Name: Shakti
Contact person/creator: KwehCat / NightingaleFawn
Open to join?: Open
Description: Shakti is an earth like planet that is split into two different continents: Samadhi and Satya
In Shakti, there is one major divide- some humans can use magic and others cannot. As this gift (or curse, as some would say) is largely genetic, a rift grew between the two groups and each developed their own unique culture on Satya. When Samadhi was discovered it became a place for the two groups to coexist and collaborate.
Satya has several distinct provinces: Daearen, Weralt, Mir, and Terra. The provinces each have distinct cultures. While the provinces are often too distracted by their own inner politics and battles, that doesn't mean there is peace between them all.
Daearen consists of sweeping glades, large forests and marshes, and is surrounded by barren, stony cliffs and mountains. There are harsh differences between the seasons, with winter being bitterly cold and summers quite warm. Its landscape is dotted by stone fortresses. Huge, sturdy stone walls surround human villages seeking shelter from the covens. The covens prefer building large towers, their magic allowing them to push the limits of architecture. For the humans, social standing is largely inherited- those born to power will stay in power, those born without it have limited options. Those from all walks of life join the Knight's Cavalry to protect their home from the covens. The coven power structure is based on magical power, with the most powerful leading the coven.
Weralt has a mild, yet still varied climate, with warm summers and most winters seeing snow. Weralt possibly has the most varried landscape on Satya, with hills, plains, woods, grass & water. Those who live there are resourceful, hard-working, and known for exporting handmade crafts. They have a society mostly based on one's skill and hard work. The humans and witches have formed their own guilds- there's no outright fighting, but coexistence is hard, with both groups trying to undermine and screw over the other.
Mir is often characterized by its seemingly barren land and constant cold climate. Both humans and witches are hardy and resourceful, and are constantly battling for control of the province's capitol, the most fertile area of land, which is currently in the witch's hands. Most of those living in Mir are nomadic, following the herds to stay where hunting is the best, but there are permanent settlements as well. When times are harsh, the groups venture into bordering provinces and take what they need by force- it was on such an expedition that Samadhi was discovered, and many of Samadhi's current population originated from Mir.
Terra is a peninsula with a very mild climate. At one point in history, Terra once conquered all of Satya, but its power diminished over the years. Its residents are often stuck in the glory days of the past, and most buildings are ancient structures that have been meticulously maintained. Rather than warring, the humans and witches of Terra each stick to their own coast, humans on the west and witches to the east- neither side wants to be responsible for the destruction of any antiquities, so it is a permanent stalemate. One day, Terra wishes to reclaim Satya, but that day is a long ways off.
Samadhi is not split up into provinces like Satya; rather, there are just city-state like settlements with vast wilderness between them. The landscape is varied, with vasts forests and mountain ranges covering much of the area, but swaths of desert and grassland are also found. To the north are giant rain forests, and the south is nearly permanently covered in ice and snow. The city-states are the pride of both humans and witches alike, and the collaboration between the two groups has led to sprawling cities with tall buildings. Gargoyles, stone beings with life breathed into them, guard these cities, for outside the walls reside creatures that had been thought to be mere legends back on Satya- shapeshifting forest beings, basilisks, chimeras, harpies, sirens, and some say even dragons rule the wilderness.
Rules: (Are there any rules to joining or creating characters in this world? Maybe only does can use magic, or fawnlings exist as pets and must have a human owner)
Fawnlings in Shakti originated in Samadhi. While they use magic and can take a humanoid form, they are separate from the witches. The Fawnling groups have close ties to nature, and it is believed that their magic was gifted to them as guardians of the natural world rather than some fluke in evolution.
Fawnlings are born in full fawnling form, and as they grow and mature, they gain the ability to shapeshift. Rarely, a fawnling will be born without this skill, called Numinoi, and these fawnlings are seen as special and are fiercely protected by their Kindred. In adolescence, they gain the ability to shift into a fawn or centaur shape, with either all four legs or just the two hind legs maintaining fawnlings form but also displaying the torso of a humanoid. Upon maturity, they are able to shift fully into a human form. Those that practice their magic and grow beyond their prime may learn how to take the shape of other creatures, anything from songbirds to dragons, or so the legends say.
The fawnlings live in groups called Kindreds. Each Kindred will have a unique culture, though Kindreds that live in the same region tend to have similarities as the groups meet up and borrow ideas from the others. Kindreds are not hostile to one another, but many members will have a fierce pride for their Kindred that can make it difficult for them to get along with others. Once every decade, there is a gathering of the Kindreds where all who can make the journey gather. It is possible to switch Kindreds, all that needs to be done is to appeal to both the leader of one's current Kindred and the one they intend to join; if both leaders agree, there will be a ceremony where one Kindred has the opportunity to say their goodbyes and well wishes and the new Kindred welcomes their new member.
Each Kindred will have a unique ability, either inborn or taught, unique to their group. All fawnlings, Numinoi excluded, have the ability to shapeshift as well as basic control over nature. Some Kindreds may specialize in certain areas- Kindreds in a desert may become adepts at summoning water to create an oasis for their group, and Kindreds in a rainforest will not need such a skill, though they still have the ability to do so if they wished to learn.
Numinoi are seen as the purest. Though they lack the ability to shift shapes, their other magics are stronger as a result and will have special abilities. Numinoi cannot be created without permission.
It is highly discouraged for fawnlings to venture into the Samadhi cities, but it is not unheard of. The elders of the Kindreds think of going to the cities as abandoning their sacred duty to protect nature and that those who do so turn their back on their heritage. Fawnlings that spend too much time in the cities are often not welcomed back into their Kindred and are seen as being Corrupted. The Corrupted often are tattooed with a spiral on their shoulder to mark them- it is forced on some who are driven out of their Kindred, but others give it to themselves as a mark of pride in their new life.
Kinships are mainly matriarchal, with the most powerful female leading the group. A doe is often chosen in their early prime and groomed for leadership responsibilities, receiving training both from the head of their own Kinship and often from a sister Kinship as well.
Some of the Corrupted may choose to travel to Satya. The non-magics there treat them with scorn and disdain, but they may find welcome amongst one of the witch's covens.
Fawnlings have their own language; some Kinships may even develop their own languages if they remain isolated for long enough. Fawnlings are able to master human speech. Fawnlings have long lifespans and strong immune systems, often living up to 300 years.
Anyone is welcome to create a member of an existing Kindred. New Kindreds and the Corrupted can be created by close friends only. If there is a good reason, an established character may become Corrupted.
Current Members:
N/A