Ursa Etheria area map and information

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Brytan
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Ursa Etheria area map and information

Post by Brytan »

Ursa Etheria, aka Etherial Isle

GEOGRAPHY: Ursa Etheria: Breath of the Mother, also known as Etherial Isle used to be a floating isle that hovered over the island of Pan's Isle below. It is 5 miles in diameter and some 500 feet thick, the total surface area is about 25 sq miles. The bottom of the isle is a 200 yard layer of rock that comes to a sharp point. The sides of the isle consist of mountainous rock and sheer cliffs. The climate is mild, the air seeming almost pure. Some of the Island is covered with dense forests, there are plains, meadows and mountain areas as well. The southernmost area of the Isle is a valley into which the Kanthrop have settled. There is a large saltwater lake taking up most of the western side of the isle, as well as a sulfur hot spring to the northest. A fresh water spring provides the Kanthrop with their drinking source to the south.

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Recently however, forces involved in the War of the One have sunk the island back down to sealevel, crashing it against the western coast of Pan's Isle, breaking away some of the surrounding mountainrange, which rocks now form a link to the Isle of Pan, making Ursa now into a makeshift peninsula.

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PEOPLE & CULTURE: Kanthrop's are a rare and unique species on Tazlure, and for many generations, have lived in complete secrecy and isolation. The recent generation however, has finally breached the barrier of the Etherial Isle and come out into the rest of Tazlure. Legend has it that the Kanthrop are the descendants of dragons, with their polymorphing abilities. Others say the race is left over from the days when the gods of Tazlure walked the world, and the animals spoke like men. No one is really sure, and the Kanthrop aren't saying. Wherever their special gift comes from, it's a rare and unusual one.
A Kanthrop can only be born of two Kanthrop parents, and there are few enough in the world to make them an event to celebrate. Kanthrop children are brought to the Etherial Isle to be raised and trained by mentors, therefore never knowing their parents. A Kanthrop child or "kit" is raised by the entire community, instead of just one set of parents. A Kanthrop can only leave the Isle once they've achieved their first shift, usually in their late teens, early adulthood. Kanthrop's come in all shapes & sizes, appearing, for the most part very like humans. The distinguishing difference is their eyes. A Kanthrop's eyes are those of their animal form, be it wolf, bird of prey, big cat or dolphin. A Master Kanthrop can also be distintigushed by some other animal characteristic that has manifested itself due to the mastery of their gift, as well as the ability to speak in their animal form.

LEXICON: Many of these terms would be considered "slang" by the older generations, but have been embraced by the younger Kanthrop.
Kanthan: mentor
Kit: young Kanthrop not yet considered an adult, having not achieved their first morph.
Warp: to shift/morph into one's other form. Also Warping. Somewhat of a "slang" term among the younger generations.
Sleepers: Non-Kanthrop, as they are stuck or static in one form, and initially were thought to have lost the ability to morph.
Dope/dopey: derogative term for sleepers.
Lost Ones: The Kanthrop ancestors, or creators, whom took the secret of the Kanthrop's origins with them.
Foxes: another slightly derogative term for the few envoys from the Citadel who have attempted to make political/diplomatic overtures to the Kanthrop community. More traditionally, for the inhabitants of Pan's Isle.
Silver Fox: nick name, not only for the Ceasar, but more traditionally, Pan as well.
Ursa: The Kanthrop name for Mother Earth.
Gents: The semi-respectful term for the Centaurs of Pan's Isle.
Council of Owls: The leading council of the Kanthrop community (members called Hooters,
by younger generation)
Magpies: The term the elders use in reference to some of the more rebellious of their youth.
Dreamweaver: A nickname given to the mystical 3, also known as The First, who are said to have led the Kanthrop to the island, yahren ago.

HISTORY & LEGENDS: How the Kanthrop came to be is anyone's guess; they sure aren't giving out any details. That could be because they don't really know themselves, but you'd never get one to confess to it. They speak loftily about the Lost Ones, the original four Kanthrop ancestors, and how they were the chosen companions of the Gods, a perfect blend of animal and humanoid, and far superior to every other creature the Gods had created thus far. It could explain why they were hidden for so long, or why their Isle is so magically protected. Rumors among the other races differ slightly, of course, some saying they were the playthings of dragons, or a mage's magical experiment gone wrong. It's not wise to repeat those theories within the excellent hearing of a Kanthrop, however.

POLITICS: Being relatively new to the political scene of Tazlure, they have little influence and seem uninterested in gaining any. While technically they've been grouped as a part of Pan's Isle, they've yet to acknowledge themselves as such, to the frustration of the Ceasar's diplomats and ambassadors. The fact that the Isle is impossible to get to without the Kanthrop's permission or cooperation doesn't make negotiations any easier. The Kanthrop just don't see the point in a truce, seeing as they aren't interested in trade, wars, or profit.

As for internal politics, the Kanthrop society is one that deals with political situations on a very direct level. It is a tribal community, with only two tribes known to exist on the continents of the Seven Isles and the Western Kingdom. Each tribe has an Akanthan, chosen by trial of combat and a shaman, who is usually the elder member of the tribe. The Akanthan runs the daily affairs of the tribe, while the shaman provides guidance and leads his people in worship. Usually he is also a healer to his people, although he may have apprentices to function in this capacity.

RELIGION & MAGIC: The Kanthrop population of Ursa Etheria is almost singularly devoted to the Earth Mother, also known as Ursa to them. Kanthrop tribes on the “mainlands” also follow this religion, although their methods of worship may differ from the secluded population of the Isle. Worship is conducted primarily in groups, led by a shaman or medicine man and doesn’t always follow the rituals as they are conducted in other societies, even though resembling features might be discovered. A strong belief also rests in the spiritworld or the Aether, where the ancestors of the Kanthrops are said to roam and watch over the tribes, guiding them through signs which only the shaman is asked to interpret.

Their magic is inherent to their being. All of them being shapeshifters as they come of age and in touch with their Inner Animal. Outside of that Kanthrops may choose to educate themselves in all forms of magic, although there are few in their own community who may teach them beyond the paved ways of their ancestors. Some of their kind are skilled healers and alchemists, creating from the world around them, in touch with nature and the Earth Mother. Since most manmade weapons are shunned their magic is usually attuned to improve on their own physical prowess, being gained by focus on their Inner Animal through almost monk-like mediation rituals and combat training.
Last edited by Brytan on Fri Mar 10, 2006 12:51 pm, edited 2 times in total.
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Brytan
Moderator & Coordinator Triangle Islands
Posts: 1156
Joined: Fri Oct 14, 2005 6:53 pm
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more on culture and reference

Post by Brytan »

Cultural references

The Kanthrop are a race with an uncertain heritage. Their stories are passed on through the generations and a lot of information has in the past not been available to them, since none ever went out far enough to investigate. None of the elders have ever had any need or desire to, although more and more of the younger generations are inclined to research the heritage of the kanthrop people.

Stories and legends

Stories among the Kanthrop are spread orally, and as such the profession of storyteller is very popular among the young kit. Mainly to listen to though, as many Kanthrop tales are woven with mysticism and song, and very hard to tell properly. Traditionally the Kanthrop would gather around the campfires of their tribal villages and listen to the weavers spin their tales of glory. Tales of personal conquests, trial and victory, the Inner Animal. The best known stories are those concerning the Great Crossing, the story about the Aetherial Walker and the legend of the Dreamweavers. These are detailed as well as can be expected elsewhere.

Hunting and Gathering

The Kanthrop are a species that have evolved from a farming community into a combination of farming and hunting/gathering for their survival. Their island is small, and their foodsupply is taken care of by a select group. This group tends the Goldenback fields which provide grain and herbs for the tribe, and also hunts the Gnilwoh forest and the forests on Pan's Isle. Only the most skilled hunters are sent to the isle of Pan though, as the Kanthrop do not wish to have any dealings with the Panlings, save for the random encounters they have with the Centaurs and the Fae.

The Kanthrop hunt meticulously and carefully. Always concerned with the balance of nature. They have to take care not to outhunt their own island, so they spread out their hunting to Pan's Isle and even there they take care never to gather more than they require. They never hunt carelessly or aimlessly and when a prey has been caught, it is prepared and every usable part is salvaged.

Common prey to be hunted is deer and boar, which live on both islands. Smaller animals like rabbits and birds like fowl are also caught when the chance presents itself, though birds are usually avoided during nesting and breeding season. Occasionally the event of other predators invading the Kanthrop hunting ground calls for the hunting of wolves and foxes. The Kanthrop will defend their "territory" from rival predators. It rarely happens that men or adhiel travel into their territory as it is rather isolated from the inhabited parts of Pan's Isle. When that happens they usually let them be, since they commonly only stay for a short period of time. They will never endanger their tribe by using Ursa's Heart while other sentient species are in the area. If a Kanthrop hunting party travels through the portal, they are always accompanied by a warped bird Kanthrop who scouts the area and warns for potential threats.

Names of note

The Goldenback tribe is the training site for the entire Kanthrop race, and as such the elders of the tribe are well known among all the tribes. The Akanthan, the Kanthan and some other "regular faces" will be described here.

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Analor Goldenback - Akanthan of the Goldenback tribe
Analor Goldenback is the name of the leader of the Goldenback tribe. He is one of the eldest Kanthrop, save for Hawkeye, and firstborn to the tribe after it's arrival on Ursa Etheria. He gained his name for the colour of the fur of his animal form, a Cougar. His fur being several shades of golden yellow, similar to the grain which grows on the fields of the tribe. He is a mediator. He is an elder and very much set in the ways as dictated by the tribe some two-hundred-fifty yahren ago, but he also acknowledges the younger generation and their thoughts and opinions. He has to. He is a leader who rules firm but fair, and has been ever since he won the Challenge of Rule from the previous Akanthan of the tribe.

Gannas Hawkeye - Shaman of the Goldenback tribe
The shaman of the tribe is even older than the Akanthan. No one knows exactly how old he is. Some claim that he was among the original group to travel in the Great Crossing, but no one knows for sure as he isn't talking. He is very traditional in how he looks at the tribe, and renounces any attempts to make more contact with the mainlander races. He is a well respected and accomplished healer, along with his function as religious leader. His name is derived from his eyes, which are that of his Inner Animal, a hawk.

Teladriane and Jerin Steelclaw - Innkeepers of the Threedfox Inn
Originally these two were a part of the Steelclaw tribe, living on the mainland of the Western Kingdom. Related to the founding Akanthan they at one point traveled to Ursa Etheria to deliver their son for training. They could not bear to leave him there though and so they stayed, eventually taking over the refuge for visitors on the island, the Threedfox Inn. Both are accomplished warpers, but due to their lack of training have not attained mastery. They share the bear shape, as does their son Terri, which is particularly obvious when looking at Jerin, who himself in human form is a force to be reckoned with.

Oni Swifttalon - Master scout and Kanthan of the wind
Oni is a huntress. She is always first through the Heart to scout for the hunting parties of the Kanthrop on Pan's Isle and she has yet to lose a prey to the wild. The is tenacious, steadfast and reliable and the hunters swear by her keen sight as a Falcon warper. She usually dresses in white when she is in human form, when teaching her students as Kanthan of the wind, the Kanthan responsible for guiding the pupils who show the bird Inner Animal in their blood. She is patient and friendly in her manner, but strict and rigid in her training routines.

Petran Shadowbreath - Master hunter and Kanthan of the soil
Petran is a black Panther warper, and the primary hunter for the tribe. He usually leads the hunting parties to Pan's Isle along with Oni Swifttalon, with whom he is rumoured to have a relationship. Them being of different animal spiritbonds that is considered somewhat odd, but not unheard of. He is also the kanthan of the earthbound kit. He is swift to anger and has very little patience for mistakes and error from his pupils.

Groas Wavebreaker - Kanthan of the waves
Groas Wavebreaker is one of the very few dolphin warpers who remain on Ursa Etheria. Due to the lack of salt water on the island itself, Groas resorts to train his pupils on the shores of Pan's Isle, aswell as around and in Paw Lake. Most of his kin reside on another island in the region with the Wavetalon tribe. He is quite a solitary soul within the community, spending more time than any off the island, to swim the seas around Pan's Isle. Considered somewhat of a hermit among his own people, his visits to the village are often cheered as he is a gifted Weaver.
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You will note the last names of the Kanthrop people are all quite similar in appearance. Kanthrops can gain a surname in two ways; 1) inherit their family's name. This is common for most young Kanthrop. 2) be given a name as recognition for some extraordinary feat or event in a Kanthrop's life, or as a mark of some personal feature which stands out like skin/fur colour, etc.
Last edited by Brytan on Sat Mar 11, 2006 7:08 pm, edited 6 times in total.
[size=84][i]I'm sorry, but I don't know who you're talking about. You must be confusing me with that other guy...[/i][/size]

[size=67]Avatar drawn and edited by me, Darkness concept (c) Topcow comics
Age=28 - SCZ=E - Attendance=daily[/size]
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