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


Trigger Warnings: Early death / slow death / death (in general), violence, hazardous living conditions, child neglect, childhood trauma, loss of family, sacrificial punishment, eaten alive, animal cruelty, shunning / banishment, unfair fights, graphic depictions, unfounded rumors, theft, assassination, murder, public torture, loss of home / homelessness, natural disasters, horrifying scenarios, and betrayal.

Sil'nyy


Sil'nyy can be part of the Dragon or Magulis Classes.

Character Data
Class: Magulis
Name: Kit'tah Urukgar
Age: 157
Height: 8'1"
Race: Sil'nyy
Gender: Male
Profession: Chef (Baker)
Magic Study: Enchanter

Appearance Description
Kit'tah has dark red-orange skin and stubby thick spined horns. One eye is completely white in color, including his pupil, with a scar over it. His working eye is a very light green. He has short and slicked back hair with a full and fluffy beard, also dark brown. His arms have a lot of burns from constantly burning himself on the oven. He wears a white chef’s coat with khaki pants and black shoes and wears a cutesy apron with a cute cat face on it over them.

Creator: inerr

Character Data
Class: Magulis
Name: Ghorza Ogudar'gen
Age: 27
Height: 8'2"
Race: Sil'nyy
Gender: Female
Profession: War Martial > Smithy (Shopkeep)
Magic Study: Fog-Brained, Enchanter

Appearance Description
Thick black hair that stays tied into a high ponytail with the lower layer left in a loose ponytail at the bottom as well as skin of lava ash grey (808588). Ghorza’s face almost always stays stoic or disgruntled, her eyebrows rarely moving above her orange eyes. Her nose is a bit crooked due to past physical altercations having broken it. Donning a loose beige tunic that has burn marks around the sleeves, kept tight at the waist with a chain link belt that has a loop that links down the sides of her hips atop soot-stained hickory brown pants with black scuffed boots. Her hands are adorned with three rings, two on her right hand (a gold ring on her ring finger and a platinum ring on her index) and one on her left hand (a bronze ring on her middle finger).

Creator: swordoftails


Sil’nyy are frequently the tallest of the races of Nouva, excluding the rare cases of the much larger Coxayli. Their height can easily reach anywhere between 7’2” to 8’10”. This height is normally accompanied by well-defined or, at the very least, obvious muscles. It doesn’t matter what gender the sil’nyy is, as they are a naturally quite beefy race.


Biological sex also determines unique features between male and female. Although both genders have tusks protruding upwards from their bottom jaws, the female’s tusks are much smaller than the male’s. Men of this race have curled horns varying in width, length, and texture, while the female has none. While the women of the sil’nyy race have eyebrows, the male’s brows have a row of small studs, made of the same material as their horns. The women also have a slightly more slender jaw than the men.




Unlike most races, the sil’nyy’s skin tones have a large range of colors, featuring different tints and shades of the rainbow. The skin tones that a sil’nyy can be born with include the following colors: Shades of white and grays, reddish-orange to a pale peach, a muted dark brown to a light brown, and multiple shades of both blue and green. Children can inherit the same exact color and shade as either of the parents but also have the potential to be born with the same color and shade as one of their grandparents.



Although they are born with a full head of hair, sil’nyy hair starts to naturally recede, regardless of gender. This results in what looks like large foreheads. A traditional hairstyle among the race is shaving the sides of the head, leaving their thick hair at the top and often growing it out to either tie back into a ponytail/braid or letting their hair turn into natural dreadlocks. Sometimes their hair can do multiple things depending on their heritage.


Sil’nyy are not all that great with magic power wise, with the exception of their race-exclusive magic: Fog-brained. This type of magic will let them turn off their natural senses to block out pain and exhaustion, allowing them to continue in a fight when they would have normally yielded to their opponent. It’s very dangerous- for both the opponent and the sil’nyy that uses it. If a sil’nyy is not careful, this can result in high amounts of blood loss leading to death. Thankfully, this magic can only last about three minutes before the sil’nyy crashes, quickly followed by a drunk-like state in which the sil’nyy’s words become slurred and their mind and body slow down.



Important Note from Eerie!
The drunk-like state that they are in will also help numb the pain until they sleep it off or pass out. They will start to feel pain when their mind becomes more aware. They can also turn off Fog-brained at will, if they manage to complete their task prior to the crash. They would still enter the crash if they held it for more than two minutes, but it would be at will.


Between the competitive-fighting nature of a sil’nyy and their usage of their Fog-brained race-exclusive magic, and even environmental factors, most sil’nyy don’t live past their mid-thirties, at the latest. Some die much earlier, depending on how lacking their immune systems are. This doesn’t mean that a sil’nyy can’t have a long life! Outside of these factors, should a sil’nyy grow up in a different environment, sil’nyy have been known to live as old as 312 years of age. This is not an average, however. Their bodies do not deteriorate and they keep their strength, even when they’re on the verge of death due to old age. Physically, however, they could look like just any scrawny old man (or woman) when they’re at older ages.



Important Note from Eerie!
Sil’nyy have been known to take down full-grown grizzly bears in front of outsiders. Because of this, some people believe the sil’nyy to be invulnerable and unkillable.



Half-Sil'nyy Hybrids
The sil’nyy are just one of many races that can breed together to create hybrid children. Some hybrids look more like one race than the other. Special race-exclusive magics remain race-exclusive; not even hybrids have the privilege of dipping into that kind of magic.


Not all Sil'nyy Hybrids have horns.


Half-Artrune
This type of hybrid has two different outcomes: They will either keep their artrune parent’s height and a lack of defined muscles unless they work themselves up to that point on their own. However, they will have the stamina of an average artrune. These hybrids will inherit the skin color and ears of their sil’nyy parent, and will sport a smaller version of the father’s horns (if the hybrid is male). They do not inherit the father’s studded brows.

This character has no owner.


The other type of hybrid will look more artrune when it comes to skin color and will have a lack of horns and lack of sil’nyy shaped ears. However, they will have the height and the natural stature of a sil’nyy. This means they will be as tall as one and sport more defined muscles.

admin's character, Francis.
Half-Artrune, Half-Sil’nyy hybrids can either be Dragon or Magulis.


Half-Mewah
They keep their mewahen parent’s height with lack of defined muscles (unless they work themselves up to that point on their own), and they have the stamina of the average mewah. They inherit the skin colors of their mewahen parent but will have the ears of their sil’nyy parent and, if the hybrid is male, then they will also inherit a smaller version of the horns that are part of their sil’nyy heritage. These hybrids can be Dragon, Magulis, or Rider class.

admin's character, Leonidas Istoria.



Main Geographical Locations
The sil’nyy have a continent all to themselves that is known as Thumak’s Domain, west of the continent of Selgamed. The name itself derives from their beliefs; named after a sil’nyy warlord that may or may not have actually existed. There are five main locations where the sil’nyy live, one of which is a ‘mix’ city where those who wish to test their strength can gather for competition. The other four locations are villages where individual clans, based on last names that they were either born into or given, live. Outside of these five locations, there are sil’nyy who live in undisclosed homesteads scattered throughout Thumak’s Domain (and some even on other continents depending on their crimes) that they were either born into or banished to by the sil’nyy government.


Central City (Sin-Trell City) is located smack dab in the middle of the continent. It is, as its name suggests, the center of all sil’nyy. It’s fortified by a giant wall made of massive log-stakes to help protect it from any invaders that intend harm to its citizens. The only way in is a massive gate, made of the same log stakes as the walls and is attached to a pulley system that, once cranked, will lift the bottom of the gate outward so that visitors and citizens alike can cross under. There are wooden watchtowers along the wall and at both sides of the entrance so that the sil’nyy would know if it were friend or foe at their gate. Inside the city itself, there are many houses with stone foundations and log cabins built on top. The roofing is made of a multitude of wavy-metal sheets in the gable and/or slanted-flat styles. There isn’t much foliage around and the few places that flora can be located is usually at the walls, where they have yet to be trampled on. At the center of the city is a stadium of stone surrounded by many tents for those who wish to join the competition of strength.


Home of Cha’Grathka (Chah Grath-Kuh) is a small village situated west of Central City in the marshlands. This village can only be accessed by boat and is built atop intersecting docks and bridges in the middle of waist-deep waters and surrounded by cypress trees. Most of the housing here is made up of wooden boards and straw hip-roofs. There is a fish market on a slightly raised platform and stairs leading into the water, where boats are often tied and stored for safe-keeping when not in use. There are a lot of taverns- both outdoors and indoors. Fishermen often use the docks next to a tavern as they fish so that they can enjoy some mead and not miss a catch but they need to be careful or they’ll lose their new catch to a gator.



Important Note from Eerie!
Aside from fish, the sil’nyy here also eat a lot of alligators. Not because they specifically go out to hunt the gators but when a gator steals one of their fish, the sil’nyy will jump into the water, wrap an arm around the gator’s throat, and start punching it’s stomach until it dies.


Home of Hognur’Gor (Hohg-Ner Gore) is the village located east of Central City and is always pelted by torrential rains and always dark, almost as dark as night, even when it is day time. Because of this, there is always thunder and lightning. This means that the sil’nyy of this village had to build their homes with make-shift lightning rods, to prevent their homes and the surrounding village from setting fire. Due to the constant flooding, these buildings were built on stone stilts, to keep them away from the invading water, with rope ladders that can be unfolded so that the sil’nyy can get back to the ground. Roofs are in a pyramid shape, made of hardened clay tiles to help filter the water down into gutters, which routes the water back to the earth below. The walls and floor themselves are made of wooden planks, with gaps in the floor in case water leaks into the house so that it could escape. A lot of the trees and foliage in the area help with drainage.



Important Note from Eerie!
Because it is always raining, it is quite cold in this village. Because there are gaps in the wooden floor, this cold leaks into their homes. However, they have plenty of water-proof leather and furs to keep them warm. Despite it being dark out all day, it’s still somewhat easy to tell when it is day versus when it is night- this is because the daylight shines through some of the clouds, making them visible. At night, it’s so dark that the clouds wouldn’t even be seen


Home of Urukgar (Er-Oohk-Gar) borders the area that Home of Cha’Grathka resides in and is the southernmost village. There is a dock that leads straight to the same swamp northwest of the village. This village is mostly surrounded by fir trees and naturally growing toxic yewberry bushes. Thankfully there is a special type of deer that lives in the area that can expel the toxins as they eat it, so game is fairly abundant. Aside from wild animals to hunt, there’s also a community garden that the residents have been taking care of together. Not only does it have beautiful and exotic flowers but also a lot of crops that can be picked from. The buildings here enjoy warm sunlight almost 24/7 and thus have been built to reflect light so that the insides of them can remain a cool temperature. Flat roofing lines the village’s buildings and are filled with gravel, helping protect the underlying layers from the sun. Walls of the buildings are mostly made of wood, but some are made of stone.


Home of Ushmog (Oosh-Mahg) is incredibly secluded and somewhat on the spooky side because the small northern village is always covered in fog that is so thick that light can barely be seen through it. All the buildings are made of carved stone with rough wooden doors and open windows. The village itself is located on a hill, surrounded mostly by stone and dirt. At the very center is a shared well with taller stone walls than normal, to prevent people from falling in (aside from other sil’nyy). Very little foliage is scattered about and usually includes dead trees and a few bushes here and there. The sil’nyy that live here often have to go on long hunting trips just to get food to feed their families. There aren’t many buildings other than homes here as visitors are sparse and those who live there often don’t leave the house unless they need to, the fog being too dangerous to risk ‘fun’ in.



Important Note from Eerie!
The windows of this village are not normal windows- they are literally just holes in the wall.



Social
Most sil’nyy die from a young age. Be it from wounds not being tended to fast enough, those same wounds being infected, or a combination of a wound’s infection while an illness befalls the sil’nyy. Despite the fact that there is a sil’nyy clan with the sole purpose of saving lives, not every sil’nyy can be saved. It doesn’t help that they’re constantly warring against the hell raisers- not because they have to but because they find it fun and a great way to prove their strength. Dying in a blaze of glory is something for a sil’nyy to be proud of.


Each clan has a specialty: A craft or trade that they are good at. One does not automatically join a clan by being birthed by clan members. They have to earn their spot in the clan by taking the Trial of Age at the age of thirteen and it’s not guaranteed that they’ll join the same clan as their parents. Should they fail the Trial of Age, they will be considered Ogudar’gen or ‘exiled’. They are still eligible to participate in fights in the arena within Central City but there are no ‘re-do’s for the Trial of Age.


By default, another race adopted into the clans would not be able to participate in the Trial of Age but there are two exceptions: If a parent of the adopted can convince The Four Masters that their child is a sil’nyy, not by blood but by heart, or if the parents can get a representative to take their child’s place in the Trial of Age. The representative has to be of thirteen years of age and a sil’nyy, and they must give up their own chance of joining a clan. This means that once the trial is over, the representative will be considered Ogudar’gen (Oh-Goo-Dar Gin), as if they themselves failed the trial.



Important Note from Eerie!
The Four Masters are the four heads or leaders of the clans.


The ability to use strong magic or even turn into a dragon can be utilized during the Trial of Age. However, doing so right at the beginning of a test instead of using it only when needed is frowned upon. It’s not that it’s considered an unfair advantage; it’s just the sil’nyy way. They aren’t anti-magic like the artrune of Caer Garreg but more of a ‘if you’ve got the strength, why not use it?’ type of people.


If a hybrid of a sil’nyy is born within one of the clan's villages, then they are welcome to participate in the Trial of Age. Because they can be Riders and have stronger magic than a pure-bred sil’nyy, it would be considered dishonorable to use under most circumstances, especially if they were to use their magic for long-distance attacks during the tests.



Important Note from Eerie!
If a hybrid of a sil’nyy is born outside of one of the clan’s villages, even if it was just because the mother happened to be traveling outside her village at the time, the hybrid will not be able to participate in the Trial of Age.


The Trials are judged not just by being able to pass them but by showing willingness, skillfulness, and honor among many other assets. Even if someone manages to pass every single test, they could still fail should they lack quality of character. If one shows good quality of character then they have a better chance of passing the Trial of Age even if they fail all four tests.


That being said, passing one test and failing the rest can guarantee a spot in the clan that the passed test represents. If one passes multiple, they will be given the honor of getting to choose to join which clan they would prefer. If one fails all tests but manages to pass the Trial of Age based on character, The Four Masters will decide where to place them. A sil’nyy can choose to skip over tests and only take one but there is less honor in doing so and sometimes even considered cowardly.


The Cha’Grathka are the Clan of Warriors. They recognize strength, courage, ability to handle Fog-brained (should they have it), and determination. Their test is for the trial-goers to fight against a real Cha’Grathka Warrior in a one-versus-one fight and either defeat them, show a good fight, and/or last as long as possible. What makes this more difficult is that they are doing this on an obstacle course which provides multiple ways that they can easily fail the test.


The Clan of Healing are the Hognur’Gor. They believe in being able to focus, to remain calm, quick thinking and to provide aid in the most dire of circumstances. A ‘You don’t have permission to die’ mindset. Their test consists of a ‘mannequin’ to be treated (their wounds are marked on the body and there are lists of ‘illnesses’ that must be cured) under an unforgiving time limit while also having to deal with being attacked by whatever hostile predator (usually about the size of a dog in comparison to the sil’nyy) is set loose on the group of young sil’nyy taking the test. Ingredients and equipment are always provided but they are sometimes damaged, which requires the unlucky sil’nyy to improvise.


Urukgar are known as the Clan of Tacticians. They value their strategizing defenses, planning, and even sabotaging their enemies. The test that the young sil’nyy are required to pass is to plan out a route and successfully deliver the final parcel. They start out with one parcel, trade it for another at Home of Urukgar, take that new parcel to Home of Cha’Grathka and trade it for another, then to take it to Home of Hognur’Gor, and then to Home of Ushmog and back to Central City, where the route begins and ends. Along the way, they have to avoid traps and ambushes by sil’nyy who are specially hired for the Trial of Age and also need to watchout for sabotage by their fellow trial-goers, who are taking the test with them.



Important Note from Eerie!
There are items in these parcels that represent each clan to ensure there is no cheating, aka skipping over a clan’s delivery to get to the end faster.


The Ushmog are the Clan of Smiths. They expect good craftsmanship, durability, and practicality. They are required to make their own armor and weapon (materials provided by the Ushmog) in a certain amount of days. Then, they must prove that the armor can take a lot of hits while wearing it, to prove it’s well made. Their weapon is first tested by smacking it against a rock- if it falls apart, they are given the handle to fight with. If it doesn’t, then they can use their weapon in a fight. With their custom armor on and their weapon in hand, the young sil’nyy must fight a beast.


Failing a specific clan’s test does not mean that you won’t be able to join that clan. The Four Masters can recognize when someone has the qualities of their clan. This can happen if a young sil’nyy fails at making good armor and weapons but can take out the beast without them- the Cha’Grathka Master would love to have them. If a young sil’nyy couldn’t ‘save’ the mannequin during the Healing Test, but was able to trap whatever predators were released so that the rest of the sil’nyy were able to pass, the Urukgar Master might want them.



Important Note from Eerie!
Sil’nyy can reject the clans that are offered to them but in doing so, they willfully choose to become an Ogudar’gen.


No records are held of whether or not the trial-goers have failed or passed the Trial of Age. It’s up to the clans to remember these facts come the next Trial of Age. In fact, it’s up to the clan members to remember their own histories and pass down stories or religious views by word of mouth. It’s not that writing is forbidden or that they can’t write. It’s just another ‘way of the sil’nyy’ type deal. They’ve never written anything down before so why should they now?


There are two common mindsets within the sil’nyy race when it comes to other people’s religions and beliefs. The first is that some of the sil’nyy are incredibly small minded and rude when it comes to other beliefs. They don’t get violent but they will laugh and make fun of them. The other view is that they think that everyone believes the same thing they do, just viewed in a different way.



Important Note from Eerie!
Kind of like the belief that all gods are actually the same god, just viewed in different ways.


Socialization in Central City
Even though Central City isn’t the home of a clan, there are multiple clans members living here instead of within their designated villages. It is believed that this keeps peace among the clans, especially since Central City is also where the arena is located..


Every week there are little riff-raff brawls or fights for practice. Other races aside from sil’nyy are allowed to join. But during these small fights, there are still rules that must be followed.


1. Must be fourteen and up.
2. Long ranged weapons are banned.
3. Magic of all kinds can only be used by other races, minus long-ranged, as it’s not the sil’nyy way.
4. Flying is only allowed by races that have the ability to.
5. Use of outside substances or drugs are not allowed (because of our Terms of Service).
6. Boosts from potions are also banned unless it is a weaker race that is using it, especially if it makes the fight more interesting.


Once a month, there is a more serious tournament, The Way of the Sil’nyy (also known as the Competition of Strength), where a single winner can walk away with a glorious prize. Usually something donated by one of the four clans: Cha’Grathka often offer some of their trophies, won through taking down strong opponents (tusks of a large tough boar, core of a hell raiser, or even a weapon taken off an opponent killed in battle). Hognur’Gor donate some of their more expensive potions that were brewed with rare ingredients or a large supply of their cheaper ones. Urukgar donate maps and enchanted items and Ushmog donate high-quality armor or weapons they made themselves.


There are similar rules to the weekly brawls but because this is a more serious tournament, there are more rules and expansions of old ones.


Must be eighteen or older. Can be any race. Can be any clan or lack thereof.
2. All rounds are one-versus-one.
3. Long-ranged weapons are still banned.
4. Short-ranged or melee magic is allowed, long-ranged is not. Fog-brained is only allowed to be used against other Sil’nyy.
5. Transforming into a Dragon is banned.
6. Flying is allowed but can only be used by the races that have it.
7. No use of outside substances/drugs. Boosts from potions are allowed from the weaker races. Potions that promote healing can be used in-between rounds but can not be used during, even by Sil’nyy.
8. If a challenger can not heal enough of their more serious injuries prior to their next round, they are automatically disqualified from the tournament. Having a bunch of minor injuries is fine.


Those who join the tournament, or even those who enjoy participating in the weekly brawls, can set up tents outside of the arena and stay as long as they like. These challengers are welcome with open arms from the sil’nyy. Sometimes the sil’nyy that live in Central City make free food for the guests and sometimes even just for their favorite outside participant, as they believe it will help them win.


Sometimes the Way of the Sil’nyy tournament is used by The Four Masters to settle any beef among their clans or even used for internal clan issues, where a regular clan member can go up against their own clan’s Master. The losing side either has to step down or stop what they were doing that caused the problem in the first place. Should a challenged sil’nyy refuse, the rest of the clans will frown upon them. They dishonored themselves.


Socialization in Home of Cha'Grathka
The sil’nyy that live in Cha’Grathka are surprisingly competitive when it comes to fishing and taking down gators. They often boast of how many fish they catch, what kinds of fish they catch, how big their fish are, and how many full-grown alligators they managed to kill in revenge for taking some of their fish. They’re even known to bring these up when trying to win a verbal argument with someone, whether or not the other person is another sil’nyy.



Important Note from Eerie!
All Sil’nyy respect this area as an official fishing grounds- not that they all use it as such but that this is where you get fish. When one has permission to ‘hunt’ in this area, it usually means fishing.


Any fish they catch or gator they slay, they separate it into two portions: The first portion is to feed their family and the second is to be sold at the Fish Market. Sil’nyy of Cha’Grathka are very picky when it comes to eating fish. They have to be freshly caught (as in the last 24 hours), no parts should be missing when the fish is bought, and they should be thoroughly examined for parasites. Some fish sold in the market do not meet this standard. It’s up to the buyer to inspect the fish.


Gator hide is often used to make luggage compartments, belts, and is used as a substitute for leather in many cases. Sometimes gator hide is sold to the Ushmog for help in creation of new armor or weapons. Gator hide can also be used in creating clothing, if it goes through an alchemical process first to make it softer. The ingredients needed are often found naturally growing around the marsh.


Sil’nyy that can transform into dragons are often paid handsomely to dive for mouthfuls of fish. Any fish that remained undamaged during this process will be traded and any fish damaged will still be paid for but the Dragon may keep. Damaged fish include anything that can’t be sold in the market.


Hybrids that are part Sil’nyy can also be useful, especially those that are good with magic. They can help trap fish, hunt gator, keep fish fresher for longer even after they’re dead, but it’s up to the hybrid to find their niche. They sell the talents that they know they are good at and refuse to perform anything that they aren’t.


When a young sil’nyy or hybrid catches their first fish or manages to take down their first alligator, their actions are celebrated. It’s mostly just the individual’s families that participate at first but word will spread quickly among the villagers and soon the whole clan will talk about it. This child (oldest being seventeen to be able to participate) is often given small rewards from their fellow villagers such as getting a real rod for fishing, or free types of bait, or even special lures.


Socialization in Home of Hognur'Gor
It is dangerous to leave one’s homestead in Home of Hognur’Gor. The flood waters can get pretty steep and violent so those who wade through the dangerous waters need to have a lot of leg strength to keep themselves from toppling over and being swept away. The waters are most often knee-deep but they can recede every now and again. While most sil’nyy carry a rucksack on their back, full of all their supplies, the sil’nyy around here use little wagons with a little torch on it, that can float like boats when needed since the floods are so unpredictable.


Young ones and pregnant women are often required to stay home until a certain age or until after birth. The women who gave birth often carry their babies in a covered basket strapped to their heads so that the child will not drown if they have to be carried through flood waters. If the child needs to be moved from building to building, but the child is too big for the baby basket, the child will be placed in a floating wagon. The children of Hognur’Gor are extremely obedient due to the dangers of the environment that they live in.



Important Note from Eerie!
The lids for the baby baskets are just a smaller upside-down basket.


Families homesteads are often built next to each other, which allows small rope bridges to be built between the buildings. This makes traveling between them much easier, especially if a practitioner or nursery is needed for their child. That being said, these bridges can still be dangerous. They are high off the ground, wet, slippery from growing algae, and even eroded and soft from the constant downpour. The wood needs to be constantly replaced and even scrubbed when the rain finally lets up.


Sil’nyy who live here must have a collection of water-resistant furs and leathers or enchanted covers for their bedding as it gets extremely cold here. There have been times where entire families have been found frozen to death because they didn’t have enough blankets or any potions that can help regulate their temperatures. It’s an obvious unspoken rule that many who are new to the clan will often forget; at the cost of their own lives.


Aside from families socializing with each other being made easy because of these bridges, they don’t really socialize with the rest of the village outside of necessities. Some sil’nyy will often create hunting and gathering groups, usually by a light signal via their floating wagon that means ‘I’m going out’ which lets the other sil’nyy know that they can join. Gossip happens a lot during hunting and gathering as this is the only time socializing is often done. During hunting and gathering, they not only collect food but also ingredients for potions.


Because there isn’t much wildlife in the immediate area, Hognur’Gor clan members often have to hunt for game outside of their own village, usually in another clan’s territory (outside of villages). The other sil’nyy understand their circumstances and often welcome them with open arms. However, some mean-spirited sil’nyy or a new Master of the Clan can revoke permission to hunt on their grounds. This can result in a fight amongst all the clans as the Hognur’Gor are known to rotate their hunting grounds so that they don’t take too much food away from the other clans. With another hunting ground off-limits, this will reduce their rotation to just two places which will result in less food for both the Hognur’Gor and the remaining clans.


Socialization in Home of Urukgar
The ground is very fertile, the weather is always nice, and they hardly have to deal with any predators in the area. Because of this, the sil’nyy of the other clans often consider them weak because their lives are so easy. However, the sil’nyy of the Home of Urukgar are not only knowledgeable about their own land but also have knowledge on all the territories. They know of plants, animals, ingredients, dangers, and many other things. If an outsider were to visit any of the clans first, it would be this one so that they would be well prepared for the rest of their journey through Thumak’s Domain.


Urukgar is surprisingly small despite its sunny weather. Because of this, every sil’nyy and all their offspring know each other by name. Outsiders can find the villagers unsettling because the villagers avoid small-talk. They’re more used to people coming and going due to the abundant resources in the area and so talking is not their strong suit. They are still kind and will give answers if asked and help where needed. It takes a while for some of them to form proper sentences as they’re not the kind of people who blurt out things and instead think really hard on what they want to say.


Their community garden is popular among the clans, some of which donate foreign seeds to the villagers of Urukgar, to help expand the options for fresh fruits and vegetables. These fresh produce, when ripe, are often traded for other goods. The Tavern and Inn in the village even trade some freshly cooked meals to the keepers of the garden so that they could use the produce. Sometimes the keepers of the garden will offer a free fruit or vegetable to passers-by, mostly those who intend to stay at the inn for a while as a ‘welcome to our humble village’ gift.


Keepers of the Garden are the ones who do the upkeep: tilling the soil, planting, watering, pulling weeds, etc. In short, they’re just Gardeners with a fancy title given to them by their fellow villagers. And they don’t just plant produce- flowers can also be seen in their little community garden. Anyone can be a Keeper of the Garden but only a select few actually want to do it. They’re the ones who get to dictate what is traded for what, what guests get free produce, etc.


This village does not usually use common eating utensils and prefer daggers to stab and pick up their food or just simply eat with their fingers. Sometimes they will even lift an entire plate or bowl and drink directly out of that. This doesn’t mean that there aren’t any sil’nyy in this village that have common eating utensils. It’s usually just specific households and they are often used for any guests they may have in the future. Because of the lack of utensils, most of their food is made to be eaten by hand. Their tavern will often sell freshly baked cheese bread, hunks of cheese, sausage links, and fruits all throughout the day.




Important Note from Eerie!
All of this is served in metal plates, bowls, tankards, and goblets. Loudest tavern ever!


The Home of Urukgar has visitors from both the Hognur’Gor clan and the Cha’Grathka. Hognur’Gor like to hunt the grounds for their Zembinaka bucks, the deer that like to graze on the toxic yewberry bushes, avoiding the does because of the poison flowing through their meat. Cha’Grathka have been known to hang out at the dock, casually fishing and conversing with Urukgar and their visitors. Sometimes the Cha’Grathka will even take care of any alligator problems, should they hear of them appearing near the docks where Urukgar children play.


Socialization in Home of Ushmog
Ushmog is a dying village. Between the thick fog and the nightmarish creatures rearing their ugly heads at all hours of the day, it’s become too dangerous for visitors. The current condition of Ushmog would normally scare people off so unless a really brave warrior or a very stupid traveller happened to come upon the place, there’s just no visitors. Despite the lack of outsiders, the Ushmog are very determined to prevent their village from becoming an abandoned territory by refusing to leave their home.


The fog wasn’t always there though. The fog rolled in shortly before the hell raisers made an appearance. The sil’nyy can’t figure out why and at first, they cared very little about the why. But between the hostile creatures that had appeared and rumors being spread and misinterpreted, they have become paranoid of what the next bad thing was going to happen to their little village. Because of this, any visitors that they do get, the Ushmog are already suspicious of them. They still try to be nice but the trust is non-existent.



Important Note from Eerie!
Rumor by others: This person is going to be visiting one of the caves in Ushmog territory. Misinterpretation by Ushmog: This person might have some kind of weird setup in the caves and that setup is the cause of these mists and creatures.


Although this clan and village are of the Ushmog, some of the Cha’Grathka are stationed here to protect them. After the fog appeared, a deadly creature known as the Plu’leanok, an apex predator, moved in. The sil’nyy believe it has something to do with the fact that the fog helps dim the light of the sun and the creature, though blind, was terribly sensitive to the sunlight. It includes the idea that the creatures live in caves nearby and now have become a problem as they are now appearing frequently around the village. Due to their appearance, music is now forbidden in the village as it entices the creatures to come closer as they hunt by sound.


Tacticians of Urukgar are directly involved with Ushmog, much like Warriors of Cha’Grathka. They use the Ushmog’s travels to Selgamed, which were originally used for the sole purpose of hunting and gathering (as they were too proud of a race to impede on the other clan’s territories) to help restock on critical resources for the rest of the clans. In short, the Urukgar collect and plan to trade excess resources (from other clans) via the Ushmog for resources that they are running low on within Selgamed.



Important Note from Eerie!
A ferry travels between Selgamed and Thumak’s Domain, carrying passengers to and from the continents.


Offspring born to the clan of Ushmog are taught, from a very young age, to work the smelters. They help the older members create weapons and armor, overseen by a mentor. They keep the fires stoked, how hot to make the fire based on the metal and deliver the proper equipment to the smithies. Older children, usually those who have passed the Trial of Age, are often sent out to the other clans to retrieve hides, furs, and bones.



Government
The sil’nyy do not hold votes for clan leadership nor do they inherit a throne. Instead, all clan members have a chance to become the leader of their clan through the Parijakun Gothor Zot (Par-Ee-Jay-Koon Go-Thur Zaught). Each clan gets a week either in the Month of Winter, the Month of Spring, the Month of Summer, or the Month of Fall in which they will be competing against each other, within the arena of Central City, to see who gets to go up against their current leader. This happens once a year, every year. However, this does not mean that their Master of the Clan is constantly changing- the sil’nyy at the head of their clan are at the head because they are the best of the best. Often, those who challenge them during the Parijakun Gothor Zot will fail, leaving them to reign for another year.


During the Parijakun Gothor Zot, regular members are pitted against each other. They are expected to represent their clan through battle. Warriors of Cha’Grathka are won mostly with strength. Taking down their opponent is the goal, just like any regular fight. The Healers of Hognur’Gor, however, are required to outlast their opponent via healing potions and other tonics that they themselves have made and brought to the battle. Running out of these provisions and consequently running out of stamina to carry on or fainting in the middle of a battle, regardless of how many potions they brought, will result in a loss. Tacticians of Urukgar are allowed to fight dirty, using just about anything they brought on the battlefield. Smiths of Ushmog can bring their own armor and weapons but they have to be made custom by the sil’nyy using it in battle.


Brackets are set up, similar to the Competition of Strength, where members of a clan go up against each other, one versus one. Each of these rounds are limited on time, given about three minutes to take down their opponent. Those who lose their first rounds are expected to fight each other to win a last chance to remain in the Parijakun Gothor Zot. Eventually, there are two fighters left and, once a winner between the two have been decided, said winner will get to go up against their current clan leader. This fight’s time limit is extended to a full twenty-four hours but they don’t always go on that long. Should the original clan leader lose, they will mentor the new clan leader for a few days. Once a sil’nyy loses their spot of Master of the Clan, they can never be clan leader again. They can still take on other jobs but they’re essentially retired.



Important Note from Eerie!
In the event that a Master of the Clan should die prior to a Parijakun Gothor Zot, their closest kin will be in charge. There will be no fight against the clan leader at the end of the bracket and this means that the winner of all the rounds becomes the new leader.

On occasion, a member of a clan will disagree with their Master of the Clan and refuse to do what is asked or needed of them. More often than not, this will end in a tussle between the Master of the Clan and the disobedient sil’nyy, which the latter usually loses. However, some clan leaders have more creative approaches to handling sil’nyy like this. Depending on the situation, insubordination versus predictability or foresight of a different result than what the Master of the Clan expected, a clap on the back and a happy Master of the Clan may be all that happens. Sometimes the Master of the Clan wants the sil’nyy to refuse an order, not because they want to punish the sil’nyy but because they see the potential of that sil’nyy becoming the next clan leader.


Sometimes a feud between clans happens and, in these cases, it can often be resolved through issuing challenges from one Master of the Clan to another. Trouble directly caused by a Master of the Clan’s decision that affects another clan can also cause a nasty feud between clans. Some feuds in the past have been started over permission for hunting in each other’s territories being revoked (this results in multiple clans being unhappy, not just the one who is revoked), direct family members of the Master of the Clan wreaking havoc on other clan’s members, or even just two of the clan leaders having pure hatred and disdain for one another.



Important Note from Eerie!
All four Master of the Clans, along with their respective members, will be at the arena in Central City for this personal brawl between clan leaders.

Resolutions that have been reached, depending on who won the brawl, can vary. If the challenger loses, the remaining two Master of the Clans will be a deciding factor on whether or not the challenged Master of the Clan should reach a compromise or stop the actions that are affecting the other clan entirely. Should the challenger win, the honorable thing for the losing Master of the Clan is to cease the actions that are affecting the other clan. If they refuse, depending on how severe their actions against the opposing clan were, the losing Master of the Clan can potentially be on the receiving end of a coup. In the best of situations, it would simply be a stain on their reputation.


Activities such as murdering someone within one of their villages can have different outcomes, depending on how the person died. If there was a full on brawl and someone bled out, the sil’nyy are known to just shrug it off. That kind of stuff happens. However, if one were to kill someone who wasn’t fighting back or wasn’t given a chance to fight back, then the sil’nyy would take issue.


If it’s a clan member committing a crime within a village not their own, they could be sent back to their own clan for punishment by their own Master of the Clan. Depending on the village the crime was committed in, the leader of that clan will be the one to dish out the punishment instead. In the cases where rules of punishments collide, compromises and agreements will be had especially if clan members of multiple clans were the ones to commit the crime. Should a punishment not be up to the victim’s (or the family of the victim) standards, then a minor case of vigilantism might result.


Government in Central City
Since there are camps surrounding the arena, often filled by not only the sil’nyy that live in Thumak’s Domain but also by outsiders including other races, there are some formal rules that everyone should follow. These are not written but are common knowledge, even to the other races that visit. These rules always existed, even prior to allowing outsiders to stay, and if they are not followed then the person who broke them is immediately sent out via a ferry to Selgamed or forced to fight in the arena, depending on the severity.


Groups of outsiders need to have at least one challenger for the arena. There is always a ‘booth’ (really it’s just a small table next to the arena’s entrance) where two volunteers, of any sil’nyy clan, sit and accept ‘entries’ to the next brawl or Way of the Sil’nyy tournament. The rest of the group can sit and watch for entertainment. During their time in the arena, there is a chance that they will either be paired against another outsider, or a sil’nyy of Thumak’s Domain in the fight. Should a group not have a challenger among them, they will be sent to Selgamed.



Important Note from Eerie!
Fun Fact! A common taunt to use against another race during these fights is “Is there a Hognur’Gor here? Do we have a Hognur’Gor?”. Sometimes only the opponent would use this taunt but sometimes people in the crowd would shout this too.

Guests of Central City need to respect other people’s property. Campsites belong to the people who set them up. No one but them should be touching their food or supplies nor should anyone else be sleeping or using their area. Tents are closely packed together as there isn’t much room to use due to overcrowding. It’s very easy to get confused or even get lost among the tents. Should an accident happen, such as mistaking another person’s tent as one’s own or sitting at the wrong campfire, a proper apology is all that is needed. Intentional theft of food or supplies can occur but it’s not a common issue.



Important Note from Eerie!
Since an apology is all that’s needed, a thief (if caught) can use it to wriggle out of any consequence they would have faced otherwise.

Fires in the middle of campsites need to be put out before the last person of the group goes to sleep. At the first sign of the last person who is awake is starting to nod off, they should immediately put out their campfire. This prevents accidentally setting their own camp on fire and, should their camp go up in flames, so too would the rest of the camps as they are closely packed together. This can lead to many deaths if this rule is not followed. Thankfully, to prevent this, most people staying within the city put out other group’s fires to help out. Because of this, there hasn’t been a spreading fire to this degree in decades.


Brawls outside of the arena are not allowed but tend to still happen. Overcrowding and bumping into each other can lead to a heated argument or even a full on fight. This can start as two people going at it but, if they were part of groups, people may take sides and the fight becomes even bigger and harder to handle. Cha’Grathka warriors may need to be called to break it up. The groups that partook in this illegal brawl are sent to Selgamed on separate ferries. The two that began the fight, no matter whose fault it was initially, are forced to fight each other in the arena. These arena fights are often treated as ‘mid-game’ or ‘a break in the tournament’ and are not official fights. Winner gets to go home immediately after while the loser has to help clean up the arena after the current tournament is over.


Should someone die as a result of a fight in the arena, that’s just something that happens. No one would bat an eye at that. Everyone knows that there’s a chance that will happen to them should they sign up. However, should someone die outside of the arena and it is not a result of a fight within it, that’s considered murder. Because of the tightly packed nature of the city, there’s typically plenty of witnesses to point fingers at the culprit. However, in the case of an assassination where no witness can be produced or at least there isn’t any known culprit, an investigation would take a long time and sometimes a culprit is never found due to the chaos of the city’s nature.


In the case that someone has been caught or a culprit was pointed out thanks to witnesses, the murderer will face a punishment based on one or more of the four clans that the crowd gets to decide. This punishment will be done within the arena. Should the Cha’Grathka Death be chosen by the onlookers, the murderer will have to face a multitude of Cha’Grathka warriors all at once and will likely get beaten to death. If the Hognur’Gor Death is chosen, the onlookers can watch as the murderer slowly dies of poisoning. The tacticians of Urukgar will treat their oncoming death like a gameshow, creating traps that can cause death that the murder will have to navigate through and the smiths of Ushmog will force the murderer to wear armor that would slowly kill them.


Government in Home of Cha'Grathka
Zur’mia (Zur-Me-Uh) Cha’Grathka is the current Master of the Clan, like her father before her and her father’s father. In fact, no other sil’nyy bloodline has been able to claim the role of leader of the clan since it was created. It’s believed that Zur’mia is a descendent of Drazar Cha’Grathka, the original and first clan master of the Cha’Grathka. How they managed to retain this role through the years solely has to do with aggressive training since birth and selective breeding- only the strongest of the sil’nyy can mate within the Master of the Clan bloodline, to ensure that the Master of the Clan role stays with them.


Since this is a fishing village, taking care of the environment is important to the Cha’Grathka. Their fish and alligators can be badly affected by littering. The Cha’Grathka believed that an old disease, that many sil’nyy succumbed to (but mostly their clan), had started because of dumping old chum and other waste in the waters. Thankfully, once the cure was found and they kept their waters clean, the disease has yet to come back.



Important Note from Eerie!
This is the same disease that affected pursa and some coxayli during their pilgrimage: Aquarian Plague. It wasn’t actually caused by littering but the sil’nyy believe otherwise.

Whenever the Hognur’Gor come to fish, they are not allowed to use fishing nets or other large contraptions to catch more than their fair share. They are not allowed to use any Dragons, should any of their hunters be one, nor are they allowed to use magic to fish. They are also allowed to snag an alligator or two but no more. Any fish and gators caught must go through Zur’mia and they must be kept alive until after. She makes sure that her guests have what they need but no more than that. Because of this, some of the fish and alligators caught are returned to the water. If Zur’mia finds parasite-ridden or sickly fish among those that are caught, she will gladly let them go back and fish some more.


There are restrictions on fishing and alligator hunting even for the Cha’Grathka. Fish have to reach a certain size when caught, otherwise it’s returned to the waters. This is because the fish isn’t fully grown and needs time to reach maturity to help the fish population stay above the threshold. Dragons and those who have a natural affinity for magic are to stay in certain parts of the marsh to avoid overfishing. Alligators are also expected to be released under certain conditions. They can not be intentionally caught unless they stole a fish from a fisherman (from the line) and it has to be a full-grown adult.


Even though some docks are off-limits to guests, especially hybrids and other races that are visiting, it’s mostly for reasons such as repair or alligator-infested waters. In the latter case, sil’nyy children are to go in groups around these areas should they even want to venture there. Some Cha’Grathka keep a close eye on these docks just in case a kid comes wandering too close without their friends. These single children are often brought directly to Zur’mia for a good scolding to get the point across: Until they have passed the Trial of Age, they must stay in groups to protect themselves from the dangers of alligators.



Important Note from Eerie!
Gator Danger! A group of sil’nyy kids can actually take down a full grown alligator if they work together. That’s why multiple children are required to be in groups while out on the docks.

If one of their clan members are murdered, the perpetrator (regardless of origin) will be tied to a post at the end of one of the docks and will be left to be eaten alive by the alligators of the marsh. If there are other factors made as a defense for the perpetrator by members of the Cha’Grathka clan, then they can keep their life. These factors would include self-defense or a fight that got way too heated which resulted in an unintentional death. Sometimes they are still punished but at least they’ll still be alive.


Lesser crimes such as theft or overfishing (known as theft from the people) have different results depending on whether or not the perpetrator is Cha’Grathka, a different clan’s member, or another race visiting the village.


In the cases that a criminal is of the Cha’Grathka, Zur’mia oversees a ‘trade-off’. These are when the victim of the theft gets to take the same amount (or an equivalent) from the thief as they initially took from them. In the case of overfishing, should they ignore the warnings of their fellow clanmates, regardless of whether or not it’s a single individual or a group of people, their clan name will be ripped from them and they will be Ogudar’gen. Banished from the village.


Should the perpetrator be of another clan other than Cha’Grathka, theft and overfishing will result in being booted from not just the Home of Cha’Grathka but also from the surrounding territory. They will not be allowed to return and they can, and probably will be, attacked on sight by Cha’Grathka who recognize them. If they have to be there, for any reason, then constant monitoring is required either by a willing Cha’Grathka or someone the Cha’Grathka trusts from that other clan.


Visitors, also known as guests or an outsider of another race, are a different story altogether. Should they perform an act of theft, either towards an individual Cha’Grathka or through overfishing, willfully ignoring any warnings given to them while they were committing the act, a Cha’Grathka will simply grab the person (if they are small enough) and toss them out into the marsh, forcing them to swim back on their own. Of course alligators are a danger in these cases but the villagers don’t really care if the gators get ahold of the perpetrator.


To end any minor disputes or rivalries, individual Cha’Grathka are expected to participate in a mini-fishing duel rather than brawl. These challenges range from being the first to get a certain type of fish, getting the most amount of fish, or getting the biggest fish under a time limit. It’s a catch-and-release kind of game. Loser has to cave to the winner. Sometimes it’s even used just for fun among some of the less aggressive adults and especially among the children.


Government in Home of Hognur'Gor
Fe’jurel (Fay-Jurh-Uhl) Hognur’Gor is the eldest of the Master of the Clans, reaching 152 years of age if anyone had to guess. He looks akin to a feeble old man but he’s stronger than any of the rest of his clan members and he’s the top healer as well. Fe’jural knows many different ways of healing including techniques to treat wounds and ways to prevent illnesses. He serves as a stand-in practitioner or healer during emergencies, both on the battlefield, at the arena, and in his own village, and he puts extra effort in when it comes to injured or sickly children.


For the past 60 years, Fe’jurel has retained his position as Master of the Hognur’Gor clan. He obtained this role by default when he won all rounds against his fellow clan members during their Parijakun Gothor Zot 60 years ago. The former Master of the Hognur’Gor clan, Lanidu, was felled by a late-treated gem cobra bite. Having long lost sense in one of her legs, she did not notice she was bitten until it was too late. She died in her own bed the eve of her return from a market place in Selgamed (it is theorized that this is where she was bitten).


Despite having won the position by default, Fe’jurel has yet to be outlasted by any of his clan members during the Parijakun Gothor Zot. Fights against him have been known to last several days, if not weeks. He over-preps and has the most potent of potions and tonics at his disposal. Some of the stuff he makes can actually harm his opponent for him, usually poisoning them or forcing them into Fog-brained (not a fog-brained state but actually forcing them into using their magic). This allows him to one-up his opponents during these fights and it is how he has managed to outlast his fellow clanmates to retain his title.


Prior to certain kinds of weather conditions, such as torrential rains or tornado-like winds, it is forbidden for Hognur’Gor to stay in their homes. They are expected to evacuate in a timely manner, Fe’jurel doing the best he can to help his people, and to stay at Central City in tents until weather has calmed enough for their return. This type of weather is not common but it can be predicted due to wind patterns and cloud formations. As unpredictable as the weather around Home of Hognur’Gor is, it’s a relief that they can predict when these kinds of disasters will happen.


Returning to their homes after the extreme weather has passed often reveals major damage to the village. Some unlucky stone pillars will have fallen and the houses on top of them collapsed, leaving a handful of sil’nyy homeless for a while. Some roofing or flooring may have given way during these storms while the more lucky people will probably have lost some personal belongings to the extreme wind blowing them right out the flaps of their doorway.


The Master of the Clan is not able to reconstruct these buildings by himself. No one of his clan can. Instead, he visits the Urukgar clan for a helping hand, due to their knowledge and skills. The Urukgar will take time and effort out of their day to rebuild lost homes in trade for Fe’jurel’s healing skills. In return for the homes being returned to their prior condition or completely rebuilt, Fe’jurel help heal the Urukgar’s sick and injured whenever he is called.


Hunting, gathering, and fishing can be a bit complicated especially if it is a large group of Hognur’Gor. Their clan leader will always join them on these expeditions. Fe’jurel comes to make sure that his clan members obey any laws and to make nice with the locals. He doesn’t want his clan to get in trouble because that will reflect on him as a Master of the Clan. Causing trouble for other clans can get them banned from entering and this can cause issues with hunting, as it’s necessary to survive.


For the Hognur’Gor, murder is more of an umbrella term. If one’s actions were to lead to the death of another person, whether it is intentional or through a domino-effect, it is still considered a criminal act. Many years ago, before Fe’jurel became the Master of the Clan, a sil’nyy had stolen a family’s furs and blankets from their home while they were away. Unbeknownst to the thief, that night would be below freezing temperatures. This led to the death of the entire family that had fallen victim to the thief. In the eyes of the Hognur’Gor, by stealing the furs and blankets, which lead to the death of the family, the thief had become a murderer.


Depending on the way the victim was killed, a murderer of the name Hognur’Gor will face the same fate as the victim. In this case, should a murderer have killed through domino-effect, they will be subject to the victim’s last moments (i.e. being left in a cold building with no furs or ways to warm themself during a freezing night). The Hognur’Gor way is to replicate all conditions that lead to the victims death and, should the murderer survive these, they will be treated as if they had never committed the act in the first place. The murder isn’t swept under the rug entirely but it’s relatively forgotten.


Those who murder that are not Hognur’Gor, including sil’nyy from other clans and visitors of other races, will be promptly returned to their home cities or the nearest prisons relative to their homes. This means that they will be caged, with an enchanted shackle around their ankle to help prevent escape, and transported. Volunteer Hognur’Gor will guard them all the way back to their homes, even if it’s on a continent on the other side of the world. Once the murderer has been left in the hands of their people, a ban will be placed on them so that they will never be able to return to the Home of Hognur’Gor without consequence of death.


A Hognur’Gor that commits the act of thievery from a neighbor faces a home-arrest, i.e. they are locked in their own home for a certain amount of time, depending on how valuable the item they stole was to the victim. They are not allowed to leave their home without permission from the Master of the Clan but they will be well taken care of while they serve their time. They’ll be given periodic meals (three per day) and if they get sick or somehow injured, Fe’jurel or someone he trusts will heal them.


Theft from an outsider is treated a little different from a murder. Not only do they report them to the proper authorities (i.e. from where the outsider supposedly came) but they will also put out a bounty on them. All bounties require the thief to be returned alive. Reward amounts are given based on what the thief had stolen from their clan and how much the clan values the stolen items. Once the thief is in their hands, they take them to the very authorities that they had originally reported the thief to so that they may face proper justice by their own people. Unlike a murderer, a thief can return to the village for a later visit but they will be watched with careful eyes.


Government in Home of Urukgar
The Master of the Clan, a fourteen-year old male sil’nyy by the name of Enoch (E-Nock), won his title due to a forfeit. He joined the Parijakun Gothor Zot almost as soon as he was able to join the clan after completing the Trial of Age and, because of this, he was the youngest tactician to ever fight. Then, after he had won against so many of his older clanmates through brains alone, he ended up going toe-to-toe with his own father, the current leader of the clan back then.


Bell’Noch (Bell-Nock) Urukgar had been clan leader for nearly seven years prior to this incident and had remained undefeated. However, his son was outsmarting him at every turn, making strength the key factor in his being able to withstand the child’s tricks. Recognizing that he was going against his very clan’s ideals, he chose to forfeit his title instead.


Enoch was the first to enact rules over the Community Garden. Prior to this, anyone in ‘need’ of food would simply pick what they need from the garden, regardless if they were a clan member or not. This would sometimes leave the garden void of any food needed by the clans members themselves. He was the one to come up with the idea to trade produce for either services or tangible goods, depending on what the members of Urukgar need at the time, and make appropriate decisions on the spot. He was the one who also came up with Keepers of the Garden, so that a myriad of people could be available to consult when it comes to plants.


Information of the other clans is supplied by the clans themselves; they come to Enoch for help if they are low on specific supplies. Enoch has been known to be well-informed when it comes to pricing and tracking types of merchants. It is common knowledge, by the clans, that Enoch also has an elite group that he sends out periodically to check out marketplaces ahead of time, to scan for danger and to update of what wares and foods were on sale, who sold what, what they looked like, what their names were, the location that they were last seen, etc. With this information, he is able to somewhat-accurately track their movements across the continents. This process was done by every Master of the Clan prior to Enoch.



Important Note from Eerie!
Sil’nyy have great memory even though details might get iffy the further back in time they have to remember.

Because their weather is often sunny (with a small chance of light rain) the need to repair or rebuild structures within the Home of Urukgar is almost non-existent. Instead, Enoch has the qualified members at beck-and-call whenever neighboring clans need a new structure or repairs to old ones. Of course, this is all done through trade yet again, a service for a service in this case. A prime example would be Home of Hognur’Gor’s constant upkeep in trade for their healers.


Should anyone pick yew berries, whether they are Urukgar, from another clan, or a total outsider, suspicion would automatically fall upon them. Yew berries can not be consumed without promise of death. They are poisonous. They could kill a sil’nyy with good enough quantity. Spotting someone picking yew berries will result in immediate capture and interrogation done by the clan leader. Should the reason for picking the berries seem innocent enough, the entirety of the clan will watch the person like a hawk until they are done using the berries. Suspicion is not cleared just because the person is done using the yew berries- this kind of action will follow them for as long as they remain in Thumak’s Domain.


Urukgar have a false reputation, rumors spread by outsiders that they chop off hands in retaliation for theft. In reality, a good scolding followed by lowered hospitality is usually the result of someone getting caught trying to steal from them. If one were to take from the community garden without the permission from a Keeper of the Garden, a sil’nyy may knock their block off but this won’t always be the case as not every clan member knows about the more restrictive rules since Enoch took over. This law is applied to everyone that walks within Home of Urukgar, whether they live there or are just visiting. There is actually no set instructions on how to treat someone who steals- it’s honestly up to the sil’nyy that fell victim and those who empathize with them.


Murder is not okay, under any circumstance, within Urukgar. There is no excuse that a murderer can use to explain away why someone had died at their hands. Not only are those who are deemed murderers banished from the village, but so to are those who associate with them. They will also go out of their way to ensure that none of the supplies that they obtain will ever fall into the murderer’s hands. However, everyone is given the benefit of the doubt unless it’s painfully obvious that they are the murderer. It is up to the alleged murderer to prove they are innocent and for those who are suspicious of them to prove that they are not. The final decision, with all testimonies and evidence reviewed, is up to the Master of the Clan. Like theft, this rule is applied to everyone.


Government in Home of Ushmog
The sil’nyy in charge of this clan is a woman by the name of Lemura (Lay-Murh-Uh). She is mute (as in unable to talk even if she wanted to) and this is due to trauma from when she was young. There was an encounter with a plu’leanok that resulted in a serious injury but she would have died if her father wasn’t there and purposely making noises to attract the beast to him. Despite this traumatic past, she is a fine smithy and a strong warrior in her own right.



Important Note from Eerie!
Plu’leanok are blind creatures that attack anything that makes a sound. Check the bestiary for more information.

Lemura’s reign started shortly after the fog settled around their village. The dangers of the plu’leanok were not yet known and, as a prodigy child, Lemura was given the full scope of the village and its surroundings to do whatever it is she wanted, even if it was just to have fun for the day. Shortly after surviving the encounter with the beast she decided to have a go at becoming the Master of the Clan. Especially since the current (at the time) leader didn’t really want anything about his village to change even after the fog surrounded them. He wanted things to stay ‘as they were’ (pre-fog). Lemura knew this posed a danger to her fellow neighbors and swore that she would change things to keep everyone safe.


After winning the Parijakun Gothor Zot, the laws of Home of Ushmog changed drastically. There was to be no music (after seeing what happened to Lemura, her neighbors didn’t mind this rule at all) and she hired and stationed Cha’Grathka warriors around the village and especially around the most-used workshops. Villagers were to remain indoors unless they were planning on working in one of their workshops, traveling to hunt or visit another city, or to collect water from the village’s single well. She was originally going to implement a law about visitors, either from other sil’nyy clans or outsiders, but thankfully the fog scared most would-be visitors from ever coming close.


Since plu’leanok practically took over the village’s hunting grounds, Lemura has had to alternate with the Hognur’Gor around the different territories of Thumak’s Domain. Not only do they hunt near the other villages, but they also ferry across the waters to Selgamed and hunt there. Lemura joins the hunters on these trips to Selgamed, intent on helping out the Urukgar in return for more coin or rare items that can be traded while they are in Selgamed. This allows them to get ahold of better quality metals and enchanted gems for their armor and weapons. In turn, they retrieve supplies that the Urukgar requested and deliver them once they return home.


If an argument with a vendor on Selgamed escalates, or if one of her clan members acts aggressively towards another individual there, Lemura will leave them to the law of the city or town. Sometimes they are even left behind to find their own way back home. The same can be said when the Ushmog clan acts up while they are in another clan’s territory. She will always let the other clan handle her people, no matter what the punishment is. In Lemura’s eyes: If a clan member can not respect her enough to follow her rules, then they are a disgrace (unless they are proven or deemed innocent by the people she left them with).


An Ushmog that is a known thief is a disgrace to the clan. Since the clan are the traders for the sil’nyy race, a thief among them could cause issues during travels. Because of this, any Ushmog who are found guilty of theft are never allowed outside of the village. The only place they’re allowed to visit would be Central City but they may only leave the village under heavy supervision from a fellow clan member and must first gain approval for this travel by the Master of the Clan.


If anything goes missing while an outsider is visiting, whether they are from another clan or from a different continent entirely, the outsider is immediately deemed the culprit. An old punishment, prior to the fog, was a necklace or shackles of bells that were enchanted so that they could not be removed, that way they would know where the thief was at all times during their visit. However, since the plu’leanok have become a threat, that idea was tossed out the window as it needlessly endangered the outsider. They have since created different cuffs and necklaces, ones without bells, with the non-removal enchantment and a new tracking enchantment instead. This is often paired with a ring so that the clan leader can know where the thief is at all times.



Important Note from Eerie!
These cuffs and necklaces are removed once the known thief is ready to leave. They will be accompanied to another village or directly to the ferry, both for protection and to prevent them from coming back.

Those who kill who are part of the Ushmog clan will be given a chance to live but only if they can survive their punishment. They will first be bound and gagged and then dragged deep into the fog outside of the village where they will be tied to either a large rock or a tree. There they will be ungagged and have a necklace of bells put around their neck, one that has no enchantment on it. The rope that they are tied with are knotted in such a way that they would be able to untie themselves but not without enough movement to ring the bells around their neck, attracting a plu’leanok to their position. If they manage to untie themselves, remove the bells from around their neck, and make it all the way back to the village without getting mortally wounded or killed, then they will be absolved of their crime. However, the very act of the crime will never be forgotten.


Outsiders, either from the other clans or from other continents, should they be found guilty of murder, will be forced to fight in the arena of Central City. Their opponent will end up being either a relative or friend of the victim or, if neither of those could be found and/or the victim had been important to the village, the murderer will have to fight a plu’leanok.


This plu’leanok would have been captured as a group effort, with a mixture of Cha’Grathka, Hognur’Gor, Urukgar, and Ushmog clan members working together to take it down. The creature’s cage is rather large and it’s on wheels. A ramp leads into the cage, which the plu’leanok is tricked into running up when a sil’nyy knocks on the outside of the cage on the opposite end. This is so that they can return it to its cage once the fight is over. So far, no one’s been able to survive the plu’leanok.



Names and Titles
Rather than being inspired by real-life languages like other races, the Sil’nyy have a somewhat more difficult naming system. First names are gendered but this rule is really only followed by the main four clans. Ogudar’gen and those outside the clans in general don’t have to follow the gendered rule.


1. The standard for first names is to have two to three syllables.
2. An apostrophe can be used but it doesn't have to be.
3. An L always followed by an N will be silent.
4. Male first names end with a consonant. Y's are never used.
5. Female first names end with a vowel.


Examples of male names: Hogald, Magas, Borgon, Atmardur
Examples of female names: Zennami, Surga, Imny, Cramendu



Important Note from Eerie!
Rules for first names are also used to name creatures of Thumak’s Domain but are not restricted to just two to three syllables. Predators follow the male first name rule and prey follow the female first name rule.

Surnames are based on what clan they are part of, which is the clan they joined when they passed the Trial of Age. Some don’t have clans and were either forced to take a last name to represent they were exiled or they were born and raised outside of Thumak’s Domain in which case, their surnames might not even match the clans. In the latter case, both first and last names can be picked up from the races living around the sil’nyy.


Cha’Grathka: Clan of Warriors
Hognur’Gor: Clan of Healing
Urukgar: Clan of Tactictions
Ushmog: Clan of Smiths
Ogudar’gen: Exile, Outcast


Examples of full names: Zennami Hognur’Gor, Magas Ogudar’gen, Drazar Cha’Grathka



Religion and Beliefs
The sil’nyy believe in the Great Warlord Hogald Thumak and his five thanes: Drazar Cha’Grathka, Zennami Hognur’Gor, Borgorn Urukgar, Atmardur Ushmog, and Magas Ogudar’gen. Thumak created the sil’nyy to be the perfect warriors and the perfect neighbors. Despite being strong and willing to go to war they are expected to be helpful and kind. He also created the race-exclusive magic Fog-brained to give his warriors an advantage in a pinch.


Hogald Thumak set his five thanes to be head of the families, now known as clans. Drazar Cha’Grathka was to raise his sil’nyy in the west and continue to train them in the ways of strength, courage, and determination to protect the clans from enemies. Zennami Hognur’Gor raised her warriors in the east, to be better healers, to specialize them to focus, remain calm, and use quick thinking. Her goal was to ensure the clans were healthy and able-bodied. Borgorn Urukgar was tasked to raise his warriors in the south as tacticians to strategize defenses, to plan, and even sabotage their enemies to ensure victory. Atmardur Ushmog was required to raise his warriors in the north, raising them as smiths utilizing good craftsmanship, durability, and practicality to provide the clans with better protection.


Then there was Magas Ogudar’gen. He was tasked with raising his warriors in the capital, the direct-center between all the clans. Ogu’dargens clan was to be the center of trade, the clan where sil’nyy can go to test their skills against the best of the best. His warriors were to encompass everything- fighting, healing, tactics, and smithing. His clan was to be the leading example and the one to keep the peace among all clans by having this huge range of talent among his warriors.


But all good things must come to an end- Magas planned on using the Fog-brained magic, his warriors behind him, to conquer all four of the other clans. Zennami, with all her wisdom, foresaw this treachery. Along with Drazar, Borgon, and Atmardur, formed the Pargijakun Gothor Zot as a way to choose the strongest and wisest of the sil’nyy as the leaders of the families, now known as the Masters of the Clans. This was done to ensure that the society the great Hogald Thumak created would not falter. After this pact was made, any sil’nyy bearing the name Ogudar’gen was exiled as punishment for Magas’ betrayal of his siblings.


As to whether or not Hogald Thumak was real (most sil’nyy believe he was), doesn’t really matter as the sil’nyy will follow his guidance and wisdom that he left behind. There are no known records of Thumak and his thanes except for one obscure one, an old blood-stained journal of an unknown traveler donated to the mewahen library in Esfandell. In it there is a roughly drawn image, sketched with ink, of five male sil’nyy and a single female sil’nyy and, directly underneath the image, are the words ‘Hogald Thumak and Thanes, Kind but Fierce Defenders’. All pages after have mysteriously been ripped out.


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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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