffix but means "is" or "be"

D.	Language Grammatique

So far, scholars have determined that verbs are used as suffixes in goblin language, denoted in common with a '.


 * 2.  Other Goblins -- none known of at this time.

Lizardmen

 * 1. Lizardmen of the Swamp and Surrounding Areas

found in the swamp.

A.	Physical Characteristics

The Lizardmen of the swamp tend to be 1 to 2 meters tall when fully grown. They range in color from green to brown, while their scales grey and crust over with age. They are omnivorous, eating various plants, roots and animals, including people.

B.	Cultural Characteristics

The lizardmen have been inhabiting the swamp east of Bargof since before the city was even founded. They have no spoken language that is indistinguishable from that of other large reptiles. Their culture is very primitive, equatable to that of stone-age humans.

The lizardmen tend to keep to themselves, ignoring outsiders while they decide whether to fight or flee. Generally, both Toldara and Bargof have left them be, using their presence to buffer the distance between the two cities. Some druids and dominators have claimed to form bonds with some specific lizardmen over the ages.

C.	Language Vocabulary

Unknown.

D.	Language Grammatique

See above.
 * 2. Other Lizardmen:  none known at this time.

Ogres

 * 1. Ogres of Bargof and Surrounding Areas

found in Bargof and the areas on the continent.

A.	Physical Characteristics

Ogres tend to be from 1.8 - 2.2 meters tall, and have big boned, muscular frames. Because of the number of early tribes and clans which would become isolated, ogres have evolved into skin shades from pale grey, midnight blue, olive green to golden yellow. They tend to be slightly less intelligent than humans, but there is a wide range of diversity among ogres in regards to skill.

B.	Cultural Characteristics

Bargof is a city that sprang up about 1500 years ago, around the site of an ancient elven shrine to a deity named Lavos. The elves were removed from the shrine, as the darkelves created their own kingdom. As the royal elven army came to punish and expel the rebels, King Hyrulia forged an alliance with the major ogre clans. Shortly after the deciding battle was the time of the cataclysm which wiped out the major civilizations of the ancient age. The first ogres in Bargof were like fish out of water, much to the chagrin of the darkelves and stifled complaints by the indigenous ziwato people. While ogres are protected, equal citizens by law, they easily lose any recourse in legal matters by the darkelf nobility. Throughout the ages some legendary ogres have become mutually respected among the different races. Primarily, ogres are lower class, poor laborers or feared muscle for wealth or for glory.

C.	Language Vocabulary

The official language of Toldara is common, (International English).

D.	Language Grammatique

See above.

Orcs

 * 1. CRUSHBONE Orcs

found in North Commonlands, Crushbone, Crushbone Fortress and Crushbone Fortress Dungeon

A.	Physical Characteristics

They tend to be only slightly taller than average humans, but longer arms, and usually more muscular. They tend to have wide mouths with large teeth sticking out to some degree, pointed / jagged ears. Their skin is usually between pale and darker green in color, and tends to be thick as if calloused. They may have purplish discoloration if affected by rashes or pimples. Their eyes range in color from red, yellow, orange, brown. They are usually bald or very thinly haired by rough black or dark brown hair. Older orcs tend to have grey whiskers develop and an excess of ear/nose hair.

B.	Cultural Characteristics

The orcs of Crushbone are a strictly caste society heavily militarized and spartan. They are extremely male dominant, relegating females to a ranked order of domestic slave for breeding and infant care. Of the male castes, the top consists of the royal bloodline which produces their czars and great generals as they are generally smarter and physically attractive (for orcs). Under the royal bloodline are those of champion hulks -- these orcs tend to grow larger and stronger than any other orc, often becoming legendary orc heroes. Two closely related castes come after the czars and hulks: Bloodguard and Guard. The Bloodguard caste generally the most physically fit and intelligent as an average orc can be, they are given the duty of protecting the royal bloodline at all cost. The Crushbone Guard caste tend to be slightly stronger and faster than average orcs, and are given the duty of guarding the common area, as well as making up common ranks of their army. The lowest caste of orc is the common class, which gives them a slight ammount of freedom of duty within the horde; most are menial laborers, but some who have exceptional qualities may be given duties of the Guard caste or be nearly completely free to pursue their desires. Breeding rights are also assigned by caste and rank, the royal bloodline and champion hulks are almost always given a free pass to breed as often and with whomever they wish. Bloodguards may breed once to a few times per week with the more attractive female stock, while Guards may be lucky to breed monthly or bi-weekly. It is extremely rare for a common orc to be given breeding rights.

Once signs of impregnation surface in an orc female, she is sent beyond an exit sealed by a great rounded boulder to carry out her pregnancy and care of the baby orc. It is mostly unknown what takes place beyond the boulder, but it is evident that often females do not return to the breeding pits after weening the baby orc. In a secret ritual, orc children are brought out of the rock, females left in the breeding pits and males taken into a sort of apprenticeship for their appropriate class. It is estimated that females who do not return after giving birth are eaten as the Crushbone orcs are known to be regularly cannibalistic.

Orcs are mainly carniverous, but do eat some fruits and vegetables if meat is unnavailable. The majority of their food is acquired from military organized hunting campaigns. This has been known to endanger whole species of animals on occasion! They almost always eat their own dead, or the dead of other sentient races, unless the meat has fouled too much by disease or rot. They often have food treaties with goblins and other races when possible, to stockpile food especially for military campaigns or in case of famine.

Orcs are paganistic, tending to loosely follow rituals and traditions from an ancient (non-orc in origin,) voodoo religion which has lost its pull much more than it has for the goblins. The lack of reverance to their voodoo culture has made it so that magic using orcs are extremely uncommon.

Apart from different grades of armor and worn items by the orcs, tattoos are very common to denote class as well as the particular lifetime events and achievements of the individual. Facial tattoos tend to denote the class and ranks. Arm and leg tattoos usually tell of the orc's victories over foes. The tattoos are the closest they get to a written language, and all instances of an orc's writing are the same as what can be found on an orc's body.

Crushbone is a sworn enemy of the city of Toldara, nearly all humans, gnomes and other friendly races. They especially are disgusted by elves who have pointed ears which resemble theirs. They are known to disguise themselves as other races especially when conducting light raiding missions, spying or scouting.

The orcs who can speak common language, tend to have a decent vocabulary and pronounce words with more gutteral sounds and growls. When speaking common, they tend to miss a few words here and there.

C.	Language Vocabulary

gor -  (verb)  1. go	2. get ta  -  (prep)  1. to, for, in Duk -  (noun, adverb)	1. lit. 'Hell'	2. away rugk  - (pronoun, noun, verb)  1. what	2. equivalent to 'fuck' rugkkor  - (noun)  1. fucker shuu  -  (noun, verb)  1. smell or fragrance	2. to smell longk  - (adjective, verb)  1. long, big, wide, spacious	2. to make big/long/wide krugg  - (adjective)	1. big, strong, mean, masculine -bu	- (suffix, familiarly diminutive) 1. 'big guy', 'the man', 'Mister', 'stinker' thok  - guld  -  (noun)  1. gold

D.	Language Grammatique

Word order usually in the form of Subject, Verb, Object. Prepositions are added to the words they follow as if they were one word, but are written with a ' to distinguish them. For example, "Gor'ta Duk" which means literally "Go to Hell", "Go/get away".