Zaru, Land of Creation

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Contents

Introduction

The jailers approached Hanish's cell, stinking with the sweat of fear. The older one drew out his keys, fumbling to try and get one in the lock.

"Open," Hanish said, and the lock clicked. The younger jailer's eyes drew wide as Hanish pushed the door open and walked past him.

Weird light streamed through the barred windows as Hanish climbed the stairs to Absolon's chamber. The air burned red from the Sky Fire, forming a feverish corona that filled half of the heavens. The language of creation should have never been loosed on mankind, he thought.

King Absolon pushed away his magicians and wise men, who huddled around him like children clinging for their mother's attention. "Foreigner, what would you do to stop this madness?"

As Absolon's charlatans drew back in horror, Hanish said simply, "I would break the world."

The Fingers of Divinity

Zaru is a land broken and divided. Set in a delta at the eastern mouth of the Poison River, she has been conquered by Ammeni, her people enslaved. The only resistance are outcasts, people not welcome in the Zaru communities or worship halls, for they have committed the worst sin of all, the taking of human life, and discovered a dark knowledge the elders cannot bear.

Zaru was once rich. Her soil is extremely fertile and rice, swamp apples, and other crops grow bountifully. Zaru's greatest asset became her downfall, though, the language of zu, the language of creation, spread beyond her borders and infected the world. Zu is not like other languages; it is magical, and anyone hearing it can then use it themselves. Moreover, speaking it actually wills actions, circumstances, and objects into being.

Because of zu's ability to infect others' minds, the Maldorite Emperor Absolon used it to cement his empire by making it the universal language of his people. When the knowledge of zu spread, the people of the world misused it, not understanding its power. Many people believe the use of it caused the great Sky Fire, and the subsequent destruction of the old world.

The Mystery of Zu

Zu is more than a language to the Zaru; it is also a religion. The beliefs of the Zaru people can best be described as "spiritual humanism." They believe zu is the language that was used to create the world by the First Man, and that all humans are his descendants, all divine. When the first murder occurred, zu was corrupted, as murder is destruction, the antithesis of what humans were born to do.

The Zaru have always seen themselves as the caretakers of zu, keeping it pure in the face of a world fallen. Hanish, the Zaru that traveled to King Absolon and helped stop the Sky Fire, changed the nature of zu with his final chant, altering the path of the Zaru forever.

The Language of Zu

Zu is made up of discrete syllables, each with a generalized meaning. There are no specific words; instead, complex ideas are built from combinations. These syllables each have three meanings, based on tone:

  • A noun, spoken with no tone
  • A verb, spoken with a low tone
  • A modifier (what we know as adjectives and adverbs), spoken with a high tone

The syllables, depending on tone, mean each of these things; thus no syllable exists in zu that cannot be used as a noun, verb, and modifier. Pronouns are implied by context and body language. Sentences, as modern-day speakers think of them, exist by combining these syllables. The last syllable used in a sentence conveys the sentence type. A sentence ending in a noun is a statement of fact, meaning "this exists" or "this is so." A sentence ending in a verb is a command, even if it refers to the speaker: the speaker is stating her action and in essence, commanding herself. A sentence ending in a modifier is different than any modern sentence. It expresses hope or desire for change, meaning "I wish that it was like this."

As mentioned, syllables are for general terms, not specific. There is no one syllable for "tiger," for example. "Tiger" would be spoken as "knife-tooth-hunter-beast." Another example would be "sword," which is said as "killing-knife." When designing a syllable to use in the game, try breaking down English words into their most atomic parts. If a zu speaker does not use multiple syllables to be specific, then the most appropriate meaning is assumed. For example, if a speaker says "beast" in a forest, she means "forest animal"; if she were to say the same syllable in a snake pit, she means snake. If she were to say "knife" to a farmer and a hunter, she would again mean different things - most likely a scythe and a hunting knife. Also as mentioned, each syllable has three forms.

There is one syllable in zu that is not like any other: "zu." "Zu" is an affirmation, an agreement. Originally, there was no opposite, no "no" in zu. (True Zaru never speak in the negative: if there is nothing affirmative to say, they do not speak in zu.) With the first act of murder, however, that changed. The murderer, the destroyer, lost his ability to speak the syllable "zu." Instead, he spoke the syllable "uz" a word of disagreement and destruction. No person can say both "zu" and "uz."

Example Syllables
Noun Verb Modifier
knife cut sharp
tooth eat full
murder kill murderous
hunter hunt/stalk stealthy
hunger starve hungry

The Power of Zu

Originally, anyone who spoke zu could use it as words of power. Stating that something was so made it so; commanding someone made compelled them; wishing for different circumstances brought them into being. With Hanish's final chant, this changed. He brought all the power of zu into himself, recreating himself as the First Man. Suddenly, the Zaru lost their power, as their language became ordinary and impotent.

Hanish died that day, but the power of zu did not die with him. Instead, it changed forever. The power of a syllable could be harnessed, but only by one person at a time. Anyone who studies zu can speak it, but only those who are the master of a syllable can use it to enforce their will. Now, Zaru priests, outcasts, and foreigners vie to obtain the knowledge of these words.

In the game, words of power are used like this:

Nouns will things into being. These things, if animate, are not under the speaker's control. The speaker's player must spend a point of Reason and make an unopposed ability check using her character's Zu ability. (If the thing summoned is unnatural for the surroundings, a penalty die should be imposed for circumstances.) If anyone else is present, they can resist, using their Resist ability. The thing will appear near the speaker, and any information about the thing not spoken as a word of power will be determined by the Story Guide.
Dan's character Damuzi says the syllables "stealthy-beast". A stealthy creature will appear, but whether it is a cat, wolf, or whatever else is up to the Story Guide.
Verbs are commands, and impose the will of the speaker on another. The speaker's player must spend a point of Instinct and make an opposed ability check using her character's Zu ability versus the opponent's Resist ability, with Instinct as the associated pool. Only animate beings can be affected, and a being cannot be compelled to do an impossible task.
Damuzi later says "burn" to an enemy, but the enemy has no way to burn himself, and so ignores it. If Damuzi first started a fire, then his command could take affect.
The target being must be able to hear the speaker.
Modifiers change circumstances or actions. Unlike commands, modifiers can be used against animate and inanimate objects that the speaker can see. Whatever the object is, it must be performing an action, even if it is as simple as the wind blowing. The speaker spends a point of Vigor and must make an ability check using her character's Zu ability. If the target is animate and the target can hear the speaker, the ability check can be opposed by the target's Resist ability. Circumstances do apply to this ability check; the Story Guide can feel free to impose penalty dice for modifying large forces of nature and the like.

The success level of the ability check is used to impose bonus or penalty dice, depending on how the modifier affects the action. If a messenger is running, and the speaker says "fast," then the runner gets bonus dice to run. If an enemy is holding onto a cliff edge, and the speaker says "fast" to the wind, then the wind will blow faster, and the enemy will receive penalty dice to hang on.

The Theft of Zu

The danger of using zu around other people is that they may steal the knowledge of a syllable. When a zu is spoken, anyone who hears it can engage the speaker in a battle of wills to own the knowledge of that word.

In game mechanics, anyone who hears the syllable, has an advance to spend, and has either the Secret of Zu or the Secret of Uz can steal the syllable. If the thief does not have either Secret, her player can immediately spend an advance to take it. In order to steal a syllable, an opposed ability check of the thief's Zu ability is made against the speaker's Zu ability. If the ability check is successful, the thief spends an advance and takes the syllable. The speaker loses the syllable, but gains an advance.

A willing gift of syllable does not require an ability check, but does require the expenditure of advances. The spending of advances to take zu is like buying a Secret for your character, but is not subject to the normal rules about the order of advances that can be taken.

Mighty and Powerless: The People of Zaru

When the Zaru lost their language, they lost the ability to defend themselves. By nature, the Zaru are pacifists, finding no need for violence with their terrible gifts. As they emerged back into the world, they found themselves overpowered by the Ammenites, who had long before envied the fertility of the Zaru delta. Zaru's people were taken as slaves and made to work in the worst sort of hot, steamy, swampy conditions.

As the world regrows, though, Zaru has found itself in an even worse position: not only are her people enslaved, but they are divided. Can the power of zu save them - or will it destroy them?

Life of the Speaking-People

As a people, the Zaru are fairly uniform in appearance. Black hair is virtually homogenous among them, and their skin is dusky, their eyes dark. If they look like a modern-day people of Earth, those people would come straight out of Southeast Asia, complete with loose-fitting clothes and large, flat hats made to keep the burning sun off them when toiling in the fields.

As a nation, Zaru does not exist as longer. Ammeni truly has dominated it, and Zaru villages exist on Ammenite plantation, under the care of foremen. Typical construction is made of bamboo, and communities exist around "speaking halls," long buildings in which the Zaru eat, cook, converse, and often sleep. Only the elders of a community and their adult children have the privilege of living in tiny huts built around the speaking hall. Older villages, pre-Shadow, do exist in Zaru, which are basically larger versions of their slave villages: large speaking halls with family houses built around the central building. These are usually constructed of hard, baked clay around a bamboo center, and are incredibly durable. As insurgency has grown in Zaru, some radical groups have fled to the old towns and formed their bases of operations there.

Families are very important in traditional Zaru culture. They are viewed as "mini-villages," with the eldest person being the leader of that family. (Pre-Shadow Zaru houses bear this out, as they are usually built as a long room spanning the house, with small rooms for the elders built off of this.) Villages are built around the same structure, with the eldest person in village taking the role of priest and leader, as they have seen more and heard more than anyone else. The Ammenites are well aware of this, and break up families and villages by sending children inland and working the elderly to an early death. One underground movement in Zaru returns babies to their mothers in the dark night, traveling far over land to switch them back.

Land-Thieves, Word-Thieves, and Blood-Thieves

The zu phrase for an Ammenite is "land-thief," an appropriate epithet for a people who have turned Zaru into their personal playground. Even more sinister are the terms "word-thief " and "blood-thief."

"Word-thief" is a term given to a non-Zaru that uses the sacred tongue of zu, especially Ammenite sorcerers. Zaru elders are torn on how to deal with the resurgence of zu and its potent virulence. The majority of them, who grew up with stories about when zu was taken away, agree that it should not be used, thereby keeping it firmly - but uselessly - in Zaru hands. The younger generation doesn't completely agree: there is a strong underground movement to rebel against the Ammenites using any means necessary.

There are several priestly organizations loosing forming in Zaru, all centered around proper zu usage and Zaru unity. One group believes that all zu should be kept firmly in the hands of Zaru, specifically elders, thereby keeping the unwise from using it, and denying their enemies a potent weapon. This group, the Watchers, train young rebels to work as "word-horses," adventurers who steal zu from non-Zaru, or Zaru using it unwisely, and bring those zu back to their priests. This group is committed to the Zaru way of non-violence, but some fringe priesthoods have seen fit to use foreign mercenaries to carry words.

The Sons of Hanish follow a more moderate path. They seek to follow in the path of Hanish and be an active force in the world, while staying true to their beliefs. This group operates in cells, which are based on the family "mini-village" structure, and attempts to change the situation of the Zaru by subtle actions, like using zu to influence a foreman to keep a family together, or causing a crop to do poorly. They have designed a martial arts form, Uptenbo or "life-shield-hand," which is non-lethal but powerful, concentrating on redirection of force and incapacitation.

The Moonmen are the most radical of the Zaru priesthoods, and are the most diverse. While the Sons of Hanish are mainly young and male, and the Watchers older, the Moonmen are made up of brash youngsters, lunatic elderly, calm mothers, and even foreigners. They advocate nothing more than a full unleashing of Zaru power. Non-violence is taken only on a personal basis among them, and they have no real structure. Instead, individual Moonmen tend to upset the cart, often putting the community in a worse situation, and spread their beliefs among those pressured enough to listen. It is said that the Moonmen count among their ranks at least one elf and several goblins. More conservative Zaru call these "blood-thieves," both for their subversion of the normal Zaru structure, and for their willingness to kill.

Other Species in Zaru

The Zaru are a small, insular people whose sense of identity is culture - and language - based much more so than it is region based. Other species are not readily accepted, although that doesn't mean that the Zaru are a bunch of speciest bastards. They've just got such a crummy lot in life that they don't have a lot of time for others.

Goblins are a common sight among the Ammenites, who keep them as pets, so they draw wariness. Elves, who are much less common in general, are better respected, although their philosophical beliefs clash with the Zaru.

Strangest of all is the Zaru relationship with Ratkin. The swamp's a fertile breeding ground for ratkin, and many live in the ruins of old Zaru. They have become neighbors of a sort, and it's not unheard of at all for ratkin to perform tasks the Zaru can't in their struggle against Ammeni.

Crunchy Bits

Zaru Cultural Abilities

Boating (Instinct)
This ability is used to craft and use small boats that could carry one to ten men. These craft are used mainly on inland waters, and are difficult, but not impossible, to use as sea vehicles.
Clandestinity (Reason)
Clandestinity is the art of quiet secrecy, and more specifically, creating, communicating with, and maintaining secret networks. It is used to create ciphers and codes, as well as decrypt them, organize secret meetings while keeping them secret, and for all other sorts of long-term sub-rosa activity.
Clay-moulding (Vigor)
With this ability, your character can build tablets, pots, buildings, tables, or anything else appropriate out of the rich clay of Zaru.
Farming (Reason)
Farming is used for the cultivation of plants. This does not include herding and management of animals, which is unknown in Zaru culture.
Serve (Instinct)
To serve is to anticipate your master's needs, to broach uncomfortable subjects while remaining servile, and to be invisible until wanted. This ability allows for performance of all the roles of a servant.
Survive Torture (Vigor)
This ability is generally used only defensively, although it could be used to make a healing check after being tortured. (This is an exception to the rule that one cannot make a check to heal one's self.) It is the ability to take large amount of cruel pain and ignore it.
Uptenbo (Vigor)
Uptenbo is the underground Zaru martial art. Because of the traditional non-violence of the Zaru, Uptenbo is purely a defensive art, and can be used to drive off, humiliate, or subdue an enemy, not to kill. It consists of strong arm grabs, throws, and sweeps, using the enemy's attacks against her.
Zaru Poetry (Instinct)
This ability is used for composing verse. Zaru poetry is most often long and non-rhyming, with strict syllabic patterns for each stanza.
Zu (Reason)
Zu is the magical language of the Zaru. This ability represents your character's knowledge of the language and force of using it.

Zaru Cultural Secrets

Secret of Swamp Lore
Your character always has a bonus die on Woodscraft or other ability checks involving swamp flora and fauna, and can use her Woodscraft skill for navigation in the swamp. She also receives a bonus die to Farming checks in the swamp.
Secret of Kinetic Redirection
When your character is using Uptenbo to defend herself, you can take your success level from your defense (which still does harm) and add them as bonus dice to a followup Uptenbo attack, using the full motion of the attacker to power your move. Cost: 1 Instinct.
Secret of Constant Motion
Your character's body is so well-trained that she can use Uptenbo almost without thought. If attacked, your character can use Uptenbo in Bringing Down the Pain for any action without changing from her true intention.
Secret of Zu
This Secret allows your character to speak the words of zu in their full power, although the character does not actually know any words of power besides "zu," which simply means "yes" or agreement. Speaking "zu" allows you to add a bonus die to an action of anyone within sight. Prerequisite: The character cannot have taken a human life, ever. If the character takes human life, this Secret is immediately lost and the Secret of Uz is gained. In addition, the player can only take this Secret when the character is hearing someone use 'zu' as words of power. Cost: 1 Reason
Secret of Uz
This Secret allows your character to speak the words of zu in their full power, although the character does not actually know any words of power besides "uz," which simply means "no" or disagreement. Speaking "uz" allows you to add a penalty die to an action of anyone within sight. Prerequisite: The character must have taken a human life. In addition, the player can only take this Secret when the character is hearing someone use zu as words of power. Cost: 1 Instinct

Zaru Cultural Keys

Key Name Summary Key XP Buyoff
Key of the CollectorYour character is dedicated to obtaining as many ''zu'' as possible.Gain 1 XP whenever she obtains information about the location of a ''zu'' word.
Gain 3 XP whenever she puts herself at risk in order to obtain a ''zu''.
Willingly give away a ''zu''.
Key of the PacifistYour character has a personal commitment to non-violence.Gain 1 XP for every adventure in which your character does not commit any violence.
Gain 2 XP every time your character does not commit violence even though it causes her minor harm or inconvenience.
Gain 5 XP every time your character does not commit violence even though it causes her great harm.
Purposefully harm another sentient creature.

Examples

Sample Zaru Names

  • Males: Adad, Damuzi, Enki, Nergal, Ziusudra, Shullat, Ardumanish, Thuxra, Vindarna, Kuru, Cyrus
  • Females: Sabit, Delondra, Aruru, Lugalbanda, Nisaba, Parmida, Yasmin, Kiana, Omid, Fiza, Houri

Sample Zaru Character Ideas

  • an underground agent hiding as a slave
  • a traitor to her people, teaching others the art of zu
  • a pacifist refugee in a foreign land
  • a Ratkin friend of the Zaru, in debt to one of their elders
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