Planet Zar: Nexus

Eneis

Demographics: Primarily Amuni, although many defore do appear. Euclide are not permitted within the city for any reason, and if found are killed. Eneis has no laws against the abuse and murder of euclides.

Located on the western-most edge of Izarn's main continent, Eneis is a large desert nation. It is warm and dry, with large expanses of unoccupied desert that have trapped and killed many inexperienced travelers. The coasts tend to be the safest regions to travel through, as the temperature tends to be milder, and larger amounts of plant and animal life can be found. Eneis is cut off from Balada by the Esceleos mountain chain, which has also created a rain shadow in the eastern edge of the continent – making this area, near the mountains, the hottest and driest in Eneis. Against the mountains are also the infamous shifting sand dunes, Agorcana.

Eneis contains a few large rivers that feed its cities and allow for agriculture and irrigation, which also create smaller patches of sparse jungle land. Near the center of the province is the large and prosperous Jaemicas Oasis, surrounded in turn by some jungle (not nearly as thick or notable as that of Balada), and fresh water that bubbles up from the ground through underwater springs.

Eneis is primarily inhabited by Amuni, but does tolerate the occasional defore. Euclide are absolutely forbidden from entering the nation, but Eneis is slightly more lenient than its eastern cousin Sultherem, in that euclide may not be killed on sight. They are tolerated to the extent that they may do their business (normally political or trade) and leave without much harm done to them.

Government

Eneis is a socialist province, whose government is ruled by a council of E'la (the wise leader), and their aids the Uho'la. In Eneis, it is not power or strength, or even genetic rank, that determines whether an individual can rise to the rank of E'la, but rather age and wisdom. The Eneisians are a peaceful people, and do not require violence or shows of strength to determine who is the best choice for leading the people. It is kindness toward all persons and things, a willingness to help others, and the wisdom to make good and selfless decisions that allows a person to become E'la.

Individuals are voted into position. Each major city may have a single E'la and their chosen Uho'la. But they must prove themselves to their citizens in order to keep their position. If public opinion becomes negative, or the province has suffered under their rule, they are required to peacefully step down and allow a new, better E'la to take their place. E'la have no true power over the average citizen or the military, and therefore cannot keep their position if their citizens believe they should retire. The E'la does not receive any special benefits or status in society, they are merely considered wise representatives of the people.

Emphasis is always placed on the community as a whole. Eneis is not much of a warring province, and is very accept of strangers (so long as they aren't euclide). They prefer negotiation, peace, compromise, and aid over any manner of violence or force.

Geography

Overview

Eneis is located on the center-most area of Izarn, deep in the center of a desert. A single wide river is located near the main city, with the province's largest farms located near its banks for easier irrigation. Eneis' sand is rich in salts and minerals, but the lack of rainfall and the loose topsoil make it difficult to sustain much agriculture. Endlessly shifting dunes surround the main city, making it very easy for travelers to become lost in the dust. There are few hard routes marked out to and from Eneis, and all are quite treacherous.

Nearer to the city the earth is hard packed by people, and supports some local plant-life. Houses are spaced far enough apart that each residence may have its own small garden. Wells are also dug out in convenient locations in all residences, and it is important that the community supports one another. Such a harsh environment means no one can be left out. Hospitality is the most important virtue in Eneis. Never is a stranger left without shelter and food, once they've entered the city gates.

Cities & Towns

Eneisia: The Capital


Perhaps not the largest capital city between the seven provinces, Eneis is certainly one of the most colorful. With dust and dirt as a backdrop, the bright decorations - rugs, painted buildings, colorful ornamentation - stand out sharply, beautifully. The earth here is packed hard, and a seven foot wall has been built up to protect the western edge of the city from the worst of the sand storms. Eneisia's housing and many bazaars can be found side by side, and the air is constantly vibrating with the sounds of merchants advertising their wears. Many turn into their homes for shelter from the blazing afternoon sun.

The Human Refuge
Owned and maintained by the Searchers guild, the refuge is a large apartment like complex attached to their guild headquarters. It contains several floors of well-kept rooms for rescued humans to reside, safe from euclide and unfriendly murdon. The lower levels consist of a large kitchen and cafeteria, a rec room, and a lounge for quiet conversation.

Ardatra


This is a small, prosperous city, notable for its vigilant guard. Ardatra is the least euclides-hating area in all of Eneis, and is willing to take in those of poor health, until they are strong enough to be turned away.

Angun


A small outpost near the northernmost border of Eneis, which is the "hub" for most of the province's trading and exports. The town consists mainly of traveling merchants, their families, and a few small businesses to support then.

Landmarks

Sedani Desert

A wide expanse of rolling sand dunes, prone to deadly storms which many a traveler has been lost to. The Sedani desert is the largest in all of Izarn, surrounded on all sides by mountains which keep clouds from letting down their moisture. Incredibly dry and hot, not many can survive its perilous pathways for long. It is best to make your journey speedy here, and only with an expert navigator to lead the way. Many dangerous giant insects and desert predators make the Sedani their home, meaning this is one of the deadliest places to travel.

Jaemicas Oasis

Located in central Eneis, this oasis is a haven for many a weary traveler who finds themselves lost in the desert. Jaemicas is very large, stretching over many miles, not only with water, but the surrounding foliage as well. It is a thick blot of green on an otherwise dreary landscape. The oasis itself is not inhabited by any one population, and to make permanent residence here is forbidden under decree of the law. Jaemicas is considered a haven for those who are lost, and while it does possess some small shelters (build of skins and sticks, not nearly so sturdy as homes located further toward the coast), these are used only as a small respite. Each person who spends a night in these shelters is required to leave one thing behind, for those who need it next.

The water which feeds the oasis is not rain, or ocean, or river, or lake, as none pass near Jaemicas. Instead, the large lake found at the center bubbled constantly from deep, underground springs. The water is quite warm, the surface of which is covered I many tiny wells that bubble and churn across its length. If one were to swim to the bottom of the lake, they would find harsh jets steaming from the water bed, creating a constant flow, a feed, of water. The lake itself has not expanded significantly in manner years. The desert heat, and now the hungry foliage and wildlife, keep the water in check.

The Dunes of Agorcana

In Eastern-Most Eneis lays the infamous dunes of the Agorcana desert. Eneis itself is mainly compromised of sandy desert, peppered with savannahs, making dunes commonplace. But Agorcana is something far more spectacular and dangerous than any simple shifting in the sand. Agorcana's dunes reach up hundreds of feet high, creating a huge rift in the landscape and making it almost nigh impossible to navigate. Only the stars are visible. As dunes, Agorcana's landscape is constantly shifting with the winds – meaning a traveler may spend a night surrounded on all sides by protective walls of sand, and awaken only to find that they have all moved off…and very likely buried him in their depths! The dunes are treacherous and misleading, incredibly dangerous to travel across.

The dunes here contain the highest content of raw salts, which are not always buried beneath the sands, but may be churned out and mixed into the dunes themselves, by the wind. Collecting salts is the only reason anyone would attempt to traverse Agorcana. They may be connected to the rich Esceleos Mountain Range, but there are far safer ways of reaching them then through the dunes.

Beronar's Path

So named for the infamous Amuni who started its construction, Beronar's Path is the largest and most well-traveled inter-province road. It officially begins in western Eneis, but there is some debate as to whether the road's official start is in the capital city Eneisia, or the trading port of Angun further west. The road was original constructed to start at Eneisia's border, but because most international trade from Eneis actually comes for Angun, it has been petitioned (unsuccessfully) on several occasions that the markers for Beronar's Path being there, rather than Eneisa. The road is only a few miles long between the two cities, and follows the path of the large lake situated abreast them. The lake offer some respite from the desert heat, making the first trek of this journey a little easier on the traveler.

Beronar's Path continues through Angun to the Esceleos mountain range, following only the lower bases of the mountains and circling between crevices when need be. The road does not quite reach a mile even at its highest points, built to snake around any dangerous terraces, rather than cut through them. There are several off-the-path roads that branch off of Beronar, and while many of these are quicker, they are also much more treacherous. It is up to the discretion of the traveler if they wish to sacrifice safety for time. Beroner leaves the Esceleos Mountains about mid-way through their range, levelling out over Balada's rocky plateaus. The road through Balada is poorly maintained, and often requires travelers to get out and hack their way through the overgrowth. Beronar makes quick work of the Jungle, cutting a straight path in a South-Eastern direction, directly toward Terra. There are a few small outposts in Balada, which can be found along Beronar's Path. These are tiny villages, normally consisting of only one or two trees, and a handful of families each. They provide adequate rest stops for travelers, and provide food and water. Amuni and amuni-defore hybrids are the most common inhabitants here, and they are occasionally commissioned by passing Eneisiens to help clear the road and aid in navigation through the jungle.

Once it reaches Terra, Beronar branches, although the smaller roads are considered separate from the true path. These different branches go through Amunukuhall, and, once Beronar crosses the main river in Terra, Marionettevorlangen. The main road passes by the city of Victoria-Ammonia without actually entering it. Instead, the city has constructed its own better cobbled streets as a connection, which branch around the wall forming a "tear drop" of roads, which connect to Beronar at the pinnacle. Beronar then continues through the province, reaching the border of Anygh just north of the Grozegrau mountain range. As with Terra, the road branches into several smaller sects when entering the capital city, with the main body continuing around it in a north-ward arc, that crosses the great Unather river into Sultherem.

Beronar's journey through Sultherem is short and sweet. The road keeps mostly north of the Edadion plains, thus avoid the majority of large predators that would otherwise hinder travel. It follows the Caceda River uphill, past the falls, until it reaches the capital of Sultha, where the road ends.

Culture

Art:

Eneisians are well known for their beautiful clay pottery and decorative carvings throughout their infrastructure. While particular styles change between the various regions of Eneis, there are a few congruous patterns that appear.

In pottery, objects are most often made from clay, but glass and polished stone also appear. These objects are not only made for their beauty, but their usefulness and durability. Images depict families, important historical events, and religious figures, and the motif of snakes is very popular here. Having a rim or handle in the shape of a snake, with the eyes and mouth visible, is considered quite attractive. Most pottery will have a textured layer of "scales" placed beneath the image, giving it the appearance that the object itself was crafted from snake skin.

The Eneis also have a unique form of drama, called Ascuar, easily recognized by the costumes the actor's wear. Actors have their fur, particularly their faces, painted to represent the individual they are playing. Actors playing amuni will paint their faces shades of green or blue, with pale colors surrounding the eyes. Defore are represented by a brown face, eyes, nose, and lips painted a uniform color, making them devoid of expression. Euclide are painted bloody red, with their eyes and mouths emphasized in black and white, to make them appear evil and cruel – otherworldly. Ascuar drama uses allusion, rather than props, where each subtle movement of the actor must be skilled enough to represent an object or action that is not actually occurring. Ascuar is used primarily to tell folktales and lessons, as well as emphasize important (if not entirely factual) events in history.

While music is not uncommon, it certainly isn't nearly as prevalent as in Balada! Phonographs, records, and instruments are all quite common here, and anyone is permitted to practice music, and enjoy records, in their own homes. It is considered common courtesy to keep to yourself in public. While no one will be arrested or accosted for singing or playing, if you have poor talent, you're unlikely to be regarded well. Soliciting musical talents for money, such as with "street performers", is illegal in this province.

Eneis is well known for one group of very talented entertainers, the "River Bards Guild." Members of this guild are welcome to play in any inn, tavern, or restaurant they so desire, and are often hired specifically for the purpose of entertaining wealthy customers. This guild is also known to put on large performances in Eneis' few concert halls, including dance, orchestra, and drama.

Architecture:

The desert has a lot of one thing. Sand. Sand and dirt. In Eneis, sand and dirt is what everything is made of. The desert heat requires cooling currents to be able to pass through the housing, to prevent the inhabitants from overheating. Houses are well protected from the sun, and have coverings for each window and door that are open and closed depending on the time of day, effectively keeping the sun out of the home.

Being an Amuni province, Eneis required larger housing, for larger family units to reside together. While not required, most mates, and their offspring, will live together in a single unit. Houses are built in geometric shapes, generally rectangular or square. They may have one floor or many, depending on the wealth of the occupants. All houses come with easy access to the roof, normally in the form of a short set of stairs against the inner wall, or (for poorer families) a rope ladder. The roof contains four short holes, in which tall pegs may be placed, with a woven, cloth canopy tied between them. This spot becomes shaded from the afternoon sun, and is used quite often for members of the household to cool down.

Eneisian houses are built solidly, as a single piece. All houses have a raised trim on the outside, which prevents sand from being kicked in the doors, and aids (to some extent) in keeping insects out.

While Balada is rich in timber, their culture requires that they only destroy nature when absolutely necessary. So, instead of freshly cut trees, the Baladian people make their houses from deadfall and branches that have been removed to better support the growth of a tree. Ropes are made from various plant materials, as well as the bark of young saplings, which are considered less sacred than the ancient giants their homes are built on.

Houses must have at least one fair sized window on all sides of the house (meaning north, south, east, and west, and on each floor if there are multiples), as they serve a dual purpose of allowing air flow, while avoiding direct glare from the sun – effectively regulated the temperature of the home. Windows are traditionally rectangular, being significantly longer than they are wide. They are placed high in each room, only a few inches from the ceiling. Smaller viewing windows may also be present in wealthy homes, or houses with particularly high ceilings.

Each window has a small, tightly woven blind, which is attached to the interior of the house. These blinds are simple cloths, generally made from animal hair or linens, made with a very small weave so that, when the blind is fastened over the window, sand and insects cannot get through it. During the day, these blinds are left open, so as to allow a breeze. When the sun hits a side of the house, that blind is shut, keeping the sun from directly entering, and therefore heating, the interior. Blinds are almost always closed at night, both for privacy and to keep unwanted pests, such as insects and small animals, from entering the home.

Eneis has little to worry about regarding bad weather, so heavy fortified doors are quite rare. The Eneisians are an open, accepting people, who require the allowance of strangers in their homes, when they require shelter from the elements, or aid in poor times. Doors, therefore, are a very simple arrangement. Houses have two main doorways, one for occupants and honored guests (including family and close friends), and another for strangers and acquaintances. The first entrance leads directly into the visiting room, where the family itself will spend most of its time. The visiting room also contains the ladder or stairs which lead to the roof, and therefore guests have a quick and easy access route to the people they're visiting.

The secondary entrance, called the Sesalat-Nei (roughly translated to "Welcome Those in Need"), leads directly to the kitchen, or area in which food is prepared (not all houses will have separate rooms for this, especially for the poor). This is so that those in need may have immediate access to food and water. A small bell or chime is placed at the top of the Sesalat-Nei, which announces the arrival of a stranger.

Doors are made of tightly woven cloth, which hang loosely during most hours of the day. During the night and sandstorms, the main door will be stretched over all four corners, effectively blocking out sand and cold winds. The Sesalat-Nei will be loosely bound at all four corners during this time, and is attached to the house from the outside, so that those in need may open them more easily.

Eneis may construct it house from mud and straw bricks, but most individuals choose to have more heartily decorated exteriors than the brown or tan hue of the sand. Houses are commonly painted pale colors, such as brilliant white, warm yellow, or pastel blue. Dark colors are avoided as they absorb more heat from the sun, which can bring the interior temperature up to drastically uncomfortable levels. Beautiful designs are often painted on the front or side wall of a house, using primarily geometric shapes and intricate patterns. Actual murals, such as those portraying characters, are quite uncommon, but shapes that suggest an animal, object, or person are considered rather in good taste. Especially if the mosaic in question appears to tell a story.

Houses belonging to the poor will often be left unpainted and undecorated, although those that can afford their own materials may spruce up their exteriors on their own.

In general, the most colorful part of an Eneisian house (exterior) is the door and window covers. These woven cloths will contain dozens of vibrant colors and patterns, each one representing an aspect of the house's occupants. A house's coverings are its signatures, and one can learn a great deal about an individual simply by examining their doors and windows, what patterns they've chosen, and what tales any messages each appears to tell. A great deal of time and care goes into the construction of these magnificent, unique rugs.

Clothing and Decoration:

Wealthy Eneisians do everything they can to keep the heat down, while still showing off their generosity. Moderation and modesty is valued above all else in Eneis, so highly decorative pieces are very rarely worn, except as a token representation of what an individual has to give. Wealthy individuals will often wear one ornate piece, often something carved from bone or ivory, to inform the public of how generous they can be. If one is not currently in a position to aid the public, these ornaments are removed, and the Eneisian should go about undecorated.

Earrings are, in fact, quite popular among the upper class. Particularly dainty, dangling pieces. These are considered quite attractive, and are worn in all forms. Scarves, as well, are considered functional for all classes, as they can quickly be used to protect the face from sand if the winds pick up.

Grooming in Eneis is extremely important, especially for those individuals with a breed that is not native to a desert environment. Constant brushing is required to keep the fur free from the insulating undercoat, which could quickly cause an individual to overheat. All this grooming can cost a pretty penny, and therefore it is more likely to see the wealthy with a full coat, rather than having their bodies shaved, as the less wealthy might opt to do.

In human form, Eneisians, even the upper class, dress modestly. Linen and silk are used so as not to trap heat, and light colors are highly preferred. Robes, tunics, and simple dresses are the most conventional coverings, and the upper class often chooses to include several light scarves and sashes to bind these otherwise formless clothes to the waist and chest.

Etiquette:

Eneisians are a very tactile people, and will often greet one another by touching wrists with one another. In animal form, friends (or even friendly acquaintances) will often touch noses or place the face cheek to cheek. When an individual meets someone who is poor or in need of aid, they will always touch cheeks with them, and it is considered in the best of manners to offer aid, in the form of food, shelter, or a few coins.

In Eneis, it is considered the utmost rudeness to turn one's back to another person, or to pretend deafness. Doing so, especially to someone in need, can drastically affect an individual's reputation in Eneis. The person being shunned is not meant to feel shame or insult by this gesture, and is perfectly within their rights to be angered by it.

It is also considered uncouth to show one's teeth in public. Bearing of the teeth would be the equivalent of "screw you," and can oftentimes be taken as a challenge. Furthermore, the refusal to touch or otherwise come in contact with another being is considered rude, but is more socially acceptable than turning one's back on them. It's essentially saying "I'll help you, but you're beneath me."

Naming:

Consonants: B, C, D, H, L, M, N, R, S, T, Z
Vowels: A, E, I, O, U

'E' appears as either the first or second letter in the name.
The only vowel that may end a name is 'I'.
The only consonants that may be paired together are 'Sc', 'Ls', and z with any other consonant. Three consonants never appear together.

Examples: Reter, Escout, Sedani, Teri.