Important Dates

Delphin Empire

DateDayEvent
28 Ter’grim, 1460NexisEmerald Ay’leana born
25 Grae’sol, 1472StaminEarliest slavers noticed
17 Wy’sol, 1477InessLaws banning slavery go into effect
7 Grae’sol, 1485StriciusEmerald “strongly encourages” her parents to abdicate, crowned Empress
20 Wy’sol 1497TersinAva Ay’leana born
36 Allwen, 1497InessOrrin captured
38 Allwen, 1497NexisOrrin found dead
43 Allwen, 1497VuxinEmerald leaves to track down slavers
47 Allwen, 1497NexisEmerald attacks/nearly killed by slavers, saved by Kieran

15 Ingknoe, 1499 (Nexis) – The Delphin Empire has fallen, and the time known as Slaver Rule begins.


Slaver Rule

DateDayEvent
5 Allwen, 3009TersinNovel begins.

Calendar

The calendar of D’Amantru is broken up into 8 months. Each month consists of 50 or 51 days, and each week has 9 days, for a total of 406 days a year. There are 24 hours in a day, and 4 seasons. Years begin in Spring, and by the time 2 months have passed, another season is ready to begin.

  • Months of the year
    • Ingknoe
    • Ingtruhl
    • Grae’sol
    • Wy’sol
    • Allwen
    • Allvuc
    • Ter’grim
    • Ter’rave
  • Day of the week:
    • Nexis
    • Kitis
    • Stostin
    • Terson
    • Stamin
    • Vuxin
    • Ardin
    • Iness
    • Stricius
NexisKitisStostinTersonStaminVuxinArdinInessStricius
12345678
91011121314151617
181920212223242526
272829303132333435
363738394041424344
45464748495051
An example month – Ingknoe, Year 1

Weeks begin on Nexis, though this day and Kitis are usually days of rest. Iness and Stricius are generally reserved for celebrations, but may be used as work days, if there is a need for a longer work week (like an upcoming holiday).

Without getting into the full discussion, having one or both sets of rest days, and at least one mid-week day, off is common for most* of the population. Some individuals enjoy working on these days, and will request them over the mid-week.

(* – Most free individuals.)

Important dates are on this linked page. (Opens in a new tab.)

[World Building] Vampires

The following entry is not specifically a species, but a sub-category of delphin, lupino, and feln.

Many years before the delphin empire came to power, experiments using avizon venom led to the creation of vampires. These are atypical from common folkloric vampires, having little to no aversion to things like the sun, crosses, and garlic. Any that are are a personal preference.

These creatures are more resilient than their non-turned counterparts, and it’s unknown why they were made, but for soldiers is the common theory. They have been known to regenerate limbs lost, and killing one is extremely difficult.

Vampires are rare. They can pass along their gift to new generations, but it seems like this dilutes the abilities of the previous one. The strongest vampire is the oldest one and first surviving of the experiments, and their powers do not tend to grow stronger with age. This vampire passed his gift onto a few individuals, though only one is known to still be alive (see above image).

They do have a craving for blood, but animal blood can suffice, should they wish to feed in that manner. If they feed on another anthro, they rarely will kill them, unless it’s to hide their nature. Without blood for several weeks, they can “frenzy” and lose control of themselves until they’re sated. Going longer than this may cause them to go into a hibernation-like state until blood is given to them.

As the avizon’s venom played a role in creating them, they are immune to the effects of the vampire’s bite.

Effects of the bites can include being able to control the victim, seeing through the victim’s eyes, having a mental link to the victim, and a reduction in the victim’s blood being able to clot for several days. These effects come from residual toxin on their fangs, and is a non-exhaustive list.

A vampire’s bite will only turn a victim if they actually inject their venom. Most bites are safe from this happening, but the effects described above do compound. It is also possible for a victim to only be partially turned. These partial turns rarely stay that way, as the process will advance on it’s own, just much more slowly.

Only one “cure” is known for vampiric venom. The process of turning takes hours to days to complete, and only one vampire’s venom can exist in a body, so a second vampire could bite the same victim and inject their venom and save them from becoming (at least a full) vampire. It’s also possible for the second vampire’s venom to overpower the first, especially if the second is a older generation of vampire than the first, or if the first was a progeny of the older vampire.

Little has been done into actually finding a cure for the disease, though some word has escaped Juv that there is at least a bit of research being done there.

[World Building] Map

[Image is a worn, stained map. It appears dirty, heavily yellowed, to the point of being brown, and is burned in some places. It looks to have been folded for many years. It likely lived in a pocket for much of that time. Some roads are shown, as are the generally accepted borders of the three main cities. You can almost, but not really, make out the rivers that run through the northernmost city, Ametiton. Distance is marked in miles “as the crow flies,” from border to border of each of the three cities. These seem off, somehow, even though they’re printed text. Between Ametiton and the port city of Di’aru, it lists 72 miles. From Di’aru to the southernmost city of Juv, the distance is listed as 168 miles. A compass rose at the bottom right corner shows the slight right hand “turn” the map has, with north being offset several degrees from the edge of the map.]

Eastern D’Amantru
The north eastern region of the continent of D’Amantru was once the largest trading hub of the continent. It still is, in some ways, but not for what it used to be.

Furthest north, in the forests, is the ancestral home of the land-dwelling delphin. This area was developed into Ametiton. It is the closes point to ancestral home of the feln, across the mountains that cup the city, and grew from being a trading hub for the two species.

In the transitional area between the forests and the plains, on the delta where the city of Di’aru is now, a trading hub was set up between the delphin and their plains-dwelling neighbors, the lupino. As the hub grew, the avizon also began trading here, and this was once the place to find most of the individuals in the region.

As the Delphin Empire expanded south, the densely packed, walled city of Juv, grew from a settlement which was once another trading hub with the lupino.

[World Building] Species

There are 4 commonly encountered species in the world of D’Amantru.

[Image shows an equine anthropomorph, resting on top of a wall. His fur is black with white markings, and his mane and tail are white with deep red. His eyes are somewhere between red and brown. His horn is the same shade of red as in his mane and tail, and it is glowing, with a swirl of magic at the tip. From his shoulders are two wings, though these are currently translucent. He is using magic to hide them. He wears a pale, sea foam green tank top, and sage green pants. Behind him, the sky is filled with stars and a few clouds.]

The delphin are generally the most populous. They often swap places with the lupino for this title, and as of the last count, they’re in the lead.

Delphin encompass any ungulate/hooved mammal, real or fantastic, odd or even toed. They’re most commonly equines, but cervine, bovine, and so on are found as well. Hooved mammals include any species that falls under the classification of Ungulata, such as rhinos and tapirs, camels, pigs, giraffes and okapi, hippos, and even Cetacea (sea mammals) like whales and dolphin. These “sea-delphin” are rarely seen, and considered to be the oldest types. As such, their lifespans are unknown, but thought to be much longer than the land-dwelling delphin.

The individual shown is in this an equine alicorn type, and he’s displaying one trait that all delphin who have a single horn possess: magic. He is hiding his wings. The strength of this magic varies from individual to individual, with their age, and how much or how little training they have received. This trait sometimes occurs in multi-horned individuals, but is rarely as strong, due to the focus being split.

Delphin lifespans range from 250 to 300 years, on average, though individuals naturally outliving this is not unheard of.

The delphin take on as many forms as their real-life and fantasy counterparts. As such, their heights are some of the most varied of the anthros. The sea-dwelling types are often the largest. Delphin once maintained their own empire, ruling over the northeastern part of the continent.

~*~*~*~

[Image shows a lupine anthropomorph. Standing next to a short wall, with her hand resting on it. Her fur is shades of grey, darker along her dorsal side, paler on the underside. Her fingers are shaded dark like her back and nose. She has a pale blue head of long hair, partially pulled back. Her eyes are dark blue. She wears a t-shirt that is teal at the top, fading into a bright sea foam green below. Her pants are a dark, de-saturated purple. Behind her, the sky is filled with stars and a few clouds.]

Lupino are the other most common species, trading the number 1 and 2 spots with the delphin regularly.

Lupino can be any canine, or species classified under Caniformia. The most common of these are wolves, dogs, and foxes. This classification also includes bears, raccoons, skunks, ferrets and weasels, red pandas, seals, sea lions, and walruses. As with the sea-delphin, these last three are rarely seen far from the ocean, but they are not bound to it.

The average lupino lifespan is 200 to 250 years.

Lupino are given most of the credit for the downfall of the Delphin Empire, as most slavers are lupino, but it should be noted that most of them have nothing to do with the trade, and simply are living their lives as any other being would.

~*~*~*~

 

[Image shows a dragon-like anthropomorph, standing next to a short wall, with a much smaller feline anthropomorph on their back. The dragon-like creature is mostly grey with what appears to be smooth skin and large ears that naturally lay back. Their underside is white. In their ears is some fluff. They have a grey tail curling up beside them, and at the tip, and on top of their head, is mulberry-colored hair. They wear a purple t-shirt and black pants.
The feline looks like a short-haired, grey mackerel tabby, with white on her muzzle, inside of her ears, above her eyebrows, the bottom of her chin and down her neck, and on her hands and tail tip. She has very short purple hair, with darker purple stripes that match her fur’s pattern. She wears a bright pink, sleeveless, knee-length dress, and a flap covering her tail base can be seen.
Both anthros have green eyes.
Behind them, the sky is filled with stars and a few clouds.]
The avizon and feln are the outsiders of this region. The feln make their home across the mountains to the west, and the avizon’s home location has been lost.
Neither species is as populous as the delphin or lupino. Many feln fled back to their homeland after the fall of the Delphin Empire, and the avizon were always reclusive, stopping their usual trade when Di’aru became the center of the slave trade.
Feln historically get along well with both delphin and the avizon, though the specific reason why is unknown. Avizon in particular seek out the company of feln, in both platonic and romantic senses.
Feln include any species classified under Feliforma. While most are domestic cats, and the next most common are wild species of cat, species like civets, linsangs, hyenas, and mongooses are also seen.
Feln tend to live 180 to 225 years, though this count may be off, as it does not include individuals from their homeland.
~*~
The avizon tend to resemble wingless dragons, though some individuals have been seen with wings, and it’s thought the species may have some magic abilities like the horned unicorn. The lack of individuals to experiment on ask has led to many gaps in the knowledge.
Their skin is usually smooth, and is very thick. The only hair or fur they tend to have is on their head, tail tip, and in their ears. Their tails are heavily muscled, but still flexible, and can be dangerous weapons if used as such. If an individual is an explorer, or a professional fighter, they will often remove this tuft, and keep the hair on their head short.
Avizon were once more populous in the region than they currently are, but after it was discovered their fangs produced a venom that could be modified to other uses, they were sought after and many were mistreated for this. Many individuals left at this time, with most of the rest leaving as Di’aru turned into a hub for the slave trade.
Their average lifespan is unknown, but assumed to be extremely long.