We are the Zith. We are the children of Zanton and Alteno. We are the inheritors of Inoria. - Common zith saying/battle cry
Meaning the first in Zith language the Uruie is the earliest ancestor of the Zith.
Meaning "small ancestor" this name is shared by several species that share the shame shape and behavior, generally a small game hunter.
The Ziths are bipedal reptilians that have adapted to their mountain regions were they evolved. They are covered from head to toe in scales, and are cold blooded. Internally the zith species have an interesting build. They are cold blooded, however there body heats up when in motion or when digesting food, so the ziths could be active rather than sun bathing like other cold blooded creatures. The ziths are extremely durable and are the biological equivalent of a tank. Having thick scales which, on its broad side, will only break at above one thousand pounds of force (a human leg bone breaks at around eight hundred pounds of force). Underneath their scales they have a white blubbery substance that the body uses as a shock absorber, which can save a Zith from a high fall from a mountain side. These physical traits make the Zith incredibly resistant to blunt trauma such as that caused form falling off the mountain side and smashing agents rocks. For example a fully grown man could beat a Zith with a bat multiple times without any serious damage to the individual, although he/she would still be shaken or fatigued from the blows. Heaver metal weapons such as a mace, for example, could seriously injure a zith. Because of this, blunt weapons: clubs, hammers, maces, est. are almost nonexistent in zith history, and cutting weapons, swords, spears, and axes, are widely used.
The ziths come in many different colorings, depending on which region of there world they inhabit. This happens because of the fact that ziths need to digest a certain mineral from there local environment, called mishar, which causes the zith to gain the coloring of that mineral. The mineral changes color depending on which part of the planet it was formed, resulting in differently colored ziths. For example the ziths in the central mountain range of there land, have a light blue coloring, while the ziths of the east have a bright green. In all there are six major groups:
Central Mountains: Light Blue or Blue
Northern Tundra: From White to Dark Blue
Eastern Mountains and Steeps: Bright Green
Southern Lands: Bright Red
Western Mountains: Vary due to the fact that this area has a long history of outsiders settling in this land and mixing with the local population, however the most dominant color is a Bright Yellow
Exiles: Are a mixture of countless bloodlines and therefor are very varied in there color. However the mineral poor plains have far less minerals than the mountains, and the zith who live there are much duller in color and sometimes even gray.
Ziths mate during certain seasons of the year, and ten days after mating the female lays on average ten eggs. The eggs do not require any heating from the parents and are extremely sturdy. Zith who have laid eggs become much more protective and territorial, only allowing other zith around there nest and sleep around the eggs at night. The eggs incubate for nine to ten months at which point the young hatch. The young are born being able to run and can eat the same foods as adults, however they have not yet developed there scales and are vulnerable to predators and from death from falls on there mountain homes. The child stays with the pack for life and is taken care of the parents for about ten to fifteen years. After the zith became sentient eggs were lain in locations that hold some special meaning to the parents, and it is a custom for all family members, fiends, and neighbors to bring gifts for the children, and lay the gifts in a circle around the nest. After the child is born it is introduced to each family member one at a time for as long as it takes.
The ziths are a noble, traditional people, and as such, they are slow to change and hold old memories of the past in high esteem; because of this there are structures and artifacts with thousands of years of age across their world. Among the ziths loyalty to family, country, and king is the glue that holds Zith society together, and they have a very strong sense of self sacrifice for the betterment of the whole. There society is segmented into three very broad classes, the royals, the nobles, and the common people. However there society is not strict or enclosed, and any zith can raise or fall in social rank depending on their actions.
There society is highly traditional, this is evident in there government, they are ruled by a monarchy that was founded thousands of years in the past. As for religion, the ziths are polytheistic (believe in multiple gods), and actually very lenient in religion, and as far as most care, what another creatures believe is not as important as what they themselves believe. Indeed it is because the ziths believe in more than one god, that they are open to the idea of other gods existing. Religious wars were unheard of for the ziths until they encountered other races and the ziths find the prospect of fighting for religious reasons hard to understand.
They Zith have a very rich culture, filled with a complex working of guesters and symbolism. For example bowing is widely used in most Zith cutlers to signify everything from greetings to rank to showing views of others. For example if a Zith wishes to show he his a high ranking noble when he greats another Zith, he bends less than a lower ranked Zith, and extends his frill less and allows the superior to fully extend. The highest of all ziths, royalty, do not bow when demonstrating their rank, but extend their frill as far as possible.
The zith also hold metals to be very preacous, even the most common or usless metals are to be treated with respect. Amoung the zith metals are seen as the foundation for civilization. In ainchent times many zith worshiped metal as holy objects of their gods.
Zith families are basically a family that is connected by there linage that live in a shared "family house". A family can spread to multiple houses if they are too large to live in one house, or a newly mated couple might live in a new house between there old families homes. The zith society is not very secular, and they believe in things other races might call non-scientific. For example they strongly believe in what other races might call "magic". Magic is similar to an energy force, like electricity, which flows through and is generated by living things. Many zith believe that gods are the ultimate source of magic, and mortal creatures only have a very limited use of it. Magic users is considered a skill just like metal working. The zith practice marriage for life, and marriage is considered sacred and important.
Zith entertainment is a wide selection, and covers everything from theater and live plays, to video games. Most zith own a personal computer and on occasion a television set. Most cities and even small towns have at least one theater were both live and film are played. Books, poetry and writing is alive and strong, and the zith have some of the largest lybaries in the sector, the largest being the library of Daco. Instrumental music is widely used, but vocal is comparably rare and most zith vocal songs are in choirs.
The zith long ago became divided into various cultural groups, as migrations to distant mountain chains separated populations each group developed there own cultural traits. What follows is a simple description of the various cultural groups.
Central: The central mountain range is considered to be the origin point of the zith race, and the central mountain zith have the oldest histories of any of the zith cultures. The zith of the central mountain chain are a people of traditions, crafts, history, and a long military tradition. Although all zith are traditional and have high regard for lineage and inheritance, the zith of the central mountains put high regard on those who know there history and they have more historians than any other culture. The central zith, because of their position, have had a long history of warfare and have developed a strong, skilled and somewhat defensive military. They are skilled in construction, and they are particularly good with stone and metal. The strongest kingdom of the Central Mountains is Daco, who's king/queen acts sort of like a High King who has influence over the other kingdoms of the mountain range.
Northern: Living in a frigid land where creatures are fierce and usable land is small, these people have developed a fierce and aggressive culture. Because of the lack of decent land, the limited good living area is ruled by the most influential zith, who are called Jar (high), and are like feudal lords. They often raided there southern neighbors in past ages and were considered barbarians by the other cultures (sometimes they still are). They often travel in warrior clans and strength is most respected in there lands. Hunting is a common pass time, were a skillful hunter can make a large reputation. They are not skilled in the construction of things however, however they do make things of particular beauty, as well as many useful things. In modern times they left behind their raids and became more integrated with the other zith cultures, however they still have a strong sense of a warrior spirit, and they still live in tight nit communities were strength and combat/hunting skill is highly regarded.
Eastern: These zith live in the long and flat mountains of the east, and the conditions make the land good for farming, which the eastern zith have taken to well. The stereotypical image of an eastern zith is on the farm covered in plants, although they are skilled in other types of works too. They are the most numerous of the zith cultures, and are the most imperialistic of the zith cultures. The eastern zith have a reputation for being creative with their art, and have even made an art of growing plants into strange or recognizable shapes.
Southern: The zith of the warm and wet south are the only zith who have conquered there fear of deep water, and the only sea fares on Inoria. They are noted for being the most expressive culture, and produce many skilled singers, dancers, and poets. They are good with wood working and many love to seek adventure and explore distant "shores". The southern zith are known for a free spirited and somewhat relaxed life style (compared to their relatives in the north).
Western: The zith of the golden mountains are by far the most advanced and, ‘forward thinking’ of the zith race. Although they do not disrespect tradition, they develop new technologies faster than any other zith culture. These ziths are noted to have an affinity with inventions, and they developed the first gears, cranks, and pulley systems, steam engines and even discovered fusion power. The western zith are also the farthest in politics from other zith cultures, as they have a semi-democratic government. The zith people can vote to chose the next successor to the throne, and there will can overcome the choice of the royal family.
Exile: The zith who have stayed on the open plains due to banishment, failed migration, or some other reason have come to call themselves Tatash or exiled. They are nomads that wander the open plains, and are the only zith who have overcome their fear of the open lands that surround the mountains. They are often shunned upon by the other cultures both due to the fact that they lack the sense of traced lineage (they know nothing of their ancestors), and because they often raid their mountain kin. They are not very technologically advanced, and they have little traditional materials to work with (metal and stone) so many of there structures and tools are made from the resources of the plains, soil, animal parts, and the occasional vain of metal.
We forget nothing, and forgive little.
Ziths have long memories, and have been known to memorize easily compared to humans. Because of this any wrong committed against a zith could easily start a grudge. Grudges are common among the zith, and can last for generations. Ziths generally try to avoid grudges because it can lead to disputes, and long term animosity between families. This can extend outside zith culture, and the zith have gained a reputation for not "letting anything go".
Swords are an important part of zith culture. Swords are symbols of identification and a symbol of ones place in the society. In most cultures, a young zith must forge there own sword as a coming of age ceremony, and they use that sword for the rest of there life. If a zith dies there sword is taken back to there home and placed in a section that commemorates the past family members. Once a zith has died, another zith of the same family may use the sword in the case that there sword is damaged beyond repair, or for some symbolic reason.
The zith society is not very secular, and they believe in things other races might call non-scientific. For example they strongly believe in what other races might call "magic". Magic is similar to an energy force, like electricity, which flows through and is generated by living things. Many zith believe that gods are the ultimate source of magic, and mortal creatures only have a very limited use of it. Magic users is considered a skill just like metal working. They practice these arts for life, and are considered highly by their fellow zith.
Priest: Priests are the healers in their community and are thought to use magic to help them heal. They often work in their communities not only healing but protecting against the darker forms of magic and evil magical creatures. Priests are usually taught their art formally in the local temples. They are taught various forms of spells, healing herbs, names of various harmful magic est. by various experienced priests.
Sorcerer: Sorcerers (translated from Irt which literary means 'hurt') are zith who deal with the darker side of magic. They specialize in using magic to harm other living beings, both minor and major. The practice of sorcerer is usually considered a crime and zith discovered to be using it can be jailed depending on what they were caught doing. Sorcerers are rarely formally trained, and if so they are trained in secret. They usually learn their art from other sorcerers who they met at chance, and learn in a very personal teacher/student manner.
Seer: Seers are zith who can "see" what the physical eyes can not. The seers are divided into two major branches, the Far Seer and the Truth Seers. Far seers are zith who can see into the future and into the past, while truth seers are zith who can see into another living beings soul and learn any truth from them. Seers are the rarest of the three magic "schools", and because of that the few seers in exsitance met regularity at certain places where anyone who believes they might have seer abilities can put them self up for a proving. Seers are not the most popular life style to have, as they require long and difficult training before they are admired to be a true seer, having to take up most of their time in training and preparations. After their training is finished they may do what they want, but most seers are hired for their rare skills by their rulers.
The ziths have a multitude of languages, every kingdom having it's own language. But there are major languages spreading across cultural regions. There are two common language used between cultures. The first is an old language, called Altuz, that predates all the modern languages, and has an unknown origin. Zith legends tell that the language was the first given to the zith by the gods, but most scientific races (and some western zith) dismiss such ideas. Regardless of origin, the Altuz is undoubtedly older than any other language on Inoria, and many ziths consider the language a sacred gift of the gods and a relic from the ziths most ancient past. The Altuz is a very beautiful language, it has far more descriptive words, adjectives, adverbs and a wide sort of descriptions and metaphors. For example there are many levels of each word. There are three words for yes in the zith language, a weak, normal, strong, and very strong version of yes exist. The word is changed by adding prefix (which weaken the word) and suffix (which gives the word more weight). Many ziths state that it was made for poems and stories, but the language is ineffective in areas that requires precise and fast sentences. Because of this the language is mostly used for special occasions and ceremonies and not in every day use.
The second language used is Zaicka, which is much more practical and is often refereed to as 'basic'. It was first developed when southern and central zith developed a massive road that connected the two mountain cultures across acres of grass land. At first zith needed to learn each others languages to communicate, but the workers of the road developed the language after spending time with one another, combining central and southern words to form a new language. The language quickly spread along the trade routs, and soon all the lands took up this new language.
When the ziths entered space stage and came into contact with other species, they had to quickly learn the standard galactic language, many zith merchants, diplomats and even ziths who never leave their world learned the language. When the ziths encountered the giliani and joined their fledgling alliance, they made gilian a widely spoken language.
Because the Ziths are a people that retain all there history and legacy, they have an complex naming system that both identifies the Zith as an individual, and shows their family line. A Zith name follows this arrangement
Personal Name: Like a first name, is given at birth.
Family Line: Like a last name but includes the father's, mother's, and grandparent's last name, but grandparent's last name is usually only used in formal introductions.
Nations Mark: A name given to the Zith once they have grown old enough to take an oath of loyalty to the nation.
Bhelion Daco Imuzu Kullu Imuzu |Oukin |Kullu |Ruuz
Personal name|nation mark|fathers name|mothers name|grandparents name
When one zith marries another zith there names remain the same, indeed the only signification of marriage is wedding bands, and it is considered an offense to strip a zith of their family name as it is an identification of that ziths lineage and inheritance. It is a favorite past time among the Ziths to try to trace their lineage as far back as possible. The farthest going as far back as the invention of writing.
The Ziths are the essentially knights, as they are honorable and chivalrous in wartime, and hold noble values. They have a very strong moral code, and high standers of every thing from their rulers, to there allies, to the honesty of merchants. Because of these high standards the ziths have come into conflict with species with immoral actions. Ironically, if the Ziths come into conflict with a species that they consider unloyal and trustworthy, they can and will manipulate there enemies because they are considered "fair game".
It is on three principles that our civilization is built. Truth, with out which distrust would tear us from within. Loyalty, a mark of noble people and with out which we would be untrustworthy brigands. Unity, the bond that holds all from the King to the farmer together, making us stronger than we would be alone. -Aratch, philosopher on the Zith Code of Principles
Memory is the birth place of history. Memory is measured by the strength of the mind. -Aratch, philosopher.
Truth is the shield and pillar of knowledge. Lies are the doom of all wisdom.
-Zonton, King of Daco, Fourth Age.
The modern Zith philosophy, is currently dominated by the Natchicu (which translates, Search for Wisdom) which has spread throughout Inoria, and the colonies of the Zith. Natchicu was created by Aratch, a philosopher, historian and scribe to the royal family of Inor.
The following is a list of the most important subjects in zith philosophy.
Interconnections: The zith believe that actions are universal in their effects, and because all living things are connected, every action has consequences to everyone, regardless of involvement. Actions behave similar to a ripple on a pond, each action spreading out and affecting other living beings, and will eventually rebound back to its point of origin. For example if a being dose a good thing, the action will spread and touch other living beings and affect them in, hopefully, a positive way; but what is good for one may not be good for another (see good). This concept also works in reverse. If a person commits a action that brings harm to others, it will touch all living beings in one way or another and eventually bring that harm back to it's point of origin. It is because of this idealism that the ziths do not tolerate the "evil" actions of others, regardless if they are involved.
Good: One fundamental aspect of the Natchicu is in in the way that the Natchicu, treats the idea of good. In the Natchicu, the good is any positive thing that improves the physical or spiritual well being of a living thing. In this term of good, it is divided into two types, the pure good which is any good action that brings good (or dose no harm) to others. Then there is the tainted or impure good, which is an act that improves the good of one, but brings harm to others. There has recently been a new trend in thinking that there exists a few, pure goods, which brings prosperity and happiness to all involved. The number of these pure goods has fallen after the ziths encounter with aliens, but many believe that there is a handful of good deeds that all would consider good. So It is because of this mentality of what is good for all is good for the individual, that the majority of ziths do not tolerate any wrongdoing even if they are not directly affected.
Evil: Zith believe that evil comes only from living beings, and the source of all evil comes from living beings. The zith believe that evil resides inside beings, a "seed" which is every negative feeling and emotion of living beings. This "seed" is normally repressed and dose not surface except when the person is overcome with a negative emotion or when their will is weak. If a person's evil becomes dominant, then greed, anger, and/or grief to become their primary emotions. They believe that it is difficult to become truly evil, and difficult to become truly good.
Freedom: Freedom is considered an important aspect in zith thinking, however few ziths call for revolutions or changes to their living styles. Instead, the ziths believe freedom is not something that can be fought over and won or lost. Instead each and every living being is born with freedom, for freedom is the ability to make choice, and decide you're path. In their own words: We are free, and no power, not even the gods, can change that fact. It is because of this zith rebellions are rarer, and wars for freedom are unheard of. It is also because of this that the ziths believe that control over any other living being is impossible, and anyone who tries to control another is foolish in trying to complete the impossible. There are two things in which we are not free to do, we are not free to destroy another living being's freedom, and we are not free to not be free.
Life: The zith believe that life is defined as any physical form that a soul, which is the core of a life form, takes. The zith believe that life comes at different levels of awareness of themselves and their surroundings. Animals, plants and the like are thought to have virtually little understanding, while ziths and other races are much more knowledgeable. The zith believe that "higher" beings can see life (or to be more precise the soul) in its true form. With this sight each life form is a single dot of light, and the countless life forms on a planet and throughout creation makes a vast and beautiful patchwork of color and variate. It is because of this idea that all life in unique and varied, and that each soul makes a vast tapestry of "color", sameness and defaults are considered bad. The following is a passage from the zith holy book that mentions the subject of life.
By Zire, Mythic Age
It was with great confusion that I came before the great throne of Zarton, and I asked him "Father, Great One, why have you called me?" And he answered, "I have called you because you must bring a message to your people. For you and all your kind are blind. I know that you are a fine race, and you know much, but you can not see with mortal eyes what I am about to show you. And so Zarton took Zire high far above the great mountain peaks, far beyond blue sky, until all of Inoria was laid out before him and the stars hung above him. "I will give you my sight, for a single moment, and for a time that will seem like an eternity you will see what you must see." And Zarton gave the power of a gods sight to Zire, and for what did seem an eternity all the world became filled with light, colors of which he could never describe. He could see each and every individual soul, like a small moving light, each in a slight flux as they moved and changed in moods. And above in the stars he saw a vast field of lights so grand and wondrous that they blotted out the light of the stars. And then it was gone, and all the world was as it was before. Zanton said, "You will now go to your kin and tell them of what you have seen, and then put what you know in the written words, and you will never forget what you have seen and heard today, even to your dieing day." And Zire never forgot what he saw and heard, even at his death.
Dark Heart ZithEdit
We walk the dark border between life and death. For we are alive yet dead, ziths who's souls have left the mortal plane, but our bodies and minds have remained. Beware, for we are the Shira, Thous with darkened souls, and we have nothing to louse
Zwith, dark heart.The ziths are a very emotional race, and when they experience a complete heart break (loss of family, friends est.), most ziths would die from the pain due to heart failure, (a similar effect exists in humans called broken-heart-syndrome). However, some zith's will to live is stronger than their grief, and instead of dieing, they lose nearly all feelings; mostly positive feelings, however some negative emotions have been known to remain,(hate, revenge, est). Zith scollers who have studied these ziths have discovered that many parts of the mind and body that effect emotion become inactive, or are "messed up" to the point of being unrecognizable.
These ziths are known from then on as Shira: Dark Heart, it is more effectively translated Darkened Soul, but Dark Heart stuck better. Many ziths in this state believe that they are mere shells of their former selves, and so many completely dedicate them selves to service for others, usually their nation, not caring what happens to them. They wear all black cloths to identify themselves. Many serve as assassins, executioners, interrogators, things that most ziths could not bring themselves to do. Rumors abound that some dark heart are organized as soldiers, to partake in missions that other ziths could not complete, although this has never been proven.
May every zith go to their own lands, and swear allegiance to their own lords. For it is only in their own lands were a zith can truly be loyal. -Thiesiar, King of Rin, Fifth Age.
Traditionally the Zith were divided into a series of kingdoms ruled by a signal king or queen. The ruler being the eldest child of the next generation, unless otherwise picked out. Should a king or queen marry another zith they are not considered royalty despite being called a king or queen. Underneath the royalty was a body called the 'Counsel of Nobles' below them, who act as advisers and leaders on the battle field, in war time, and as the royals advisers, in peace time. The Counsel of Nobles was made of ziths who have reached the position of Noble either by being born into a noble house, or earning the position by proving his worth to the king. Although the royal family hold the majority of power tyrants are rare, as the ziths are often more interested in the welfare of the nation than there own desires ie. most ziths have little ambition, some times to a harmful point. The ziths have high standards of their kings and any sign of a despot and the Zith council of nobles and the general populace will come together and decide if the ruler should be removed from office. There is undoubtedly corruption in their government, and most ziths are willing to admit it, but the level of corruption is small and not majorly damaging. The royal family run the overall management of the country, but bellow the royalty, the Zith nobles class run many of the aspects of government. For example the Zith legal system, which varies from culture to culture, is run by a court of nobles who dedicate their lives to serving in that position, giving it up when they reach a certain age or they can no longer hold the office.
This changed with the creation of the Counsel of Kings and the great war. The Counsel of Kings was created because each ruler realized that no kingdom would welcome another ruler as their monarch, making unity of the planet near impossible through military or other means. The Counsel of Kings slowly began to resemble a sentate more and more. The "counsel of nobles" also changed after the great war, now allowing prominent regulars to take part in the meetings, and was eventually changed to simply be "the senate". By the time the ziths reached space and the planet was on the verge of unity many started to call the Counsel of Kings "The Greater Senate" and the other the "Lesser Senate". In the west many kingdoms began to take on more democratic forms of government, as the next heir is chosen by majority vote and not by the ruler.
The space age Zith Empire is ruled by a Court of Kings, which is made up of all the kings of the zith race, which is formed into two levels of administration. The kingdoms are first organized into cultural circles, and minority groups are represented by a miniature group of high ranking Zith of that group who send a representative who acts as their "king" in the Court. When all the votes within the cultural circle are taken, then a representative from each cultural circle to a summit meeting that represents the entire zith race with six members. The court of kings came together every year to discuss maters of importance, such as social problems, impending wars est. In the court each king's vote counts as one vote, however if a vote is passed that one or more kings highly disagree with, they have the power to vote to remove the agreement as long as at lest half of the kings agree.
The purest loyalty starts in doubt.
-Zar, solder of the Zith Empire.
Zith kings hold near absolute power in most zith cultures. New kings comes into power when the previous king dies or passes up his crown to his chosen heir. Heirs are often chosen by the king, but the "default" choice is the eldest child. Female ziths can and have become rulers, and have all the powers of their male counterparts, indeed the ziths find few differences, in their language queen is merely a feminine version of king. One can become a king or queen only through birth, and a zith who marries a royal family member is not considered a part of the family, however there children are. If a female zith were to marry a king, that zith would not be called a queen, and vice versa for queens.
Once the zith reached into space, the zith had to develop a system for ruling there colonies. The system that was accepted was to put planetary governors elected by the Council of Kings and not by any individual nation. These governors would answer to the Council of Kings and would swear loyalty to the Zith Empire as a whole. A colony could only become a sovereign sate if they are accepted by the rest of the Council of Kings and the colonial administrator. Although most zith colonists feel that they are intimately connected to their home world. Most colonists are young zith families trying to carve out a name for themselves, which is hard to do in a world with tens of thousands of years of tradition and old families who have long rooted themselves.
Galian Alliance The zith have gathered a large number of allies to there banner, especially after they joined the Galian Alliance. They have made some note worthy allies in the Alliance.
Giliani: A race of diplomats that founded the Gilian alliance. The ziths and giliani have forged a strong alliance, the ziths finding the giliani a respectable race and the Giliani believe the ziths dedication to stability and peace in line with their own views.
Werewolves: The technological and traditional races have formed a strong alliance, often going to war for one another. The ziths and werewolves share many of the same morals and views of the galaxy, and despite their differences, have forged what started as a shared military conflict to a strong alliance.
Chat Chine: The feline chat chine are long time allies of the zith, and they are very close trading partners and allies.
It is not enough to love fairness to be a judge, you must also hate unfairness. -Common saying.
The zith laws are very strict and non lineal, there are no bails, no excuses, once deemed guilty punishment is dealt with no exceptions. For the zith lieing is a crime punishable by the full power of the law, and often a zith will admit there guilt rather than lie, trials are often more to decide if a zith is lieing or not than to prove guilty or innocent.
Sentences are carried out by a zith "judge" a zith who has spent his entire life serving as a dispenser of the law. However although the judge is the one who decides if a zith is innocent or guilty, another party, whether it be the jury, an individual who thinks the judges decision is wrong or otherwise can chose to overrule the judge's choice and call for the ruling to be brought over again. High Judges are judges who have by length of service or by proving their worth, have come to an elevated status and deals only with large issues, such as treason against the kingdom. It should be noted that although judges are looked highly upon, respected and trusted, should a judge be found to be using his/her powers for personal gain or for any reason than following the law, they are striped of their rank and sent to a class two or three sarim regardless of what the crime was.
Ziths do not believe punishments are to "correct" criminals. Punishments are to undo the damage done and pay back some measure of what was taken. Sarim is a punishment dealt by the zith judges, which places the offender in a lower "cast" in which they preform such works such as maintenance of buildings, cleaning and disposing of garbage, est. They serve for a certain amount of time depending on the crime, and wear a symbol on there chest with numbers underneath it, to signify that they are Sarim, and what level. The Sarim are divided into three classes, Class One Sarim are Ziths who have commuted rather small crimes, such as thievery of replaceable objects. They serve for at least a few weeks, to a month, and can stay in there homes when the days work is done. Class Two Sarim are Sarim who have committed damaging and serious crimes, attempted murder, stealing of precious or holy artifacts, and treachery to a fellow zith fall into this category. These zith must serve for several months to years, and must stay within a prison during there punishment. Class Three Sarim are murderers, traitors, and conspirators to the kingdom itself. These must serve for years, or even for life, and are openly scorned on the streets. They must spend there punishment inside a prison, and if held for life, there possessions are given to their family members.
Knowledge is true power.
-Common Inor saying.
The ziths are rather backward in technology, stone castle like buildings, primitive machinery, however they do not lack a powerful industry. Zith technology may not the most advanced in the galaxy, but they do have access to some interesting crafts. The ziths are experts in metallurgy, and they have developed artificial metals with almost any traits or uses imaginable. Yark, for example, is a super heavy supper strong metal used in ships; which can withstand tremendous amounts of stress pressure, heat, cold, est. The zith are also experts with fusion energy, and it powers nearly every object that requires energy, from vehicles to cities to their ships.
Zith science is better described as alchemy than what we would call science. Ziths have no true scientist "class" or profession, except for alchemists which only study metals, chemicals and the like. The average zith "scientist" are philosophers, librarians, mathematicians, black smiths, all of which try to improve their craft by trying to learn better ways to operate their crafts.
The zith faster than light travel is some what unwieldy and crude, but effective. What they do is they overload their fusion reactor on their ship, and send that energy in one large shock at the rear of the ship. This causes a disturbance in space, sort of similar to a ripple, and the ship or ships ride the ripple to their destination. The distance jumped can be increased or decreased by the amount of energy used, and the calculations are made by the ships on-board computer. This is not the most effective way to cross light years, across too much distance the pilot must make multiple jumps, and they still jump in regular space, and must avoid obstacles in their path.
The zith are experts in the manipulation and use of metals. They construct many of their building parts of it, and most of their vehicles. They have developed artificial metals for specific uses. Examples of his such as super strong supper heavy metals for their space ships, light and corrosion resistant metals for sea going ships and buildings, ect. They have developed metals that do not oxidize for their naval craft, metals that do not melt in extreme heat to make furnaces and to protect against plasma weaponry ect.
The zith have an extensive use of magnetics for various purposes. Magnets are often used in mining equipment to take out the ores in rocks without having to tear the rock apart. They also have some less commonly seen uses such as a hand gloved magnet which can be used both to help carry heavy objects, or used as a weapon to throw metal pieces at an opponent. Magnetics are also the main method for ziths weaponry, from personal arms to spaceship weapons.
The zith use fusion to power almost everything they use, and they have perfected it after years of use. Fusion is usually generated in large power plants, usually far away from cities just in case of a catastrophic reactor collapse, which would lead to a terrible explosion. The energy generated can then be stored easily in any sized container. Once stored the energy can be released as needed with little fear of it leaking, or of being harmed by the energy inside.
The ziths have also used this technology for war. Fusion energy was never deployed against other zith, however when the zith discovered that weapons of mass destruction were common in the cosmos, they quickly turned their most potent form of energy into a weapon. The current fusion bomb is a large triangular device that is usually loaded as the tip of a large rocket. The bomb has quadruple the strength of any weapon the human race has invented, and its effects are as follows.
It has the power to flatten an area the size of New York and the surrounding state with ease, and without the weapon emitting deadly radiation. The weapon has a side effect called the "Resonance Cascade", basically it supper charges unstable gases and materials around the blast site which could cause further explosions. For example any energy shields would self implode if caught in the super charged radius, along with most unstable elements such as uranium, plutonium, irradiated materials ect. If a fusion bomb is launched at a ship, even if it dose not penetrate the shields the supper charging of the shields would cause the ship to tear itself apart. The bomb has rarely been used, and most of its uses were against space ships and not on cities.
The zith economy, or rather the lack thereof, is in most senses an advanced form of barter. Each zith has a job which there blood line likely has run for generations. For each job, such as wood cuter, ziths are paid not in gold or a form of currency but in essentials. For example if a wood worker cuts a certain amount of wood, they are paid by the kingdom a certain amount of food, water, electricity, and luxury points which can be used to purchase anything that a zith might want. If a zith farmer produces three slabs of meat, they are taxed a certain amount to the government, usually one fourth, which is sent to communal food stores from which all zith in the city are fed from. A farmer can keep the rest of his crop and sell it at the local market in exchange for other goods. If a zith works in another job, like administrator of a space port, they are paid by the hour. Nobles do not need to work normal jobs like other zith, but they are expected to serve the king in certain matters, and need to run certain parts of a city for the king.
Ziths who produce something, like raw ore or wood, are taxed a certain amount of what they produce, which is used by the government for various works. Zith who's work does not produce physical goods are taxed a certain amount of the time spent at there work, in which the payment is considered as taxes.
The main Zith religion is polytheistic, meaning that they believe in more than one god. They have many gods but surprisingly they treat their gods as more of a high and powerful race rather than a invincible deity as they can both be born and killed. The ziths also are very open to the idea of other deity's existence and indeed there scholars say that it would be a near impossibility that there are only a hand full of gods that created the countless beings of the Galaxy. Because of this open believing of other forms of religion, wars over religion were unheard of until they meet other species, and there for the ziths find religious wars both hard to understand and barbarous.
- Yisamar: Creator of the Zith world of Inoria, and the father of the other gods. In Zith religion Yisamar gave the crown and leadership to his eldest son, Zaton, and then departed to parts unknown.
- Zanton: King of the gods and the god of unity, loyalty, and truth. In Zith mythology Zanton created the Zith race and Yisamar's oldest child. He was charged with the creation of the mortal races that would inhabit Inoria, along with Alteno. He consideres the zith as his children, and his name means father in the older language.
- Alteno: Queen of the gods and the goddess of life, protection, and love, oddly Alteno is said to not have come from the family of Yisamar, and came from elsewhere. When asked of her origins her priests say that she came from a high and noble family of gods. Other than this nothing is known. Alteno and Zanton were charged with the creation of mortal races. Like Zanton Alteno treats the zith as her children, and her name means mother in the old language.
- Fravo: God of metal and fire, in stories he makes weapons, armor and tools for the gods. He was created by Yisamar to help in forging the world of Inoria, making him Zanton's brother.
- Raisi: God of war and the captain of the armies of the gods in war time. He is mostly worshiped in wartime to give strength and support in hard times. He is the oldest of Zanton's three children.
- Yirma: Goddess of Freedom and wild things. She is one of the odder gods to worship in Zith society and all her shrines are in the wild. She is the second eldest of Zanton's three children.
- Urrmshi: The god of messengers, diplomacy, language, and communication. He is the youngest of Zanton's three children.
- Irtan: The god of treachery, murder, and thieves. Irtan was created as the dark side of Yisamar's creation, and therefor a steep-brother to Zanton, and uncle to all his children. He was at first only the god of treachery, but was slain by a mortal, and so he created his own realm of the dead for his soul to inhabit. It is said that when evil ziths die, especially if they were treacherous, they will follow Irtan into his death land; and join in his plotting to bring ruin to others.
The gods originally lived among the zith on a sacred mountain range, and built a city of polished white stone and gold and silver, with towers and turrets and massive spires. The city was divided into ring sections, the first was Zanton's palace, and all other sections were built around it. However after an unknown cataclysm the gods and all their constructs simply disappeared from the mortal realm. The zith believe that the gods now live in a realm unreachable by mortal means, and only reachable when the soul passes into that realm after death.
Although there are multiple cultures that developed sepperatly on Inoria there are very few differnces between the worship of the gods. Although names, practices, and some traditons change, the god's central traits remain the same.
The ziths believe that once their soul leaves the body, they travel to the palace of Zanton, and there be judged by his servants, the Zour. Should they pass the judgment, the zith is sent to live with the god they had prayed to the most. There they dwell with the god for as long as they wish, but a zith can chose to be reborn and live again. In the legends while the gods lived in the mortal realm, the spirits of the dead would dwell with the gods, allowing the dead to interact with the living. If the zith fails there trial, they are sent back to the mortal realm to live again, there evil actions follow them in there new life.
Zith burial tradition is varied, but the most basic traditions is as follows. The dead body is brought to its home, were all his relations, family, and friends come to say good bye one by one, usually through physical touch (some cultures practice mass farewells). After all good byes are said, the body is taken to the local temple, were the priests lay the body at the center of the temple, and say the last rights of the decides and announce which god he/she had wished to go to. The body is then brought outside the temple and one of many things could happen. The body could be put in a stone coffin and laid to rest in the mausoleum of his/her family, the body could be cremated and its ashes placed inside the mausoleum.
In zith beliefs, immortals, or spirits, exist along side the gods and mortals. Coming to Inoria's creation like sea gulls to an island, the immortals took on various roles in the new world. Immortals aided the gods in the construction of their palaces, tools, weapons and other constructs.
Zour: The gods main spirit followers are the Zour, angelic versions of zith, believed to have been created by Zanton along with the zith. The Zour appear as tall winged zith with superior strength and mind. However Zanton decreed that both species were to live together, and the ziths were destined to rule over Inoria. Each Zour, like the zith, would pick one or multiple gods to follow and set themselves to master their skills. For example the Zour who dedicated to follow Fravo became masterful tool makers and metal workers, while those who chose to follow Zanton became leaders and rulers.
Demons: Spirits came to Inoria with a variety of intentions and goals. Some came with the thought of conquest, and they attempted to take the newly made world for themselves, while its guardians were still young and inexperienced. These formed into horrid and decrepit forms to frighten the mortal followers of the gods, and are called demons in the legends. The daemons were defeated, and there leader killed, but the survivors fled to Inoria, and have troubled the zith race ever since. Daemons can take on the form of others, enjoy seeing mortals suffer, and are thought to posses mortals and spread sickness.
An important part of the zith religion is the belief of other gods. As mentioned before the ziths are willing to believe that other gods exist as it dose not interfere with their beliefs. Religious scholars often try to place the gods of other races within the scope of their pantheon. The zith believe that all living things can be described in two major groups; the mortal, who's souls are not strong enough to stay in one realm for ever, are in constant change, and who's bodies desires are often stronger than their souls; and the Immortals, who can remain in one realm for eternity, and who's souls are stronger than their bodies.
War is a cruel lord, giving ruin to all and glory to few.
-Zar General of Daco armies, 165 Third Age.
The ziths are not necessarily a war like species, however they are no strangers when it comes to war. The zith's approach to war-fare is almost exclusively a state of total war. The Zith military is built around the idea of overwhelming their opposition both physically and mental, through shear weight of overwhelming might. For example a common formation involves the Dragons Horn Tank forming up next to each other to form a moving wall of steel while faster more maneuverable units move ahead to clear anything that could pose a threat to the tanks allowing the rest of their forces to flatten any resistance. The zith often use shock and awe, because their displays are meant to be so spectacular that the opponent is simply over awed into submission, rather than actually defeated. The ziths are also especially effective in defense, even more so on rough grounds of hills and mountains. A large sized zith force can lay layer after layer of infantry, tanks and artillery to slow or stop any attacks. The ziths skill in masonry and metal working means that they can build fortresses relatively quickly, combined zith the ziths natural stubbornness makes any defense hard to crack. Often zith will wait behind their defenses and allow their superior artillery to pound the enemy into submission.
An interesting point to note is that despite the great importance they put on loyalty, they are known to exploit any disunity among their enemies to their advantage. This is because as far as the ziths are concerned anyone who can be manipulated to betray their ruler and nation is in truth untrustworthy and there for, "fair game". However one of the ziths most powerful assets is there unwavering loyalty and stubbornness. A common saying is, "It the zith decide to take a spot of ground, and are properly mobilized, it it near impossible to stop them. And if they decide to hold there ground, you might as well be moving a mountain."
Warfare Between ZithsEdit
No zith should take the life of another, for we are all children of Inoria. When we take the life of another, we kill a sibling. That is a crime not just against the victim, but against the gods and the world itself. -Yira, Philosopher and teacher, Inor, Fifth Age.
War is a terrible thing, but it is unfortunately one of the few constants, and we must learn to live with it.
- Charn, Chieftain of the exile clans, Fifth Age.
Prior to the zith introduction to other species their form of warfare was very different. The zith's wars were very symbolic and ritualized to limit the number of ziths killed on the battle field. For example often the armies would march in the open with bright colors and make lots of noise. This was a show of might, and often armies would try to impress the opponent into ether surrendering or avoiding battle for another day. It was also considered a rule of war for the apposing sides to show mercy, such as giving medical aid to wounded solders, giving important items taken form enemy dead back, and generally avoiding the formation of grudges. Because of this form of ritualized warfare the ziths despised urban warfare, because of the unthinkable collateral damage that would be caused. Often cites would surrender rather that fight street combat, however if a city did not immediately surrender it was considered the rule of war to besiege the city rather than take it by storm. These rules were strictly followed by almost all kingdoms on Inoria, the frailer to follow the rules of combat would earn the long lasting anger of the victim nation, meaning that the enemy would be less likely to surrender, and fight all the harder and fiercer to avenge a wrong. When the ziths first encountered another species they were confused that they did not have the same ritualized war fare that they did, causing great anger and bitterness between them.
Zith Soldier: The standard rank and file of the Zith army. Although these zith are the rank and file of the Zith army, they are nonetheless well armed and armored. They have extremely effective armor, and will outlast many other species. The Zith empire covers multiple cutlers, so the solders vary from nation to nation.
Shock Trooper: Made of zith who exhibit more "aggressive" traits, shock troopers make up for the zith armies lack of mobility. Made to be fast, agile, and deadly, shock trooper squads often move ahead of tanks to destroy anything that might endanger them. However because they need lighter armor to move faster and because they put themselves in dangerous positions their mortality rate is not to be envied.
Special Forces: Made of zith who prefer more freedom than formation fighting can give them, special forces preform everything from sabotage to infiltration and observation. Special forces are often just told what objective they must complete and let out into the battle field without further orders, often taking optional objectives along the way.
Zith Captain: The leader of zith platoons, they are experienced zith solders who have served for many years. The captains are often better armed than the average rank and file zith, but they are armed with much the same equipment
Great Captain: Commanders to individual captains, and command an entire "host" which is basically a platoon sized force.
Lieutenant: The second in command to a general lieutenants help the general administer orders to the troops and orginize other matters of the armeis such as supply, rear guards ect. The right hand lieutenant is also expected to take charge if the general is killed in battle.
General: The commanders of an entire army, generals are experianced and skilled tacticians who have earned their way through beign promoted from lower officer ranks. Because of their experiance, many enemies will find that generals are skilled combatants should they be forced to fight.
Kings Swords:The elites of the Zith armies, the Kings Swords are chosen from the finest and most loyal of the Zith forces. They are not part of the normal chain of command, they directly answer to the king, and are not officially part of the armed forces. However they can take command of other troops, and they can be seen leading other ziths into battle. They wear there symbol on their order on their chest, a sword above a mountain. The Kings Swords are common across the Zith cutlers, but there are variations across nations.
Kings Guard: Chosen only from the greatest of the Kings Swords, the kings guard are chosen to protect the rulers of the zith race and are some of the finest fighters, and cleverest tacticians that the zith can produce. Kings Guards only travel with their charge, and although there are only six to ten Kings Guard with a ruler at any given time, this small band are formidable fighters both to stealthy assassins and to enemies on the open battle field.
Councile of Kings: The king/queen are considered to be at the top of the chain of command, and although every individual zith is loyal to their own nation, different leaders can command ziths from other kingdoms. This sharing of power has brought the various zith cultures so closely in military strategy that they have virtually become one massive force.
Command and ControlEdit
Zith armies are commanded by a general, who commands several lieutenants, who have command of greater captains, who command the captains who command individual soldiers. Generals often lead their armies within sight of the front line, as it is considered cowardly to hide in a distant stronghold while the forces under his/her command are in danger. Because of this zith officer casualties are high, especially if they are fighting enemies who diretically target commanders. Because of this the zith have a very clear command replacement structure. If the general is killed his right hand lieutenant takes command, and if he is killed command is transferred to another lieutenant chosen by the right hand lieutenant before the battle, and procedess down the line down to the grunts. However ziths are noctorious for fighting harder and becoming more determined if their commander is killed.
To win by slaying all your enemies is not a great victory. To win a battle by capturing or forcing the enemy to surrender is a great victory.
-Zar Daco General in the Third Age.
We shall defend our land, whatever the cost may be. For every inch of ground, for every gain, will cost our enemy ten fold its worth. No matter what happens, we shall never surrender.
-Jounton, King of Daco, During the Narmi War, Seventh Age.
Trust your scales to guard you.
-Old zith saying.
There are many places were you can run from us. There are few places were you can hide.
-Imarti, Queen of Daco, During the Narmi War, Seventh Age.
Zith have developed various fighting styles over there history, and eventually one fighting style became dominant in each cultural sphere. Although the styles are reminiscent to the culture, it is not unusual for a zith from a different back ground to practice another culture's styles or mix two styles to make an entirely new one. These fighting styles do not only encompass hand to hand combat however, these fighting styles are methods followed by armed combatants, captains, and even generals of entire armies.
Central, Zaha: Zaha, meaning Strong Combat in the old language, is a fighting style of the central mountain range. This fighting style is focused on a strong defence and effective offence, to defend oneself well and strike when you are safe from reprisal. The style says that if a fighter is impenetrable, then they can not be defeated. Hand to hand combat in this style is focused on the use of the zith's legs, tails, and claws keeping the enemy at a distance, but never over reaching them self. If and when the right moment comes to move in and kill with a quick bite to the neck.
Southern, Hartar: Hartar, meaning Power of Movement or Speed in Combat, is a fighting style of the southern zith. Hartar is focused on moving in synchrony with the movements of the enemy and your own flow of energy. It was inspired by the movements of the waves on there coasts, and is very reliant on using the enemies force agents them. In hand to hand combat Hartar has less use of claws and teeth, the traditional zith hand to hand combat, instead it focuses on grapples and throws.
Northern, Gaztri: The most aggressive style of all the zith, and the only one that dose not use the ancient language. Meaning Fierce and Slow in there language, Gaztri was inspired by the power of the fierce beasts of the north and the slow but unstoppable might of the glaciers. Gaztri is based on the quick shifting from two extremes, to attack with ferocity and great strength, and slow careful defense. The style is to alternate between the two as situations change, and never remain in one state for too long. In hand to hand combat Gaztri is focused on brutal close attacks with teeth and claws aiming to main and cripple the opponent quickly, and just as quickly retracting to a defensive position with arms close to the body, and blocking the neck and all vital organs.
Eastern, Iraha: Meaning Contact, is a fighting style built around two principles. One, to always remain in contact with the enemy, never letting them slip away or avoid combat, and second, to always remain concentrated on the enemy. This form depends greatly on the zith's natural hardyness to ward off attacks and basically outlast their opponents, and as such has seen little use outside of the zith race. The hand to hand combat is centered on remaining close to the enemy and use claws, feet, and teeth to tear into the enemy relentlessly.
Western, Jaha: Meaning focused, the jaha style is centered on observing an enemies style, and adapting to there weakness. The style is focused on speed and effeicency to counter and reprise when nessisary, it has the least defense of any style and it is considered one of the more difficult to larn.
Exiles, Hundii: Meaning Speed, the Hundii style is focused on forcing the enemy to waist their energy on trying to hit an evasive target. This is an unusual form in the zith world, and it is thought to have originated specifically to counter the eastern fighting styles since the easterners have tried multiple times to conquer the exiles. Hand to hand combat is centered on being mobile and always on the move, with the hands being used for offence and the legs never used for anything other than to move.
The zith do not have the most advance ships, but there fleets mirror the qualities of the Zith Empire, strength, durability, and long lasting. The fleets are formed around each zith world, the most powerful fleets being the home-world and the first colonies, and the weakest being the newest colonies. Each fleet in numbered in accordance with the order in which there respective planet was settled, and each world is responsible for the creation of there fleet. The fleets normally answer to the Counsel of Kings, and then the leader of the planet they are based on. The central fleets are often sent to patrol the borders of the Empire, both to keep there fighting skills sharp and to protect the less defended border worlds.
Most ziths do not consider themselves a paranoid people and not cowards. However there are things that nearly all ziths fear and many species may find their dread to approach near unrealistic levels. The one thing that nearly all ziths fear is water. Not the substance it self, but the creatures that might live in it. This is particularly true for oceans, but ziths are hesitant with any body of water that they can not see the bottom of. This is not a paranoia or unrealistic fear, and is caused by the fact that the oceans of their home world is filled with creatures of huge sizes, many of which hunt ziths when it's opportune to do so. This is also true for murky rivers, however the creatures are much smaller. There are exceptions however, such as the ziths who inhabit the southern end of the continent, have conquered their fear of water and were the first of their kind to sail the oceans. Another and possibly greater fear is mental rather than physical, which is the removal of a zith's name from history is considered one of the worst offenses that one Zith could inflict on another. Although ziths do not believe there after-life being affected by the loss of their place in history, but nearly all ziths feel that they need to leave a legacy behind them not only through their children, but also through their name in the history books.
The zith history is currently organized into ages, each varying in length. The ages are begun and ended by an important event, rather than any mathematical organization.
The Mythic Age: Length unknown
The First Age: Age of the Gods: Length unknown
The Second Age: Age of The Zith: Length hundreds of thousands of years
The Third Age: Age of Daco: Length
The Fourth Age: Age of Ruin: Length
The Fifth Age: Age of the Empire of Rin: Length
The Sixth Age: Age of Inoria: Length
The Seventh Age: Age of Unity: Length
The Eighth Age: Age of The Zith Empire: Length
More to come.
Inoria, is a relatively warm planet with two continents. One continent, which is called Guzu, is covered with thick jungle like growth and has the larges number of mammalian and bird like animals on the planet. The other continent, which is named Zait, is the evolutionary cradle of the ziths, this land mass is much farther north of the equator and is very mountains, making it much cooler in climate than it's southern cousin. The continent of Zait is mostly dominated by reptilian creatures.
Quotes from other EmpiresEdit
"With such powerful weaponry and universal beliefs, we, the Hellspino, and our spiritual guidance from our main god, will prosper with these creatures." -King Magoses of the Hellspino Empire
Some of the above content will appear in Spore Galactic Adventures.