This page has a read-along. Watch Part 1 and Part 2 here!


Trigger Warnings: Mentions of homelessness, false/petty arrests, war and invasion, classism, family pressure and disowning / silent treatment / out-casting, violence, death by drowning / burned at the stake / assassination / death by disease / death (in general) , banishment, public shaming, public execution, forced-labor, torture (including the act of declawing), and government corruption.

Pursa


Pursa can be part of the Dragon, Magulis, or Rider Classes.

Character Data
Class: TBA
Name: TBA
Age: TBA
Height: TBA
Race: Pursa
Gender: Male
Profession: War Martial > Warrior
Magic Study: Terra-Phantom

Appearance Description
Coming soon.

Creator: TBA

Character Data
Class: TBA
Name: TBA
Age: TBA
Height: TBA
Race: Pursa
Gender: Female
Profession: Keeper > Shopkeeper
Magic Study: Diviner

Appearance Description
Coming soon.

Creator: TBA


Pursa (Pur-Suh) are a feline people with dwarf-like stature. Pursa are also known as the shortest race in all of Nouva. The smallest was known to be at a mere two feet and ten inches and the record for the tallest pursa was three feet, four inches! Their fur and fur patterns are hereditary and vary from each lineage. This ranges from different known common house cat fur colors and patterns which also includes the shape of the face. Some pursa have typical cat faces, some have more slender faces, while others have flat faces usually seen in the long haired house cats. The elongated face is mostly used for hairless pursa that are loosely based on sphinx and other similar cat breeds. The sphinx’s hairless gene is a dominant trait the majority of the time.






Though they are based on cats, they also have the ability to grow full heads of hair, often styling it in braids and ponytails, and adorning themselves with gold and jewels that they mined and enchanted themselves. Male pursa are often seen with a large abundance of whiskers, almost like a giant mustache, mostly to show how much more dominant and intimidating they are via religious belief. However, that isn’t to say the females can’t have that much whisker as some often compete against the men of their families.


This feline race is known for its great hearing range and the ability to twist their overly large ears in different directions to pick up on sound. Their claws, both on fingers and toes, are incredibly sharp and are retractable. There is tough padding on the tips of their fingers and across their palm on both hands and feet. They have very large eyes with slits for pupils that can turn into full circles if they become alert or excited. However, their night vision lacks significant color and they can’t see all that far in general. They are a naturally near-sighted race. How far they can actually see depends on hereditary genes. Pursa also have very sharp reflexes and can easily twist and maneuver in mid air, creating the idea that they can always land on their feet. Their little cat-like noses can pick up smells better than artrune noses can but the range on those is still quite short. When scared, they have a tendency to fluff up their tails and the fur on the back of their neck; the fur down their spine will also stand on end.




Tails are mostly for aesthetic; the longer the tail then the more 'attractive' they seem to possible mates. However, tails are entirely based on genetics too. Some pursa have no tails at all as others can have tails that are longer than their bodies! Tails don’t always have the large tuft of fur at the end of them either. Sometimes the entire tail is incredibly fluffy with long soft fur, other times it’s incredibly sleek with short coarse fur.




These creatures make great magic scholars, especially when it comes to enchanting. There are also special pursa known as Terra Phantoms who have the ability to commune with mountain spirits to help them move rocks and minerals. This is how they had come to be known as the mining race.


A pursa’s lifespan can range anywhere between three-hundred and twenty to three-hundred and fifty years old. As they age, their fur and hair becomes more gray or white (starting around the muzzle and their fingers/toes) while they start to lose their eyesight and their natural chubbiness.



Main Geographical Locations
There are five known locations in which the pursa have built themselves homes. However, one had been taken over during the Era of the Brand and thus no pursa has been able to get back to that particular city since then and another was built in secret and is exclusive. This limits city access for both pursa and the other races.


Mt. A’meana (Mount Uh-Meen-Uh) is located at the center of Selgamed and part of the Mundag mountain range cutting through the continent. The entrance to the city beneath the mountain faced northward and was followed by a system of tunnels, the main and largest one leading straight down to what was known as Merchant Way by all the races. Mt. A’meana aka Merchant Way had several long and overhanging magical light structures, akin to multiple chandeliers hanging off of the many houses lining the city’s rocky ceiling. Housing and shops lined the walls of the city and hung from the ceiling. Surrounding the entire city was a large descending spiral used as a pathway that also showcased the statues of the original five pursa gods. On the ground below, surrounded by water and foliage, was a giant marketplace where many people gathered from around Selgamed to sell their wares. However, since the invasion of the hell raisers, no one has seen Merchant Way and thus don’t know it’s current condition. However, it is currently believed to be in ruins, most likely covered in lava by the will of the hell raisers seeing as how that seems to be their thing. There are two hell raisers always on guard at the entrance to the city, barring anyone from entering and sometimes even attacking and killing those who get too close.


Crasmere Gulch (Crass-Mere Gulch) is a pursa settlement located on the eastern shoreline of the continent of Selgamed. The water is usually too murky and, during the few times where it was clear, sharp rocks, shells, and pebbles could easily be seen through the water lining the shallow waters making it a very bad idea to swim. This area is often hit with rain storms and hail. The settlement is mostly tents and open housing with very few enclosed spaces to live in and shield oneself from the rain. When the cure for the Aquarian Plague was found more enclosed housing was created and a small marketplace had been established for trade on the docks. It’s dangerous to sell wares here, however, as the pursa have a tendency to steal in this area due to being used to the lack of food and other supplies necessary to live.



Important Note from Eerie!
Clay deposits of a nearby river (north of the village) are what cause the frequent murkiness of the water usually seen during the rainy season because of the river overflowing. The river slows down and becomes smaller, resulting in the water eventually becoming clearer, a few weeks after the rain stops.


Gradina is another pursa settlement within Selgamed. This one in particular is neighbor to an mewahen city by the name of Esfandell. The name of their settlement is a literal description of what it looks like; humble homes with stone ‘fortifications’ surrounded by gardens, greenery and foliage, and farms. If a pursa wanted to trade or sell, they would enter Esfandell under the watch of the mewah as they don’t have their own marketplace within Gradina. Some well known establishments had been created within this settlement contributed by the farms with fresh fruit and vegetables.



Important Note from Eerie!
The mewah don’t like having to compete with their pursa neighbors for coin so they made it a requirement that, in order for the pursa to stay and take shelter at their outer wall, they can not trade or sell any goods within Gradina itself resulting in the lack of a marketplace within Gradina. However, restaurants and taverns are welcome.


Alver's Hollow (All-Vhur’s Hollow) is the one and only known city of the pursa located outside of Selgamed. The pursa were granted privilege by the coxayli to build it within the their domain on the Crescent Isle, as the coxayli are a naturally kind and giving race and they saw that the pursa were in desperate need of help. The buildings were created within a large crevice in the earth surrounded by glowing magenta crystals. There is a large building against the wall of the crevice, partially built in, that acts as the town hall where summits of the Crescent Isle are held. There are waterfalls and a river going through the city to allow collection for drinking and bathing. There is a pathway that leads up and out of the crevice of Alver’s Hollow back to the world above. The pursa of Alver's Hollow also follow a new god, discovered through the hardship of travelling across the ocean to the Crescent Isle (See Religion and Belief System). The Crystals of Alver's Hollow can not be removed from the earth without losing their bright glow, unlike the crystals of their old home in Mt. A'meana.



Important Note from Eerie!
The city of Alver’s Hollow, though located underground, is located just below sea level. The river ends at a tunnel that is currently blocked off with iron bars (to prevent drowning). This tunnel actually leads to an underground reservoir; a system of rivers flowing deep beneath the Crescent Isle.


A study by the mewah, from the College of Magic, have found that the crystals glow from a magical source deep underground. They can pinpoint exactly where it’s located but they can’t get to it without destroying the crystals that are so beloved by the pursa of the Hollow. Once the crystal is removed from the earth that is connecting it to this magic source, the crystal that was removed stops glowing.


Gheara Pence (Gear-Uh Pense) was built on the continent of Chipululu, known for its vast desert. The village is deep underground and can only be accessed by those who were born there or who are descendents of those that came from there. This city is located far into the desert where only a monolith marks the entrance to the city. Even by closely examining this rock, it’s nigh impossible to find out how to enter. For one would have to kneel on top of a specific spot, hidden by sand, and sing a prayer to the earth spirits of the monolith, which they will hear and open up the entrance in return. Once entered, there is a magnificent view of foliage including grass, trees, bushes, etc. scattered throughout the open cave. Homes and buildings are built into the cave wall with wooden walkways and bridges connecting them to each other. Vines grow freely among the outer walls of the buildings and hanging from bridges and paths. The buildings, both public shops and homes, are tightly packed together, hiding most of the natural stone walls. Their one and only statue of a god, Ana, is smack dab in the middle of the city and is as tall as the city itself, taking up most of the space within the monolith. There are booths, run by other Umbra, for trade that had been received on their travels.



Social
Pursa social structure is set up in an artificial caste system. The Yux’sin (Yucks Sin) are known to be ‘too big to fail’ and often include nobles and warriors. Merchants used to be considered Yux’sin until Mt. A’meana was overrun. Alver’s Hollow still values their merchants but other pursa villages scorn them as they have been re-categorized as Asa’sin. The Yux’sin often decorate themselves with an overabundance of beads, jewels, and dyes. They have a tendency to create fanciful patterns on their fur to show their status when around those of the Asa’sin (Ass-Uh Sin). Pursa of this caste will also buy the more luxurious fabrics for their robes; patterns for their articles of clothing are also complicated and hard to replicate.


Asa’sin include artisans such as smiths, cooks, potters, and the likes. They also include farmers, though farmers have been moved to Yux’sin for those who live in Gradina. The point of an Asa’sin’s clothing leans more towards functionality rather than fashion; they can be seen with tool belts or aprons. Their robes are sturdier so that they last longer. Patches on clothing, depending on which village/city, can be seen as respectable in some cases where hard work is more respected or held in higher regard such as in Crasmere Gulch. Here, most pursa (if not all) are Asa’sin as getting ahold of clothing material or jewelry is difficult, if not impossible. Most cases they have to wait for a travelling merchant to set up shop and hope that they’re selling such material.


Dragons and Riders used to be considered part of the Yux’sin until the loss of Mt. A’meana as there is little means to supply them with the life of luxury and even less reason to worship them as they once had.


Views are different between the Yux’sin and the Asa’sin. Being lazy is seen as acceptable for a Yux’sin but it’s treated almost like a crime equivalent to theft from the Asa’sin. In the Asa’sin caste, you are expected to carry your own weight and do your part. However, Yux’sin are known to put their feet up while others, specifically from the Asa’sin caste, do their work for them. Gradina is actually the only known village that does not follow this caste system exactly.


Not only is the Pursa society split by two different castes, viewed differently from city to city, but it’s also affected by who they worship. This isn’t to say that there are outcastes because of a certain god being worshiped, but it has to do more with their families. Most families hold preference for a single or a few of the gods rather than all of them. This is because of the belief that praying to these particular gods will bring good business practices through the future generations.


To stray too far from the beliefs and expectations of the family, a pursa can receive a cold shoulder or even be kicked out of the house. On rare occasions, they are forced to change their last name by their parents or loved ones as they do not want to be associated with the pursa in question. The outcome of this particular result usually follows with family rivalries and competition that is far from friendly. It’s not unheard of if a pursa family purposely sabotages another family’s business. This often occurs when one of the families happened to have a member that had been kicked out from or purposely left the other family.


The only known ways to resolve these issues is either of three ways: Done by court order through an appointed judge, a truce agreement between the most civilized individuals of both parties, or with one family moving away to another settlement or who knows where. Court orders are a lot like restraining orders, resulting with the families being forced to stay a certain distance from each other. If broken, this can result in an entire family going to trial for a single individual's actions.


Socialization in Crasmere Gulch
Crasmere Gulch is home to a lot of theft and violence with barely any law to deter criminal activity. In fact, both of these acts are to be expected in this run-down village. Violence here never gets to the point of intentional death but light injuries happen often. A lot of houses, whether the doors and windows are locked (if they can even be locked) or not, would get ransacked if nobody was home almost on a daily basis. It’s gotten to the point where pursa of Crasmere Gulch stopped caring if their stuff was stolen so long as it didn’t hold any special significance to them. They could always make what they lost again. To avoid their special items stolen, an honor system of sorts was put into place: Some pursa will put up signs on or near their home letting others know that they didn’t want a specific item stolen (and for what reason) and thieves that robbed them would typically respect them.


Not very many people travel and stay in Crasmere Gulch on purpose. Even the majority of travelling merchants they receive are surprised to stumble upon the sea-side village. Crasmere Gulch is such an awful place that most people who know of it don’t bother to add it to any maps. Most pursa that grow up there want to leave as soon as they can. In fact, the pursa who live there mostly hate each other or can barely tolerate each other’s presence. However, if something bad happens to another pursa, everyone in the village comes to them to console or to defend. Regardless of how they act towards each other, they’re still akin to one giant family unit. They will gather together and eat meals together if weather permits.


The village in its entirety is actually very poor. The pursa there can’t afford much, saving every coin they can, and going out of their way to collect resources they need instead of buying from merchants (especially since there are so few that visit). Food is the most precious resource and the pursa are not often willing to share with their neighbors. If a pursa happens to get a big haul of fish or one happens to know the location of a fruit bearing tree or bush, they will keep it to themselves. If a shiny coin or two are offered, then maybe they’ll trade some of their food in return, but they often turn their nose up if the offer is too low, especially when there’s a risk of running out and being unable to stock up for a while.


Death is prominent in this village. Not only had their little village been hit hard by the Aquarian Plague when it first began but even recently deceased villagers will be buried under the sand. Some graves are only marked with a stake or a cross to let others know that someone was buried there or it represented someone who died. This is especially so if they didn’t know who it was who died. This happened a lot during the Aquarian Plague as pursa were dropping like flies left and right and there was hardly any time to identify them. Their bodies had to be burned because the Aquarian Plague was transferable through contact of bodily fluids or consumption. While still alive, those infected with the plague would be isolated and treated at the Quarantine Hut until their death.


Socialization in Gradina
The mewah of Esfandell, who had graciously given their land for the pursa to build on, are the ones that set laws and monitor the village of Gradina. Under them, Gradina had become sort of a tourist attraction with their beautiful and abundant gardens. Because of this, gardeners have become more of a requirement as it was necessary to keep the gardens in pristine condition. In other villages and cities of the pursa, a gardener is an Asa’sin but in Gradina it’s the one job that has everyone singing their praises and has been given the Yux’sin title.


However, in Gradina, as long as you can pay for food and shelter, you are considered Yux’sin. To them, Yux’sin means more of ‘living a life worth living’. This also means that anyone who can’t afford a home and probably not any food either would be Asa’sin. These are the homeless, unfortunately. Good news is that the streets of Gradina are clear of the homeless. Bad news is that the mewah themselves made it an unwritten law that a pursa can not live in Gradina without food and shelter. This has lead to a lot of arrests of the homeless under different charges. Most of the pursa living in Gradina will lend their home willingly to another pursa so they could avoid being arrested and thrown in prison.



Important Note from Eerie!
The pursa, as a race, are passive in the face of oppression from other races. They don’t put up with their own shit though. Races that know the pursa would expect them to be passive. Role players of pursa characters will not be expected to follow this social standing but may face in-character repercussions from other characters expecting the pursa to do so.

There are a handful of pursa protestors that find the mewah to be overly strict. They can not publicly protest without being prosecuted and thus choose to do so during events so that other races can see what is happening. The mewah are less likely to arrest them when foreign eyes are watching. This could also be because the mewahen guards of Esfandell are busy during public events. A few of the protestors, usually those who are already without a home to call their own, will volunteer to go to other mewahen cities to protest during their events to help spread the word. There are also some more discrete protestors, those who have a home and otherwise enjoy living in Gradina save for the mewahen rule, who will premeditatively tear down wanted posters, leave weeds to grow in the gardens, and other small acts of resistance.


The rest of the pursa of Gradina, though some may not agree with how the mewah rule over them as well, frown down upon these acts of the protestors. Most don’t want to get involved or think about the protestors and will ignore them but others find their acts to be reprehensible. To them, this is the mewah’s land and if they truly didn’t agree with how the mewah ran the village, then they should just leave and live somewhere else. Some will even go as far as reporting the protestors to the guards, some may go toe-to-toe in an argument against the protestors, and others may throw rotten fruit and vegetables or even compost at them.


Socialization in Alver's Hollow
After Alver’s Hollow was built, most of the original social rules were thrown out the window. They got rid of both Yux’sin and Asa’sin entirely and instead replaced it with a new caste system: Owning a business versus working for a business with a third class enveloping the jobless. They called these three new castes Wei’sin (Way-Ih-Sin), Sai’sin (Sigh-Ih-Sin), and Vex’sin (Vex-Sin), respectively. One does not need to be homeless to be a Vex’sin: Children, elderly, and the disabled who can not work fall under the Vex’sin as well and do not face the same treatment as the Asa’sin once did.


Children can temporarily gain the status of a Sai’sin by taking on odd jobs offered to them from neighbors and friends of the family. Young adults often have to compete in the job industry just to start their careers so gaining a more permanent title of Sai’sin is even harder. Even though it’s not expected of them, elderly can choose to go back to the workforce if they want to. There is no competition for the elderly if they once held a job prior, as they will be prioritized for rehire by their last boss.


Gaining the status of a Wei’sin is much more difficult. Networking is heavily involved and if a pursa does not have the right connections they will never become a business owner. Creating a network often involves working for free or low pay with the focus being mainly on expanding that network rather than getting paid. This can include doing odd-jobs in their freetime for a boss or a friend of their boss. The more business owners they get to know personally and make friends with, the more likely the pursa will be backed when they start their own business. Should the new business fail under a year, the new Wei’sin will lose standing with their backers. Should the business suddenly start to fail years down the line, the backers will help get it back on track.


Dragons and Riders, along with graduates of the Magic Academy of Esfandell and children of business owners, are always prioritized over the regular pursa. Since they are considered a status symbol, they will be offered jobs without even being asked, some of them receiving job offers before they even reach adulthood. They don’t even have to bother with networking because, should they want to start a business, Wei’sin that don't even know them will back them without question just for bragging rights. However they are not well respected by other business owners, mostly by those who didn’t back them.


Socialization in Gheara Pence
Unbeknownst to the majority of pursa, let alone any other race on Nouva, the hidden city of Gheara Pence exists. This city is run by sphinx-like pursa who call themselves the Umbra (Um-Bruh) and use it as a last name. The Umbra have no concept of Asa’sin or Yux’sin. If you can’t do what is expected of you, either by failure or by choice, you are banished from the hidden village and expected to die in the desert. If this banished pursa manages to return to the village, or an outsider is found walking the streets, they will instantly be put to death on the spot.


Since everyone of Gheara Pence shares the same last name, everyone shares equal responsibility when it comes to taking care of kittens, the sick, and the elderly. Able bodied Umbra are sent out to take on missions (provided by outside guilds that have been sworn to secrecy) appointed to them by the current head of the village. These missions often require the skills of a thief and/or assassin which is what the Umbra are specifically trained for. Taking on these missions and bringing home the reward money helps keep food on the table for the entire village.


To avoid inbreeding in Gheara Pence, females, when they come of age, are expected to leave the city for however long it requires for her to become impregnated with kittens. Once she is pregnant, she returns to be cared for by the rest of the Umbra and gives birth within their city. Males, most likely a brother, father, or cousin, will accompany the female to protect her, make the journey go smoothly, and ward off any male pursa that have undesirable traits.


Similar to Crasmere Gulch, theft runs rampant through the village of Gheara Pence. However, theft (and even assassination under special circumstances) is encouraged as each successful theft or assassination shows promise in skill and can be utilized on future missions. They are given permission to boast about a successful theft/assasination among their people and will be commended. This, of course, is only possible if they’re not caught in the act. If they are caught, they have to face the consequences instead of being praised.



Government
Since the attack on Mt. A’meana, by the hell raisers, back in the Era of the Brand, the pursa have become split and often don’t socialize with each other due to major geographical differences between their villages. Unlike their original home in Mt. A’meana, pursa don’t have rulers anymore. In Crasmere Gulch, they have a few elders that civilians may go to for advice or help but these elders do not enact laws. Gradina is ruled by the neighboring Mewah as they have settled in Mewahen territory. Alver’s Hollow has elected representatives for communication with the other races of The Crescent Isle but they alone do not set the laws- this is done through all the races and coming to agreements among them. They not only cover The Hollow but all of The Crescent Isle.


Laws on certain acts vary depending on the settlement and who is enforcing them. For instance, pursa within Crasmere Gulch have a tendency to steal and resort to breaking and entering for shelter and other survival purposes. Pursa from Gradina or who were born and raised in Alver’s Hollow don’t take too kindly to these acts. This is because Mt. A’meana’s original laws still reflect a pursa’s upbringing even long after its downfall and even when the pursa are being born and raised halfway across the world.


These laws were created and held by the Queens of Mt. A’meana and their personal advisors. The last Queen, believed to have died during the escape from the hell raisers, was Queen Calinus Yyven. She had three children (two boys and one girl) but it is unknown whether these three had managed to escape. Her personal advisor and a former knight, Sir Wilsh Arion did manage to survive. He fought the hell raisers to protect a group of pursa and fled underground with them, using his Tera-Phantom magic to tunnel their way to Esfandell. He managed to convince the current ruler of the time to let them create a settlement under their rule. Gradina exists because of him.


Prior to the fall of Mt. A’meana, between the Queen and her advisor, they got rid of a lot of laws that were draconic in nature and very unnecessary in their eyes. They saved a lot of their people from harsh punishments for minor infractions and pushed fairer laws in their place. Traditionally, Dragons and Riders were financially supported by past Queens. The last law that was planned to be changed was to actually have Dragons and Riders actively protect their small underground city from outside dangers in trade for financial stability for their families. There was major push back from the people of Mt. A’meana- some out of fear of retaliation from the Dragons and Riders (though there were so few) and others, mostly Yux’sin and Dragons and Riders themselves, feeling that there was no need for such powerful people to have to lift a claw.


Government in Crasmere Gulch
The current elders of Crasmere Gulch are a couple: Xenyis and Bartha Ingrine. They have helped their settlement for many years, even back when they were young and before they married. Bartha actually hails all the way from Gradina and heard through the grapevine of a struggling pursa settlement along the coast. Always being the sweetheart who has to help everyone, she traveled by herself for several weeks before she found it. Between her and her husband, she was the one who questioned the elders of the time, brought up issues and offered assistance in solutions. Most of what she said fell on deaf ears but her determination is what caught Xenyis’ eye.


Xenyis had already been working hard to add new housing to the beach and repair old ones. His fuzzy little paws were the creators of the houses out on the docks - the docks and the housing were all built by Xenyis over a number of years, without help save for one very bright-eyed Bartha. Their marriage brought much happiness, as happy as a Gulcher pursa could be, to the little village. When their hair turned gray, the people of Crasmere Gulch immediately started to go to them for help. Their reputations surpassed past elders, thanks to their hard work when they were younger. Their presence as the new elders brought unity between the pursa of Crasmere Gulch, despite any animosity the villagers may hold for each other.


Despite Xenyis and Bartha Ingrine rising to the occasion, the village was still low on gold. Xenyis would constantly make repairs to the makeshift stocks and cages. These are used for anyone who was foolish enough to get caught in the act of petty or serious crime. They’re mostly meant for shaming and not for intense punishments. Kids love throwing mud and rotten fruits and vegetables at those who are being shamed. Some more cruel pursa will take a feather to someone who is in the stock, often tickling their nose or a body part to make them itchy, knowing full well that their victim can not fight back and is unable to scratch at their own itches.


In the result of purposeful death, the criminal, should the Ingrines find them guilty (with an investigation and evidence), they will be publicly put to death without mercy as a show of warning to other potential murderers. This action is seen as cruel from outsiders but the Gulchers have been through a lot and this gives the villagers peace of mind, knowing that they are protected by their elders. Despite putting these people to death, they will still respect them enough to bury them and place a wooden cross on the mound- often with their name etched into it.


Government in Gradina
The pursa who live in Gradina obey the mewah and their laws. If people are found guilty or are suspected of breaking the mewahen laws in Gradina, then they are taken to the dungeons in Esfandell where the mewah will put them on trial. Mewah are the ones that patrol the streets of Gradina and make the arrests and transfers. The accused will be kept indefinitely in a dark and damp cell until proven innocent which can take some time as their trial process is slow and studious. They make sure every little bit of evidence is collected and all witnesses have a chance on the stand.


A pursa who is detained is seen as guilty until proven innocent. Prior to trial, they can appoint a pursa of their family that lives in Gradina, or at least one that shares their last name and lives in Gradina (the family member must share the last name as well), to gather witnesses and evidence to exonerate the imprisoned individual. The reason that only a pursa of a shared last name that lives in Gradina is required is because only they can visit the detained pursa due to the mewahen law - no other pursa is allowed. However, a pursa can choose to have a mewahen resident of Esfandell investigate their case, whether hybrid or not, instead. There is no benefit to this; it is just an option in cases of disdain between family members of the accused or when there is a lack of family.


Mewah are meticulous when it comes to the trial process. They appreciate any and all evidence and witnesses coming forward, whether it is in the pursa’s favor or against, as they like to be one-hundred percent accurate or as close to accurate when it comes to the verdict. Should there be any error during trial, the entire trial would need to be redone and all documentation up until that point will be tossed and completely replaced with the new trial. Errors that can cause this would be witnesses that weren’t actually there to witness, evidence that was forgotten or misplaced, or reports that had yet to be turned in or filled out accurately. Every pursa of Gradina knows this and will always do their best to play by these rules.


Protestors of the mewahen rule are subjected to more than just ‘guilty until proven innocent’ and being stuck in a damp dark cell. Should they be found guilty, they will be interrogated day and night. They are not allowed to rest until a list of other protestors have been given, preferably protestors that still live in Gradina. Even some of the more discrete protestors, those who protest in small acts of resistance such as leaving weeds to grow, are acceptable to add to this list. All of these protestors will eventually be investigated and, as a reward, the pursa can finally rest in their damp dark cell.


Government in Alver's Hollow
Alver’s Hollow have a few representatives who speak in their people’s stead during summits and other important meetings on the Crescent Isle, as per one of the conditions the coxayli had set when the pursa settled in their territory. The other condition being that their prison was to be used to hold not only their own criminals but any criminals within the coxayli's domain.


Transfering from a nearby city or town within the Crescent Isle to Alver’s Hollow Penitentiary: The accused gets put in a stock or a makeshift cage and a message is delivered by bird to Alver’s Hollow. A wagon or boat (depending on the location of the temporary prison) will be delivered from Alver’s Hollow and then picks up the accused and then transfers them to the sturdier cage on this vehicle. The boat or wagon then travels to Alver’s Hollow and the Penitentiary where they will be placed in a cell. The accused may have to wait for a few days but will eventually be put on trial and, if found guilty, will receive the death penalty. Even though this uses Alver’s Hollow tax money, the pursa had made an agreement with the coxayli.


Consequences of breaking the social laws in Alver’s Hollow (and Mt. A’meana, pre-Era of the Brand) along with any transfers from nearby villages on the Crescent Isle, could involve any of the following after first standing trial, which is always hastily done, to determine their punishment: Forced to mine, forced to work under supervision (usually due to theft), locked in confinement for an indiscernible amount of time (between making sure their debt is paid in full, if they’re going to be under trial, or if they’re a danger to society), declawing or other forms of torture depending on the race of the individual (often pertains to spies or underground criminal acts), or being burned at the stake or drowned (known as their death penalty).


Punishments are determined between the judge, the victims, and any civilians who attend the trial. The judge is the one who comes up with a list of punishments that fit the crime, the victims can pick two of the punishments that they think the accused should serve, and the civilians attending can choose between the two that the victim picked. The accused can defend themselves or have a well respected individual (if they agree to it) speak for them during trial.


Trials can be re-visited if new evidence comes to light, the judge has been unfair or bought out, or the victim is found to be lying. The so-called victims would switch roles with the accused in the latter’s case. Punishments can be overturned if the trial is re-visited with compelling evidence or if a new judge is willing to hear the case. This can be done during or before the punishment takes place.


If a judge was found to be bought out, then the judge will take punishment either by community service or by taking the same punishment that the accused had been dealt. Whatever punishment the bought-out judge has to deal with, their license to judge will also be permanently revoked on top of that.


If the punishment has already been dealt and the accused had been discovered to be innocent after the punishment is over, then gifts and apologies are in order and given to the innocent. Gifts can range from free food for the rest of their life to a brand new home of their choice. The judge and the innocent that had to deal with an unfair punishment are the ones who need to come to this agreement. Taxes usually help pay for these mistakes. If taxes were not enough, the civilians and the one who accused the innocent must help out. In the case of punishment by death, if the accused was found innocent after already being put to death, then the family of the accused will be compensated in their place.


Government in Gheara Pence
Those who live in Gheara Pence follow the current set of laws under their most skilled Umbra, who runs the village. The head of the village can be replaced if found dead, either from old age, sickness, or assassination, and the next Umbra that is qualified becomes the new head of the village.


Theft and assassination are encouraged in Gheara Pence, but assassination requires a motive that borders on self-protection or avengance and will also require the assassin to give a twenty-four hours notice to the victim (in which the assassin will make the attempt at their life within those twenty-four hours). In the event that an Umbra is caught attempting to assassinate, depending on their motive, they will either be thrown in prison for a lengthy period of time or exiled, whether they succeeded in the assisination or not. If caught in the attempt of theft, the accused is required to face jail time up to one year.


In the case of a false notice, meant to scare the victim into thinking that they’re going to be killed, if there was no attempt on the victim’s life, an investigation will go underway. If the would-be assassin is found, they will immediately be forced to undergo rigourus training in assassination and theft, starting at the greenhorn level. They will only be able to move to the next level if both their master and the head of the village gives the okay. This training can last several years.


When a successful theft or assassination has occured, and the motive of assassination meets the requirement, an Umbra is allowed to boast to their fellow villagers. In doing so, they will be rewarded by the current head of the village with missions and/or higher positions in the village.


Rewards for mission completion via a provided goal through one of the outside guilds are often traded outside of Gheara Pence, most likely in a city of mixed races (to avoid discovery). The same goes for purchasing food, wares, and during trades. This allows production to continue without crowding the city with livestock and fresh produce. That doesn’t mean they don’t raise their own animals or tend to their farms, which they do.



Names and Titles
The pursa naming system is gendered, with male and female first names differing strictly by certain consonants. Last names are easier to remember.


First Name
1. Male first names start with M, Q, R, T, W, X, or Z.
2. Female first names start with B, C, D, L, N, P, or S.
3. Unisex names start with F, G, H, J, K, V, or Y.


Last Name (Surname)
1. These names always start with A, E, I, O, U, or Y


Non-Traditionalists don't follow the first name rules but will still follow the last name rule. The choice to only stray from the first name rules is due to surrounding governments and potential identity issues that may arise in the future.



Important Note from Eerie!
The goddess Ana's name is believed to be a last name and not a first. Because of Pursa Traditions, this belief is still being argued amongst Ana followers, Historians, Traditionalists and other parties.

Any pursa with the same last name are of relation; not always by blood but also by association and is considered an honorary title. Under certain circumstances, whether or not a pursa is active socially with another of the same last name, sometimes their property (upon death) is handed down to a pursa of the same last name if and only if there isn’t anyone else in the familial line to take it. In other words, children and wives/husbands can obtain the same last name as the wife/mother or father/husband through marriage contracts (to be determined by agreement).


Whoever loses their last name through marriage will often cut ties with their old family and move in with their new one. It is important to know that purposely dropping one’s last name, through any means other than marriage, is a direct insult to the family who shares that last name as it shows that they do not want to be associated with the family. This could be because of shadiness of family actions, outcasting, or just hating the family rules in general.


Prefixes are given by those both inside and outside of the family to a pursa depending on social and government rank. Sometimes an individual pursa will call themselves by a certain prefix but other pursa may feel obligated or willing to call them something else entirely. The following are frequently used prefixes:


Os - commoner, child
Cir - apprentice, learned
Gu - powerful, warrior
Og - thief, clever, cunning
Ela - of status, great
Re - leader
Ila - divine, lord, powerful (can be used for royalty or even for Riders and Dragons)
Ke - exile, outsider
Mu - elder, wise


The only exception to the common naming system are the pursa that are born in Gheara Pence. They do not follow the prefixes and share the same last name: Umbra. While outside of Gheara Pence, they are required to take on a fake name (both first and last) so that they can not be traced back to Gheara Pence should they fail a mission.



Religion and Beliefs
Pursa have up to six gods that they can choose to worship. Some worship multiple depending on their current situation and for other more personal reasons. Some only worship one at a time or one for all time. The type of god worshiped is often passed down through the family as well. Most pursa generally believe that the closer you are to Nouva's core, the closer you are to the gods. With the most important gods generally being said to be located at the deepest point in the earth.


The pursa used to have statues of each god in Merchant Way but they were most likely destroyed during the war against the hell raisers. These statues were displayed in a spiral downwards starting from the entrance to Mt. A'meana, with Muhapta at the very top, closest to the entrance, ending with Ana at ground level. This spiral has been adapted in Gradina, though at a much smaller scale with less of a drop between gods. Crasmere Gulch and Alver's Hollow lacks this spiral but have other solutions. Now little statues are carved from wood or stone so that they can be carried and prayed to in their own homes, where most are located specifically in the Town House of Crasmere Gulch. In prayer, pursa tend to wear runes (depending on what they need) for better ‘communication’ with the gods. They believe that, with these runes, they would stand out to the gods and the gods will hear and answer them.


All pursa, no matter where they hail from, see the afterlife in the same way. It is a reflection of the overworld in a sense, but is ruled by the gods that they worship. They believe that, if they were successful in life, they will be granted a comfortable afterlife by the gods. For instance, an Asa’sin who worked hard to provide for their family and do right in the world will be given the afterlife of luxury; a big house to remain in during their existence with all of their needs and wants covered. In another case, a Yux’sin may believe that they too will be getting a luxurious afterlife as well but, due to their mistreatment of those under them, they may end up poor and with the feeling of eternal starvation.


Muhapta
Muhapta (Moo-Hap-Tuh) is the pursa god of war and combat. Those who find themselves fighting for their lives will often say a quick prayer to Muhapta for the strength and ability to survive; granting not only strength but strategy as well. The few pursa generals have often been said to be blessed by Muhapta from birth, given not only great physical strength but also quick wit. It is believed that a warrior who fights without thinking will only end up dead, so a lot of effort is put into being strategic in combat. While most common pursa will never have to fight for their lives, any who survive such encounters almost always praise Muhapta at the end of the day.>



Important Note from Eerie!
Muhapta is never seen without his spear and shield. The eye on his spear represents the fact that he watches over all of the pursa's wars and even over training and sparring sessions. The pursa have a tendency to mimic his whiskers as a sign of intimidation/dominance as he is seen as a dominant figure. This statue is located within the Alver's Hollow Town Hall.

Torpaq
Torpaq (Tore-Pack) is the pursa god of nature. The pursa believe that the earth itself was created by this powerful god. Molded by his hands, the plants and the animals of the world came to life and spread across the planet. Farmers and Hunters alike both pray to this god, thanking him for the life that he provides for their survival. While not the most popular god to worship, no one can doubt how powerful he truly is. For not only does he create life, he ends it as well. When crops die or cattle get sick, it is his doing. Devout followers of Torpaq will often leave out the finest of their crops for his wild animals to eat, and the hunters will often bury the scraps of their kills to fertilize the soil for plants. Life is one big circle that only Torpaq understands.



Important Note from Eerie!
The microlupin beside Torpaq was dubbed Feroce (Fur-Ohs), meaning fierce. Feroce was given the gift of immortality by Torpaq and never leaves his friend's side. Together, they hunt down sick game or plants and bing new life and game unto the land.

Tacir
Tacir (Tah-Seer) is the pursa god of art and trade. Both artisans and merchants alike pray to this god for good fortune in their respective trades. Some will even pray for Tacir to curse their rivals. However, a public prayer of the sort would be almost heresy. Powerful merchants are often said to be blessed by Tacir, but no one ever knows the true intentions of this god. Nobles can suddenly fall into bankruptcy after years of supposed favor from Tacir, while some may be gifted with wealth and talent beyond measure. Anyone at any time can be gifted with Tacir's skill or have it all be taken away in an instant, which is why Tacir is often also regarded as the god of luck by some members of his followers.



Important Note from Eerie!
Tacir is often depicted as being a rich Yux’sin and always decked in jewelry from ears to tail.

Kitabcasi
Kitabcasi (Kee-Tahb-Kah-See) is the pursa god of enchantments and knowledge. While most often regarded only by those in the enchanting business, Kitabcasi stands for so much more. While things of a magical nature are part of his domain, anything involving intelligence or hidden truths are under his control. His devoted followers can be found all over, from exploring in an attempt to find the secrets of the past, or just simply enchanting jewelry. Certain merchants also pray to this god, using powerful enchantments to sell their products for higher prices. Those who even need guidance will often pray to Kitabcasi for direction, as the god of knowledge knows all.



Important Note from Eerie!
Kitabcasi is usually seen holding a book or scroll to represent the knowledge he holds.

The Three Ana Variants
Ana (Ah-Nuh) is the only widely worshipped pursa goddess, and the most important god in the pantheon, the goddess of peace and nurturing. She created the pursa based on the god's images. However, each pursa is unique. She makes each pursa individually before they are born, forming the new pursa's spirit and placing it inside the mother. Often represented as a mother herself, this goddess quite often seems to bless the young and pure of heart. Whenever a pursa dies, however, she appears to the soul and carries them to the afterlife. Praying to Ana for protection and good health is extremely common, and just about every single pursa does it. She is the creator of the pursa and mother to them all.


The Umbra of Gheara Pence only follow one god and that is Ana. In fact, it is believed that Ana had originated in Gheara Pence. An exile brought the knowledge of her to Mt. A’meana, where the pursa there proceeded to warp her into the most commonly worshipped version of her today.


Rather than being a pregnant goddess of peace and nurturing, she was originally worshipped as a grim reaper of sorts. At Gheara Pence, she is depicted wielding a scythe and she is believed to guide the souls of the Umbra to the afterlife. She is also seen to right unbalances, mostly creatures who don’t belong in the world of the living, and remove them from the world. The Umbra pray to her for successful missions and for loved ones to make it to the afterlife.



Important Note from Eerie!
There are three different statues of Ana total, perceived in different ways. Even though she is seen as pregnant by most pursa, resulting in a very common pregnant statue that will date back to before the Era of the Brand, Alver's Hollow believes she had given birth (Parilti), so their version of her is without a pregnancy. The final version of her is from Gheara Pence.

Parilti
During the cross-water pilgrimage to the Crescent Isle where some of the refugees of the war of Mt. A’meana escaped to, a spirit, visually an unearthly glowing light, visited them in the dead of the night when the waves were at their most calm. It claimed that the refugees were going to build a new great home and make peace with the ones that they called enemies. That there would be an alliance like no other on Nouva. This spirit remained with them throughout the journey to the Crescent Isle, staying silent the whole way save for being asked it's name: Parilti.


Once they reached the shore, it became a guiding light to the location of their new home; the dead-center of the Crescent Isle. Before their arrival late at night, the giant crevice (now known as Alver's Hollow) in the earth had been dark but, upon the spirit's arrival, crystals of the earth lit up. They discovered that if they tried to remove the crystals from the earth, the crystals would lose their shining brilliance and the light inside them will die. The pursa came to the conclusion that the spirit that guided them was inside these crystals or the crystals were at least part of this spirit. At this point in time, the refugees believed that the spirit was actually a god that personally visited them, to ensure their safety and livelihood and thus began to worship them.

Parilti (Par-Ill-Tee), the pursa goddess of crystal and guidance that only those from Alver's Hollow know of and worship. All though some coxayli witnessed the spirit that the pursa now worship, it was the pursa who believed that Parilti was a god. It is believed that Parilti is the child of Torpaq and Ana all though this has yet to be confirmed. Parilti was aptly given these titles in response to what the refugees themselves witnessed during their pilgrimage. Whenever a pursa gets lost on the Crescent Isle, it is has been said that Parilti visited them to bring them back home safely. When a pursa is unsure of their future or doubts their own skills to make their dreams come true, Parilti supposedly visits them in their sleep to reassure them that they are following the right path.



Important Note from Eerie!
Parilti is often seen with a lantern for guidance through the darkness of uncertainty. A lot of pursa use the more familiar Os'Parilti rather than Ila'Parilti when addressing her during prayers. The statue above can only be found in Alver's Hollow in the Council Room of the Town Hall as only those in Alver’s Hollow know of her existence and worship her.

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Eerie: Created a shoutbox for anyone who has questions. Feb 4, 2023 12:29:22 GMT -5
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