Post by Kryos on Jan 23, 2008 13:10:10 GMT -5
Soul guardians, watchers of the spirits, and the peacekeepers of the dead. The Dwiilar are a rare and extremely secretive race, claiming their homeland to be the Montivagus Mountains and the Viresco Silvia Forest, in Aetherae. A twin to humans and elves, they have flitted through myth for centuries as entities that have a mysterious power over others. They dance in the shadows of history, always there, but never seen. Their elusiveness has always been their key to survival.
Physiology
Appearance:
Just like their racial brethren, the Dwiilar stand a little taller than humans—ranging from 5' 9" and up to 6' 2" (1.75 to 1.88 meters)—and weight at maturity between 140 and 170 pounds (64 to 77 kilograms). Usually, females are shorter and lighter than their male counterparts, but the difference isn’t too noticeable. Their skin is naturally fair, similar to the elves, though it can obtain a dark tan like the men in Talambar. But, the eyes of the Dwiilar are their most noticeable feature. The lustrous color in their irises glow as if lit from within. Also, ears can be either rounded or pointed, depending on genes.
The Dwiilar males tend to wear their hair short, but not absurdly so. The common trend of hair length is from the eyebrows to the chin, and a particular Dwiilar’s style depends on preference. The same applies for females, though they usually have hair that falls to their shoulders at the shortest length and to the lower part of their backs at the longest. Their hair can come in a variety of colors, from blacks to blonds to reddish-browns. Additionally, some possess silver hair. Artificial dyes are never used with the Dwiilar, and tattoos are abhorred. Make-up is not used in Dwiilarian society.
Aging:
A Dwiilar’s rate of maturity is similar to that of humans, but they enjoy more longevity. On average, they can live from about 140 to 160 years, though there have been some who have lived to be more than 200 years old. Puberty occurs around the age of twelve for both males and females, while maturity happens at around 15. However, youth are accepted as adults anywhere from 15 to 18, when they have proven their responsibility.
Reproduction:
For unknown reasons, the Dwiilar are not as capable of bearing children as other races. As a result, the Dwiilar have always been a minority in the world. On average, only one out of three women ever gives birth and when they do, they only have one child. A few exceptions have been known to happen, resulting in two, or in very rare cases, three children being born to parents in their life. Women can bear children into their eighties (the Dwiilar equivalent of middle-age), though they usually have their child before then. Also, because of these difficulties, having a child is one of the greatest achievements one can have. The children themselves are treasured, and any crimes against one bring severe punishment.
Inherent Abilities:
Senses: For the most part, the Dwiilar tend to take after the elves in regards to their senses and capabilities. They have sharper hearing than humans and better eyesight than both humans and elves. They have an unnatural grace to their stride, mirroring their brethren. Also, with training, they can become as quick, strong, agile and reflexive as the elves.
Fargazing: The most valued possessions of the Dwiilar are their eyes, called Dwiileye. It is called such because they possess two sets of eyes, one which appears during the day, and another which manifests during the night. As the eyes shift with the everlasting cycle of the sun, so do their powers, which correlate directly to the time of day and the colors of the Dwiilar’s eyes at that time.
Fargazing takes a lot of practice and skill to use, and once a Dwiilar is able to achieve it, it takes considerable concentration. The methods of Fargazing differ for each person; each one has a way that is easiest for him or her. When Fargazing, the color of the irises completely expands over the pupil and the sclera (white part of the eye), so the entire eye appears to be one color. In addition to this, the color glows softly, illuminated from within. At this point, a Dwiilar can choose to remain in the realm of Domhantir, or shift into the realm of souls, called the Fluenta. For a Dwiilar, it is instinctive to shift between realms, though it takes different amounts of energy to remain in each one. Usually, it is easier to remain in the Fluenta, as opposed to Domhantir, though with use the difficulties can level out. Beginning Dwiilar can usually maintain Fargazing in either realm for a few minutes at first. Then, as their endurance grows, so does their time.
When a Dwiilar chooses to remain in Domhantir, they gain added abilities to give them an edge in battle or an advantage in whatever they may be doing. Usually, the Shrodeye abilities are used for combat and the Lumneye is generally used for stealth. Also, the energy required to Fargaze differs with eye color, since there are different physical changes made.
If, however, a Dwiilar chooses to enter the Fluenta, then they will receive no benefits. Indeed, it becomes a whole different story. The Fluenta is the realm of souls, and within the Fluenta, there are different levels to which one can travel. To dive into these deeper realms takes increasingly more energy and concentration. Each of the realms within the Fluenta has different meanings, but most remain obscure, so Dwiilar usually remain in the "surface" realms. However, some of the deepest realms penetrate beyond normal reality; they are timeless, and as such, hold mysterious potential.
In these realms, the Dwiilar are, in effect, controlling their spirits. This realm looks similar to Domhantir. When transitioning from Domhantir to the Fluenta, the world appears to smear as point on canvas, coming in and out of focus, until it re-solidifies. Colors are muted but vibrant at the same time, and the landscape almost seems unsure of itself.
While in the Fluenta, a Dwiilar can move freely in the surroundings. However, while in this realm, they have little control over their physical body, which remains on Domhantir’s plane. They are limited to basic movements and very little speech, and they are completely unaware of the mortal realm. But there are some advantages. If a Dwiilar was bound, they would be able to move freely in the Fluenta.
In the Fluenta, a Dwiilar is able to see the souls of those around himself. Unlike the Dwiilar, who appears as he does in reality save maybe a few details, the souls of other mortals are just a spectral form of the person, ranging in brilliance and color from white to black. Most souls (non-Dwiilar) are unable to become spiritually aware as the Dwiilar are able to, and thus the souls mimic what the physical body does. There are a few exceptions. Those with a very strong sense of individuality, who know themselves well, are sometimes able to control their souls separately from their bodies, although they will not be able to have an awareness of the Fluenta. There are aftereffects of Fargazing, including traces of a rift that opens when the Dwiilar enter the Fluenta. Hence, these very powerful souls could enter the realm and battle against a Dwiilar, the guardians of that realm. Here, physical strength is not a factor. Instead, the strength of one’s spirit is the main component.
Besides being able to see the souls of other, they can detect nearby “influences”. These entities, natives of the Fluenta called shadows and reflections, can affect the decisions of others. Shadows promote unlawful behavior and choices, or a negative frame of mind, while reflections are just the opposite. The more powerful the influence, the more extreme the behavior that results. While in the Fluenta, the Dwiilar are able to combat against other Dwiilar, other souls, as well as the influences. Again, much of this depends on the strength of one’s spirit, but there is another ability that the Dwiilar possess–a specialized kind of magic unique to the Dwiilar.
Soul Magic: The concept of this magic is simple. The user reaches into their own soul and grasps that form of energy. Then, they compress it into a “physical” state around the intended area. The most natural and beginning location is that of the hands, though as their skill progress, they can spread it to all places on their body and to weapons they wield. At the later and more advanced stages, they are able to send their energy to objects that are not touching their own body. However, a Dwiilar would not be able to summon a spell on the flesh of another living creature, for that would be controlling their souls directly.
In both realms, Domhantir and the Fluenta, the magic appears as rippling white or black flames. The color depends on which spell the Dwiilar has used. He is able to differentiate what part of his soul he uses, and the color varies accordingly from the ebon Bane Spell to the alabaster Charity Spell. If a Dwiilar touches a person of a different race with a Charity Spell, they feel happier and more relaxed, as if their troubles have gone. With the Bane Spell, a helplessness will come over the person and they may feel depressed. These spells have no effect on Dwiilar. Depending on the intensity of the spell, and the length of time exposed to it, the effects will wear off. However, long exposure to either spell by a non-Dwiilar is never good. They may fall too far into their depression that they won’t come out, and in worst cases, become suicidal. In the opposite case, the person may go into a giddy fit and when they come out, become upset that their troubles have returned. Because of this, Dwiilar are careful when using the spells, so this almost never happens. On another note, items will sometimes have the lingering effects of these spells if they have been subjugated to a spell for a long period of time. The effects are weak, even if the initial spell was powerful, since it is but the residue of the spell. It will last for several hours, slowly diminishing until they are completely gone. Lastly, the intensity and control of the Bane and Charity Spells, as well as the amount one can summon, will improve with practice and experience.
In the Fluenta, the Dwiilar can summon this magic as well; it is used mainly for combating influences. By subjugating an influence to the opposite type of magic, one can lessen the power of the influence. However, doing so is painful to the influence and usually prompts confrontation. Only when the shadow or reflection becomes too weak to fight is the battle over. It is possible to use soul magic on other souls in the Fluenta, but it would have the same effect as it would in Domhantir, so there is no reason to.
Spirit Blades: The one advantage in the Fluenta that Dwiilar can use is an advanced form of their soul spells. With enough training, they can summon enough condensed soul energy to form a manifestation of their preferred weapon. The result is what is known as a Spirit Blade, a weapon forged from one’s own soul. The energy needed is phenomenal and will often drain the wielder for a week. Once it has been made, though, the carrier will always have it with him. It appears as a weapon colored with a hurricane of black and white. Once made, the Dwiilar can control the ratio of Bane/Charity composition, as it suits them.
Inherent Weaknesses:
The Transient State: During the time where the sun rises and sets, there is a period where the Dwiileye is neither Shrodeye nor Lumneye. This is the Transient State, where the Dwiileye is changing from one to the other. It begins in the morning, when the top of the sun breaches the horizon, and at dusk when the belly of the sun alights on the land. Mountains and other landmarks do not effect the times of the Transient State; only when the sun encounters the true vanishing point of the realm (the point where the horizon would be if the world were smooth), in relation to a Dwiilar, will it commence. During the Transient State, the color of their eyes fluctuates between Shrodeye and Lumneye colors, as well as a misty gray. Usually, the Transient State lasts anywhere from three to five minutes. There are rumors, though, of Dwiilar who have been able to reduce this time significantly, and even shift between Shrodeye and Lumneye at will.
While in the Transient State, the Dwiilar have no benefits to their vision and they are very vulnerable, since they are unable to Fargaze during this time. Instead, their vision is slightly out of focus. Hence is born a fear of places of unsure footing, where they could misjudge distances and fall.
Heights: Because of the Transient State, there is a fear born in every Dwiilar of tall places, for if a transition were to take place, it would leave them extremely vulnerable. Therefore, most insist that they begin a climb right after sunrise.
Society
Territory:
The Dwiilar have always been a small race; the total population never exceeds fifty-thousand due to the difficulties of reproduction. Because they are so secretive and protective of each other, the majority live in their capital, Evalintal, located deep in the Forest Viresco Silvia, near the Montivagus Mountains, in Aetherae. Protective wards are set up in the area near the capital and the surrounding forest, making the discovery of their existence by other races nigh impossible. Only a Dwiilar can travel to the city without aid. The rest of the populous live elsewhere as adventurers traversing Domhantir alone, or in families who live more reserved lifestyles.
Way of Living:
Within Evalintal, every Dwiilar is considered equal, including the children. Indeed, one of the highest virtues is respect; each person gives respect to others at all times and not doing so is considered an insult. Manners are stressed in society so much that they become second nature to them. Rivalries and competition are commonplace, but even those involved treat each other with respect in public. Honor is another of the highest virtues, and each Dwiilar strives to live by honor, even if they deal in darkness. Lastly, all Dwiilar are extraordinarily loyal to each other and would never betray their nation, even if they went against the general public.
However, depending on circumstances, authority is taken into account. For instance, mentors are given respect by students, and the relational dynamics change accordingly. Other occurrences of this happen within the family with parent and child and between siblings.
Government:
Even though each individual is considered equal in the Dwiilarian society, there are several groups that have higher authority. They are The Council of Nine, the Soul Diamonds, and the Raldian.
Just like in any city, the Dwiilar are capable of performing a plethora of jobs. School teachers, doctors, construction, farmers, they can adapt easily to whatever need requires. There are a few special occupations, however. One is that of a soul trainer. They are the ones charged with teaching the youth how to control their powers and teach them discipline. Another is the blacksmith. These Dwiilar study the processes of weapon creation for many years and eventually can craft almost anything. However, they deal specifically with forging the materials found exclusively in the Montivagus Mountains. Such materials are the ones used for Deliverances, as well as basic weapons made from materials stronger than steel. This craft is very secretive and only the masters know everything. Over time, they give their knowledge to their apprentices to pass on the art.
Housing:
When it comes to housing, the Dwiilar tend to favor a style similar to the elves, meaning they will use their surroundings as much as possible to create a home of elegance. When building a house, they only use wood from dead or fallen trees. They cut the wood to the desired size and soak it in a solution for a few days to strengthen the wood. Then, using the pieces, as well as occasional metal products from the forges, they build. Often, they construct around trees, so it is common for a tree to be growing through the house and emerging from the top. Once the basic structure is finished, a different crew moves in and places the trim and fine details on and in the house to give it the look of beauty. Houses are often colored in white, with green, blue, purple, or other non-contrasting colors that are easy on the eye and flow into the surrounding area with ease.
Diet:
The Dwiilar eat a wide range of food. Most of their diet, however, consists of fruit and vegetables. An overabundance of meat is generally looked down upon in society. That being said, scattered within the city are many trees that grow fruit and many vegetable gardens. The Dwiilar work together to bring them to harvest and picking them early is considered a minor crime. The youth, however, have been known to snatch an occasional apple as a snack.
The Dwiilar will never partake of any mind-altering substances. Alcohol, tobacco, and other such drugs are avoided at all costs for the sake of preservation; if intoxicated, their abilities are hampered and their means of survival are shortened.
Weaponry:
With training, the Dwiilar are capable of using any weapon, from axes, to swords, to bows, to spears. Most people prefer close-ranged combat rather than ranged, as they can use their abilities to greater use.
Many types of swords are used, ranging in size and weight depending on the user’s preference. Spears are not as common, but there are quite a few spear men, some with ax blades on the end like a halberd. There are also a few commonly-used dual weapons, as in a smaller weapon for each hand. When used well, these dual weapons can be deadly with many quick strikes. There are a few archers as well, capable of using their Bane Spell in conjuncture with their arrows. However, all archers are urged to become capable of using at least one short-ranged weapon in the case where arrows are not a good option to use.
The Deliverances, however, are the elite weapons. Their form can be that of any other weapon. The only difference is that of the material used. Only the master smiths know the process of forging a Deliverance, as well as what the base material is; they call it Cryalliantine. Upon completion, though, the Deliverances look like weapons made from diamonds. They shine in any light, reflecting the beams in many directions. The substance is incredibly strong, lying on the edge of being unbreakable. To date, only one Deliverance has ever been destroyed, and that was by an extremely powerful warlock. Also, the edges of bladed Deliverances are very sharp and never dull. Any sheaths that are made are carefully constructed as well. The inside of the sheath is also lined with Cryalliantine, while the outside is made of very fine and strong wood. Designs often mark the sheath, chosen by the wielder to profess ownership.
There is also a special weapon that is presented to the Raldian when he becomes a Soul Diamond as well, but as of now, not much is known about it due to the extreme secrecy shrouding it. More information may follow.
Clothing:
The Dwiilar prefer loose clothing that allows a maximum range of motion. Usually they wear light shirts that are cut in the middle of the upper arm and light pants that reach their ankles. Styles can vary depending on gender and preference. For instance, women can often have a shirt with a section cut at the neck for comfort. Belts are usually worn as well. Leather boots are also popular. The colors of these clothes are usually white or black, but a lot of other neutral colors are uses as well; greens, blues, and violets. Combinations of these colors are not seldom either.
Aside from that, cloaks are common as well, especially in bad weather. Other main outfits can include robes with colors mirroring the above. These robes are elegant and are worn mostly by teachers and trainers. They are one-piece garments that have long and loose sleeves and a hem that goes to the ground. However, many Dwiilar that wear these robes also have another layer beneath. They are capable at fighting well in the robes, but most find the fabric distracting. If combat arises, they can easily shed the robe and engage in more suitable clothing.
The only uniform is that of the Soul Diamonds. The Council of Nine has no specific uniform, as they are individually equal. The Soul Diamonds, however, have very recognizable clothes. Their clothing is completely black and consists of leather boots, pants, belt and a shirt whose sleeves reach halfway to the elbow. The shirt is worn tucked in or free, though the shirt doesn’t go past the hips. But, over their shirt, they wear a black jacket that reaches just above the waist, and the sleeves extend to the wrists when arms are extended. The jacket also has a hood on it. The distinguishing feature, however, is that on the edges of the jacket, shirt, and pants, there is a half-inch border of white. There is also a border of white running along the outside seams of the pants. On the back of the jacket, there is the Soul Diamond symbol in white, an intricate and elegant diamond.
When it comes to jewelry, piercings are acceptable on women, though they are restricted to ears. Bangles, bracelets and rings are common on females, though it isn’t rare to see a Dwiilar male with a ring or two.
Culture
Religion:
The Dwiilar do not believe in a god, nor any deities for that matter. However, they do not deny that there may be the existence of a god. They have just found no proof of the existence of one and live accordingly. However, they believe that the visions of the Raldians provide evidence for the eternal nature of their souls. They view life as a time to learn as much as they can and to prove their worth to their kind, so as they can be accepted by their ancestors in the next realm. Neglecting this duty is considered as not even living life.
Holidays:
Festival: The Festival is celebrated the day of the Summer Solstice, and it lasts the entire day and into the night. Those in Evalintal do not work this day, and those outside the capital also take a day of enjoyment. The central district of the city has many vendors, selling all kinds of food and toys for the little ones. Children listen to stories given by elders, and songs are sung throughout the day in celebration. But the main event begins when the sun reaches its peak.
In the Montivagus Mountains, some distance away from the Stone Theater, lays the Citadel, a large battle arena. Any Dwiilar who wishes may enter the competition and fight for glory and the title of the Blood Sun. Each round may be fought in whatever manner the participants wish, and each one tests themselves to the limit. The winner is the first to draw the other’s blood, so major injuries usually do not occur. The battles are held tournament style, and the crowd comes and goes as they please. The last battle is fought at just before sunset, in the dying light to test the combatants. The winner is pronounced that year’s Blood Sun. Lastly, the Soul Diamonds regulate each match to make sure things don’t get out of hand.
Just as the sun completely disappears and all of the Dwiilar enter the Transient State, they close their eyes and begin to meditate, reviewing the past, accepting the present and planning for the future. This is the time that they review their life and contemplate where they stand. Meditations usually last for about an hour, when they silently rise and leave the Citadel to their homes.
Dance of Darkness: This night is comparable to the Festival, beginning with the setting of the sun on the Winter Solstice. During this time, known to Dwiilar as the Dance of Darkness, the Dwiilar celebrate beauty and art. Vendors once again line the central district, selling various wares. Skilled magic users perform in front of audiences, creating intricate designs with their souls. Lastly, in tribute to all beauty and freedom, they dance. Multiple stages are constructed for anyone who wishes to perform. The night is filled with dance and laughter. Then, as the sun approaches the eastern sky, a wedded couple will perform the Soul’s Reunion, one of the hardest dances to perform. Then, just as the last steps are completed, the first rays of the sun stretch across the land. Just as with the Festival, the Dwiilar meditate as they enter the Transient State. Once finished, they quietly slip away, to their homes to rest or to work, whichever is convenient for them. The following day is usually relaxed and leisurely.
Duel of Power: This is an event that happens not annually, but on the cycles of both the sun and the moon when they “battle each other for power” during a Solar Eclipse. The instant that the moon touches the sun, the Dwiilar gain a special ability. They can shift their Dwiileye at will, the change being completed within a few seconds. This gives the Dwiilar a unique advantage, since they have control over all of their powers. In times of war, this event is when they make their greatest move, as they are at their peak. In times of peace, they merely celebrate the hour. Games between children are played, and the adults hone their craft, sometimes with fights of their own. Also during this time, the powers they can receive are more powerful, and the effort needed to use them decreases. The Duel ends when the moon lets go of the sun and descends once again.
Blossoming of the Souls: The Blossoming of the Souls occurs during the Lunar Eclipse. During this time, while there are no effects on the Dwiileye like the Duel of Power, the Dwiilar feel a strong urge to Fargaze into the Fluenta. Often, they will have visions, some of the past and some of the present. Also, it is during this time that the Dwiilar may see other Dwiilar who have passed on, though these occurrences don’t happen often. Then, when the moon turns red, they feel a strong passion stir within their souls. Thus, this is a romantic event celebrated by couples especially, where they may retire for the night early.
Rituals and Customs:
Binding of Souls: When courting, the Dwiilar will do a variety of things. However, they will never Fargaze together. To share that side of themselves with each other is very intimate. However, if a male wished to wed, then he would, however he wished, enter the Fluenta. Just before entering, though, he would invite the woman to journey with him forever. If the woman were to join him in the Fluenta, then the pact would be sealed with a binding kiss of their souls.
Battle of Worth: While a Dwiilar reaches maturity at the age of fifteen, and if they have the desire to join the ranks of warriors, they face their initial Battle of Worth. Here, they must fight at the Citadel against their soul trainer to demonstrate how much they have learned in controlling their powers, as well as the other two points of combat, weapon and melee. If the trainer believes they have learned enough and have grown to an appropriate degree, then he or she will trace the youth’s forehead with two fingers, one lit with a Bane Spell and the other with Charity. This symbolizes the youth’s entrance into the military arts. Then, as youth grow and apply to join higher ranks of more specialized warriors that are below the Soul Diamonds, they must complete additional Battle of Worths, each one progressing in difficulty.
Music and Dance
Most of the music in Dwiilarian culture is vocal; the people sing songs about past times and often make up songs depending how they feel. There are several musical instruments, however. These are crafted by the smiths in the forges. The most common instruments are flutes, ranging in size and pitch. This, in combination to the reed flute, makes up the majority of the instruments. These are played in combination with dances.
To the Dwiilar, nothing is more beautiful than the dance, the exposure of one’s soul through movement. There are many types of dances, some performed as a solo, others as a pair, and a few as a group. But none are held more sacred than the dance between two bonded souls. The passion and devotion displayed in these performances speak of the trust and intimacy of two people, something that will continue on into the eternities.
Physiology
Appearance:
Just like their racial brethren, the Dwiilar stand a little taller than humans—ranging from 5' 9" and up to 6' 2" (1.75 to 1.88 meters)—and weight at maturity between 140 and 170 pounds (64 to 77 kilograms). Usually, females are shorter and lighter than their male counterparts, but the difference isn’t too noticeable. Their skin is naturally fair, similar to the elves, though it can obtain a dark tan like the men in Talambar. But, the eyes of the Dwiilar are their most noticeable feature. The lustrous color in their irises glow as if lit from within. Also, ears can be either rounded or pointed, depending on genes.
The Dwiilar males tend to wear their hair short, but not absurdly so. The common trend of hair length is from the eyebrows to the chin, and a particular Dwiilar’s style depends on preference. The same applies for females, though they usually have hair that falls to their shoulders at the shortest length and to the lower part of their backs at the longest. Their hair can come in a variety of colors, from blacks to blonds to reddish-browns. Additionally, some possess silver hair. Artificial dyes are never used with the Dwiilar, and tattoos are abhorred. Make-up is not used in Dwiilarian society.
Aging:
A Dwiilar’s rate of maturity is similar to that of humans, but they enjoy more longevity. On average, they can live from about 140 to 160 years, though there have been some who have lived to be more than 200 years old. Puberty occurs around the age of twelve for both males and females, while maturity happens at around 15. However, youth are accepted as adults anywhere from 15 to 18, when they have proven their responsibility.
Reproduction:
For unknown reasons, the Dwiilar are not as capable of bearing children as other races. As a result, the Dwiilar have always been a minority in the world. On average, only one out of three women ever gives birth and when they do, they only have one child. A few exceptions have been known to happen, resulting in two, or in very rare cases, three children being born to parents in their life. Women can bear children into their eighties (the Dwiilar equivalent of middle-age), though they usually have their child before then. Also, because of these difficulties, having a child is one of the greatest achievements one can have. The children themselves are treasured, and any crimes against one bring severe punishment.
Inherent Abilities:
Senses: For the most part, the Dwiilar tend to take after the elves in regards to their senses and capabilities. They have sharper hearing than humans and better eyesight than both humans and elves. They have an unnatural grace to their stride, mirroring their brethren. Also, with training, they can become as quick, strong, agile and reflexive as the elves.
Fargazing: The most valued possessions of the Dwiilar are their eyes, called Dwiileye. It is called such because they possess two sets of eyes, one which appears during the day, and another which manifests during the night. As the eyes shift with the everlasting cycle of the sun, so do their powers, which correlate directly to the time of day and the colors of the Dwiilar’s eyes at that time.
- The Shrodeye: This is the Dwiileye that appears during the day, from when the sun first appears to when it finally sets. The Shrodeye gives all Dwiilar very acute eyesight, allowing them to see farther and clearer than elves. The common colors of the irises for the Shrodeye are emerald and sapphire, but there is the rare case of dark red. No matter the color, each one is vibrant.
- The Lumneye: These are the eyes that appear at night, under the reign of the moon. The Lumneye grants the Dwiilar enhanced vision in the dark. The usual colors of the Lumneye are violet and gold, while the scarce color is silver. Again, the colors are vibrant.
Fargazing takes a lot of practice and skill to use, and once a Dwiilar is able to achieve it, it takes considerable concentration. The methods of Fargazing differ for each person; each one has a way that is easiest for him or her. When Fargazing, the color of the irises completely expands over the pupil and the sclera (white part of the eye), so the entire eye appears to be one color. In addition to this, the color glows softly, illuminated from within. At this point, a Dwiilar can choose to remain in the realm of Domhantir, or shift into the realm of souls, called the Fluenta. For a Dwiilar, it is instinctive to shift between realms, though it takes different amounts of energy to remain in each one. Usually, it is easier to remain in the Fluenta, as opposed to Domhantir, though with use the difficulties can level out. Beginning Dwiilar can usually maintain Fargazing in either realm for a few minutes at first. Then, as their endurance grows, so does their time.
When a Dwiilar chooses to remain in Domhantir, they gain added abilities to give them an edge in battle or an advantage in whatever they may be doing. Usually, the Shrodeye abilities are used for combat and the Lumneye is generally used for stealth. Also, the energy required to Fargaze differs with eye color, since there are different physical changes made.
- Liquid Gaze (Sapphire): This bestows upon the Dwiilar increased speed, agility, and reaction time, and is relatively easy to engage.
- Forest Gaze (Emerald): Increased intelligence, quick reasoning, and a clear mind are the benefits of this gaze. This is also relatively easy to initiate.
- Blood Gaze (Dark Red): An extremely difficult gaze to achieve and maintain, this gaze allows the user to analyze a person’s movements and memorize what they see, able to recall it at any time. Also, in some cases, a Dwiilar will be able to copy what they have seen, but only if they are actively Blood Gazing.
- Twilight Gaze (Violet): This enables the user to be able to merge into shadows almost perfectly, becoming little more than shadows themselves. This is moderately difficult to activate.
- Star Gaze (Gold): This allows a person to be able to move around while making barely any noise whatsoever. Its difficulty mirrors that of Twilight Gaze.
- Moon Gaze (Silver): This extraordinarily difficult gaze lets the user become aware of any beings in the area around him. With practice, the diameter of his awareness will increase. In the beginning, the Dwiilar will only be aware of an area about one-hundred feet in diameter, or a fifty-foot radius. The user’s hearing will be enhanced as well, letting him eavesdrop on conversations with ease. The closer the Dwiilar is to the conversation, though, the clearer he can hear.
If, however, a Dwiilar chooses to enter the Fluenta, then they will receive no benefits. Indeed, it becomes a whole different story. The Fluenta is the realm of souls, and within the Fluenta, there are different levels to which one can travel. To dive into these deeper realms takes increasingly more energy and concentration. Each of the realms within the Fluenta has different meanings, but most remain obscure, so Dwiilar usually remain in the "surface" realms. However, some of the deepest realms penetrate beyond normal reality; they are timeless, and as such, hold mysterious potential.
In these realms, the Dwiilar are, in effect, controlling their spirits. This realm looks similar to Domhantir. When transitioning from Domhantir to the Fluenta, the world appears to smear as point on canvas, coming in and out of focus, until it re-solidifies. Colors are muted but vibrant at the same time, and the landscape almost seems unsure of itself.
While in the Fluenta, a Dwiilar can move freely in the surroundings. However, while in this realm, they have little control over their physical body, which remains on Domhantir’s plane. They are limited to basic movements and very little speech, and they are completely unaware of the mortal realm. But there are some advantages. If a Dwiilar was bound, they would be able to move freely in the Fluenta.
In the Fluenta, a Dwiilar is able to see the souls of those around himself. Unlike the Dwiilar, who appears as he does in reality save maybe a few details, the souls of other mortals are just a spectral form of the person, ranging in brilliance and color from white to black. Most souls (non-Dwiilar) are unable to become spiritually aware as the Dwiilar are able to, and thus the souls mimic what the physical body does. There are a few exceptions. Those with a very strong sense of individuality, who know themselves well, are sometimes able to control their souls separately from their bodies, although they will not be able to have an awareness of the Fluenta. There are aftereffects of Fargazing, including traces of a rift that opens when the Dwiilar enter the Fluenta. Hence, these very powerful souls could enter the realm and battle against a Dwiilar, the guardians of that realm. Here, physical strength is not a factor. Instead, the strength of one’s spirit is the main component.
Besides being able to see the souls of other, they can detect nearby “influences”. These entities, natives of the Fluenta called shadows and reflections, can affect the decisions of others. Shadows promote unlawful behavior and choices, or a negative frame of mind, while reflections are just the opposite. The more powerful the influence, the more extreme the behavior that results. While in the Fluenta, the Dwiilar are able to combat against other Dwiilar, other souls, as well as the influences. Again, much of this depends on the strength of one’s spirit, but there is another ability that the Dwiilar possess–a specialized kind of magic unique to the Dwiilar.
Soul Magic: The concept of this magic is simple. The user reaches into their own soul and grasps that form of energy. Then, they compress it into a “physical” state around the intended area. The most natural and beginning location is that of the hands, though as their skill progress, they can spread it to all places on their body and to weapons they wield. At the later and more advanced stages, they are able to send their energy to objects that are not touching their own body. However, a Dwiilar would not be able to summon a spell on the flesh of another living creature, for that would be controlling their souls directly.
In both realms, Domhantir and the Fluenta, the magic appears as rippling white or black flames. The color depends on which spell the Dwiilar has used. He is able to differentiate what part of his soul he uses, and the color varies accordingly from the ebon Bane Spell to the alabaster Charity Spell. If a Dwiilar touches a person of a different race with a Charity Spell, they feel happier and more relaxed, as if their troubles have gone. With the Bane Spell, a helplessness will come over the person and they may feel depressed. These spells have no effect on Dwiilar. Depending on the intensity of the spell, and the length of time exposed to it, the effects will wear off. However, long exposure to either spell by a non-Dwiilar is never good. They may fall too far into their depression that they won’t come out, and in worst cases, become suicidal. In the opposite case, the person may go into a giddy fit and when they come out, become upset that their troubles have returned. Because of this, Dwiilar are careful when using the spells, so this almost never happens. On another note, items will sometimes have the lingering effects of these spells if they have been subjugated to a spell for a long period of time. The effects are weak, even if the initial spell was powerful, since it is but the residue of the spell. It will last for several hours, slowly diminishing until they are completely gone. Lastly, the intensity and control of the Bane and Charity Spells, as well as the amount one can summon, will improve with practice and experience.
In the Fluenta, the Dwiilar can summon this magic as well; it is used mainly for combating influences. By subjugating an influence to the opposite type of magic, one can lessen the power of the influence. However, doing so is painful to the influence and usually prompts confrontation. Only when the shadow or reflection becomes too weak to fight is the battle over. It is possible to use soul magic on other souls in the Fluenta, but it would have the same effect as it would in Domhantir, so there is no reason to.
Spirit Blades: The one advantage in the Fluenta that Dwiilar can use is an advanced form of their soul spells. With enough training, they can summon enough condensed soul energy to form a manifestation of their preferred weapon. The result is what is known as a Spirit Blade, a weapon forged from one’s own soul. The energy needed is phenomenal and will often drain the wielder for a week. Once it has been made, though, the carrier will always have it with him. It appears as a weapon colored with a hurricane of black and white. Once made, the Dwiilar can control the ratio of Bane/Charity composition, as it suits them.
Inherent Weaknesses:
The Transient State: During the time where the sun rises and sets, there is a period where the Dwiileye is neither Shrodeye nor Lumneye. This is the Transient State, where the Dwiileye is changing from one to the other. It begins in the morning, when the top of the sun breaches the horizon, and at dusk when the belly of the sun alights on the land. Mountains and other landmarks do not effect the times of the Transient State; only when the sun encounters the true vanishing point of the realm (the point where the horizon would be if the world were smooth), in relation to a Dwiilar, will it commence. During the Transient State, the color of their eyes fluctuates between Shrodeye and Lumneye colors, as well as a misty gray. Usually, the Transient State lasts anywhere from three to five minutes. There are rumors, though, of Dwiilar who have been able to reduce this time significantly, and even shift between Shrodeye and Lumneye at will.
While in the Transient State, the Dwiilar have no benefits to their vision and they are very vulnerable, since they are unable to Fargaze during this time. Instead, their vision is slightly out of focus. Hence is born a fear of places of unsure footing, where they could misjudge distances and fall.
Heights: Because of the Transient State, there is a fear born in every Dwiilar of tall places, for if a transition were to take place, it would leave them extremely vulnerable. Therefore, most insist that they begin a climb right after sunrise.
Society
Territory:
The Dwiilar have always been a small race; the total population never exceeds fifty-thousand due to the difficulties of reproduction. Because they are so secretive and protective of each other, the majority live in their capital, Evalintal, located deep in the Forest Viresco Silvia, near the Montivagus Mountains, in Aetherae. Protective wards are set up in the area near the capital and the surrounding forest, making the discovery of their existence by other races nigh impossible. Only a Dwiilar can travel to the city without aid. The rest of the populous live elsewhere as adventurers traversing Domhantir alone, or in families who live more reserved lifestyles.
Way of Living:
Within Evalintal, every Dwiilar is considered equal, including the children. Indeed, one of the highest virtues is respect; each person gives respect to others at all times and not doing so is considered an insult. Manners are stressed in society so much that they become second nature to them. Rivalries and competition are commonplace, but even those involved treat each other with respect in public. Honor is another of the highest virtues, and each Dwiilar strives to live by honor, even if they deal in darkness. Lastly, all Dwiilar are extraordinarily loyal to each other and would never betray their nation, even if they went against the general public.
However, depending on circumstances, authority is taken into account. For instance, mentors are given respect by students, and the relational dynamics change accordingly. Other occurrences of this happen within the family with parent and child and between siblings.
Government:
Even though each individual is considered equal in the Dwiilarian society, there are several groups that have higher authority. They are The Council of Nine, the Soul Diamonds, and the Raldian.
- The Council of Nine: The main government body of Evalintal, composed of nine Dwiilar who are over the age of thirty. They make decisions about where their society will go, and they also deal with major choices in times of crisis. They are not a closed group, however. When making these decisions, they hold an assembly in the Stone Theater, an amphitheater located in the Montivagus Mountains. Anyone may attend these assemblies. There, the Council will open the discussion to obtain the thoughts of the public. After sufficient time has passed and those who wish to speak have done so, the Council will meet once more in one of the caverns that branch from the Stone Theater and make the decision, informing the rest of society immediately after.
To ensure that the council remains pure, each council member is in office for nine years and then is replaced by another. Therefore, a new member is put into the Council each year in a cycling order. This keeps the opinion of the population a high priority.
Also, even though the Council has more authority than an individual, the council members themselves hold no special authority and receive no special treatment. Only when The Council of Nine is gathered do they become higher in authority. - Soul Diamonds: The elite guardians of the Dwiilar, this group of warriors is used for the specific purpose of keeping the peace. Their jobs range from being bodyguards in times of war, breaking up the rare fight and silencing any insurgents who go against them and threaten to betray their kind. They are known by their black, white bordered clothing. Each Soul Diamond possesses a weapon in which they have developed mastery, and each of the Soul Diamond weapons is made from a clear, stonelike substance that is incredibly strong. The means of forging these weapons are unknown except by the master smiths. The guards carry their weapons with them always and think of them as an extension of their own body. To become Soul Diamonds, candidates must master the four points of Dwiilarian combat (below) and complete an entrance exam.
- Fargazing: Each Soul Diamond must be able to sustain their Fargazes, in both dimensions, for at least two hours. In addition to their endurance, they must be competent at using the resulting enchantments to a great degree and must be able to fight in the Fluenta with similar proficiency as they do in Domhantir.
- Soul Magic: A Soul Diamond must be adept with both magics, that is, with both the Bane and Charity Spells. This means that the power must be at an advanced level on their hands, the natural and starting location for the magic, and a moderate level on objects outside of themselves. That is, they can conjure the spells at a distance and do not need to touch the targeted object. They also must be able to engulf their entire bodies with each spell. Lastly, as part of the exam, they must create their Spirit Blades.
- Weapon Mastery: Each Dwiilarian warrior knows the art of armed combat and is usually proficient with one or two forms of weaponry. The Soul Diamonds, however, extensively know the ways of a single weapon, making them each a master of it. They are still able to use other weapons, but their skill level in using them is poor compared to their weapon of choice. Often, the weapons of Soul Diamonds are uniquely created for them, the design made by the owner, and practiced with until they are at the level of proficiency deemed necessary for Soul Diamonds. Once they have been accepted as a Soul Diamond, they receive their preferred weapon crafted in the diamond-like material and the weapon is referred to as their Deliverance.
- Hand-to-Hand Combat: The last point of combat is hand-to-hand fighting. With this, the Soul Diamonds are adept at using all parts of their body as a weapon. They possess extensive knowledge of the workings of the humanoid body and can easily perform complex breaks on opponents. They also have a talent at using their opponent and surroundings to their advantage. This means that they can use their opponent’s momentum to their advantage and make the environment fight for them. They are also familiar with grappling. All in all, without their Deliverance, the Soul Diamonds are very capable at defending themselves, as well as killing enemies.
The key to the Soul Diamonds’ mastery is that they can use all of the four points of combat simultaneously. This shows true mastery over themselves and their souls.
Because of the level of the Soul Diamonds, it is extremely hard to become one. On average, only two Dwiilar are inducted each decade. But, once they become one, it is a calling for life. Soul Diamonds cannot become a member of the Council of Nine, though are often entrusted with the council’s safety. Also, beside being great combat artists, they are often very resourceful and a few can be quite charismatic. Currently, there are twenty-two Soul Diamonds. All reside in the city and, when not on patrol or on duty, are relaxed and friendly; many of them are close friends with one another and spend time with their comrades.
Lastly, there is no leader over the Soul Diamonds. They all think and plan together pertaining to what they are needed to do. They always make decisions based on the welfare of their society. - Fargazing: Each Soul Diamond must be able to sustain their Fargazes, in both dimensions, for at least two hours. In addition to their endurance, they must be competent at using the resulting enchantments to a great degree and must be able to fight in the Fluenta with similar proficiency as they do in Domhantir.
- The Raldian: The Raldian is the one exception to the common individual. This special Dwiilar has incredible potential and has a great influence on The Council of Nine and is often a Soul Diamond. However, there can only be one Raldian living at a time and there are special circumstances for which a Raldian can become recognized.
First, the Raldian must have a specific combination of Dwiileye. They must have the crimson Shrodeye and the silver Lumneye, the rarest combination possible. Also, the Raldian will be chosen through a dream, in which he will meet the Raldian before him. This is critical and is what makes the Raldian such a powerful being. The line of Raldians is connected through the current one. As a result, through dreams, often which take place in a realm referred to as the Birthplace, the living Raldian will be able to converse and learn from previous ones, learning from their past lives and experiences. The Birthplace is one of the deepest realms of the Fluenta, where time has no hold over the laws that govern there. Here, they are able to learn high-level attacks and can even view events from the past that Raldians before the current one witnessed.
Usually, the first dream which designates who will become the next Raldian occurs when the Dwiilar is about twelve years old, when they enter puberty, and the previous Raldian has already died (two Raldians cannot be alive at the same time). To confirm it, the child will appear before the Council of the Nine and describe to them what was contained in the dream. While doing so, several of the council members will gaze at the child while in the Fluenta and monitor the influences around him to discern the truth. Once it is evident, the child is proclaimed as the next Raldian and begins training with a personal mentor.
The Raldian usually does not have any other visits to the Birthplace until they are older, usually in their high teens. It is then that they will more frequently visit the Birthplace to learn of the past and train with previous Raldians. As time progresses and the Raldian’s powers become more pronounced, the Raldian will be able to control when he enters the Birthplace to seek council and advice when needed.
Also, the Raldian, once a Soul Diamond for some time, becomes the unofficial leader, though for the most part nothing will change in the organization and procedures of the guards. The knowledge of all is one of their greatest weapons.
Just like in any city, the Dwiilar are capable of performing a plethora of jobs. School teachers, doctors, construction, farmers, they can adapt easily to whatever need requires. There are a few special occupations, however. One is that of a soul trainer. They are the ones charged with teaching the youth how to control their powers and teach them discipline. Another is the blacksmith. These Dwiilar study the processes of weapon creation for many years and eventually can craft almost anything. However, they deal specifically with forging the materials found exclusively in the Montivagus Mountains. Such materials are the ones used for Deliverances, as well as basic weapons made from materials stronger than steel. This craft is very secretive and only the masters know everything. Over time, they give their knowledge to their apprentices to pass on the art.
Housing:
When it comes to housing, the Dwiilar tend to favor a style similar to the elves, meaning they will use their surroundings as much as possible to create a home of elegance. When building a house, they only use wood from dead or fallen trees. They cut the wood to the desired size and soak it in a solution for a few days to strengthen the wood. Then, using the pieces, as well as occasional metal products from the forges, they build. Often, they construct around trees, so it is common for a tree to be growing through the house and emerging from the top. Once the basic structure is finished, a different crew moves in and places the trim and fine details on and in the house to give it the look of beauty. Houses are often colored in white, with green, blue, purple, or other non-contrasting colors that are easy on the eye and flow into the surrounding area with ease.
Diet:
The Dwiilar eat a wide range of food. Most of their diet, however, consists of fruit and vegetables. An overabundance of meat is generally looked down upon in society. That being said, scattered within the city are many trees that grow fruit and many vegetable gardens. The Dwiilar work together to bring them to harvest and picking them early is considered a minor crime. The youth, however, have been known to snatch an occasional apple as a snack.
The Dwiilar will never partake of any mind-altering substances. Alcohol, tobacco, and other such drugs are avoided at all costs for the sake of preservation; if intoxicated, their abilities are hampered and their means of survival are shortened.
Weaponry:
With training, the Dwiilar are capable of using any weapon, from axes, to swords, to bows, to spears. Most people prefer close-ranged combat rather than ranged, as they can use their abilities to greater use.
Many types of swords are used, ranging in size and weight depending on the user’s preference. Spears are not as common, but there are quite a few spear men, some with ax blades on the end like a halberd. There are also a few commonly-used dual weapons, as in a smaller weapon for each hand. When used well, these dual weapons can be deadly with many quick strikes. There are a few archers as well, capable of using their Bane Spell in conjuncture with their arrows. However, all archers are urged to become capable of using at least one short-ranged weapon in the case where arrows are not a good option to use.
The Deliverances, however, are the elite weapons. Their form can be that of any other weapon. The only difference is that of the material used. Only the master smiths know the process of forging a Deliverance, as well as what the base material is; they call it Cryalliantine. Upon completion, though, the Deliverances look like weapons made from diamonds. They shine in any light, reflecting the beams in many directions. The substance is incredibly strong, lying on the edge of being unbreakable. To date, only one Deliverance has ever been destroyed, and that was by an extremely powerful warlock. Also, the edges of bladed Deliverances are very sharp and never dull. Any sheaths that are made are carefully constructed as well. The inside of the sheath is also lined with Cryalliantine, while the outside is made of very fine and strong wood. Designs often mark the sheath, chosen by the wielder to profess ownership.
There is also a special weapon that is presented to the Raldian when he becomes a Soul Diamond as well, but as of now, not much is known about it due to the extreme secrecy shrouding it. More information may follow.
Clothing:
The Dwiilar prefer loose clothing that allows a maximum range of motion. Usually they wear light shirts that are cut in the middle of the upper arm and light pants that reach their ankles. Styles can vary depending on gender and preference. For instance, women can often have a shirt with a section cut at the neck for comfort. Belts are usually worn as well. Leather boots are also popular. The colors of these clothes are usually white or black, but a lot of other neutral colors are uses as well; greens, blues, and violets. Combinations of these colors are not seldom either.
Aside from that, cloaks are common as well, especially in bad weather. Other main outfits can include robes with colors mirroring the above. These robes are elegant and are worn mostly by teachers and trainers. They are one-piece garments that have long and loose sleeves and a hem that goes to the ground. However, many Dwiilar that wear these robes also have another layer beneath. They are capable at fighting well in the robes, but most find the fabric distracting. If combat arises, they can easily shed the robe and engage in more suitable clothing.
The only uniform is that of the Soul Diamonds. The Council of Nine has no specific uniform, as they are individually equal. The Soul Diamonds, however, have very recognizable clothes. Their clothing is completely black and consists of leather boots, pants, belt and a shirt whose sleeves reach halfway to the elbow. The shirt is worn tucked in or free, though the shirt doesn’t go past the hips. But, over their shirt, they wear a black jacket that reaches just above the waist, and the sleeves extend to the wrists when arms are extended. The jacket also has a hood on it. The distinguishing feature, however, is that on the edges of the jacket, shirt, and pants, there is a half-inch border of white. There is also a border of white running along the outside seams of the pants. On the back of the jacket, there is the Soul Diamond symbol in white, an intricate and elegant diamond.
When it comes to jewelry, piercings are acceptable on women, though they are restricted to ears. Bangles, bracelets and rings are common on females, though it isn’t rare to see a Dwiilar male with a ring or two.
Culture
Religion:
The Dwiilar do not believe in a god, nor any deities for that matter. However, they do not deny that there may be the existence of a god. They have just found no proof of the existence of one and live accordingly. However, they believe that the visions of the Raldians provide evidence for the eternal nature of their souls. They view life as a time to learn as much as they can and to prove their worth to their kind, so as they can be accepted by their ancestors in the next realm. Neglecting this duty is considered as not even living life.
Holidays:
Festival: The Festival is celebrated the day of the Summer Solstice, and it lasts the entire day and into the night. Those in Evalintal do not work this day, and those outside the capital also take a day of enjoyment. The central district of the city has many vendors, selling all kinds of food and toys for the little ones. Children listen to stories given by elders, and songs are sung throughout the day in celebration. But the main event begins when the sun reaches its peak.
In the Montivagus Mountains, some distance away from the Stone Theater, lays the Citadel, a large battle arena. Any Dwiilar who wishes may enter the competition and fight for glory and the title of the Blood Sun. Each round may be fought in whatever manner the participants wish, and each one tests themselves to the limit. The winner is the first to draw the other’s blood, so major injuries usually do not occur. The battles are held tournament style, and the crowd comes and goes as they please. The last battle is fought at just before sunset, in the dying light to test the combatants. The winner is pronounced that year’s Blood Sun. Lastly, the Soul Diamonds regulate each match to make sure things don’t get out of hand.
Just as the sun completely disappears and all of the Dwiilar enter the Transient State, they close their eyes and begin to meditate, reviewing the past, accepting the present and planning for the future. This is the time that they review their life and contemplate where they stand. Meditations usually last for about an hour, when they silently rise and leave the Citadel to their homes.
Dance of Darkness: This night is comparable to the Festival, beginning with the setting of the sun on the Winter Solstice. During this time, known to Dwiilar as the Dance of Darkness, the Dwiilar celebrate beauty and art. Vendors once again line the central district, selling various wares. Skilled magic users perform in front of audiences, creating intricate designs with their souls. Lastly, in tribute to all beauty and freedom, they dance. Multiple stages are constructed for anyone who wishes to perform. The night is filled with dance and laughter. Then, as the sun approaches the eastern sky, a wedded couple will perform the Soul’s Reunion, one of the hardest dances to perform. Then, just as the last steps are completed, the first rays of the sun stretch across the land. Just as with the Festival, the Dwiilar meditate as they enter the Transient State. Once finished, they quietly slip away, to their homes to rest or to work, whichever is convenient for them. The following day is usually relaxed and leisurely.
Duel of Power: This is an event that happens not annually, but on the cycles of both the sun and the moon when they “battle each other for power” during a Solar Eclipse. The instant that the moon touches the sun, the Dwiilar gain a special ability. They can shift their Dwiileye at will, the change being completed within a few seconds. This gives the Dwiilar a unique advantage, since they have control over all of their powers. In times of war, this event is when they make their greatest move, as they are at their peak. In times of peace, they merely celebrate the hour. Games between children are played, and the adults hone their craft, sometimes with fights of their own. Also during this time, the powers they can receive are more powerful, and the effort needed to use them decreases. The Duel ends when the moon lets go of the sun and descends once again.
Blossoming of the Souls: The Blossoming of the Souls occurs during the Lunar Eclipse. During this time, while there are no effects on the Dwiileye like the Duel of Power, the Dwiilar feel a strong urge to Fargaze into the Fluenta. Often, they will have visions, some of the past and some of the present. Also, it is during this time that the Dwiilar may see other Dwiilar who have passed on, though these occurrences don’t happen often. Then, when the moon turns red, they feel a strong passion stir within their souls. Thus, this is a romantic event celebrated by couples especially, where they may retire for the night early.
Rituals and Customs:
Binding of Souls: When courting, the Dwiilar will do a variety of things. However, they will never Fargaze together. To share that side of themselves with each other is very intimate. However, if a male wished to wed, then he would, however he wished, enter the Fluenta. Just before entering, though, he would invite the woman to journey with him forever. If the woman were to join him in the Fluenta, then the pact would be sealed with a binding kiss of their souls.
Battle of Worth: While a Dwiilar reaches maturity at the age of fifteen, and if they have the desire to join the ranks of warriors, they face their initial Battle of Worth. Here, they must fight at the Citadel against their soul trainer to demonstrate how much they have learned in controlling their powers, as well as the other two points of combat, weapon and melee. If the trainer believes they have learned enough and have grown to an appropriate degree, then he or she will trace the youth’s forehead with two fingers, one lit with a Bane Spell and the other with Charity. This symbolizes the youth’s entrance into the military arts. Then, as youth grow and apply to join higher ranks of more specialized warriors that are below the Soul Diamonds, they must complete additional Battle of Worths, each one progressing in difficulty.
Music and Dance
Most of the music in Dwiilarian culture is vocal; the people sing songs about past times and often make up songs depending how they feel. There are several musical instruments, however. These are crafted by the smiths in the forges. The most common instruments are flutes, ranging in size and pitch. This, in combination to the reed flute, makes up the majority of the instruments. These are played in combination with dances.
To the Dwiilar, nothing is more beautiful than the dance, the exposure of one’s soul through movement. There are many types of dances, some performed as a solo, others as a pair, and a few as a group. But none are held more sacred than the dance between two bonded souls. The passion and devotion displayed in these performances speak of the trust and intimacy of two people, something that will continue on into the eternities.