Table of Contents
Arrallin Species Profile
had 2 billion Arallakeeni at Contact.
Arrallins left by the end of the Unwilling War: 50 million
These were split between 4,000 hives the size of San Francisco (Proper).
Each hive has 50-100 breeding pairs, which produce approximately 100 kits
per year. There is generally one or two breeding pairs per province in
a Hive, but there are sometimes as many as 5 in a single province.
Approximately 250,000 Arallakeeni are produced by each hive each generation
Alpha: 100 years
Beta (Keeni): 80 years
Life span on Earth
Alpha: 75 years
Beta: 35 years
Diminutive Terms used for Arrallins and Arrallakeeni on Earth:
Lupines, Felines, Fuzzies, Furries, Keeni (for only the non-alphas)
Height: 6'5" approximately (Both males and females)
Canine in appearance, along the lines of a wolf. Two eyes, two pointed
ears, with large lobes connecting down the sides of the head, one nose
set on the end of a long muzzle. Generally walk on all fours, but do have
a two-legged gait, and a five-legged gait that uses the tail. Tail is
They have opposable thumbs on both forepaws, and four toes that curl under
(pads on knuckles.) Each finger or toe has a long claw (non retractable.)
Alphas always have some kind of striking stripe pattern (black, dark gray
or brown), a thick mane and a very long bushy tail that ends in a tuft.
Their undercoat can range from dark charcoal gray to white, with all colors
of tan, orange, brown, rust, or tawny
golden. The stripes can vary in width from 5" to as thin as 1/4",
giving some Alphas the appearance of being dark with light stripes. The
mane may be a separate color from the coat, but the stripes are constant
throughout the coat.
Eyes: Golden yellow or golden-green (Alphas only.)
Each Alpha has eight functioning mammary glands (both males and females.)
Apart from that, males are males, and females are females. These glands
do not store fat, like human breasts, so they generally lay flat under
the coat unless the Alpha is raising kits at the time. Male Alphas carry
fat stores on their backs for milk production. Females tend to have it
more evenly distributed.
Females can produce 20-30 kits per litter three times a year.
Pairs mate for life, until the death of one member of the pair. They can
Arallakeeni (Non breeding Arrallins)
Average Height: 5'3"
Canine in appearance, along the lines of a wolf. Two eyes, two ears,
one nose set on the end of a long muzzle. With Keeni, the muzzle can also
be short. Generally walk on
all fours, but do have a two legged gait, and a five legged gait that
uses the tail.
They have opposable thumbs on both forepaws, and four toes that curl
under (pads on knuckles.) Each finger or toe has a long claw (non retractable.)
Arallakeeni have a wide variation in coats. They can have stripes,
splotches, calico patterns, flea-bitten speckles, dapples, and any combination
of these. Aggressive betas tend to have more striping than less aggressive
ones, but this is not a rule.
Unlike alphas, Arallakeeni have even coats - no manes, and usually thinly
coated tails (no tufts). One type of northern Arrallakeeni have long foxlike
tails, but they don't have tail tufts at the end. Their undercoat can
range from dark charcoal gray to white, with all colors of tan, orange,
brown, rust, or tawny golden.
Eyes: Black, Brown, Tan, Blue, Blue Green, Dark Green, Gray, Violet,
Hazel, Orange. Never yellow, golden or gold-green.
Arallakeeni do not breed, but do parent young. Each has 2 functioning
mammary glands which react to the presence of a kit and an Alpha. A kit
is usually given to a single Arallakeeni or set of parenting Arrallakeeni
a week or so after birth in an Introduction ceremony.
Arrallin Definitions and Terms
Alphas - The dominant breeding pairs of Arrallins are referred
to on Earth as Alphas. Arrallakeeni (non breeding Arrallins) are referred
to as Betas.
Arralla [click to hear it pronounced]- The homeworld of the Arrallin species, found by Earth
early in it's Gate Program.
Arrallakeeni [click to hear it pronounced]- The Beta members of the Arrallin species refer to
themselves as Arrallakeeni. Keeni is a diminutive affectionate term.
Arrallins - Both Alpha and Beta members of the Arrallin species
are referred to as Arrallins by humans, however the term Arrallin is only
used to refer to Alphas in Arrallin society.
Furries, Fuzzies, Lupines - Derogatory term for Arrallins.
Ir'est [click to hear it pronounced]- First Mate in Arrallin naval terms
Ir'mora [click to hear it pronounced]- Chief engineer in Arrallin naval terms
Schnu [click to hear it pronounced]- Arrallin expression, equivalent to ‘Heh’ or ‘Yeah’. (It’s
more of a snort than a word)
Introduction Ceremony - This is a special day when Arrallin Alphas
transfer kits (baby Arrallins/Arrallakeeni) to their new parents. It usually
occurs when the kits are between 4 weeks and 8 weeks old. It's the equivalent
of when wolves open their dens to let the pups out to play with the rest
of the pack for the first time.
The families with new kits remain at the royal complex for another month
or so, and usually stay a month or two before the introduction ceremony
too, to receive enough of the pheremone to begin lactating. They are allowed
to help with the den cleaning and babysitting duties under the watchful
control of the court Keeni before the introduction ceremony. This also
gives the Arrallins a chance to see how the parents are with the kits
before they make the assignments and decide which kit goes with whom.
The kits are too young to be aware or have any kind of a parental preference,
and like humans, the Keeni parents-to-be are almost always so happy to
be adopting that they don't have a preference for kits either.
The Arrallins have spent the last 6 weeks to 2 months cooped up in the
den room of the Hive building. (This room is usually in the basement,
but can vary depending on the location of the hive. If it was in a swampy
area prone to flooding, it might be the highest room in the building..it's
always in the safest place -- the heart of the hive complex.)
The day before the ceremony, the great hall or meeting place of the royal
complex is scrubbed down and festooned as you might imagine with banners
of all the Arrallin and Arrallakeeni families' coats of arms, flowers,
table cloths and runners, etc. The kits are washed up and wrapped in receiving
blankets,and the Arrallins also get much needed relaxing baths, as do
all the court. The Arrallins dress in their court finery (chains of state,
carrying traditional symbols of hive leadership - carved staves, etc.).
Alpha kits remain with the Arrallin royals to be trained to one day run
a Hive of their own. Their receiving blanket is red, to set them apart
from the other kits, who are usually swaddled in white or light pastel
The Arrallins process to the dias at the end of the hall, followed by
two rows of courtiers carrying one kit each. If there is an Alpha kit,
the female Arrallin carries him/her. Some speeches are made, and one by
one, each family is called up to receive their new child. The name of
the child (chosen by the Keeni parents) is announced by the Arrallins,
and the kit is transferred to them.
After the introductions are made, the hive parties long into the night.
The kits are snuggled away in cribs in the evening, and the parents may
choose to stay with them, or go back to the festivities, leaving the kit
under the watchful eye of a babysitter (usually another member of their
immediate family). More rambunctious kits with daring parents are sometimes
kept in front-carry pouches carried by their new parents if things aren't
Arrallin Gestation and Misc Baby Info
Gestation is about 4 Earth months long - usually between 100 and 130
days. (If food is good, the litter will come sooner.) Arrallin Alphas
can have anywhere from 1 to 30 kits. If it's the Alpha female's first
litter, she'll probably have a small one. Probably between 8-18 kits,
but once she gets 'up to speed', she'll regularly produce between 20-30
kits 3 times a year.
Child Care is tough when there aren't alot of Keeni in her royal court,
because they are interim wet-nurses. Basically, the alphas have 8 nipples
each, and can easy nurse 16 kits. They can even handle as much as 20-25
themselves as a pair (but they won't be happy...) Keeni have 2 nipples
each, and immediately produce milk with the birth of the kits (since they're
in closest contact iwth the Alphas). These Court Keeni generally don't
adopt the kits permanently, but act as food source backup for the exhausted
Alphas. A court usually consists of 5-12 Keeni who act as royal advisors
as well as wet-nurse-aides to the Alphas.
Then, after eight or so weeks (depends on hive), individuals or mated
pairs of Keeni who have been living in the Royal Chambers for the last
few weeks to start milk production, adopt the kits and take them to their
own houses as their permanent children.
Child Care for Arrallins is interesting. The young are born with spotted
coats and downy fur, with eyes closed and deaf, and without teeth. It
takes a month and half usually for all the kits' eyes to open and for
them to develop hearing. Another five or so months for teeth to appear.
I based the Arrallins a bit on cats -- who have an interesting 'replacement'
for diapers. Cats actually have to lick their babies to stimulate them
to go to the bathroom, and then eat the results. However, I think this
is a bit too gross -- dealing with dirty diapers every day has made me
rethink using this with Arrallins...I wouldn't want to roleplay that on
a game. ;) So, instead, they do still have to stimulate the babies to
get them to go, but have diapers for them, or some kind of receptacle
for the waste. This is much easier than human babies, because you can
always know when the baby's going to go, because you cause it. If an Arrallin
parent waits to long to help the little guy go, though...It's explosively
bad (and leads to a very fussy, and messy, kit!) Arrallins and Keeni place
the kits in a special tub and stimulate them to go to the bathroom with
washclothes- probably 8-12 times a day for the first month, and then 6
times a day after that until about the age of 4-5 months (when they're
mobile, and can 'use the litterbox' :) )
Kits are mobile by about 4-5 months (crawling on all 4s, or using a 5
legged gait involving the tail). They're like puppies - trying to eat
everything. This is when the adults can start them on solid food. After
2-3 months of nursing and eating solids, the kits can generally wean (around
7-8 months old earth time). They don't try their two legged gait until
they're around a year old, but they will be very handy (and mouthy) early
on, experimenting with gripping and manipulating objects, just like a
human baby, but faster developing. The tail is prehensile, too, so they
may start to try to climb or hang on it, or pick things up with it.
Dimar Species Profile
Dimar are divided into two main species
groups: warbreed and peacebreed.
known Dimar are hexpedal (six-limbed), with two forelegs, two wings, and
two hindlegs. The main body of a dimar is very much like that of a dog
or cat, with long forelegs, ending in graceful six-toed paws (four central
fingers, and a thumb to either side.) The hind legs are well muscled,
like a cat's, for leaping, and also have six toes: four central toes for
propulsion, and two thumbtoes for hanging from vertical surfaces or branches.
All Dimar have a long graceful tail, and almost all dimar tails end in
a tail-blade or spade of some kind. All dimar have fur, even if it's only
a few tufts in the ears. All dimar have long necks, very much like that
of a heron or a python.
In both subspecies, the Dimar face consists of a long camel-like or reptilian
snout with large eyes. These eyes are overshadowed by expressive, pliable
muscular brows which provide shade, protection and expression for the
Dimar. Extending from the rear of each brow are two horns. Horn configurations
can vary widely from Dimar to Dimar, but the textures generally found
are: striated (like tree-bark), smooth (like metal), spiral-texture (like
a seashell or unicorn/narwhal horn), ridged, or bumpy. Below the horns
are two fairly long ears, equine in shape. However, unlike horse ears,
they do not stand upright, but tend to lay along the skull and neck of
the dimar for aerodynamics. A dimar can flip his ears forward and up like
a horse to get a better sound picture of an area, but most of the time
this isn't necessary.
Dimar are hot-blooded animals. They regulate their own body temperature
internally and do not require prolonged periods of exposure to heat or
cold to moderate their internal processes. However, most members of the
species do enjoy a long snooze in the sun, or a cool dip in a pool on
a hot day.
Dimar are omnivors, eating pretty much all animals native to Dimar
(and a few that came from Earth) as well as many plants. Due to years
of wars and genetic tinkering, they are impervious to most food-borne
illnesses native to the planet. A large two-lobed liver provides a strong
filter for poisons in the foods they eat as well. Despite the amazing
ability to digest just about anything safely, dimar are picky eaters,
and have a tendency to be quite gourmet in their tastes. Just because
they can eat something doesn't mean they like it.
They don't cook quite as much as humans do, but they do like to marinade
their foods with various herbs and flavors to add variety. Warbreed dimar
are particularly fond of hunting, as it improves their war skills. Peacebreeds
tend to slaughter their herds in an organized fashion to maximize the
preservation of the freshness of the meat over time.
They do use cups for drinking, and plates or large round trough-pedestals
for serving food. They also have knives and other utensils for serving
food. However, these aren't always used - there is no taboo on Dimar for
using your hands or your mouth to eat directly. An individual is allowed
to use whatever works best for them, providing it doesn't inconvenience
other diners. For instance, it would be bad form for a dimar to bring
a live morrak into a room and slaughter it on the table, as it would make
a mess, noise and disturb other diners.
All Dimar lay eggs. The usual clutch is 1 to 2 eggs. About 20% of
fertile layings result in only 1 egg being produced, or the second egg
not being viable. Many couples forgo mating in order to provide infertile
eggs for the production of lita sacks used to carry Water to defend the
barryd against fires.
All Dimar mate in a way very similar to mammals or birds on Earth. Courtship
and pre-coital activity is long and complex, consiting of dances to impress
a mate, and other dances and caresses to cement the bond. Dimar do not
mate for life, and different partners in different breeding seasons is
common. However, there are those pairs that are monogamous as well. A
few warbreed families mate in flight, but most mate in the privacy of
their homes or in other safe spaces. Dimar are as varied and versatile
in their mating habits as humans. If it works, they'll use it.
All male Dimar have the usual penis and testicles of male animals
common to Earth. However, unlike Earth animals, Dimar do not urinate through
this system. It is completely separate from the urinary tract, which actually
empties into a cloaca pouch along with feces, to be discharged as a watery
mass. The male sex organs are located in front of the tail vent (or anus/cloaca),
in between the rear legs. Both male and female dimar do not use urine
to mark territory. Instead, the rub the sides of their faces or special
glands on their eblows and heels on surfaces to mark them with scent.
All female Dimar lay eggs via a duct under the tail in front of the
tail vent. This mating tract is completely separate from both the urinary
and anal tracts, and is tightly sealed closed by muscles to keep it free
of any bacteria. The female must exert quite a bit of force to open the
tract to accept a male, and must be conscious to do so. She also must
be conscious and work hard to lay her eggs when they're ready for transfer
to a nest or pouch. It is as difficult as human labor in some respects.
Although mammalian in many respects, Dimar do not lactate.
Eggs and Incubation
During times of peace, these eggs are usually incubated in an artificially
warmed nest within the Barryd home of the dimar for a period of five months.
In the case of warbreed dimar and peacebreed groups in cold climates,
the eggs are cared for in a large crèche - a central protected
room in the barryd where all parents bring their eggs to be warmed and
guarded. They take shifts watching and turning the eggs. The eggs in this
situation tend to synch up and hatch within 5 days of each other. Each
parent knows which eggs are theirs, and which offspring, by smell, and
immediately stow their children away in their pouches after they hatch.
Dimar will adopt each others' children, but only if the original parents
of the eggs have died.
The Dimar Pouch
However, for unsettled times or travel, dimar have evolved a system
for tending eggs and young hatchlings. Between the shoulderblades, on
all Dimar, males and females, there is a pouch. This pouch is lined with
downy fur, and is very strongly muscled to create a rigid casing around
the passenger if protection is needed during a fall. Most of the time,
the pouch will softly carry its contents with a gentle hold. The only
'live births' that occur are when an egg hatches when being carried inside
a Dimar pouch.
All dimar possess the ability to Mind-Speak. This is a telepathic
mind-to-mind exchange of both words (symbolic communication) and images
(exact visual communication). It is easier to broadcast words over a distance
than pictures. All of an individual's mind-speaking has a particular flavor,
voice or signature pattern that identifies the source of the message.
Only a master mind-speaker can disguise their signature. Mind-to-mind
communications, especially pictorial ones, are very specific and filtered
by the experience of the broadcaster, which creates a very clear, almost
indelible signature. Word communications are more easily disguised.
These mind-waves are broadcast and received not via the dimar's ears,
but actually via the horns, which act as antennae. Each horn encases thousands
of broadcasting and receptive cells, tuned to the communications frequencies
of the electromagnetic field of Dimar, referred to as the Wind. It is
excruciatingly painful to have a horn broken or altered. Changes or repairs
to horns are always done with great care and under heavy painkillers and
sedation, as this is the equivalent of brain surgery for a dimar.
Distinguishing Features between Warbreed and Peacebreed
The warbreed and peacebreed dimar differ in several ways:
All warbreed dimar have brachiated (branched) horns, with spikes emerging
from the main horn at intervals. Some warbreed dimar also have horns rising
from their brows. These alterations were made during the Barryd Wars to
allow the warbreed dimar to directly interface with their warships. They
drove their ships via psi broadcasts through their horns, and these additional
spikes provided different sub-channels for controlling weapons systems,
or even different divisions and other ships within their squadron.
Peacebreeds have the natural non-brachiated horns, which only allows them
to interface with the most basic functions of a dimar warship (unless
they or the ship has been specially altered to fit them.) This ensured
that the peacebreed, or slave dimar, were unable to use the warbreed ships
against their opressors.
All warbreed dimar have at least one tail blade, and have a thicker,
stronger tail than peacebreed dimar. It is used as a weapon in many territorial
dances, mating dances or in battle.
Some peace breeds are lacking this chitinous protrusion entirely but most
have a smaller, single tail-spade as is naturally found on the species.
All warbreed dimar have scales year-round. Most warbreeds have a thick
fur under their scales, but some do not, and use subcutaneous fat for
Peacebreed dimar only have scales during the fire season, in order to
protect their fur from the heat of the fires that annually ravage the
Some warbreed dimar naturally have cat-like eyes, rather than birdlike/human
eyes. This gives them night vision, but the trade off is that they don't
see color or detail quite as well.
All peacebreeds have human-like eyes (but with better long distance viewing),
but they do not work well in the dark.
Alterations made with the Water can give any dimar a hybrid eye structure
that has the clarity of a hawk eye, the night vision of a cat eye, but
the with color and detail reception of a human or bird eye. This is one
of the most popular Water alterations dimar will choose to have done to
Dimar Definitions and Terms
Acolytes - Acolytes are aids to the Great Mother or Father of
a Barryd. They specialize in monitoring the Barryd plant-collective itself,
and coordinating the efforts of the other arts in a barryd. They're essentially
upper management, but they actually are effective (unlike most Earth upper
management). See section on Acolytes below.
Arnas [click to hear it pronounced]- These are the academies and universities where Arts and
Crafts are taught. Everything from textiles to animal husbandry to music
to trade and economics are taught in various Arnas. Every Barryd has several
Arnas, but one particular Craft or Art usually comes to the fore in older
Barryds and becomes associated with it. For example, Cal
Barryd [click to hear it pronounced]- A collection of plants and animals all working on concert
to provide a stable self-sustaining ecosystem that supports all. Barryds
tend to evolve into large cities over the course of thousands of years.
Barryd Types (Designations) - not all are listed. More will be added
as Dimar evolves.
Ela [click to hear it pronounced]- Farming study. Ela barryds focus on food production
for trade, and often evolve as sub-barryds within a larger barryd of
Cal - Planetary Defense. This is basically war arts,
but with a focus on defending the planet as a whole from outside invaders.
For political reasons, it was not given the designation Mul.
Mul - War arts. This is the study of ceremonial combats
and combat dances through full scale Barryd warfare. It has Ela, Telkai
and other divisions. (Multai is sub-class of Mul arts, a form of extreme
wrestling, created by Ian Munro and described in his wonderful
short story. Click here!)
Mir - Animal Breeding. Mir barryds focus on selective
breeding of animals to produce new, stronger breeds, as well as maintaining
large herds for sale or trade. They do work with Tel barryds on occaision,
but prefer a ‘back to basics’ old style of animal husbandry to all that
new fangled Water technology. The more extreme Mir barryds are equivalent
to the Amish in America.
Olu - Arts and Crafts. These barryds focus on the creation
of artwork, goods, performances and entertainment. They tend to be small,
idyllic places, and are often chosen as retirement or vacation spots
for Dimar who are not strongly connected with their central barryds.
They also tend to be centers of wealth on Dimar because of their heavy
Guild influence and surplus of tradeable goods.
Tel - Engineering Arts. Tel barryds focus on trying new
technologies to tame the firestorms on Dimar in the dry season, as well
as testing new configurations for the barryd plants for maximum efficiency.
Tel artisans tend to enjoy cutting edge technologies. (See Telkai)
Tinar (Tin)- Firefighting Arts. Tinar skills also include
precision flying using Wind lift, forcing back fires through Wind channeling
and fire planning and control.
(and others...See Craft Conventions list below)
Dimar [click to hear it pronounced]- The dragonlike species native to Dimar. Dimar is synonymous
with 'earth' or ‘truth’ in the thinking of the Dimar.
Mul Dimar - Are a type of Dimar that evolved after years of Barryd
wars. They believe they invented what they refer to as 'lesser Dimar'
(non-Mul) with Telkai engineering, but both are evolved from the most
ancient Dimar, the Dimu, who are long since lost. A majority of Mul Barryds
abandoned Dimar for star travel when the Barryd Wars resulted in the destabilization
of the ecosystems and atmosphere of Dimar. The non-Mul Dimar at this time
had been enslaved and used for production. They were left to die on the
Firescales - Scaled plates that coat a Dimar during the Fire season.
The scales are effective heat reflectors, as well as protecting the underfur
of the Dimar while fighting fires.
Guilds - Each art has a guild associated if there is a sellable
or tradable product produced through the study of the art. Guilds are
like for-profit corporations, whereas the Arts tend to have a more religious
feel to them. All guilds, regardless of the craft, have one mission: profit.
The Arts are more academic in nature.
Leaders - Each Barryd has one Leader, who is the personification
of the health of the Barryd-collective as a whole. They're like a thermometer
for all the plants and animals that are linked to the Barryd.
Lita [click to hear it pronounced]- A water carrying sack used by fire patrols for emergency
healing of plants, animals or Dimar. It is made from the shells of infertile
eggs laid by Dimar of a barryd. Resisting the urge to mate to create litas
is considered an honorable sacrifice. Barryd members who do this are rewarded
Miruls - Another species of Dimar meat-producing grazers. They're
much smaller than morraks (the size of a whitetail deer or there abouts,
only shorter) and are easier to herd.
Morraks - Large ox-like animals with long rabbit ears and long
tails that end in puffs. They lack horns, but have sharp three toed hooves.
These massive creatures are relatively docile by Dimar standards, although
their sheer size makes them dangerous to humans and earth animals in most
cases. They were not given psi ability, as they are destined to be food.
Oolars are used to move them.
Murrkila - Mainland. Mainland is the largest continent of the big
5 on Dimar. Dimar has 5 large land masses and 11 sub-continental islands.
Nila - The monetary unit of non-Mu Dimar. They are large sheets
of paper printed with a variety of symbols showing from which Barryd they
originate, as well as their value and other features to make them harder
to duplicate. Nila also come in a solid form - a sheet of wood or metal
with the same impressions made as on the paper version. However, humans
and Arrallins find these too difficult to work with.
Numu - tiny lemur-like tree dwellers.
Oolars - These creatures are Dimar pets. They are canine in appearance
but are about the size of a large tiger and have a tiger-like tail. They
have curving ram horns on their head, and tusks that emerge from the lower
jaw. These features are remnants of when they were bred for war thousands
of years earlier. They have mild psi abilities to make the easier to control.
War Oolars - This is the Mul version of an Oolar and are about
the size of a large horse. They have protective scaling, much like firescales,
and more pronounced horns and tusks. They are vicious fighters, adept
climbers and have mild psi capabilities that make them easy to control.
Some have wings, but most were bred for going into Barryds and slaying
refugees hiding in the lower chambers, or for digging up the roots at
the interior base of the Barryd to stun it or kill it.
Ranks - Each art or division of a barryd consists of many ranks
- there are no set number. Lower ranks are lesser skilled, and are marked
with higher numbers. The leaders are Rank 0, and First Rank are usually
masters or peers of the leaders of the rank.
stripling - a term for a youngster. In the case of Dimar, approaching
the age of it's first flight. (around 4 cycles - 8 years)
The Isle - The largest of 11 sub-continental islands on Dimar.
It is considered Mul territory, and sacred ground, and non Mul Dimar regard
it as Hades.
Telkai - The great hero of Dimar's early Barryd Wars, as well as
the study of genetic engineering and form improvement. It is considered
an engineering and management branch of the healing arts.
Turaks - An early attempt at Telkai engineering that resulted in
a species that failed and died out. Miruls were used as a base for these
Water - A prized tool of all Barryds for growing and healing, the
Water is a form of genetic altering material. In earth terms: It's a set
of programmable viruses and cell-technology machines that can alter forms
and give then a new genetic code, or can take the existing genetic plan
and repair the object based on that blueprint. Dimar also has an abundance
of regular water (H20). The Water is only found in Barryds or in special
carrying sacks called Litas.
Wind - Wind is a form of magnetic field that envelops Dimar. It's
very much like Earth's magnetic field, but magnitudes larger and stronger.
As Earth hardly has any Wind, so our science was not evolved to sense
velvet - A protective, nutrient carrying membrane that covers a
young Dimar during its infancy and adolescence. The velvet is lost in
a fire-ritual to mark the transition to young-adulthood.
More Details on Dimar
(Special Thanks to the folks of DimarMOO for asking great questions
which have helped me flesh out the world in much greater detail)
Dimar Acolyte System:
Acolytes are sub-administrators of the Barryd. It's a bit like being
in a Craft or an Art, but since Barryds are so important, it's almost
more of a religious position, so it's given the term Acolyte. It has ranks,
just like in the crafts, except they are ordered backwards from the crafts...where
1 is the lowest (apprentice) and it goes up to an arbitrary number based
on the Arna's number of classes, specialties, etc. With Acolytes, being
the Acolyte first is the highest you can be without being the 'Arch (Matriarch/Patriarch/Great
Mother/Great Father/Leader) of the Barryd itself.
The number of sub ranks for Acolytes is arbitrary, but it's around 6
for a small barryd and 12 for a full barryd. There can be more than one
acolyte per rank...and some ranks might be completely empty -- a barryd
may lack a second acolyte, for instance.
Generally, each rank in the Acolyte system corresponds to some administrative
task of the barryd.
Acolyte firsts are the personal assistants to the Leader. They need to
be just about as well tuned into all the activity of the barryd as the
Acolyte Seconds deal with the barryd plant itself - overseeing engineering
crews and construction, helping planning how the barryd will grow over
time and deciding what the barryd can support. This takes a very complete
understanding of how the barryd interacts with it's local environment.
Acolyte third level deals with nutrition and trade, bringing materials
to the barryd that the plant itself needs to grow.
Forth and fifth deal with crops and farming to keep the animal populations
of the barryd fed, and deciding which items can be used for trade or need
to be stockpiled.
Sixth level deals with special features of the barryd - the records storage
portion of the plant (where simulations are done, histories are kept...it's
like the TV/Cable/Computer/Radio portion of the plant).
Seventh deals with Water, another special feature.
Eighth deals with firefighting and military border patrols (keeping the
barryd safe) - It's kept low in the heirarchy just because the peacebreeds
dislike war arts, but it's so neccesary it's still above 12.
Ninth deals with internal barryd administration, helping assign existing
rooms to various residents and working fair housing to meet the needs
of residents. (Often, this just means overseeing a free market for the
rooms, though. Only extrememly crowded barryds, old barryds that have
used up much of their lands, need to do room assignments to keep things
Tenth deals with the justice system, overseeing individual disputes in
Eleventh oversees the mechanics of trade - kind of like a Chamber of
Commerce..since the Arts and Crafts themselves usually do much of the
legwork for trade. This is just the official administrative branch that
helps things along.
Twelfth acolytes are Jacks of all Trades/Apprentices usually, learning
about each level by acting as aides to other Acolytes in other levels.
This system is flexible, though, and can vary by Barryd. Barryds with
serious fire problems might move that Rank to 4 or 5, moving down things
like herd management and crops. Barryds near Mul barryds might separate
War Arts from firefighting because they need serious full time soldiers
to keep from losing territory.
Dimar Art and Craft System:
(A snippet from a conversation with Leighton re: Crafts on Dimar)
Well, in terms of crafts...there's a craft on Dimar for anything you
can imagine people/Dimar needing, the same way there's a company to provide
every good we need these days on Earth. The difference is that Dimar wouldn't
call them by their human term...Dimar would have a word or term for each
Just list off the crafts and I'll find the term the Dimar would use to
describe it. I have some of them already designated, as Barryds themselves
eventually associate themselves with a particular Art or Craft (Telka
does Telkai, Mulkol does Mul, war arts) There's a list at the end.
The Crafts aren't organized quite like (some other roleplaying game)
crafts, either...there's not a top master for the entire Craft type, although
guilds and associations do exist within a particular craft -- like individual
corporations. This is the production side of a Craft. The guild masters
run the equivalent of stores and factories to sell the goods to the Barryds.
It's not medieval, where the crafts are required to provide the good...it's
capitalistic. They're really corporations. But, generally, in return for
not paying taxes to a particular Barryd, a Guild of a craft located in
a barryd will provide a certain amount of it's services to the barryd
for low cost or free -- so it does have that medieval 'if the town needs
it, it gets it' feeling that the guilds had in medieval times.
The way a particular craft group is set up within a Barryd depends greatly
on the individuals in it...every barryd is different..there are as many
ways to work things out as you can imagine. Also, there can be more than
one craft group of a particular type in each Barryd -- competition is
good for quality. :) It's not a rigid system...The Dimar are a very flexible
species, much like humans.
Then, there's the 'Arts' part of a particular craft field. The Arnas
are the learning halls for various crafts. Arnas are the equivalent of
state colleges, usually sponsored by the Barryd in which they're located
through the Dimar equivalent of Tax Dollars. :) A Tel Arna teaches Telkai
(hmm..but would also be the term of a firefighting Arna...hrm...I gotta
redo that).. A Ewl Arna would teach weaving, a Naki Arna would teach music,
etc. However, this is just my interpretation of how the Crafts on Dimar
work. Dimar is a shared world...which means I'm not the final authority.
If someone else has would like to define the crafts another way, they
should do that. Dimar is an open book...designed for you to take liberties,
so please do! :)
Craft Reference Conventions:
A school dedicated to a particular Craft is an Arna...For example, a
Tel Arna, or a Naki Arna. A master or ranking member of a craft (equivalent
of a president or VP) is often referred to by the three or four letter
prefix for his/her craft (Tel Kirra would be a master or ranking member
of Telkai arts...Kinda like 'Mr. or Mrs.')
The Craft Designation list:
Telkai (Tel) is animal/plant genetic engineering (Tel)
Telai (Tela) is firefighting subspecialty of Telkai (hmm..not the best
term...I may have to rethink that..it's confusing. Telkai versus Telai...)
Mulkai (Mul) is war arts/combat/weaponsmaking
Ekai (Eka) is healing arts
Elai (Ela) is farming
Mirrai (Mir) is animal breeding
Illai (Illa) is transport/trade
Oluai (Olu) is arts and crafts - not Arts and Crafts...just the production
of decorative items (wall hangings, decorations, painting, sculpture -
pure esthetic, non functional)
Ewlai (Ewl) is weaving
Nakai (Nak/Naka) is music
MAP OF dimar
The map is not complete. It's missing many mountain ranges and environmental
features - especially on the continents that the first book didn't mention
in detail. But, think of it this way - that's all the more room for you
to make up your own Barryds and Hives! (Oops..I forgot to place the hives
on the map too - I'll do that next update.)
Dark Green: Forest/Jungle
Bright Green: Farmed areas of
Ela Barryds - heavy food production areas.
Brown: Mountain ranges
Gold: Hot, arid climates - tropical
Yellow lines indicate the equator and arctic and antarctic circles
Full white is where the snow never melts.
Grey white is where the ice caps come to in winter.
Green - Farming
- Arts and Crafts
blue - Trade and Transport
- Animal Breeding
Mul: Red -
White (Ekal, Esida)
Not shown yet:
Speciality, Arrallin Hive settlements