datafile:>>Wareiph'a

The Basics - Click here for an example of a basic Wareiphean citizen.

Wareiph'a is a planet surprisingly close to Pern. It is very Pern-like in it's basic conditions; oxygenated atmosphere, a variety of plant and animal life, but it is farther from it's sun and is much colder. It's inhabitants all are draconic in body style, warm-blooded and have a range of skin colors varying from blood red to lime green with no types of pattern, spots, stripes or markings whatsoever. They commonly have two horns growing from just behind the eyes and are bi-pedal. All are very tall, ranging from seven foot and up when fully grown. The tallest on record is close to eleven feet. Long ago, when speech was first becoming more complex, Wareipheans spoke with a hiss on the 's' or 'c' sounds, much like Icarian draks and for much the same reason. While over millennia they have evolved mouths better suited to speaking, the accentuated hiss on the 's' sound remains, though it has become a part of their language more than a speech impediment, varies from area to area on the planet like a dialect, and only occurs on words beginning or ending in 's'.

Wareiphean females do lay eggs, usually one per breeding. All are laid in a communal "nest" where Taev specially trained keep them warm and cared for until they hatch after a gestation period of five months. The young are raised by the whole Radim and live in dormitories until they pass the Training, when they move to either gender-separated dorms of the same rank, or to a home where they live with their mate and possibly another couple. Most never learn who their true parents are.

Some History: Earo, their sun, is dying. It is in the red-giant stage and has swallowed the first three planets of their system, and this has drastically changed the climate on Wareiph'a. This has caused the crops to die, along with all of the animals, except the more adaptable tiaod, tiawor and mulefa. They do not have the technology of space-flight to escape to other worlds any longer. When the first effects of this were felt, the widespread population was thrown into a panic. Governments collapsed and all forms of technology were abandoned. Eventually, a power-hungry few formed the seven great Radims, and offered structure and shelter to the hopeless Wareipheans, for a price. The past century since has been turmoil, with the opposing Radims struggling for dominance and to keep themselves alive. The main reason for the fighting is famine. When a Radim runs out of food/supplies they usually send a raiding party to the nearest opposing Radim to steal what they need. This led to the creation of the Battlemen. They protect the Radim's inhabitants and supplies in exchange for food and housing. More on the development of the Battlemen later.

Training, Armour and Weaponry: A Wareiphean's armour is their most precious possession. It is a hard-earned item, and a mark of high rank and respect. Once a Wareiphean reaches the age of youngling, (around ten turns) both males and females enter the Training, where for the first five turns after they learn metallurgy, blacksmithing, and a small amount of fighting. (magic is touched on for those with the Gift)

After these five turns, a youngling is considered to be at the Fia, or First Passing, just before puberty. At the Fia, they are given their front/back plate and elbow guards. These are made with a liquid metal (similar to mercury) that molds to the body and hardens to an unbreakable strength. This allows the armour to grow with the youngling, when a size change is detected the needed area will re-liquefy and adjust. The armour continues to do this for the five remaining turns of Training, which concentrates mainly on fighting techniques and weaponry. (Again, magic is the emphasis for those with the Gift)

Upon graduation, (all those who survive Training go on to pass, for they are considered the strongest) the younglings are presented to the Triumvirate Judges who decide if they are worthy to take the Great Test. This is called the Keia, or Second Passing. If they pass the Great Test, they are considered adults and receive the final piece of their armour, the helmet.

The helmet is the most integral part of any Wareiphean's armour. It not only preforms the basic task of protecting the brain, face and muzzle, it is an expression of the individual's soul, and is thought to activate the true potential of the mind. No two helmets are alike. To make the helmet, blacksmiths specially trained in the process melt down Sacred Ore. Sacred Ore is mined in the holy mountains of Vyis in a location known only by the Triumvirate Judges. Even the miners do not know where they truly are, or just what they are mining. While still molten, the Sacred Ore is poured onto the head. This may sound painful, but one property of the Ore is that it will not burn a true Battleman. To impersonate a Battleman is an offense punishable by Banishment. Once Banished, a Wareiphean's life span drops to how long he/she is able to live without food and water, for no Radim will accept a person Banished from another. There have been only a few instances in history where an individual was able to fool the Triumvirate Judges and find a way to pass the test, and been killed or severely disfigured by the Sacred Ore. Those that do not die are Banished.

Once the Ore has cooled, it is removed, shaped and polished to a silver gleam. Now, individuals can add decorative touches such as feather plumes to the top, carved textures or inlaid metal designs (which is frowned upon because most believe it tampers with the Ore's magical properties.) A completed helmet never parts with its owner, even if they get Banished later in life. To touch another's helmet is a great taboo, punishable by torture or death (of course most everything on Wareiph'a is punishable by death, but this is like reaching in an touching someone else's soul). Some believe that the helmet sharpens the senses and releases hidden gifts from the mind, and that this is how they come across their powers.

After the armour is completed, the new Battleman will forge their own weapon. A variety of weapons is placed before the individual, ranging from bow and arrow, maces, tridents and swords to Frisbee-like discs have razor-sharp edges. The weapon which is meant for you determines your rank in the Radim. These are the five basic rankings, going from lowest to highest. Click on the weapon to see an example. The weapons depicted are not exactly what the weapons look like, each weapon varies according to the individual who forged it. They are as unique as the helmet of each individual.

The weapon that feels right (it is difficult to describe how a weapon "feels right" but it could be something akin to how a dragon knows their rider at Impression) is the kind meant for the Battleman. They will forge their own version of the weapon out of more Sacred Ore. A Battleman cannot choose a weapon that they are not destined for in order to advance their station in life. Not only is it considered taboo and simply not done, there are stringent punishments inflicted upon those who dare attempt to "trick" the system.

Powers: Supposedly in Wareiphean myth, the first Battleman never realized his power until he forged his helmet. This is true today. (going back to the fact that some believe the magic in the helmet awakens the part of the brain that controls ones powers) There are four power variations on Wareiph'a.

  • Fire: ability to start, control, and extinguish fires. Not to breathe it!
  • Water: ability to control water; create rainstorms and tsunamis (those who have this power are held in high regard, for water is a precious element on then planet).
  • Wind: ability to control wind to help the Air Fleet move to their desired location; create wind and sandstorms.
  • Earth: abiliy to control the ground; create sinkholes and earthquakes.

Occasional deviations occur, sometimes adding telepathy/empathy, telekinesis, second sight or other anomalies onto the usual elemental power. There are used to help the Radim in battles or times of crisis.

Battle: As you read in the history section, the creation of the Battlemen was because of all the constant raiding on the Radims. This is how a raiding party is usually sent out. A raid is considered a thing of honor, survival of the fittest and all that. Very rarely is a sneak attack used, for it is considered cowardly.

When sending out a raiding party, a Radim includes the first three basic ranks in its attack.

  • Infantry: ground Battlemen on foot, they make up the bulk of the Radim's fighting force as well as the attack. Flood after flood will approach the opposing Radim's infantry. Same if on defence.
  • Mounted Cavalry: also ground Battlemen, except they ride an ostrich-like bird called a tiaod into battle. Once the Infantry has either broken through or fallen back, the Mounted Cavalry will ride through and cut down anyone still standing, even their own Infrantrymen if they don't play close attention (hey, it's one less mouth to feed). If on the defensive, those with crossbows will attack the other Radim's Air Fleet.
  • Air Fleet: an air force that either ride a flying version of the tiaod, called tiawor, or in ships that resemble zeppelins. They attack the Infantries with volleys of arrows and their discs (discs always return to their rightful owner, another property of Sacred Ore). Defensive will attack the others Fleet.

If a Radim is being attacked, the last rank will defend. Since a Radim is most vulnerable while it's fighting force is off raid another, a third will sometimes attempt to take advantage of the weakness and attack the empty Radim. This is why the Protector rank usually is made up of the best fighters, and have the most control over their powers. Protectors are led by the High Protector, the best fighter in the Radim. A group of one hundred Protectors can and will hold off a whole Infantry of 10,000 if all are very well trained.

Wareiph'a Terms

1. Air Fleet- group of up to five balloons and up to 100 tiawor, used in raids or defense by Wareipheans. Weapons are long bows and discus. Fourth highest rank.

2. Battlemen- the majority of Wariephean citizens are Battlemen, both male and female. Those who protect the Radim against other Battlemen.

3. Earo- the dying sun of Wareiph'a.

4. Fia- First Passing, just before puberty and after a youngling passes their first five turns of Training. This is when they acquire their armour.

5. Great Test- series of skill and intelligence tests to determine if an individual is ready to progress to adulthood.

6. Infantry- ground fighting force, uses primarily maces, morningstar, short swords and troll-claw. Second lowest rank.

7. Keia- Second Passing, after the youngling has passed the Training and is ready to be judged for the Great Test.

8. Liquid Metal- mercury-like metal used in making body armour. Its exact origin and properties are unknown.

9. Mounted Cavalry- ground fighting force that ride the tiaod into battle. Use claidhmore, hand axes and crossbows. Those with crossbows will attack an Air Fleet. Third lowest rank.

10. Mulefa- cow-like creature as big as a rhino that looks similar to capybara or water rats. It is from the rodenta family and is mainly used for meat and it's rough fur and hide, which is used for any fabric needs.

11. Protector- group of Battlemen that defend the Radim if the other forces are away on a raid. They have the best fighting ability and mastery of their powers. Use trident, scimitar, and battle axes. Highest rank.

12. Radim- a castle-like building most often built over the mouth of a cavern system to prevent air vulnerability.

13. Sacred Ore- ore with magical properties mined from a secret location, known only by the Triumvirate Judges, in the holy mountains of Vyis. Used to make helmets and weapons.

14. Taev- lowest rank and serving class. None are allowed to have offspring, and if eggs of Taev parents are found, they are destroyed or fed to the animals to prevent "inferior" genetics in the people or Wareiph'a.

15. Tiaod- flightless version of the tiawor, the Mounted Cavalry ride these. Treated as working beasts, and those that are not paired with a cavalryman are readily slaughtered if food is scarce.

16. Tiawor- large flying birds which those armed with stone-hurlers in the Air Fleet ride. Also slaughtered for food if it is needed, if unpaired with a member of the air fleet.

17. Triumvirate Judges- three Wareipheans with empathy/second sight that decide if younglings are ready to take the Great Test.

18. Vyis- a large mountain range near the north pole of Wareiph'a; the only location known to have Sacred Ore. It's exact location is kept a secret to prevent raiding of the dwindling supply of Ore.