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Black Eagle
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Hello Vandel,

I am a late backer, and I have not been added to the Kickstarter update list. What needs to occur to make this happen?

Herein these pages are collected the writings of the most reliable records of an extremely ancient and storied people, the Erets mayim, who formed the Cether Leagues.
Master Librarian of the Promethean Records, year 10001 TE.

“Because you are an old friend, and a fellow historian of your people, and our peoples have borne so much together, I shall relate to you a brief history of my people.

Historian and Chronicler Roln Tarn of the Royal House of Laria’rathi, to Grark, Promethean 2nd stage


"I have not known such an honorable and disciplined people, down to the man, even greater than the upstart Wolfen Quatoria. Yet, this honor is their own, not beholden to any other's notions of honor. And their wrath, ah their wrath, though quite rare to behold, can no water quench." - Promethean adventurer, year 214 TE.

"We, the Prometheans, are referred to as 'old friends' only very rarely, though more often are called 'young cousins' even though we still have no idea of our relation." - Promethean historian, year 5149 TE.

"The men of Erets mayim do not call the Three Galaxies home, yet they seem to be very knowledgeable of our cosmography. They do not bother themselves conversing with any of the younger peoples, though I suspect their agents do." - Promethean diplomat, year 9836 TE.

"We have no record of any war fought by the Erets mayim. All of the expeditionary forces sent have not returned. We have no explanation." - unknown

"Whom? I have never heard of him." Commander-in-Chief, CAF, year 9845 TE.

"I have never seen a female of this race; I do not even know if any exist." - Promethean friend, year 8094 TE.

"Those warriors fought valiantly against the demon spawn that invaded Center, and seemed to be quite familiar with that wretched enemy." - Anonymous.

"A long while ago I was traveling as a crewman aboard a runner. We were trailing a mysterious vessel. It appeared to be an old wooden sailing ship with men on deck, with no spacesuits, as if they were sailing the ocean blue. Two (which we know now to be Dartrok) destroyers appeared out of FTL to attack this lone vessel. Cannon seemingly appeared from nowhere in the hull. The battle could not have been long before one of these destroyers was now dead in space and the other was promptly boarded by these men. Pairs of men leapt toward the enemy vessels, avoiding all incoming fire, then cut through the hull, with swords, I tell you, with swords! A few minutes later one of those mysterious Dartrok emerged from the dead hull and was escorted aboard the wooden ship. Some plundering followed. About an hour later one shot was fired at us but missed. We took that as a warning shot and high tailed it out of there without looking back." - Promethean naval officer, year 2097 TE.

"That consulate has been in Center longer than I have." - Thraxus

"No Trespassing. No Loitering. No Soliciting. No Visitors." - posted sign at an anonymous consulate in Center.

The William android model (Rifts: Phase World RPG)

The William android is a common traveling companion and domestic servant. The basic model is programmed with many domestic skills and abilities. More costly models may be programmed with many skills, and some with combat skills. He is capable of learning and adapting and appears completely human (or whatever other appearance is desired).

A model that would typically accompany an adventurer or traveler is thus described. He typically serves in a non-combat and support role.
IQ 20+
ME 20+
MA 10+
PS 40+ (robotic)
PE N/A
PP 20+
PB 10+
Spd 40+
MDC
Main Body 800+
Limbs and head 400+
Height ~6 ft
Weight ~220 lbs.

Typical abilities:
HTH Aikido or Basic and Ranged Rogue at level d4+2
any targeting sensor which is not a line of sight is -12 to strike
+6 parry, dodge, roll
+2 strike
provides +3 strike bonus to any companion utilizing ranged weaponry, and +2 parry, dodge, auto-dodge for any companion against any opponents' ranged weaponry
+12 perception
nano-regeneration
several sub-dermal storage compartments
advanced tracking sensors
may have some psionic-like powers and abilities
quantum spatial dampener field (encompasses clothing as well) - reduces all incoming effectiveness of attacks and damage by 90%.
all programmed skills at 94% (including communication, domestic, some espionage, mechanical and electrical and computer, some medical, some rogue, science and technical, some wilderness, some W.P.'s, intelligence, surveillance and reconnaissance, pilot and pilot related, etc.
Machine People powers 1 & 2.
standard highly advanced robotics
highly advanced sensor system
impervious to psionics, vacuum, poison, toxins, possession, mind control, vampire bite, soul drinking, drugs, radiation, horror factor, etc.
+12 save vs. magic, illusion, confusion, stun, paralysis (and all are one-quarter effective anyway)
electro-kinesis
mecha-kinesis (as per Men-Rall S America II p 112, except at 96% and only d4 minutes of study - semi-sentient AI may save vs. possession at -6 to resist)
neuro-electric pulse - by touch, save vs paralysis at -6, if successful saving throw then unconscious only d4+1 minutes, if unsuccessful then d4+1 hours. also applicable vs. creatures of magic and supernatural creatures

The William android model (Rifts RPG)

The William android is a common traveling companion and domestic servant. The basic model is programmed with many domestic skills and abilities. More costly models may be programmed with many skills, and some with combat skills. He is capable of learning and adapting and appears completely human (or whatever other appearance is desired).

A model that would typically accompany an adventurer or traveler is thus described. He typically serves in a non-combat and support role.
IQ 20+
ME 20+
MA 10+
PS 40+ (robotic)
PE N/A
PP 20+
PB 10+
Spd 40+
MDC
Main Body 800+
Limbs and head 400+
Height ~6 ft
Weight ~220 lbs.

Minimum abilities:
HTH Aikido or Basic and Ranged Rogue at level d4+2
any targeting sensor which is not a line of sight is -12 to strike
+6 parry, dodge, roll
+2 strike
provides +3 strike bonus to any companion utilizing ranged weaponry, and +2 parry, dodge, auto-dodge for any companion against any opponents' ranged weaponry
+12 perception
nano-regeneration
several sub-dermal storage compartments
advanced tracking sensors
may have some psionic-like powers and abilities
quantum spatial dampener field (encompasses clothing as well) - reduces all incoming effectiveness of attacks and damage by 90%.
all programmed skills at 94% (including communication, domestic, some espionage, mechanical and electrical and computer, some medical, some rogue, science and technical, some wilderness, some W.P.'s, intelligence, surveillance and reconnaissance, pilot and pilot related,
Machine People powers 1 & 2.
standard highly advanced robotics
highly advanced sensor system
impervious to psionics, vacuum, poison, toxins, possession, mind control, vampire bite, soul drinking, drugs, radiation, horror factor,
+12 save vs. magic, illusion, confusion, stun, paralysis (and all are one-quarter effective anyway)
electro-kinesis
mecha-kinesis (as per Men-Rall S America II p 112, except at 96% and only d4 minutes of study - semi-sentient AI may save vs. possession at -6 to resist)
neuro-electric pulse - by touch, save vs paralysis at -6, if successful saving throw then unconscious only d4+1 minutes, if unsuccessful then d4+1 hours. also applicable vs. creatures of magic and supernatural creatures

unlawful civil acts and restitution
murder death
manstealing death
rape (theft) castration or exile or bride price or marriage
theft/stealing thrice up to seven times restitution
adultery death
false witness penalty desired upon the other person (for slander or libel or gossip)
sodomy death or exile
forcible sodomy death
dishonor family exile


other acts widely unlawful in other societies which are not unlawful
carrying deadly weapon
slavery
drug possession or use


Erets mayim population pyramid


Age Approximate Ratio (Male to Female) +/- 10% from initial pop. of 10,000.
20 4:1 8000 --- 2000
200 3:1 6000 --- 2000
1200 2:1 4000 --- 2000
2400 3:2 3000 --- 2000
3600 5:2 2500 --- 2000
4800 1:1 2000 --- 2000
6000 4:5 1600 --- 2000
7200 3:5 1200 --- 2000
8400 2:5 800 --- 2000
9600 1:4 400 --- 1600
10800 1:10 ~100 --- 1000
12000 ~0 --- 400

29600 21000

Typical age at first (typically only) marriage ceremony for a man is ~500 years. Typical age for a woman at first marriage ceremony is by 20 years of age.

Rapid decline of male population due to warfare and natural causes.

This distribution leads to many marriages for the women. Almost always a near kinsman of the deceased husband will marry the widow, as there will usually be many kinsman survivors.

Energy Types
Dominant 1 2 3 4
Male 1/8 1/8 3/8 3/8
Female 1/8 5/8 1/8 1/8

Secondary nearly equally distributed


History
An ancient race created eons ago, origins are lost in legend. Erets mayim is believed to have been created by an ancient Creator or Deity soon after the Universe of the Three Galaxies was created.
The planet of Tyn’agra has been continually assaulted over the ages by demonic fiends for as yet unknown reason. And so those inhabitants of the world have thus taken the fight to the enemy and have numerous times invaded the habitations of these fiends and beaten them back, but they continue to pester these supernatural creatures. And the demon kin have actually established, at times, operating bases on Tyn’agra, with which they continue to mount assaults. Thus the Erets mayim are embroiled in a continuous war with the hordes of evil.

In the northern mountains of blizzards and ice were discovered foreign once space-born now crashed vessels, some with frozen creatures, others dead, and others abandoned. Once this discovery spread to the nearby lands space flight was vainly pursued, but soon abandoned once the atmosphere was considered impenetrable and extremely hostile. These northern mountains have been vainly pursued and attempts at exploration made, but only land parties are able to make the trek, as all methods of flight are mysteriously incapable in the midst of the mountains, and are assumed incapable once inside the region. The cold is quite bitter, inexplicably so, in that many parties have had to turn back or have never returned. Rarely do explorers venture into the northern mountains, as tales of danger and wonder spread from those who return, as they are too frightened to return to explore the mountains. This northern polar region is inaccessible by any other means but foot.
The cold is quite bitter, and any means to enter the region by any other than foot have met with failure. The most hardy explorers even have met with defeat (at most 25% health at any time, even if enter the region with full health, and all physical attributes are reduced to, at most, 25% and most significantly more, and mental attributes steadily decay away as well, and any powers or abilities function at best at 25% for the most powerful and experienced, and decay away significantly, with a linear decline of power as the initial strength level is less; all forms of site to site transportation or teleportation fail.). Even so, this region still attracts some explorers, in part due to the mystery, and its reputation of being unconquerable.
Erets mayim peoples have spread to many other dimensions and have significant holdings therein, but have remained “quiet” in the Three Galaxies. So most of the places the Cether Republic exists outside their own sector of the cosmos consist of small hidden outposts in remote locations; also many listening outposts are established in the oceans and seas of other worlds.

Demeanor
Honorable, Courtly, Knightly, Civil, Respectful, Virtuous, Wise, Pure, Diligent, Persevering, Patient, Methodical, Jovial, Disciplined, Loving, Love House and Hearth, Strategic and Operational and Tactical, Creative, Perceptive, Aggressive, Majestic, Noble. These are the predominant traits, however all are possible.

Physical Description and Anatomy
Humanoid with bluish hue to skin (though that hue is usually only present when under duress or enraged or otherwise passionately engaged, otherwise it is closer to a slight deep blue-green undertone to the light human-colored (Caucasian or Indo-European) skin), sometimes with brown or green occurring on some body parts, mostly normal human range of eye colors, normal human hair structure (though perhaps more variety in color), internal ear is covered with skin (none or little external ear), tall and muscular – athletic (built for warfare), structurally reinforced skeletal system for maximum strength and mobility and suited for amphibious use also, aquatic (gills on back torso and neck behind the ears) and air breather and photosynthetic, majestic, noble, They have a much thicker skin than humans although it still has a similar texture as human skin. Multiple internal organ redundancies exist, including an additional smaller pair of lungs, and another smaller heart which add to the differences.

Females appear human (Indo-European) except for no external ear and greater height with proportionate weight, and the range of eye colors the same as the males. Females may also (at their discretion) grow external ears (as well as alter other appropriate physical features) to appear human, and then these external ears may also be discarded.
Reproduction: Physical maturity typically by age 12-16 SA years with same variety as humans. Copulation is in the same manner and is similar to mankind. Inter-racial reproduction has never occurred (genetically impossible).

Erets mayim communicate verbally as well as psionically, though verbally is preferred, and sometimes both are combined. Little food is actually required for sustenance, since they can be partially nourished by photosynthesis, as well as supernaturally. Only about eight hours of sleep are required per 48 hour day, though they will suffer no ill effects if they have no sleep for a week.

Demographics: 600 billion citizens (~60-75% of adult male population are electoral citizens (estimated)) of the combined individual signatories.
Lifespan – 4000-6000+ TA for males, mean is ~1800 TA; 5000-7000+ TA for females, mean is ~4800 TA.

Agriculture and Cottage Industry: Most of the population is engaged in primarily agricultural activities including cottage industry (~60-75% or more) and are their own merchants. All forms of agriculture, including fish, livestock, grains, fruits and vegetables, are practiced. At least 20% of the total population are full time farmers (such that at least 80% of their labour is involved in farming), and at least 40% of the total population are part time farmers (at least 40% of their labour involved with some manner of farming).
Industry (~8-16%): Entrepreneurial farming and fishing, armaments, construction, mining, exploration, transportation, engineering, natural resources and capital goods, shipbuilding.
Commerce (~4-8%): This portion is the dedicated populous who are occupational merchants, of which the majority is interplanetary or interdimensional traders.
Other (remainder): To include full-time professional military forces, other specialists, and statesmen.
Time consumed for those with full-time occupations is at least 80% of their labor time; while part-time is considered at least 40%.
Exports: textiles and clothing, foodstuffs, handicrafts, common items and household goods, agricultural and fishery products, precious and semi-precious materials and stones (gems and jewelry), fuels and energy, medicines and herbs and spices, carpets, leather goods, culture, ceramics, furniture (esp. wooden).

Customary Clothing: Typical clothing for the Middle Ages of Earth, and many other medieval societies.
Religion – similar to ancient Jewish religion (sacrificial and ritualistic), in fact have Jewish and Hebrew scriptures.
Champion Challenge and Dueling are permitted.
Urban Population – miniscule

Solis Stellar Cluster Characteristics
The Solis star system is many tens of thousands of light-years distant from the Three Galaxies in the midst of the divide en route to the “Outer” Galaxies. It is located close (several thousand light years offset) to the northern polar axis of the central Corkscrew galaxy. Approximately twenty light years away “east” is the native star system of the Prox. To the galactic north about fifteen light years is the native system of the Tobia and Tobidia, which is a binary star system. To the galactic southwest about twelve light years is the native system of the Bohdmin and Kemnahr, which is a double planet (wherein the two planets orbit each other in orbit around the central star). Eight total planetary systems exist within a twenty light year radius (which is approximately their definition of a sector – that being a cube of the length on edge of 6 parsecs, being approximately 20 light years) from Solis, as well as perhaps a few dozen other stars or star systems. These other systems are also populated by other races who are protectorates of the various Erets mayim factions and families. These systems are heavily fortified and defended as well as numerous sub-planetary interstitial fortifications and outposts exist. This small stellar cluster is perfectly dominated by the Cether leagues.
All these systems are heavily fortified and the defenses are well enough hidden so they are not detectable to any outside activity. A combination of a dark nebula as well as a magic nebula is interspersed throughout these star systems; but this is not a typical dark nebula – mysteriously light is transmitted into the center portions of the nebula but not out from, thereby even more masking the existence of this small stellar group. Even the mass, energy signatures of the stars and their systems, and magical effects of the magic nebula are masked, so the region appears to be an essentially empty volume of intergalactic space (maybe too empty for some extremely perceptive and inquisitive creature, though that would take many years of investigation to have those suspicions, let alone discover. No stars exist for quite some distance (several thousand light years) from this group. And so there seems to be a vast expanse of empty cosmic space. …
A very high degree of magic energy exists in this region of the cosmos, nearly as much as Rifts Earth, and is especially concentrated in the Solis Star System. This energy is also masked to any outside activity. This region of space may be designated a sub-Central Nexus (for the Three Galaxies) or Central Nexus, while having at certain places a weak dimensional fabric (such as in aquatic regions, underground, and extremely weak (to enter from within the atmosphere, and thus within the impenetrable region) at the northern polar region on Tyn’agra, and may in fact act as an inter-dimensional temporal funnel to import many varied "items" from other worlds, which usually (>99%) crash and freeze in the northern polar region), at others permeable (for most other regions) and at other points a strong (for most other planets) or impenetrable dimensional fabric (for entrance and exit to Tyn’agra from orbit). In some parts of this stellar cluster a neutral energy matrix exists (such as at the northern polar region of Tyn’agra), while all other regions have a universal energy matrix. What is unknown by most is that the Solis Stellar Cluster is a rare infinite pocket dimension with weak permeability (considered Linked) to exit the dimension at its physical borders (and also to observe any happenings outside), but strong permeability (for non-natives) to enter at its physical borders, and impenetrable to observe its existence. The stellar cluster also has a few permanent rifts. Ley Line Storms are common throughout the stellar cluster. The flow of time may be different than other places in the Three Galaxies or Megaverse.
Interstellar Hyper-Space and Sub-Space Corridors also exist in this cluster, which are essentially cosmic highways which become more stable and safe (and transit time is quickened) by more frequent use. Well-known destinations of the corridors include Phase World, the Avalon System (UWW), Alfheim (UWW), as well as others within the Three Galaxies, and some to other dimensions.
The Cether leagues separately have developed and refined all known methods of quantum, temporal, gravitic, and other versions of travel and detection, and armaments. Among these is the Gravitronic Disturbance Detection System which detects distortions in the distant gravity field thereby detecting incoming vessels at a very great distance. This system is deployed throughout the Solis Stellar Cluster. Another development is the Gravitronic Scatter and Degradation System which delays incoming FTL vessels by greatly reducing their speed. The system has been outfitted to be of none effect to the vessels of the Signatories. Another development is the Inertial Field System which significantly slows movement of nearby foreign vessels. Due to the properties of the nebula, the Signatories do not typically employ conventional force fields in their space vessels, rather a special composite adamantium-neutronium alloy armor has been developed, infused with certain various-strength psi-magi-tech properties. This armor is fully capable and proven to withstand the detrimental effects of this quirky nebula.

Solis Star System Characteristics
The Solis star is very ancient, as well as its orbiting bodies. The first planet is a dead rock, as well the second. In the place of the third is an old and dark asteroid belt (asteroids of 10m – 1000km), presumably from a destroyed planet from some unknown force. The fourth is the mammoth terrestrial planet Tyn’agra, perpetual home of the Erets mayim race. The fifth is also a huge terrestrial planet with many natural satellites (The planetary geography is actually a negative of Solis IV aka Tyn’agra, so what is land on Tyn’agra is water on Solis V. How queer ... .). The sixth orbital place has a large asteroid field encompassing 30 degree elliptical to either side, and is quite treacherous for passage. The seventh and eighth are very large gas giants (or perhaps a brown dwarf) with several groups of natural satellites. The ninth is another asteroid field, but of 45 degree elliptical to either side, offset to the solar plane by about 24 degrees. The tenth and eleventh are medium-sized gas giants and the twelfth is not spoken of in public circles.

Planetary System Characteristics
Upper atmosphere is toxic and corrosive to nearly all life and materials, numerous lightning and other ionic storms (rifts storms are also rumored) make passage prohibitively impassable at best. Only a few rumored cases of passage have occurred in the eons of Erets mayim history. From an orbital vantage point the planet appears to have at best a medieval society level of development. No evidence can be seen or detected of any advanced systems of technology. In orbit are no discernible structures and no evidence of a space-faring civilization. The inhabitants of Tyn’agra have long abandoned any possibility of travel through the upper atmosphere into space, as every attempt has met with failure and much loss of life. No known case of successful penetration by any external power has occurred through the upper atmosphere; all have met with destruction resulting in incineration of the vessel or some minor debris falling to the land surface; many foreign powers have attempted to cross the bounds of the planet from above for various reasons, and all have failed miserably. Rumors of foreign vessels which have crash landed upon the planetary northern polar region are unfounded. (These vessels have actually been rifted into the northern polar region on their descent from the cosmos, and are in various states of disrepair. Dozens of millenia ago some of these ships were reverse engineered for various purposes.) The upper atmosphere actually protects the residents of Tyn’agra against harmful cosmic activity which would normally result in a much shorter lifespan, but because of the water canopy this effect is minimized, along with other internal factors. Upon the planet are also several naturally occurring ziggurats. These have been utilized to various extents. Unbeknownst to most is that some of the floating archipelago nations have and continue to penetrate the upper atmosphere of Tyn'agra, sometimes routinely, though still without explanation.
The planet of Tyn’agra has several significant natural satellites. A few of these have an atmosphere. Some asteroids also orbit the planet. Some of these asteroids have extensive internal defensive stations constructed within them, which are invisible and transparent to any outside activity.

Planetary Data: The Erets mayim were borne upon the fourth planet of the Tyn’agra System. The polar radius of the planet is approximately 100 000 km (about 1.5x Jupiter), its mass 2x10^27 kg and the acceleration of gravity is g=13.34518 m/s^2.

Some localized gravitic distortions exist wherein gravity is very much stronger or not so often much lighter. These as well as other anomalies concerning physics continue to puzzle and invite investigation. Sometimes these higher gravity regions are used for holding cells for prisoners of war, or for military training grounds. Some of the various terrain features are also hostile in some way…
Overview of Tyn’agra: The hydrosphere is mostly moist/humid and the biosphere is considered a vast cornucopia. The civilization is considered to be of a level of technology of Galactic and Megaversal Age. The economy is an agricultural cottage industry, with secondary of trade of all types. Exotic industry is also present in the form of biological sea-faring and stellar vessels, though these types of vessels are not common. The planetary population as a whole is very wealthy and is an exporter of very high quality hand-made domestic goods, as well as some foodstuffs (which are mediocre for them, but of high quality for most others) and herbs and spices, and common tools and handicrafts and jewelry. A popularly beloved and lawful civilization, the Cether Leagues are a very stable dynastic and long-standing collection of civilizations.
Naturally occurring MDC ores and materials are present upon Tyn’agra, and in fact all planetary material is of the MDC variety. This very rare case of the entire planet and its flora and fauna being composed of MDC materials (and is an entire MDC eco-system) has been considered and studied by many Erets mayim scientists with no definitive answer or origin for this. Millennium Trees also populate the landscape in various degrees of density, but no more than that of Rifts England. The magical activity of the planet Tyn’agra is one of the highest recorded by the Erets mayim in their many journeys, and much of that is in the oceans and seas.
Geography: Many archipelagos in the middle latitudes, more continental in northern latitudes, deep seas mostly in southern, but also shallow tropical seas; the northern mountain range separates much of the northern polar region from the rest of the planet and is nearly impassable. This northern polar region has many strange phenomena occur and is very unstable and somewhat feared. This region seems to accumulate and harbor many otherworldly creatures and crashed vessels (many of which are frozen through very soon after landfall). It is also viewed as the predominant waste place of the planet, and as such is not mapped very well (as it seems to be constantly changing). The remainder of the planet is fairly well mapped yet new territory seems to keep appearing and that without any of the existing lands disappearing, as if the planet is slowly expanding. But when viewed from orbit the planet always has the same geography. This new land is rumored to exist in a trans-dimensional state.
The planet has large and expansive oceans, Mediterranean type seas interspersed with island groups, archipelagos and island chains, and shallower seas in the tropics with deeper seas near the equator and the southern hemisphere. Many continents and islands exist throughout the world of Tyn’agra.

Tyn’agran Climate (Environment): The climate is mostly tropical, sub-tropical and temperate with a higher degree of humidity than Earth normal, and a small assortment of other regions. The Erets mayim tend to avoid desert regions, but the origin of this is unknown.

Gateways: Numerous gateways exist throughout the planet Tyn’agra. These are portals to other worlds, and are similar to and may be mistaken for rifts. Sometimes gatehouses are constructed around these gateways to mark the location of them and also to restrict passage, especially in the case of the gateway being known to be an entry way for demonic creatures. These are kept by gatemen, which are a very prestigious lot. A gateman is well versed in the many different aspects of the gateways and how to manipulate, interpret, and read them. A gateman is a combination of stone master and guardian. Gateways may pass the smallest of particles, man-sized creatures, or even immense vehicles, and may be located anywhere on the planet, even in the depths of the seas or in the clouds. Some gateways have fixed exit points while others have a few or more rotating exit ways, some are random, and some may be manipulated by the gatemen for a specific destination. These gateways have been used for generations and are very well mapped and explored. Sometimes new gateways appear and old ones disappear, which may appear again or may not, though most are permanent. Stone arches are sometimes built around these gateways to mark them; these seem to have a lasting effect on the gateways in that they are more stable and permanent. Routine and popularly accessible passage has been established with all of the Associated and Protected Nations, Rifts Earth in the vicinity of Scotland, Lake Victoria in Central Africa, Mediterranean Sea, Amazon Jungle, Japan, and Philippine Sea, and many others including a little known gateway in Center, some worlds in all of the notable powers of the Three Galaxies (typically sub-aquatic), and many other dimensions including all those under the hegemony of the various Cether confederations. … Passage for warfare purposes has been established with many demonic realms, and these are closely guarded and patrolled. Most of these war-gates though are only routinely used for foot traffic. Arch gateways are built on some military vessels to facilitate personnel and cargo passage. Some large arch gateways have been built in various places on and in the seas of Tyn'agra for military travel to other worlds and other military applications.

Flora and Fauna (Plants and Animals)
All Earth variants and many exotic variants exist.
Economy
The trade currency consists of fixed weights and measures, barter economy, and hard currency (gold, silver, platinum, and precious stones). Most economy is cottage industry. Most military vessel production is automated and/or robotic. Economic growth rate is typically a steady 2% per annum. The gold and silver standard exists for hard currency, and no fiat monetary system exists. Octal, Quadruple, double, unity, one-half, one-quarter, one-eighth, one-sixteenth, and one-thirty second increments are for platinum, gold, silver, and copper, as well as mixed material coins.
The Erets mayim as a whole are significantly invested (usually via proxies) in prosperous endeavors throughout the Megaverse. The people is generally very wealthy and frugal.
Each residence has an independent power system driven by the ionic energy of the atmosphere, as well as backup sources of power. Usually only military installations will have an integrated power grid of any manner.
The people produces many trade goods as well as the planet being a significant breadbasket for intergalactic and inter-dimensional economy. This means the economy is an export economy to include many domestic and homegrown goods of industry and commerce and even residential goods.

Industry – Many Extremely Advanced Weapons of warfare, precious metals, lumber, shipbuilding, ceramics, cermet, rune weaponry and armaments, crystal rune weaponry and armaments. Most military production industry is automated via robotics, while other production is a combination of hand-crafted (magically or otherwise) and via robotics. The robotic-produced equipment is mostly constructed in cosmic factories in moons or asteroids, or in remote locations planet-side, or underneath the ocean surface. Personal and domestic industry is produced locally.
Agriculture – Fishing and normal overland farming are prevalent; most nations are very self-sufficient. Excess food is exported to other nations and to the Associated and Protected Civilizations, while some is sold, via proxies, in small quantities to members of the Three Galaxies, and is in quite high demand for its exceptional nutritional and health value and taste ranging from fine to exquisite.
Commerce and Trade – Trade is quite prevalent and fish, seafood, dye, foodstuffs and perishable goods, spices, medicinal items (herbs, etc.), textiles, cotton, wool, other clothing materials, jewelry, low-quality arms and armor, and many other domestic goods are exported to and traded with other civilizations.

Culture
Patriarchal and clannish, the Erets mayim are extremely oriented around the family and the father. The men of the society in large part are dominant and externally oriented and the women are by and large domestic oriented and more submissive. Stewards of the land function as governors and representatives. These would be akin to nobility (and civil servants) but are not regarded as such, since they may be selected by the community at large. All men are regarded as equals under the law, and for the most part in social situations, and most divisions are at the economic level, though military heroes and similar are regarded well.
Most are good-natured and honourable and self-governing, though very few are downright evil, and even most of those are still somewhat honourable in a twisted way.
They value honour and wish to exercise just dominion slowly and silently (and defend their land/dominion against demonic invaders). With man-to-man combat being the preferred method of warfare, the Erets mayim highly favor archaic weapons and medieval armor with cloaks and some ceremonial robes. Though for mobility many will only wear variants of leathers for armor, and some favor archery over the sword. Most will still employ modern ranged weapons until within melee range. Functionality is emphasized over form in their dress, though the form will be nicely expressed. Women typically wear dresses and similar clothing, while men wear field work clothing.
Upon the age of twelve boys are initiated into the youth of manhood where they put away childish things (by way of certain trials placed upon them) and are now basically a formal apprentice to be a man. Upon the twentieth year this youth will undergo a transformation into a man. This will happen by the community of men calling him out into manhood and placing upon him a number of different trials to further refine him into manhood. This process may endure for as long as a year.
The Erets mayim vary the full gamut in emotions and thoughts, and are very similar to mankind in this way. However, predominantly as a civilization they are good and honourable, with over 80-90% being of good alignments. They are social creatures and value social institutions and the family in particular, and generally are amicable with others of their race and the associated civilizations, while they are cool and somewhat distant from most others in foreign relations, unless proven by trial or longevity. As a rule, marriage is for life, and only the most extreme and dire of circumstances would warrant consideration of divorce, as divorce is culturally detrimental to the family and church and state, and much involvement from other families would occur to preclude any breakup of the family. Familial relations are the highest regarded of any in their civilization.
The Erets mayim may become sorcerers and sorceresses per the Sorcerer Endowment of Cheethorne.
Due to their extremely long lifespan, the Erets mayim have a very thorough and slow outlook on life. They, as a society, generally will take a long time (compared to shorter-lived races) to make a decision. Although if needed they can make snap decisions such as for combat or other fast-paced occurrences. They are content to reconnoiter another for as long as necessary to whatever purpose they desire, although when the time is perfect they will not hesitate to act.
Periodically each citizen must return to his homeland, and remain therein for a period of one hundred years for every twenty years absent. This is accomplished as a reminder of his heritage and to rest, relax, recuperate from travels. Though centuries may pass before a citizen returns to his homeland, he must return sometime, or will grow weary and lonesome, and wither away.
Curiously those who are borne any place other than Tyn’agra or the Solis Stellar Cluster have a very short lifespan and weakened mental and physical functions/capabilities. Though this phenomenon does not significantly manifest until four generations after the birth, the effects are progressively worse for each successive generation born any place other than Tyn’agra. For this reason it is very rare to have children born elsewhere than their home world.

Architecture
Appearance of medieval; but have high technology very well integrated into buildings and well hidden. Most buildings are constructed of stone. Tower houses are common sites as they are a good compromise between military and residential uses, and nearly every house is a tower house, with the remainder of the houses being underground or very well fortified houses or manors. When in more urbanized areas then more houses are built with less of a military emphasis. Houses are usually well fortified due to the vast distances (and constant threat of demonic assault) between family dwellings as most rural families have significant land holdings in the form of farms and ranges, etc.

Government
Self-government is widely practiced. Tribes, septs, clans, feudalism, constitutional republics, federations and confederations are commonly the forms enjoined by sovereign states, including commonwealths. Most sovereign states are in some semi-permanent coalition/alliance/confederation/republic with other nations.
Civil Divisions – Hermitage, cottage, hamlet, village, town, borough, city, city-state, metropolis, state, nation, country, empire; as well as those civil divisions of nobility such as barony, county or earldom, duchy, princedom, kingdom, electorate, count-palatine, sea- and mar-grave; also tower, castle, palace, castle-tower, manor, etc. Most live in rural regions and have few close neighbours. Over 80% live in communities of village size or smaller, and even these are extremely loose territorial divisions with widely distributed residences.

The member states of the Cether leagues are largely governed by a representative Council of Stewards selected by each nation, with a lower, middle, and upper Chamber/Congress/Council, though some follow other systems of governance. Something which may be foreign to most is that while all nations are at war with the demonic tribes and realms, uniformity does not necessarily exist with each nation’s foreign policy with other nations. This means that while one nation may have diplomatic or peaceful relations with another foreign power, another nation may be at war with that same power. And this demonstrates the more confederation-like culture and government of the respective states, though the Alliance is definitely more unified, though mostly with their respective nation, though as a whole also. Yet all the nations and Associated Civilizations will protect and defend each other if attacked.
Each Cether signatory is composed of various sovereign states, cities, city-states, etc. Each of these nations fields its own military force, and differences may be ascertained in the employment, vehicles, and equipment of each of these nations. Very few truly “federal” military forces exist, with most being temporarily “drafted”/”employed” for a certain period of service.
A Council of Servant-Stewards is selected to represent the member states in foreign affairs. Local civil governments have the most influence and authority over their own jurisdiction, more so than any other civil government.

Civil Law of the Shaka’ari Alliance
The Common Law is based upon principles of restitution and redemption. In general, for violations of the civil law the punishment will be some form of restitution of varying amount, usually two to eight times the value broken, violated, stolen, etc. Also in some cases restitution may be decided by those afflicted or the patriarch of the family.
False religion is punishable by death. Witchcraft is punished by death. Concealed weaponry is not a crime, and carrying a weapon is culutrally mandatory for all adult men; if discovered without a weapon a fine usually results, or some other punishment. Men must be capable at all times of defending themselves and their families against any onslaught. Manslaughter is punished by exile. Murder is punished by death. Man-stealing is punished by death. Slavery is not a crime and is sometimes practiced, particularly in the case of captives from war, or those who cannot pay a debt. Polygamy and concubinage are not crimes, though they are rare. Rape is punished by whatever the patriarch decides; it is his discretion. Common punishments for rape include any or all of the following: paying the bride price for the virgin, taking her for a wife, death of perpetrator, castration of perpetrator, gift of perpetrator’s daughter, or some other payment. Adultery is punished by death.
Married men may not be permitted to serve in front-line, active duty military units. This is to them to “cheer up” their wives and minimize the possibility of leaving a widow. This is also to encourage the family patriarchal leadership and cohesiveness of the family.
The civil government does not have power to construct any roadways, and therefore all roads are built and maintained privately.

Foreign Relations
The general attitude toward other civilizations is most nearly that of dis-interested grandparents toward children: most other younger civilizations are viewed with curiosity and amusement, and are not really considered to affect the Cether. The Erets mayim sometimes view themselves as caretakers of some of the younger civilizations, but only those which they perceive as significant. Erets mayim are more suited for cosmic and trans-dimensional campaigns of high power, or as minor occurrences fighting against the demonic or supernatural evil. They will rarely be intimately involved with other “younger” civilizations’ affairs, though components of the Protectorate Civilizations may. Sometimes one or two Erets mayim will scout or adventure through various locales and may be found nearly anywhere. Much more often members of the Protectorate Civilizations will be encountered, though most likely they will not reveal themselves as such.
Ambassadors (read spies) are present in most other major civilizations, though these are from various Cether nations, or sometimes from the Protected Civilizations (as proxies). However, no Protected Civilization has any legal right to engage in any external affairs of any manner.
CCW: no official relations, small scale proxy trade only
TGE: no official relations
UWW: no official relations, small scale trade only
FWC: no official relations, small scale proxy trade only
RSE: no official relations, small scale proxy trade only
Phase World/Prometheans: Amicable relations, also have moderate trade relations. The Prometheans are regarded as somewhat distant cousins. A small “diplomatic” outpost station has been established at Center. Also, but very little known, is that gateways connect to the expanses of Phase World proper.
Demonic Realms: relentless warfare
Cosmo-Knights: These knights fight a similar battle as the Erets mayim.
Splugorth: small scale trade with some intermittent wars with various factions
Naruni: war (though mostly a cold war of sorts)
Thraxus: wary
Dartrok: unknown
“Intruders”: unknown
Prides of Shing: Various members of some prides have approached different signatories for friendship, aid or protection. Some signatories are considering the options, and are leaning toward protection and are even willing to let the Shing still fight on behalf of the Prides, and are working out a modified tribute tax system, as the Prides of Shing have little discernible trade.
Ancient Powers: Lines of communication exist.
Paradise Federation: small scale proxy trade only
Rifts Earth: various listening posts and some small scale proxy trade
Others: various listening posts

The Protectorates: All of these protectorates were initially and remain willingly in mutual compact with their protector. Most of the protectorates petitioned one of the its protector for military defense against some external threat, and thus a mutually beneficial relationship ensued. Each protectorate still maintains all internal affairs of state, including internal police power, while the Protector governs external affairs and external military defense. Therefore, only Erets mayim are permitted to serve in the military of the Protectors, and the Protectorates pay a tribute tax to ensure their external defense by each its own Protector.

Herein these pages are collected the writings of the most reliable records of an extremely ancient and storied people, the Erets mayim, who formed the Cether Leagues.
Master Librarian of the Promethean Records, year 10001 TE.

“Because you are an old friend, and a fellow historian of your people, and our peoples have borne so much together, I shall relate to you a brief history of my people.

Historian and Chronicler Roln Tarn of the Royal House of Laria’rathi, to Grark, Promethean 2nd stage


"I have not known such an honorable and disciplined people, down to the man, even greater than the upstart Wolfen Quatoria. Yet, this honor is their own, not beholden to any other's notions of honor. And their wrath, ah their wrath, though quite rare to behold, can no water quench." - Promethean adventurer, year 214 TE.

"We, the Prometheans, are referred to as 'old friends' only very rarely, though more often are called 'young cousins' even though we still have no idea of our relation." - Promethean historian, year 5149 TE.

"The men of Erets mayim do not call the Three Galaxies home, yet they seem to be very knowledgeable of our cosmography. They do not bother themselves conversing with any of the younger peoples, though I suspect their agents do." - Promethean diplomat, year 9836 TE.

"We have no record of any war fought by the Erets mayim. All of the expeditionary forces sent have not returned. We have no explanation." - unknown

"Whom? I have never heard of him." Commander-in-Chief, CAF, year 9845 TE.

"I have never seen a female of this race; I do not even know if any exist." - Promethean friend, year 8094 TE.

"Those warriors fought valiantly against the demon spawn that invaded Center, and seemed to be quite familiar with that wretched enemy." - Anonymous.

"A long while ago I was traveling as a crewman aboard a runner. We were trailing a mysterious vessel. It appeared to be an old wooden sailing ship with men on deck, with no spacesuits, as if they were sailing the ocean blue. Two (which we know now to be Dartrok) destroyers appeared out of FTL to attack this lone vessel. Cannon seemingly appeared from nowhere in the hull. The battle could not have been long before one of these destroyers was now dead in space and the other was promptly boarded by these men. Pairs of men leapt toward the enemy vessels, avoiding all incoming fire, then cut through the hull, with swords, I tell you, with swords! A few minutes later one of those mysterious Dartrok emerged from the dead hull and was escorted aboard the wooden ship. Some plundering followed. About an hour later one shot was fired at us but missed. We took that as a warning shot and high tailed it out of there without looking back." - Promethean naval officer, year 2097 TE.

"That consulate has been in Center longer than I have." - Thraxus

"No Trespassing. No Loitering. No Soliciting. No Visitors." - posted sign at an anonymous consulate in Center.

In some cultures the eldest daughter inherits the property of the family (i.e. mother) which is then perpetual throughout her eldest daughter’s lineage; her husband being steward of her property and house during his marriage. In these cultures, the husband is not permitted to have more than one wife or any concubine; he is lawfully limited to monogamy.

Wherein other cultures of male property rights, then multiple wives or concubines is permitted, so long as he does not diminish the right of the additional wife or concubine, in any of her marital duties. Each wife and her children normally have a wing of the house for their own.
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