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THE SARAPH NATION

HERD INFORMATION

Gender Terms:

Males = Tiercels

Females = Hens

Young = Chicks/Fledglings

 

Typical Build:

Light-Medium

 

Height Range:

9-13 hands (Tiercels), 9-11 hands (Hens).

 

Preferred Coat Colors:

Red or Golden Coats

MAGIC TYPES

Common Magic: 

Wind Magic

 

Uncommon Magic: 

Fire Magic

 

Rare Magic: 

Electricity Magic

HERD SPECS

Automatic Mutations:

Wings, Omnivorous Digestive System

 

Herd Mutations:

Bird-Like Features

(feathers, beaks, talons, etc...)


Diet:

Omnivorous
 

Territories Held:

Gardens of Elysia

The Southern Sea

The Dunes

DEITIES & LEADERS

Sultan:

Sultana Otrera

 

Members of The Sunstone Council:

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Mercenary Advisor:

Shierkhan

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Merchant Advisor:

None!

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Healer Advisor:

Saraphina Al-Taj

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Religious Advisor:

Marahute Al-Ayda

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Herd Advisor:

Lohit Al-Ayda

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Geneal Information

Introduction

The Saraph are a herd of bird-like equids who are fiercely territorial/war-like in nature.  They live in the deepest part of the desert, thriving within an oasis nigh unreachable by someone travelling on foot.  Saraphs face many challenges from the desert.  On top of surviving blistering heat and bone-chilling cold, the Saraph must protect their homes from giant sand scorpions who will happily chow down on a Saraph chick!  The Saraph are the only herd to actively capture trespassers and use them as servants or slaves. Due to their unifying leadership, shared culture, laws, and set territory, Saraph is known as a nation!  A society in which tiercels are dominant and hens are seen as little more than property, the Saraph follow the word of their Sultan, a tiercel who must protect his title every year should anyone desire to challenge him.  Females are seen as possessions and fought for, sometimes viciously.  Outsiders are not trusted and seen as inferior.  The Saraph as a whole worship the sun, a God of War who is said to bless his strongest warriors with the magic of the heavens. 

Introduction

General Appearance

Typically Saraphs are smaller in stature, although their wings often give them a much more commanding appearance.  Tiercels average height 9-13 hands while hens rarely reach heights taller than 11 hands (please note, to make a hen higher than 11 hh, a Remarkable Height token must be used).  Nearly all Saraphs are light or medium in build, which is a good thing when it comes to flight!  Heavier builds do occur but usually can only take off when jumping off of high perches - having Wind magic greatly helps heavy builds with sustained flight.  Coats of red and gold are the most common and slightly more favored, with duns being some of the most handsome of the bunch.



NOTE: Dark coats are not considered ugly or unfortunate within the Saraph herd, Red and gold are just considered the most beautiful since they are closest to Roth. Within Saraphems, Dark coats are considered the least beautiful, but not, again, considered 'bad' or ill favored.

Diet & Habitat

Diet Type: Omnivorous

The Saraph ingest a mostly insectivorous diet, supplemented by greens and fruits when available.

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  • Note that a Saraph's diet should be primarily made up of nutrients derived from insects and greens!  

  • Eggs and fish, if captured, can be digested with ease - note that if the eggs are avian, it is considered cannibalism.

  • A Saraph cannot process any sort of red meat but could, in theory, digest small amounts of white meat such as bird meat and reptile flesh.  However, to prey upon birds would be considered cannibalism; white meat consumption is often limited to special occasions and should only be consumed in a frequency of one meal, once a week at most, as consuming any more than that can cause digestive failure!

The Saraph live in one of the most hostile territories in Anomalous!  The Saraph Sand Dunes are a practically endless sea of rolling, red sand dunes that go on for as far as the eye can see.  If you aren't a Saraph, it is nearly impossible to cross this red desert and get out alive.

While the Saraph border extends to the Southern side of the Gish down to the southernmost tip of Anomalous, the herd makes their home in a beautiful oasis they have named the Gardens of Elysia.  Hidden from view to someone on foot, the Gardens of Elysia are actually nestled in a natural basin surrounded by sheer walls of sandstone on all sides.  Over the years, a single foot path is available to move in and out of the Gardens to the desert but it is used only by slaves and slave traders, as they are the only ones who need it.

Within the walls of sandstone, Saraph and their slaves have carved nests into the cliff-face.  Nests may be quite ornate and styled with elaborate, pillared entrances.  Those who can afford to keep slaves may even commission elegant staircases or tunnels to be built so that their slaves and servants can make the journey from the ground to the higher nests.

In the center of the herd’s city are the Pools of Elysia.  The Pools are the only source of fresh water in all of the desert.  Guards are constantly on patrol to make sure that no outsiders drink from the pools, as it is believed that should anyone but a pure-blooded Saraph drink from the pools that the spring will dry up.  

Saraph summers are nearly unbearable hot and nearly all nights, regardless of the season, are cool.  During the winter the desert is surprisingly cold and, on occasion, will experience a light layer of snow.

Fire Bird’s Gorge, which one can enter from either side of the waterfall, is a twisting and turning maze of high-walled sandstone full of dead-ends.  Mercenaries and young tiercels alike frequent the mazes daily to test their own agility and stamina.  Contests are often held here to determine who the dominant tiercels of the year!  For the young, the Gorge also offers a nice place to play hide and seek or take a break from the sun.

Trade Market Note!

When it comes to trade items, the Saraph are most-well known for their fine jewelry, silks, insect-based foods, and glass and metal-work of extremely high quality! They also use gold coins as their currency of choice, which may be traded with others as well! 

Saraph Deities

Otherwise known as a God of War, Roth is one of the most hot-tempered gods of Anomalous even if he means well.  He is an arrogant god, thinking he and the herd that he has gifted with his skills to be the only herd worthy of honor for it is they who have carved a living out of the most desolate territory in Anomalous.

Roth values strength and resourcefulness above all else and, like most tiercels, is easily blinded by his greed and lust for gold.  He is a bronze colored god from his cloven hooves to his luxurious mane, with glorious bird-like tail feathers and three sets of golden wings.  

The god of war does not have the patience nor the kindness of his sister the moon, although it is Induala alone that seems to be able to convince Roth to do one thing or another.  Roth’s favor is fleeting, as shifting as the sands of the desert that he prizes, but those that do happen upon the sun god’s favor are usually rewarded with wealth and status... at a price, of course.

Roth sent his pegasi to the aid of the Nombeko when the giant eagles attacked but he and his people continue to hold the debt owed to them over the heads of the Plains dwellers, waiting for an opportune moment to cash in on such a large payment owed.

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[note we gotta add in a lil bit about Elysia/The Saraphem, that whole lore here]

Diet & Habitat
Saraph Deities
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Roth, Primary Deity

God of the Sun and War

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Elysia, Demigod

Elysia, Goddess of the Oasis.

General Apparance

Saraph Leaders

The Saraph are led by the most powerful tiercel in the herd dubbed the Sultan.  Any tiercel who wishes to become Sultan may challenge the current leader at the beginning of the breeding season and must defeat the former Sultan in order to claim the title for himself.  Fights to become Sultan are merciless, with maiming and death not uncommon.  However, any Sultan worth his salt should not be questioned and may rule for as long as his wings can carry him!  

There are many perks when it comes to being Sultan.  On top of having first and undisputed pick of hens (even those who have been fought for and claimed by other tiercels) the Sultan claims ownership of the coveted royal aviary.  Located behind the waterfall fed by a natural spring that flows into the Pools of Elysia, the Sultan’s nest is an extravagant display of his wealth and status.  A natural cave that was long ago refined by slaves, it is the pride of any Sultan.  Every Sultan adds a room or level to the lair so that, even when he is replaced, his legacy will live on.

Sultans handle all the trades going in and out of the city, including the booming black market slave trade.  They are also known to decorate themselves with gold and other elaborate trinkets to flaunt the wealth that they have garnered by their rank and must see to proper protection of the Saraph borders!  

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The Sunstone Council


Founded in 1996, the Sunstone Council was created when the Sultan brothers Khonsu and Alarogan came into power after Sultan Taavettii's untimely death.  The council is primarily made up of saraphs who represent each trade that exists within Saraph in order to get detailed insight and, while the council members hold a special position within Saraph, the Sultan retains the final say in all matters.

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After the Sultan Brothers were dethroned by the saraphem, Otrera, in 1997, the Council was turned into a panel of 'advisors' rather than 'representatives'. They advise the Sultan on all matters related to their area of expertise, as well as bring matters related to their area to the Sultan's attention. 

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otrera___hen___saraphem_sultana_by_chris

Sultan of Saraph

Saraph Leaders
shierkhan___tiercel___sunstone_advisor_b

Mercenary Advisor

Shadow on Concrete Wall

Merchant Advisor

None!

saraphina_al_taj___saraph___healer_advis

Healer Advisor

marahute_al_ayda___hen__saraphem__counci

Religious Advisor

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Herd Advisor

Magic Types

Common:
wind

hee hee info goes here

 

Uncommon:
fire

hee hee info go here

Rare:
electricity

hee hee info go here

Magic Type
Mutations

Mutations

Remember!

Automatic Mutations are mutations that nearly every purebred Saraph character will have - in fact, it would be deemed extremely odd if they didn't have these mutations!  Herd Mutations are mutations that can only be found in a particular herd.  Common Mutations are mutations that are commonly found across Anomalous.  For more information on mutations, see the Mutations journal.

Herd Mutations | Bird-Like Features

 

All things bird-like are commonly found amongst the Saraph.  From bird beaks to eagle-like talons, Saraphs dominate the skies with their avian adaptations!

Wings (Automatic)

The Saraph are the only herd to be born with wings!  Wings can be feather, bat-like, or reminiscent of insect wings.  Feathers are most common and preferred while those born with insect-like wings cannot fly unless they have wind magic.

Most commonly wings consist of a single set connected to the body where the shoulders meet the spine.  Wingspans can be short or incredibly long, making some pegasus more suited for short and fast dives and others better at sailing over long distances.  Those blessed with wind magic tend to be better fliers as they can manipulate wind across their wings.

In rare cases, pegasus may be born with two sets of wings!  Dual wings are seen as a highly attractive trait in both tiercels and hens.  In other circumstances, no wings are present at all.  (Please Note- Multiple Wings require an extra rare multiples reward, unless you are creating a Saraphem or Alsaraphem. Wings counts are rolled in the design approval process!)

 

Wingless Saraphs are usually forced into slavery, as it is seen as a sign of displeasure from Roth.  In even rarer cases, triple sets of wings or wings that replace the front limbs can occur; these are said to be tokens from Roth himself and bring both positive and negative attention…

Wings are usually the same color as the base coat (ie, chestnut horse, chestnut wings) but can also appear in any color naturally found in bird species.  Such colors only appear on the actual feathers so, if you want your Saraph to look like a pink flamingo, he/she will have to have feathers covering their entire body!

Feathered wings go through a moulting period.  Saraphs fully moult once per year, with some tiercels undergoing a primary molt in the summer to have the brightest plumage for the breeding season to impress the hens.  All Saraphs endure a full moult toward the end of fall so that fresh and warm feathers are regrown for the winter.

Omnivorous Digestive System

As an additional side-note, in order to help digest and catch their insect prey, Saraphs automatically come with an omnivorous digestive system and either a beak* or sharp teeth to catch them with!  However, these teeth will not be feline/canine in manifestation.  Rather, they will be more similar to teeth found in omnivores that include both grinding molars in the rear and sharp canines (like a raccoon, for example) in the front!

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For more information on the diet and digestive system of Saraphs, please see the "Diet & Habitat" section on this page!


* Note that beaks themselves are not automatic and count as a starter mutation!

A note on flight & feathers!


Saraphs, regardless of their magic type, have the unique ability in Anomalous to fly!  However learning to fly isn't easy and takes some time!  Here is a breakdown of the get-down.
 

Molting Schedules

  • Spring: No molt!

  • Summer: Full molt!

  • Autumn: No molt!

  • Winter: No molt!

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Flight and Feather Development

  • Newborn: Saraphs are born without feathers - yuck!  While the skin that will eventually feature feathers may have a light dusting of hairs the color of their base coat, the wings are almost always completely bald!  Think baby parrots, my friends.  Baby feathers have to grow in somewhere!
     

  • Yearling: It doesn't take long for the bald skin on a baby Saraph to be covered with soft baby down!  But the time they are a year, they've got themselves a nice thick layer of puff and may even begin to sprouting their first layer of real feathers!  Throughout their second year, Saraphs begin to really begin to grow their adult plumage!  Feathers may be a bit desaturated when/if they form but usually hints of what patterns or colors a Saraph will have can be seen.
     

  • 3 Years Old: By the time Saraphs are three, the muscles within their wings and their plumage have developed enough to begin truly allowing for flight to happen!  Doesn't hurt that this is also the age when the magic strain of a Saraph finally reveals itself.  With wind being the most common form, Wind casters usually get the hang of the whole flying thing faster than those without!  These first sets of feathers are still pretty plain in color but those first sparks of color, when/if applicable, begin to truly shine.
     

  • 5 Years Old +: The adolescent coloration of a Saraph's feathering is fully developed by this point.  Finally of breeding age, young Saraphs grow feathers in their most vibrant hues.  Coloration will remain this vibrant shade for most of a Saraph's life.
     

  • 30 Years Old +: Having lived a lifetime, Saraphs around this age begin to lose physical strength.  In addition, the feathers of a Saraph begin to fade and desaturate once again.  It is not unusual for feathers to come in patchy, especially toward a Saraph's last few years, and may fall off easily.  For this reason, elderly Saraphs are often limited to gliding place to place rather than actual flight.

Herd Celebrations

Seasonal Events

Fire Bird's Challenge

Occurs every Summer

A hugely popular event amongst the Saraphs of any rank, Fire Bird's Challenge pits the fastest and bravest tiercels that qualify against each other in a test of mental will and physical prowess!  Racers fly at high speed through Fire Bird's Gorge, where spectators fly above or watch from below as the competitors rocket around the twists and turns of the gorge.  It's quite dangerous, as competitors are known to play dirty against each other in order to win.  The winner of the event is invited to a grand feast in the Sultan's palace, where is he is lavished upon by the sultan's harem and slaves and given priceless jewelry and gold!

Scorpion Hunt

Occurs every Autumn

An annual event meant to combat the increase in the Scorpion population that often happens over the course of summer, the Scorpion hunt is a dangerous sport in which tiercels (and, on the rare occasion, hens although this is frowned upon) fight to take down the biggest scorpion they can!  The winner is gifted a heap of jewels crafted into the shape of a scorpion - a very valuable prize indeed!  A grand feast is held, where the winning scorpion is roasted over a fire and served!

Deathnight Ceremony

Occurs Every Autumn

Started in Autumn 1995, Deathnight is a solemn ceremony meant to commemorate and remember the lives lost in the tragic meteor strike just a year prior. Families and those who lost someone will often light a candle and/or leave some offerings by a burning hearth in their memory. For those who may not have personally lost someone, but still wish to pay respects, vigils are held at the local temples as well. 

Herd Celebations

Herd Ranks

Mercenaries

Requirements: At Least +5 Years of Age (further ranks will require more, see below!)

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The warriors of the herd!  Mercenaries are the hired guard of the Saraph, paid for their strength and services that they provide.  Mercenaries answer to the Sultan, although wealthy Saraph tiercels (or even a tricksy hen) may attempt to buy off a mercenary for information or protection.  Despite their rather fluid role, mercenaries take their jobs seriously.  Whether patrolling the border, protecting the wealthy, or keeping watch over slave caravans as they work or enter the city, mercenaries do their work without question for they are some of the best paid.  Mercenaries are the first sent to deal with the troublesome giant scorpions of the desert, which puts them in harm’s way almost daily.

Sentinels

Requirements: At least one skill at Medium level (+6 years of age)

Sentinels are the official guards of the Oasis and are posted at all times both inside and outside the sandstone walls.  Sentinels keep an eye on all activity going in and out of Saraph, reviewing the haul of all traders/slavers to make sure that no one is bring in contraband to the city.  They ensure that only purebred Saraphs enjoy the perks of Elysia's pools and act as the police of the herd, making sure that fights and squabbles within the walls don't get out of hand.  Sentinels will join general Mercenaries in the event of scorpion, centipede, or viper attacks upon/near the city.

Bounty Hunters

Requirements: At least one skill of Medium Level (+6 years of age)

These mercenaries specialize in the tracking and capture of escapee slaves and prisoners within and beyond the borders of the desert. They are paid to catch known persons of interest, and leave the more random capture to lesser scout mercenaries.

Scouts

Requirements: None!

Typically seen patrolling the borders of the deserts and territories claimed, or affiliated with, the Saraph Empire. They are tasked with the recording and reporting of anything out of the ordinary and escorting traders/slave caravans through the desert. They also fetch Medics if their comrades are unable to make it back to the Oasis.

Assassins

Requirements: At least one skill of Advanced Level (+10 years of age)

The elites of the mercenaries, these are made up of only the most skilled and loyal soldiers. They only answer to the sultan, and may suffer dire consequences for any hints of disloyalty. They are supplied with best armor and weapons available and enforce the rule of the sultan over the herd. They are also sent to other nations to keep an eye on them, if needed.

Merchants

Requirements: +10 years of age 

 

Merchants are typically the most wealthy of the Saraphs and hold nests in the highest reaches of the sandstone walls.  Merchants acquire their wealth by selling good and bartering goods with other herds and, while they aren't always  present for their deals, nearly all are skilled hagglers!  Whether they get their money from old, familial wealth or by making a deal of a lifetime, merchants are not afraid to get their hooves a bit dirty in order to get what they want.  Merchants enjoy the most luxurious lifestyle amongst the Saraph, with the freedom of being able to hire slaves to do all their work so that they can lounge the days away in baths.  Merchants are mostly tiercels but, now and again, a crafty hen might make her way as a merchant.

Blacksmith

Requirements: Must have Fire that's at least Advanced Level to run a forge. 

Saraphs who deal in the forging and selling of weapons and armor.  They are given metals from the mines but must supply Assassins with their best quality work as necessary.

Slave Merchants

Requirements: None.

The Saraph herd has been built on the backs of slaves, as is well known. These merchants deal exclusively in the buying, breeding, training and selling of slaves although they usually have a 'front' in order to gain business from those that oppose slavery. Wherever the slaves come from, these merchants are charged with helping them adapt to their new role and sell them to any with the gold to pay for it.  Quality of the slave speaks volumes of the skill of these merchants, so selling slaves half-trained or ruined is not seen as profitable.

Clothier

Requirements: None.

Saraphs who create and sell the fine fabric wares!  Merchant hens excel in this field although tiercels have been known to dress sultans and other well-to-do tiercels.  Clothiers are the go-to when it comes to attire worn during bridal ceremonies and other festivals and the more ambitious may even be so bold as to sell their fine silks/cloths to other herds.

Jewelers

Requirements: None, although do note that for especially fine jewelry and trinkets, having talons or some way to skillfully manipulate materials is necessary! 

Sometimes precious and beautiful jewels are unearthed along with metal ores and these are the property of jewelers by right. They work alongside the blacksmiths and clothiers to create truly dazzling wears; this is another merchant class at which hens excel.

Restauranteurs

Requirements: None.

A more hands on business owner, restaurateurs make a living by owning food shops/markets!  They often buy/sell insects from mercenaries or a few may even choose to breed their own populations of this food.   Some may own lively bars while others may choose to only entertain the most wealthy Saraphs, feeding them gourmet meals of expensive and important meals from other territories.

Healers

Requirements: +5 years of age

 

A job most often held by the hens of the herd, healers use what resources they have to provide care and healing to the rest of the Saraphs!  Hens take great pride in becoming skilled healers, as it is one of the most acceptable and approved stations for a hen to possess.  Especially skilled healers may even be assigned to be in charge of the Sultan himself, a job that has its perks and downsides!  Healers may specialize in a number of specific occupations, such as midwifing or herbal tinctures, but all aim to heal, not harm - though a few might know just enough about poisonous potions that they could be of use…

Medic

Requirements: +6 years of age AND at least medium levels for both herbs/medicine and one other physical/magical skill 

A healer that typically deals with mercenaries, they often are called to leave the heart of the Oasis and journey into the deserts to attend to the wounded out in the field.  They may be so must be able to properly defend themselves should the need arise; while hens are allowed to be Medics it is a dangerous gig and seen as more of a tiercel's job. 

Doctor

Requirements: +10 years of age AND at least advanced level in herbs/medicine

The primary healers of the herd as a whole, these healers deal with everything from slaves to merchants, to off duty mercenaries so must have plenty of experience under their wings.  Doctors can choose to specialize in treating hens, tiercels, children, or slaves or even specialize in specific diseases/injuries.  In any case, doctors are well-respected for the service they give to the herd, whether they be hen or tiercel. 

Palace Doctor

Requirements: +15 years of age AND at least master level in herbs/medicine.

These elite doctors live and work in the royal palace, working to treat only the sultan, his consorts, offspring, slaves, and assassins.  However, they are still welcome to continue their former practice before they were promoted!  Palace doctors are highly skilled but are also under careful scrutiny; their position can be easily taken from them if they fail to heal their charge.  Palace Doctors can be either hens/tiercels

Other Ranks

Slavers

Requirements: +10 years of age

The Slavers are the controversial collectors of slaves!  Saraph slavers can either collect wandering outsiders and force them into enslavement or visit other herds to purchase prisoners or other unwanted persons.  While it is a dastardly job, no one wants to work in the blazing heat of the desert so no one complains.  Slavers are nearly always male.  Female slavers are frowned upon, as it is seen as a dirty job fit only for the smartest tiercels.  Slavers have to be quick-witted and able to talk themselves out of a nasty situation and almost always value money over an honest word.  Slavers often pay off mercenaries to make sure their shipments arrive on time and intact.

Architects and Builders

Requirements: +5 years of age

Given that many Nombekos may opt to return to the Warren, this leaves a void in the Saraph workforce. Slavers that are not fast enough to work as a messenger and do not wish to risk their lives at the hands of eagles can take up the very important job of building!

Slaves

Requirements: As of 2004, the only bloodlines permitted to be kept as slaves in saraph are Linx, Scybilline, and Hihiri.

 Slaves are most often those who have been forced into the business by trespassing onto Saraph territory or being prisoners of other herds.  Slaves live the hardest lives and are forced to work in the heat of day if necessary.  Should they be purchased by a kind master, slaves can live a decent lifestyle but, in general, they are lucky to be properly fed and bathed.  Thankfully, fit and well-kept slaves are a sign of wealth, so those rich enough to keep slaves do tend to take fairly good care of those who do their forced labor.  Slaves with earth magic are the most coveted, as it is their earth magic that can carve out entire nests within minutes, and it is those that will take top dollar.  Slaves that do not listen to their masters are punished and those that attempt to flee are either killed or allowed to wander the desert for those without wings rarely make it out of the desert alive…  Slaves occupy the lowest tiers of the sandstone walls, although those owned by the richest Saraphs may have somewhat extravagant nests. For more information on slaves, slave culture, and the history of slavery in saraph, see the "Slave Culture in Saraph" section below!

Herd Members

Requirements: None

While herd members may not be the richest or the poorest of the bunch, it is the common folk of the herd that allows the higher-ups of Saraph society to remain where they are.  Herd members may hold many a common rank, such as priests or gardeners who tend to the precious few plants that will grow in the desert.  Crafters are common amongst the herd and for the lowerclass to own a slave is uncommon and unusual.  Some of the poorer herd members may choose to join in the work of slaves in order to make a buck to feed their families…  Otherwise, they are a force as shifting as the sands, constantly seeking to better themselves and move out of their lowly plight into the ranks of the rich!  For the most part, herd members occupy the middle to lower shelves of the sandstone nests. 

Messengers and Couriers

Requirements: +5 years of age and medium level in agility

These Saraphs travel between Sarapha and Nombeko delivering messages. The range of travel may increase, depending on the willingness of other herds.
NOTE: Saraphs in Nombeko Territory are expected to follow Nombeko laws.

Saraphem and Alsaraphem

Requirements: Special Bloodline Rank; mother must have been a Saraphem.

Saraphem and Alsaraphem are multi-winged saraph of 'divine' lineage- descended by hens that were created by the Demigoddess Elysia herself. The Saraphem are water-magic wielding warrior hens, raised and trained their whole lives to serve and protect the dangerous Mirror Pools. Sons of saraphem, called alsaraphem, are also raised and trained to protect the pools- although their tasks mostly consist of guiding pilgrims to the pools, and guarding the corridors and tunnels leading up to them. For more information on these divine hens, please see the "Saraphem and Alsaraphem" section below! 

Eagle Hunters

Requirements: +10 years of age, and at least two advanced level combat skills

Those with enough courage and strength can try to take down the eagles that plague the Nombeko plains! If successful, they can claim the loot for themselves. This loot is very rare and useful to trade with other Nombekos with, or even sell them in Saraph or Beryl Bay.
NOTE: Saraphs in Nombeko Territory are expected to follow Nombeko laws.

Herd Ranks

Saraph Culture

Please remember that, although Saraphs do tend to favor tiercels as a whole, hens do have rights and are not helpless against them!  Hens, seen as daughters of Roth, are to be treated with respect and treasured (even if some tiercels consider their place being at the home instead of the battlefront).  Hens are preferred to be intelligent/strong of body; fat and lazy hens, although more typical of late, are seen as unambitious and not living up to their true potential!  If a hen were to come to a sultan/otherwise with the information that her mate/a tiercel had physically harmed her a trial must be held.  If evidence exists to suggest that the tiercel is guilty of such crimes his wings will be broken as punishment.  

The Saraph have a culture founded on physical strength and wealth.  One of the only herds that actually values a dollar, the Saraph estimate their own worth by the size of their aviaries, the amount of gold on their brow, and the number of hens nestled in their harems.  To own a slave is considered a luxury and some of the common folk may save for years before being able to afford one of their own (to no avail, most often).

While the Saraph are not overly fond of ceremonies (too much work; the few they have are usually reserved for betrothals/the crowning of a new sultan), battles for hens are put on display in a natural arena in Fire Bird’s Gorge.  Tiercels who wish to challenge for a hen must make their challenge publicly known and the two males must fight each other - often in front of a crowd - to make the hen theirs.  Fights settled in Fire Bird’s Gorge are final and hens won there cannot be challenged for again that year (unless, of course, the Sultan sees a won hen worthy of his harem).  The Sultan, if he is feeling particularly generous (perhaps after the birth of a son) may hold grand festivals in his own honor.  All herd members, even the slaves to a degree, are allowed to indulge in these sorts of festivals!

As a whole, the herd tends to favor tiercels as they are akin to Roth, their preferred deity.  However, it is not to be forgotten that their beloved sun god gave birth to only daughters and it was from his firstborn, Elysia, that the Oasis itself was formed.  Hens are expected to be sharp of mind and, although nowadays they tend to prefer a more cushy lifestyle, historically Saraph hens were just as fierce - if not more so - in battle as tiercels.  Hens may not participate in battles in current day Saraph but a tiercel who beats a hen (at least in public) will be dealt a swift punishment.  After all, without hens there would be no tiercels to lead the next generation!   A harem of well-kept and healthy hens who do not wish to leave their tiercel and continue to bless him with offspring strong of wing is a true sign of wealth and success for a male Saraph.

Many herd members frown upon the use of slaves that have built their nation but, lacking the means to build their earthen nests without them, most don't do anything to free them.  Every now and then miniature uprisings to free the slaves may arise but, time and time again, these outspoken voices are silenced - often permanently - by the slavers and Sultan’s mercenaries.

Though Saraph is often still referred to as a herd, they can also be classed as a nation! They are a large area of self-governed land that is distinguished from other civilizations, where the citizens have a unifying government and a set, unmoving territory as well as permanent housing and an economic system.

While the Saraphs live a luxurious lifestyle amongst the Gardens of Elysia, outside of the oasis life is dangerous.  Giant, flesh-eating scorpions and centipedes lay in wait for slaver shipments and unsuspecting outsiders to feast upon.  The venom of these creatures and giant vipers is some of the most potent on Anomalous and many a mercenary has given his life to prevent the creatures from breaching the walls that protect the Gardens.  In addition temperatures are as temperamental as Roth himself; the heat alone can kill, as can the chill of a particularly cold winter's night.

Other herds are suspicious of the Saraph, and for good reason.  While most herds understand that the desired outcome of a meeting with a Saraph can be bought with slaves or gold, their history of treachery when it comes to alliances make their loyalty just as flighty as the winds upon which they soar...

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Visiting the Mirror Pools

Those who are not a Saraphem/Alsaraphem but want to visit the Mirror Pools to speak to the gods/their ancestors are expected to be dressed plainly (aka, without adornments/accessories) and come cleanly bathed to preserve the purity of the pools.  They are not to have eaten a meal since the last sunset.  An Alsaraphem will meet the individual at the mouth of Fire Bird's Gorge where an herbal paste is slathered over their eyes to partially blind them.  They are then led by an Alsaraphem through a maze of tunnels and twists within the gorge until, finally, they are allowed to wash their eyes in the pool and consume the strange flowers that grow there that allow them a gateway to the spirit world via their dreams.

They are not to speak of their dreams in the Mirror Pools verbally until they have been led once more - eyes blinded - back to the main herd.  It is expected that most Saraphs make the journey to the pools at least once a year but it is not a hard requirement and no punishment will be given for not visiting the pools.

Slavery

How it came to be...


Long ago, the Saraphs lived a complicated but rather straightforward lifestyle in the desert; with fire magic in their veins they thrived beneath Roth's gaze and defended the Oasis from creatures meant to test their strength.  Years passed and, after a particularly plentiful year, word was brought to the Saraphs in a vision to their sultan that great eagles had grown so many in number that they were quite nearly decimating herds of small equines that lived on the plains.  The Saraphs answered the call to aid, joining dark-coated individuals with strange reptilian faces that had arrived before them to fight off the eagles.  Alliances were forged that day and, intrigued by the winged ones, a few of the reptilian equines as well as the ponies agreed to brave a trip to the Oasis to give their thanks personally.  It was eventually discovered that, although small, the rodent-like horses of the plains had the gift of the earth at their disposal and the scaled horses of the shrublands could bend light and shadow with ease.  To show their gratitude the earth benders built beautiful homes for the Saraphs to offer them shelter from the desert's heat and the nightwalkers bottled light that the winged Saraphs might never have to walk in darkness.  All were happy and great feasts were held in honor of the new alliances.  This alliance lasted for many years, and all the herds happily lived in harmony...  

Until the sultan was overthrown.

Long story short, the new sultan made a few shady deals with the right individuals and was able to trick large numbers of the earth-benders to come to the desert under the guise of a celebration to honor them.  Instead, he captured them and forced them to build more homes; from the nightwalkers the sly sultan sent his most trusted followers to steal leathery eggs.  The news spread of the new sultan's betrayal of the alliance but to these rumors of 'betrayal' the sultan defended himself and his followers, saying that without their wings the plains-dwellers would surely have been wiped out.  

To this day, slavery in Saraph continues and is a controversial yet integral part to their way of life.

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General Information

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Slavery is a hotly debated topic, and what bloodlines are and are not slaves may change!

Note that Linx/Hihiri/Saraph bloodline slaves are marked as a Locked Rank and must be purchased with a Locked rank token in order to be created!  Scybilline slaves are open to Free Creation.

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Other Herds as Slaves

  • Nombeko (Formally Common, now Illegal): The most common slaves, Nombeko are prized for their Earth magic.  It is upon the backs of Nombeko that much of the Saraph empire was built. The Nombeko fear the Saraph (except those that use underhanded deals to sell their brethren out to the birds in order to save their own skins) as their small size makes them the easier targets for capture. Adults are rarely captured, as kits/young adults are much easier to transport through the desert. Nombeko slaves with Electric magic are often done away with in one manner or another, since a quick zap to a Saraph can send it plummeting from the sky. 

    • As of Autumn 2004, Nombeko are no longer allowed to be kept as slaves in Saraph!
       

  • Scybilline (Uncommon): Scybillines are the next most commonly seen slave, simply due to their proximity to Saraph and the ease with which their eggs can be transported to the Oasis.  They are prized for their Poison magic, which is sought after by medics and herbalists alike to make not only powerful poisons but antidotes and other poisons.  Their light magic is often bottled and used to light halls/pathways and their strange Psychic magic is both feared and respected for its power.
     

  • Austerian (Formally Rare, now Illegal): More commonplace now thanks to the alliance between the Shadow Army and the Saraphs, the once noble Austerian guard was sure to keep any prying Saraph eyes away from their forests.  Their sheer size makes them hard to handle and only young babes are captured if they happen to wander outside the heavily patrolled borders of Auster.  With sharp tines that can easily pierce the heart of a Saraph, it is with caution that they must be employed.  Earth benders are useful for helping to craft Saraph buildings but it is their Laurel magic that they seek most to help keep the gardens full of fresh fruits, vegetables, and herbs! 

    • As of Autumn 1997, Austerians are no longer allowed to be kept as slaves in Saraph!
       

  • Linx (Extra-Rare): A rare choice as a slave mostly due to the fact that they are so far removed from the Saraph and much bigger than even the largest tiercel, those that are brought to Saraph feared and handled with the utmost caution.  If a Linx does manage to end up as a slave, they are often employed as builders or stationed as the first line of defense against the giant predators of the desert.  However, they don't often enjoy a lengthy life span, as their thick coats are not preferable for such a hot environment.  Note that most Linx in Saraph are born into the life, as new 'captures' of Linx are few and far between.  However, Linx are not a preferred slave choice as, although they can be quite handy to have around, their mature size and craving for red meat make them a health hazard to keep around.
     

  • Hihiri (Extra Rare/Nonexistent):  Hihiri have little worry over being captured as a slave.  Not only do they live on an island out of the reach of Saraphs but also lack magical talent that the Saraphs often prize - not to mention, they are huge compared to most Saraphs!  In addition, their fish-like mutations simply do not do well in such a dry, hot environment; the first Hihiri that were captured in Beryl Bay and brought to Saraph as slaves endured fins that shriveled up and began to flake away, leading to infections that ultimately led to painful, drawn out deaths.  The only Hihiri slaves that exist/have existed and survived look very much like normal horses and have no fishy mutations (aka, no fins, gills, fish scales, etc).  These simple individuals often serve than little more as cart-pullers to deliver supplies to other more useful slaves.
     

  • Saraph (Rare): Now and then, Saraphs themselves are sold into slavery.  This can either occur from another family collected an unpaid debt, being born without wings, or committing a crime worthy of steep punishment but not quite worthy of death.  Saraphs that are sold into slavery due to a crime usually have their wings broken/maimed permanently although those who are sold to pay a debt will usually retain their wings as their slavery only lasts until they can pay off their debts/buy their freedom.  Saraphs who have served as slaves are looked upon as "soiled" in the eyes of the community but can regain their status by hard work and perseverance. Saraphs, as slaves, can be employed in any field that plays to their strengths but are not particular desired or sought after by anyone other to whom the debt is owed.

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Slave Ranks

  • Ornamental - These slaves are rarely used for work of any kind and are primarily there to look pretty/be marveled at or provide company for their masters. Other slaves may see them as either lazy or traitors to their plight. Typically they are pampered and well-taken care of.
     

  • Home - Home slaves are the maids of the Empire, seen around homes or work spaces, cleaning and organizing things to their master's specific whims. Generally given light work, their treatment is the most varied of the slaves, as their master can either pamper them for good work, or be violent because they don't need to be in top condition for their chores.
     

  • Mine - Typically owned by particularly wealthy merchants, Mine slaves work in the mines to unearth ores and gemstones to be processed into the economy of the Empire. It is beneficial to keep this type of slave in good condition, as it takes a lot of strength to dig up and pull out the products that the saraphs need. Mines are often populated with criminals and assassins who anger the sultans, not allowed outside to the skies again.
     

  • Work - Outside the ones who work in the home or in the mines, work slaves are used to other laboreous tasks that their masters would rather not do themselves. Like Mine slaves, they may require to be kept in good condition to perform their jobs well. A slave beaten to the point of drawing blood or broken bones is not of use to anyone and may cost money to have healed.
     

  • Guard - One of the better treated of the working slaves, the sole purpose of this type of slave is to protect their masters from all harm. They are often not as skilled as mercenaries, but their are far cheaper since... well, they are slaves and work for free.

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Breeding
Slaves are, depending on the masters, allowed to breed and have families.  Not only does this keep a level of morale up among slaves but it also provides a new generation of slaves for free, without the pain/trials of capture!  Note that there are reports of slaves born with wings as the result of crossbreeding but any Saraph of taste would never soil their name with such an inferior pairing.  Not to mention that crossbreeding dampens the magical talents of the offspring so, therefore, results in a lower quality slave.  Tiercels/hens that are found to have interbred with slaves are often sold into slavery themselves, so crossbreeding between Saraphs/slaves is rare.

 

Viewpoints on Slavery

No herds aside from Saraph condone selling an individual into slavery.  There are also Saraphs that find the practice deplorable and fight to abolish it.  However, no one has been thus far successful in permanently freeing the slaves!  

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Freedom
When it comes to purchasing their freedom, only Saraph slaves can truly look forward to this.  Slaves who are found trying to escape will be heavily punished and, while death is an option, their value as a worker often saves their life.  Those who escape collection parties must face the deadly desert and its creatures, a fate which many cannot hope to survive.  Some masters may allow slaves to "earn" their freedom.  Most times this is a farce and they simply are sold to another master!  However, if a slave's master truly wishes to free us charge, it is his/her responsibility to ensure their freedom/safe passage out of the desert...  At the risk of their own life!  Masters who permanently free their slaves are often viewed with distaste from those who are pro-slave although can be seen as noble by those who oppose it! 

Note that no "freed" slaves can live within Saraph; they will just be cheated in one way or another back into service.  Only a slave who escapes Saraph territory can truly be free if they can avoid recapture.

Who are the Saraphem?

Born to be the brides of Harenoth, the first Saraph sultan, the Saraphem's origination can be read in The Legend of Elysia.  A creation of Elysia by way of Roth's light as it reflected off of the water's surface, these special hens were not born with the gift of wind, fire, nor electricity.  They were born of water and so, as their mother, it answers their call.

That's right, Saraphem are born with Water magic! 

Saraphem are said to be of the purest lineage of all Saraphs, even more pure than the sultans themselves as they were sired by Roth and their mother was the water.  The first Saraphem were considered divine beings and it was their duty to love the son of Elysia, protecting the oasis from the fiery wrath of him and his descendants with their cooling waters.  When the Saraph first broke away from the Oasis, Saraphem were integral to the expansion of the Saraph herd into further territories, using their magic to lance enemies with frozen spears or manipulate the very blood within their veins...

Once fierce warriors, Saraphem in present day Saraph enjoy quite a luxurious lifestyle but still hold their ancestral responsibilities to the herd.  While no longer often called upon to join in battles due to their rarity, they continue to be trained in the art using their magic in battle.  Not only are they expected to be able to defend themselves but also to be well versed in Saraph lore!

Saraphem can only be born out of Saraphem mothers and their water magic can only pass from mother to daughter.  Akin to royalty, they are considered priceless and fiercely protected.  Their purity is highly coveted and young Saraphem are married off only to the most worthy of tiercels as soon as they feel that they are ready.  To have a Saraphem for a bride is one of the highest honors that can be bestowed upon a tiercel but such a prize comes with a high price.  While Saraphem may ultimately choose who they wed, some are as easily swayed as tiercels when it comes to gold.  If a tiercel cannot capture her heart with love, he may offer whatever riches he has to convince her otherwise.  Only the wealthiest merchants can hope to arrange marriages to Saraphem for either themselves or their sons, although now and then Mercenaries are gifted a Saraphem bride for excellence in the eye of the Sultan.

While there are no color restrictions on Sarapem, those with coats of red or gold are considered the most pure.  Dark-coated Saraphem are seen as a bit unfortunate but, so long as they dedicate themselves to the herd and their duties, they are given just as much respect as their light-colored sisters.

 

All About Saraphem

Locked Rank
Saraphem can only be created with the purchase of an Legendary Locked Rank token!  Saraphem are given a roll upon creation to determine if they will inherit two or three sets of wings.  Sons of Saraphem (called Alsaraphem) must also be purchased with an Extra-Rare Locked Rank token and will be given a roll to determine if they have two or three sets of wings; however, they will almost never have Water magic.  Alsaraphem will also always be born with blue or green eyes.

Gender Restrictions
To be a Saraphem, you must be a daughter of a Saraphem!  Sons born of Saraphem mothers will usually inherit the magic of the father and are called Alsaraphem. 

Magic Type
Regardless of the magic type of the sire, all female Saraphem are born with Water magic.  They are the only Saraphs that can be born with this strain naturally.  This magic will pass on to daughters but usually not sons.  If a Saraphem daughter inherits the magic of her father it is raises the suspicions of the herd that perhaps the sire has been frowned upon by the gods for one reason or another.

Coat Color Regulations
Saraphem can be any coat color, although solid red/gold coats are preferred and considered the most beautiful.  Regardless of their pelt's shade, all Saraphem will be born with blue or green eyes, a nod toward the waters from which their ancestors were born, and will be born with two sets of wings.

Mutation Restrictions
Must have Saraph-based mutations.  Rare/outside herd mutations are prohibited!

 

General Rules Regarding Saraphem/Alsaraphem

Saraphem cannot have any other magic than Water magic; they may have a secondary magic applied to them by reward/token but strains are limited to found naturally within the Saraph blood-line (Wind, Fire, Electricity).

- Secondary Strain, Out of Herd: Is only available through the Magical Mutate Token (Via Option C, Randomly Rolled), or Divine Blessing/Curse!

- Third Strain, Out of Herd: Requires - Legendary Additional Magic (Purchases Third Strain), Magical Mutate (Allows out of Herd Magic on Saraphem, randomly rolled.). If you want to choose your type of out of herd magic, this requires a Extra Rare Magic purchase as well.

 

Cannot have mutations found outside of the Saraph herd.

The only exception to this rule with the use of a Mutate Reward, Legendary Level Salamander Reward, or a Divine Blessing/Curse!
 

Saraphem can only give birth to female daughters every other year; aka, a son must be born between daughters.  To give birth to multiple daughters in a row, a Basic Reward purchase is required for each breeding in between the time the next son is born (ie, if a Saraphem gives birth to a daughter two years in a row and a son on the third year, one Basic Reward Purchase is required).
 

Can choose their own mates, although more commonly are married when they become sexually mature (five years)!  Do not have to be married to have children but it is seen as impure to do so.
 

Saraphem/Alsaraphem are strictly prohibited (culturally) from producing crossbred children.  All parties involved (ie, mother, sire, child), should a Saraphem cross arise, are executed if discovered.  If crossbreds do occur, children born out of a Saraphem will follow Saraphem mutation/magic restrictions; cross children sired by Alsaraphem may feature outside herd mutations.  All cross children will experience normal Crossbreed caps.
 

Must have blue/green eyes; Colored Eyes mutations will not have any affect.
 

At the age of fifteen, Saraphem/Alsaraphem will choose one season a year to protect the Mirror Pool.  They may live as they wish within the Gardens of Elysia outside of this time frame.
 

At this time, Saraphem are forbidden from leaving Saraph territory.  Plots involving a Saraphem leaving the Gardens must be purchased with a Basic Reward!
 

After the age of fifteen, Saraphem are discouraged from becoming pregnant simply to prevent unborn children from being killed or leaving newborns motherless!  Pregnant Saraphem are given two seasons off if pregnant (ie, the season that they are furthest along in their pregnancy and the season within which their foal is born) but are still expected to serve one season protect the Mirror Pools.  Alsaraphem have no breeding restrictions but it is custom to not serve at the Mirror Pools in the seasons a hen pregnant with their child is largest/due.
 

Sons and daughters of Alsparahem have no special titles but do have a higher chance at inheriting multiple sets of wings!
 

Starter Characters cannot be related to a Saraphem/Alsaraphem (even distantly).

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If they don't battle, why do they need to learn how to fight?

Once upon a time, Saraphem were skilled warrior hens that not only loved their tiercels but also protected the temperamental males from themselves.  While most modern Saraphem have never been in a real life-or-death situation, it is considered an honorable tradition to pay homage to the ancestors who died fighting for what they believed in.

However, it is not just for the dead that the Saraphem must train.

A Saraphem is allowed to live her life as she pleases...  Until the age of fifteen.  Once she has reached her prime, it is time to repay the gods for her existence.  One season out of the year, Saraphem are required to take their place as a sentinel in one of the most holy grounds in all of Saraph territory...  The Mirror Pool.

The Mirror Pool is a hidden spring deep in Fire Bird's Gorge.  It is an incredibly sacred place known for its beauty and tranquility - not to mention the supposed place where Elysia's bones are buried.  Water trickles down the rock formations around the spring, making the Pool glisten and gurgle pleasantly.  On all sides the shaded area grows luxurious mosses and from thick vines strange, exotic flowers bloom; these flowers are seen nowhere else in the world and, at night, both the flowers and the spring give off a strange and ethereal glow that seems to shift through all the hues of green and blue under the light of the moon.  Saraphem are tasked with keeping watch of the Mirror Pool, allowing only those pure of heart into it so that they may drink out of the pool and connect with the gods and their ancestors in peace.

However, such a fruitful and holy place can attract dangerous predators; in particular, the Mirror Pool seems to be a favored hunting ground of the giant, venomous vipers that plague Fire Bird's Gorge.  Saraphem risk wing and talon to fight off these intruders in order to keep it safe for any who enter.  It is believed that, if the peace of the Mirror Pool is disturbed, the springs will dry up and force the Saraphs out of their ancestral home.  The Saraphem have to take their task very seriously and must be skilled in both magic and medicine in order to fight off these threats, as if a sister gets bitten they have only minutes to administer the antidote to the viper's poison.

Once their season of service is over, they are free to return to the herd and to their life as normal until the next year when they must again protect the Mirror Pool!

 

What about Alsaraphem?

Alsaraphem are also expected to serve a season protecting the Mirror Pools.  However, they do not typically enter the pools themselves and instead are posted outside.  It is an Alsaraphem that allows all traffic in and out of the pools and so in turn are the first line of defense should peril come to harbor.  Only an Alsaraphem can lead a herd member from the main hold of the herd to the hidden location of the Mirror Pools.  Alsaraphem begin service at the age of fifteen years, just as the Saraphem do.  Alsaraphem are rolled and have a 25% chance of inheriting Water magic from their mothers.

Saraph Culture
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