Post by Sonus, Rakkus and Verra on Oct 10, 2014 4:28:50 GMT
Biology
The gryphonic race are a bipedal species standing between 150 and 220 cm in height. They have sharp features and large triangular ears with tufts at the end of each. Their eyes are a single colour with a black vertically slit pupil in each. Their faces end in yellow beaks that are black tipped. Their torsos are feathered till their waist where the feathers shrink and a rich fur starts. Each arm ends in a yellow scaled hand with three fingers and an opposable thumb. Each finger has a sharp black talon. On their backs are two large wings that often span 1.5 times their height. Gryphons are fully flight capable. They have long black tails that end in a tuft and their legs are ended in large digitrade paws that are four toed ending in retractable claws. The gryphons can come in a wide range of colours naturally though as age progresses all eventually change to a stark white.
Female gryphons tend to be slightly smaller than most males and have smaller ears and eyes than the males. During the mating seasons male gryphon plumage will thicken up and natural patterns will become more accented. Gryphons mate for life and have litters of gryphlets in sets of 2 to 5. They live with their families till they reach maturity at 10. From 10 on they are dedicated to their career choice or path as dictated by the Triarchs.
Society
From birth a gryphon will be pushed into a certain path. Many careers are selected by the parents and the occasional genetic changes are used to push a gryphon to the path required. Gryphons live with their parents till they reach the age of 10. At 10 they are moved into the apprentice dormitories for their guild of choice. They will work as apprentices learning their trade till they are 16. Then 2 years are spent learning cross craft to ensure they have a rounded skill set. At 18 they are given their first posts and will work them till they are white. When reaching this age a gryphon can choose to continue to work in an advisory capacity of his field, to provide his expert advice, or else move to one of many reward islands and live out the remainder of their lives there.
Life for a gryphon is fairly carefree. From birth till death they are cared for and provided for by the Triarchy. Everything from food to entertainment is provided with no sense of currency used. When some form of trade is required, the Guild of Transfer is consulted and the deal made by their experts. If a gryphon wants something not already provided to them, the Guild of Transfer will assess what extra duties will allow for the extra item. Everyone lives in the same quarters except for those at the top of the Triarchy. From the youngest apprentice to the most skilled guild leader everyone’s quarters are the same for their family status. This has kept many from developing greed or jealousy over the possessions of another.
There are many guilds that make up the daily lives of the gryphon race however there are a few that are the most important and attended of them. The Guild of Transfer handles the adjustment of life’s work to the rewards that are provided due to them. There is no currency in use on the planet and those that have suggested such a thing are often ignored as they are needlessly complicating something that is easily solved with a little mathematics and some extra work. The Guild of Knowledge has two main branches, the Branch of Light which studies the truths of the world, and the Branch of the Dark which is dedicated to the development of new fictions and entertainments. The Guild of Strength dedicates a gryphon to the life of a warrior and provides the planet’s military and police. Every city has a Guild that is dedicated to the running of that city at every level. These guilds also run the surrounding lands and are what provides food and builds new places for living and work. There are many smaller guilds that serve other purposes and many of them claim some connection to larger guilds.
Due to the lack of long history of the gryphon race, a large portion of their entertainment is wrapped up in storytelling and the invention of new adventures. The attendance of produced films and plays are always in the thousands and the same are projected to many homes. The imagination of the gryphonic race has always been growing and more and more stories are told every day. The Guild of Knowledge ensures that at the very least one new part of a story is changed into play or show for the people to enjoy.
The gryphon people have embraced dying of fur and feathers as a method of expression. Often new trends are set when a great hero is shown in a new story or play using some colour pattern or style of jewelry. These trends keep the painters of feathers and the creators of such jewelry in constant work as they work to provide for the ever changing mood of their people.
The governing group is split into three ruling guilds. The Knowers of the Way make all choices of where their race is headed. New projects are approved by them and they are consulted whenever a new path for research is discovered. The Vox lead the military actions of the Triarchy and make sure that there are none who break away from their way of life. The Eldest keep all history of the gryphon people and act as advisors to the other two leading guilds. Each guild leader acts as a leader to the gryphons. Each one is titled as a Triarch and are the world leaders for the entire Triarchy.
A gryphon can only work for the Triarchy if they are born white. A white gryphon is said to hold the blood of the first three and the knowledge and wisdom of the oldest gryphons. White gryphons are selected for service as soon as they are born. The parents are considered to be honored by the first and allowed to bring up their gryphlet in the service of the Triarchs. Once the gryphlet reaches 10 the parents are returned to their old quarters and return to regular work. Those honored by the first are not given extra treatment beyond this, though they become social icons in many towns and are often brought to many parties and plays simply to have them there. The white gryphons will recolor themselves to match their guild. The Vox are painted black in honor of the first who looked up at the sky and wondered not what the stars held but instead feared what could be hiding in the black between. It is said the black lets them be closer to the dark and better understand the influences of it on their people. The Knowers are painted in a vibrant golden colour. Their colour honors the first who looked over their new home and needed to know all it could hold. It is said that the first stone he found was golden in colour and he wore it from then on as a sign of the never ending quest for knowledge. The eldest is painted in a light grey. This honors the eldest of the first who kept his two brethren working together towards the betterment of their people. The head of each guild, the three Triarchs, are the only ones who wear no paint. Their white feathers and fur bare to all show their knowledge and expertise given to them to lead their people.
History
The extended history of the gryphon people has been lost to time. The first recorded event speaks of three brothers that abandoned an empire fraught with war and doom to find some far distant planet. They stole vital technology and took one last ship and ascended to the stars. They were deposited on Great Roost and settled down. The three of them took great care to stamp out any hint of their old life, knowing that even their culture would lead to a repeat of the wars that lead them to escape. Once on their new home, they sent the ship back to the sky and made sure it would never return. Left with no technology from home and no records of their peoples, the three began to build a new life.
They founded the first three guilds and began the creation of a new ideal life for their people. They controlled everything closely yet were caring and listened to their people every step of the way. People quickly forgot about their previous lives and those who refused to adjust were exiled. At first the three tried to stomp out any mention of their old home, but soon changed the way they worked it and turned them into stories. The stories soon were believed to be as untrue as any that were told by the eldest gryphon.
Once the guilds were founded each brother ran one working towards the development of their people. When they passed on the new guild leaders were selected by the whole guild, with each other guild being allowed to nominate a candidate that they felt was best for the job. This has kept on even as new guilds are established and the election of a Triarch now can take days. As the people grew and populated the planet they found many looked up to the stars and wondered if they would ever return to them.
500 years after the first landing the exiled returned and demanded to be given their due as part of the people of the planet. The three refused them and told them that they could rejoin however no accommodations would be made for them. The exiled took offence to this and took by force three colonies over the next few days. This act of violence of gryphon on gryphon horrified the three. The reaction was swift and brutal. The exiled were outnumbered and quickly rounded up. The three gave them a choice, they could rejoin the people and would be watched closely for some years, or they could be removed from this realm to be judged by the first. Many were executed that day and the story of the fall of the exiled is a story still taught as a warning to gryphlets that to harm another gryphon is to invite the destruction of their own people. Since then any who speak too loudly of breaking the natural order often just vanish in the night. People know that when this happens the first have taken them to another realm to teach them of their wrongs.
Two Triarchs have been sitting for some time in their seats. Sonus, the Triarch chosen by the Vox, has only been in his position for one turn, a full run of each season. Rakkus of the Eldest has been in his position for the second longest. His advice has been well received not only by the three but the people as well. Verra of the Knowers has been in power the longest. He has been aggressive in his recent passion to get to the stars. With the help of Rakkus and Sonus he plans to get to space the soonest he can.
Today, 1050 years after the first landing, many believe that coming from the stars was a story told by the first to keep the imagination of their people going. Now the Guild of Knowledge has completed their first designs that are capable of creating the landmasses that they live upon on other planets will allow them to settle new worlds. The gryphons have been flying into space for some years but the ability to colonize will take them all that much farther. Talk of colonizing other planets has the people buzzing and plays of mosnters from the dark are intensely popular. The current Triarchs plan to return to the sky above from where they came to know everything they can and to see just how dangerous the light and dark of the stars can be.
The gryphonic race are a bipedal species standing between 150 and 220 cm in height. They have sharp features and large triangular ears with tufts at the end of each. Their eyes are a single colour with a black vertically slit pupil in each. Their faces end in yellow beaks that are black tipped. Their torsos are feathered till their waist where the feathers shrink and a rich fur starts. Each arm ends in a yellow scaled hand with three fingers and an opposable thumb. Each finger has a sharp black talon. On their backs are two large wings that often span 1.5 times their height. Gryphons are fully flight capable. They have long black tails that end in a tuft and their legs are ended in large digitrade paws that are four toed ending in retractable claws. The gryphons can come in a wide range of colours naturally though as age progresses all eventually change to a stark white.
Female gryphons tend to be slightly smaller than most males and have smaller ears and eyes than the males. During the mating seasons male gryphon plumage will thicken up and natural patterns will become more accented. Gryphons mate for life and have litters of gryphlets in sets of 2 to 5. They live with their families till they reach maturity at 10. From 10 on they are dedicated to their career choice or path as dictated by the Triarchs.
Society
From birth a gryphon will be pushed into a certain path. Many careers are selected by the parents and the occasional genetic changes are used to push a gryphon to the path required. Gryphons live with their parents till they reach the age of 10. At 10 they are moved into the apprentice dormitories for their guild of choice. They will work as apprentices learning their trade till they are 16. Then 2 years are spent learning cross craft to ensure they have a rounded skill set. At 18 they are given their first posts and will work them till they are white. When reaching this age a gryphon can choose to continue to work in an advisory capacity of his field, to provide his expert advice, or else move to one of many reward islands and live out the remainder of their lives there.
Life for a gryphon is fairly carefree. From birth till death they are cared for and provided for by the Triarchy. Everything from food to entertainment is provided with no sense of currency used. When some form of trade is required, the Guild of Transfer is consulted and the deal made by their experts. If a gryphon wants something not already provided to them, the Guild of Transfer will assess what extra duties will allow for the extra item. Everyone lives in the same quarters except for those at the top of the Triarchy. From the youngest apprentice to the most skilled guild leader everyone’s quarters are the same for their family status. This has kept many from developing greed or jealousy over the possessions of another.
There are many guilds that make up the daily lives of the gryphon race however there are a few that are the most important and attended of them. The Guild of Transfer handles the adjustment of life’s work to the rewards that are provided due to them. There is no currency in use on the planet and those that have suggested such a thing are often ignored as they are needlessly complicating something that is easily solved with a little mathematics and some extra work. The Guild of Knowledge has two main branches, the Branch of Light which studies the truths of the world, and the Branch of the Dark which is dedicated to the development of new fictions and entertainments. The Guild of Strength dedicates a gryphon to the life of a warrior and provides the planet’s military and police. Every city has a Guild that is dedicated to the running of that city at every level. These guilds also run the surrounding lands and are what provides food and builds new places for living and work. There are many smaller guilds that serve other purposes and many of them claim some connection to larger guilds.
Due to the lack of long history of the gryphon race, a large portion of their entertainment is wrapped up in storytelling and the invention of new adventures. The attendance of produced films and plays are always in the thousands and the same are projected to many homes. The imagination of the gryphonic race has always been growing and more and more stories are told every day. The Guild of Knowledge ensures that at the very least one new part of a story is changed into play or show for the people to enjoy.
The gryphon people have embraced dying of fur and feathers as a method of expression. Often new trends are set when a great hero is shown in a new story or play using some colour pattern or style of jewelry. These trends keep the painters of feathers and the creators of such jewelry in constant work as they work to provide for the ever changing mood of their people.
The governing group is split into three ruling guilds. The Knowers of the Way make all choices of where their race is headed. New projects are approved by them and they are consulted whenever a new path for research is discovered. The Vox lead the military actions of the Triarchy and make sure that there are none who break away from their way of life. The Eldest keep all history of the gryphon people and act as advisors to the other two leading guilds. Each guild leader acts as a leader to the gryphons. Each one is titled as a Triarch and are the world leaders for the entire Triarchy.
A gryphon can only work for the Triarchy if they are born white. A white gryphon is said to hold the blood of the first three and the knowledge and wisdom of the oldest gryphons. White gryphons are selected for service as soon as they are born. The parents are considered to be honored by the first and allowed to bring up their gryphlet in the service of the Triarchs. Once the gryphlet reaches 10 the parents are returned to their old quarters and return to regular work. Those honored by the first are not given extra treatment beyond this, though they become social icons in many towns and are often brought to many parties and plays simply to have them there. The white gryphons will recolor themselves to match their guild. The Vox are painted black in honor of the first who looked up at the sky and wondered not what the stars held but instead feared what could be hiding in the black between. It is said the black lets them be closer to the dark and better understand the influences of it on their people. The Knowers are painted in a vibrant golden colour. Their colour honors the first who looked over their new home and needed to know all it could hold. It is said that the first stone he found was golden in colour and he wore it from then on as a sign of the never ending quest for knowledge. The eldest is painted in a light grey. This honors the eldest of the first who kept his two brethren working together towards the betterment of their people. The head of each guild, the three Triarchs, are the only ones who wear no paint. Their white feathers and fur bare to all show their knowledge and expertise given to them to lead their people.
History
The extended history of the gryphon people has been lost to time. The first recorded event speaks of three brothers that abandoned an empire fraught with war and doom to find some far distant planet. They stole vital technology and took one last ship and ascended to the stars. They were deposited on Great Roost and settled down. The three of them took great care to stamp out any hint of their old life, knowing that even their culture would lead to a repeat of the wars that lead them to escape. Once on their new home, they sent the ship back to the sky and made sure it would never return. Left with no technology from home and no records of their peoples, the three began to build a new life.
They founded the first three guilds and began the creation of a new ideal life for their people. They controlled everything closely yet were caring and listened to their people every step of the way. People quickly forgot about their previous lives and those who refused to adjust were exiled. At first the three tried to stomp out any mention of their old home, but soon changed the way they worked it and turned them into stories. The stories soon were believed to be as untrue as any that were told by the eldest gryphon.
Once the guilds were founded each brother ran one working towards the development of their people. When they passed on the new guild leaders were selected by the whole guild, with each other guild being allowed to nominate a candidate that they felt was best for the job. This has kept on even as new guilds are established and the election of a Triarch now can take days. As the people grew and populated the planet they found many looked up to the stars and wondered if they would ever return to them.
500 years after the first landing the exiled returned and demanded to be given their due as part of the people of the planet. The three refused them and told them that they could rejoin however no accommodations would be made for them. The exiled took offence to this and took by force three colonies over the next few days. This act of violence of gryphon on gryphon horrified the three. The reaction was swift and brutal. The exiled were outnumbered and quickly rounded up. The three gave them a choice, they could rejoin the people and would be watched closely for some years, or they could be removed from this realm to be judged by the first. Many were executed that day and the story of the fall of the exiled is a story still taught as a warning to gryphlets that to harm another gryphon is to invite the destruction of their own people. Since then any who speak too loudly of breaking the natural order often just vanish in the night. People know that when this happens the first have taken them to another realm to teach them of their wrongs.
Two Triarchs have been sitting for some time in their seats. Sonus, the Triarch chosen by the Vox, has only been in his position for one turn, a full run of each season. Rakkus of the Eldest has been in his position for the second longest. His advice has been well received not only by the three but the people as well. Verra of the Knowers has been in power the longest. He has been aggressive in his recent passion to get to the stars. With the help of Rakkus and Sonus he plans to get to space the soonest he can.
Today, 1050 years after the first landing, many believe that coming from the stars was a story told by the first to keep the imagination of their people going. Now the Guild of Knowledge has completed their first designs that are capable of creating the landmasses that they live upon on other planets will allow them to settle new worlds. The gryphons have been flying into space for some years but the ability to colonize will take them all that much farther. Talk of colonizing other planets has the people buzzing and plays of mosnters from the dark are intensely popular. The current Triarchs plan to return to the sky above from where they came to know everything they can and to see just how dangerous the light and dark of the stars can be.