Rana Species in Veska (Scrapbook) | World Anvil
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Rana

Fierce. Unrelenting. Dauntless. The Rana are a proud race of amphibious humanoids that have been long feared across the world for both their prowess in battle and their penchant for raiding. Their war-like culture and encouragement of piracy and coastal raiding has lead to the Rana being among the most feared empires in mankind. While to them and their allies the Rana may be seen as great warriors of valor, others would see them as ferocious and feral savages. Such notoriety is not something the Rana find themselves afraid of indulging in, however. In fact, this reputation is not only something they take great pride in, but something they wholeheartedly embrace.

Rana culture is based upon the hunt. They see themselves as the ultimate predator at the very top of the food chain, and send hunting parties to not only seek out the most dangerous leviathans within the depths of the ocean, but also the greatest prizes and treasure hoards found floating above. For Rana, piracy is not a crime. It is a way of life. Owning what you take is just something that happens within their culture; they take great pride in keeping trophies or memoirs of past hunts, be they valuable bits of plunder they kept for themselves, or fresh bones carved from the flesh of one of their greatest enemies.

This culture stems from their religious practice of called the Iron Tide. It is a a religion that swears fealty to not Gods, but heroes. Unlike most religions, building shrines to all-powerful deities or lending oneself to serve some higher power is seen as a weakness. Instead, they worship no God. The only thing worth worship is their iron will to persevere and carry on no matter the odds. To be Iron is to attain self-perfection through both valor and bravery. It is the worship of the mortal spirit. To the Rana, nothing is pre-ordained save for the future that was built up from the events carried out by their very own hands.

Basic Information

Anatomy

The most prominent and notable feature of the Rana is the fact that their skin is clad in countless, minuscule overlapping scales. From a distance, these scales generally appear just about the same as smooth or glossy skin. The colours of these scales are always some variation of blue; from deep navy to a light teal. The sides of their necks include a set of functional gills that allow them to effectively breath underwater. They're completely amphibious, capable of surviving on both land and air. Their scales must remain damp and wet in order for them to breath; excess amounts of time on land produces a slick oil that allows them to survive outside of water for a long period of time.

Rana hands are somewhat bizarre. The palms and pads are covered in an organ somewhat similar to slat-like suckers. These suckers are capable of opening and closing, and produce a very sticky mucus that allow them to cling or stick to whatever they please. They possess a similar organ just beneath the kneecaps.

Rana eyes have a second eyelid; a nictitating membrane that's capable of shielding their vision while underwater. Their eyes are often wide open most of the times as a result. Even more notable is their teeth; Rana teeth regrow constantly. They are sharp, triangular, and pointed.

Rana generally prefer to keep their heads bald but are capable of growing hairs that are greenish or blue in colour.

Genetics and Reproduction

Rana generally form long term relationships and romances much like any other human does; though their active lifestyle frequently leads to these trysts to be built over the course of their seafaring and hunts. Rana gestate for around seven months before giving birth. Almost immediately after discovering the child, the female Rana is encouraged to make a pilgrimage off to Galmarstrond, a city dedicated to acting as a safe haven for the Rana people.

Growth Rate & Stages

Traditionally, Rana are considered children until they reach thirteen years of age. This is primary for tradition's sake; Rana do not stop developing and growing until they're about twenty years old. 

Children: Rana Children generally live somewhere within Lyranova, a string if large islands that the Rana empire takes residence in. They're generally well-protected and guarded, but also trained from a very young age to swim, hunt, and most importantly, fight. Children learn how to handle weapons at a very young age. Rana schooling generally instructs children to fight and spar with each other to help build up their capabilities as future reapers.

When they reach 13 years of age, the Child is guided on a special hunt with their parents. These hunts are generally made for whatever creature the child may desire to seek; from something as harmless as a rabbit, to beasts as ferocious as sharks. Upon successfully completing the hunt, that becomes blooded; they mark their forehead with the blood of the slain creature. From that point forward, the blooded Rana is allowed to compete in hunts and raids with their people.

Ecology and Habitats

Aquatic locations of all types are generally ideal; the Rana need to keep their skin moist in order to effectively breathe. Any dryness in their scales actually leads to suffocation and cracked rashes that can potentially cause a great deal of harm to them. Deserts or dry areas are outright deadly to them. They prefer humid, hot environments, but are not averse to living in colder or snowbound locations. As a general rule: The Rana can be found across the ocean, mostly due to their ability to live beneath the waves indefinitely. They frequently lead raiding parties across the ocean; due to their ability to swim and survive in unimaginably deep depths, the Rana are fully capable of taking a full crew of sailors or even pirates by surprise.

   

Lyranova



Despite their tendency towards water, the The Kingdom of Lyranova is a vast island. Easily among the largest found in the world, and despite that, most of their primary home is riddled with countless winding rivers, fjords, swamps, and marshes. A string of smaller islands can be found close to the 'Mainland'. The 'Mainland', often eponymous of the islands, is often likened to be shaped exactly like a boat without a sail.   
Lyranova

Dietary Needs and Habits

The Rana are almost strictly carnivorous, with very few exceptions found within their diet. Their teeth are sharpened and designed specifically for cutting into meat, though there are a few vegetables and fruit, they're typically used as seasonings, or accompanied by meat. The Rana are capable of rationing their meals and usually prefer to do so, eating only after they've completed a successful hunt. Rana Hunters generally 'cleave briskets' off large creatures they've managed to hunt down, allowing them to carry on and bring more game back to their empire. 

Rana have absolutely zero dining etiquette. They'll frequently hack off pieces of raw, butchered flesh and eat it as soon as they manage to get their hands off it. If you've managed to kill a shark, taking a bite or two from its flippers is not only considered normal, but is almost customary. Although the Rana are capable of digesting and eating raw or even somewhat spoiled meat, they're still very fond of seasoning it in various ways. Fermentation and pickling are very common methods of preservation.|

Though the Rana are fond of aquatic pets (such as Sharks), they find the idea of actual livestock to be abhorrent. This is because the Rana liken livestock to slavery; something that they absolutely despise. They also find it exceptionally lazy. As a result, you're hard pressed to find a Rana farm at all, and if you do, they almost never have any form of livestock on board; mostly in part to the fact that the Arl considers it legal to poach such things as a form of 'punishment'.

Rice, cranberries, and seaweed are among the only vegetables and fruit that can be found within the Rana diet.

Additional Information

Social Structure

Emperor/Empress: The de-facto leader of the Rana people. The Emperor of the Rana is picked from one of the many Arls that rule the different settlements across Lyranova. In addition to the law, the ruler of the Rana is actually followed more out of respect and veneration rather than traditional rulership. To rule the Rana is to guarantee one's place within the Iron Halls of Deadman's Keep. The ruler is not necessarily permanent; and can frequently shift at the turn of each year. At the beginning of the year, the Arls gather at Galmarstrond to issue a challenge to emperor. 

If multiple Arls declare the challenge, then a tournament is held to eliminate all the competitors until only one remains. This final competitor faces against the Emperor in a trial of combat, held over a massive bridge suspended over a pool of water below. The victor of this battle is determined by whoever finds themselves knocked off the bridge and into the pool. Should the Emperor lose this battle, they forfeit their title to the winner. Death is also both possible, and accepted in this competition

The Arls: The Arls are tasked with governing the many different kingdoms found across Lyranova. They're handpicked from veterans that have proved themselves out in raids, and are generally considered to be the greatest warriors among their people. The Emperor is trusted with hand picking the Arls himself, for he knows that he will inevitably have to face them in combat should they desire his place upon the throne. As a mirror of the relationship between them and their King, the Arl's throne is just as vulnerable to the Reapers they appoint.

Reapers are allowed to challenge the Arls for their position once a year; unlike the battles between King and Arl, battles between these two can usually wind up being fatal, with the only means of defeat being either submission, death, or unconsciousness. 

Reapers: Reapers are the elite warriors handpicked by the Arl. They're tasked with gathering and forming raiding parties to leave their home, and have usually proven themselves to be exceptionally capable at combat. Reapers are allowed to be challenged and usurped by their selected raiders, but their capabilities generally make them so widely feared that they seldom lose their title.

Arlandet: The Arlandet are the tradesmen of the Rana people; they're the citizens that serve the people at home, be it at a blacksmith's forge or a general shop. Arlandets are usually veterans from raiding parties that have earned enough wealth to make a living without the need for raiding or pillaging.

Perception and Sensory Capabilities

Rana possess no extraordinary perceptions unless found within the water. They have a very acute sense of smell and are often likened to sharks; much like the deep-sea predator, they're said to be capable of sniffing a single drop of blood a mile away, though such a claim is more exaggeration than truth, Rana are fully capable of tracking creatures down through scent alone, especially if they're wounded or bleeding.

Civilization and Culture

Naming Traditions

Male: Halfar, Thorstein, Hakon

  Female: Thora, Katja, Greta, Silje.

Major Organizations

The Brine Priests: Brine Priests, called Ahorfandi, are a greatly respected caste of Rana that are generally only ever found living on their homeland. The Ahorfandi are generally only made up of veterans or former reapers that have proven themselves worthy as capable warriors to the Empire. These priests are tasked with the preservation of Rana corpses and are in charge of funerary rites, and are primarily found living in Deadman's Keep    The Lansvakt: With so many Rana away from home, they do not forget the fact that their empire requires ample protection. Enter the Lansvakt; elite soldiers that have retired from their days of raiding to instead enlist as official guards of their homes. The Lansvakt are very capable fighters, and are dedicated to keeping the homes of the Rana safe from any intruders.

Beauty Ideals

Scars, muscles, and machismo in both men and women. The Rana value valor and bravery, and so when it comes to physical experience, scars are often seen as stories to both tell and revel over. By their standards, a single scar can add a lot of beauty.

Rana are also actually quite fond of hair; most Rana usually shave or keep what hair they grow cut when out raiding. Battles can be dangerous when the hair is free, and so the Rana prefer leaving their scalps bare. Yet, when a Rana has hair, it is often seen as a sign of bravery; the courage to provide oneself an actual vulnerability in combat.

Gender Ideals

Men and women are generally seen as equals in Rana society. Though, women are generally given special privileges in certain cases, particularly when it comes to mothering children. When a woman becomes a mother or has a child to look after, they're generally granted a small amount of riches from their Arl to make a pilgrimage to Galmarstrond, where they raise and sire the child. The Father may also be present, though it isn't always necessary.

Aside from that, men and women are generally considered the same when it comes to everything else.

Relationship Ideals

Rana generally form long-term and meaningful relationships. A Rana takes a lover for life, and though polyamory is not considered abnormal among their kind, it's quite rare. Rana relationships are generally built up from years bonding or interaction through hunting parties. If a Rana takes a lover, they almost never take any more beyond the first; a Rana very rarely remarries. The ideal Rana relationship is built upon a rather simple concept: The willingness to provide to the other no matter the cost, which always includes the willingness to kill for the other. Rana do not view each other as just lovers when in a relationship, but as permanent comrades that they know they can rely on at any point in their life.

Average Technological Level

Harpoons: The Rana are an amphibious race. Harpoons are their equivalent of a gun, and they make for exceptionally lethal weapons. The tips are often packed with explosive powders or oils to compensate for the reload time required to ready each shot.

Steam Power: Rana technology is not to be trifled with; they've effectively learned how to both weaponize and utilize water in ways that make every day life easier. Among their most obvious achievements is steam and hydroelectric power. Their relationship with the Dwarfs have allowed them to effectively develop functional machinery that relies on heating water to create powerful jets of steam, which in turn generates electricity over time.

Weaponry: Steam Weaponry is the Rana equivalent of a 'gun'. They function underwater by compressing and rapidly heating the water to boiling, which shoots concentrated jets effective at a certain range. These jets scald skin on impact. On land, they're still just as effective, capable of creating super-heated steam that cooks victims alive.

Major Language Groups and Dialects

Rana voices are generally quite on the throaty side, often speaking in a humming tone that's broken up by bubbling crackles. They speak in a humming tone that draws out their i's. Tide would be 'tiiide', for example.

Their j's turn into y's, and their th sounds becomes. 'de' or 'da' (Daht instead of that.)

Common Etiquette Rules

The Iron Tide: The Iron Tide is not just a religion, but an important set of teachings and principles followed by the Rana. Every Rana is expected to follow these doctrines, with absolutely no exceptions. Any Rana worth their salt is expected to listen and obey. Quite simply; the Iron Tide teachers the Rana to believe that they are unshackled from all bindings that fate would present itself upon them. They are expected to be fully capable of seizing the means and shaping fate with their own hands. The Iron Tide refers two two things; their unbreakable strength and unshakable will of Iron, while the Tide refers to the waters reaping all that the waves wash over, leaving those caught either claimed or drowned.

Common Customs, Traditions and Rituals

Preserve Bodies: Rana see one’s body as one’s soul, essentially. This means that they prefer to preserve bodies. Those that are particularly honored are taken to a special ancestral isle called Deadman’s Reef. Their corpse is preserved in special brine pools, where it is obsessively maintained by the Brine Priests to make sure not a single speck of dirt, grime, or decay forms upon them.

Insults: Rana insults are very direct. Calling somebody a slur or telling them to 'eat shit' isn't seen as serious at all. If anything, it's a common way the Rana greet each other or exchange compliments. However, a true Rana insult, is to insult somebody directly.

This is because harming the body is equal to harming one's own image and potential. To threaten harm, torture, or any form of mutilation is considered to be a great insult in Rana culture.

Hunting and Raiding: If it wasn't already apparent; the Rana are very big on this. Raiding and Hunting are both basically essential to the Rana lifestyle. They form squadrons that swim across the ocean in search for anything that may catch their interest; be it treasure for plunder or a great beast to slay. Children are taught how to fish by the time they're five, and when they reach thirteen, a special 'birthday raid' is given to them as a rite of passage to help transition them into adulthood.

Common Taboos

Eating Sapients: Cannibalism, essentially, but mostly extended towards those that are outside of their kind. This is generally reserved as a great insult towards the victim in question, but even then, it's often looked at within the same light as slavery by them.

No Slaves: The Rana abhor the idea of slavery. Hate is not a word that can even begin to describe the intense amount of disgust and hatred they have for slaves or prisoners, and this goes in many ways. TO own a slave is to be considered lazy enough to leave your fate shaped by somebody elses. At the same time, it is considered the greatest shame to suffer through.

For the Rana, slavery is cruelty manifest. The tide reaps aside all its rewards, and those rewards are seen as 'items' and 'valuables'. When a slave is reaped away, that slave is essentially, literally being treated as if they were an item rater than a person. For this reason, the Rana outlaw slavery, as they greatly despise the idea of putting somebody through that kind of suffering. This is also deeply ingrained into their culture do to their history with the Slotjerner. Many Rana actually frequently form warbands and raiding parties dedicated to freeing slaves or breaking prisoners from their captivity.

Being captured as a slave or prisoner is a fate worse than death; if a Rana loses its ability to shape its own fate, they believe that death is the only absolution. Thus, Rana prisoners almost never live longer than a few weeks. They are very frequently suicide victims; Rana have been known to outright bludgeon their own skulls upon their cells should they find no means of releasing themselves from imprisonment.

History

The History of the Rana dates far, far back. Long before the kingdoms of man began building their houses of stone, and centuries before the Sylvan and The Elafi had evolved from their interactions with the Fae, the Rana history is often considered to be a mix between both history and mythology. To the Rana, however, every bit of their story is true.

  The Rana descend from the Zithraeli, a race of ocean-dwelling men said to have been created by what they call the Sløtjerner, or 'Sea Slavers', in their tongue. As you may expect from an entity named that, the Rana were created for the purpose of slavery alone and were used for a variety of tasks both menial and grueling. Years, decades, and centuries passed with the Zithraeli's toiling, and yet not a single day passed where they were permitted to see what lies above the folds of ocean waves above.

In the end, however, their first King, named Halden, saw the surface with his own eyes. Much like anyone else, their cruel masters had to sleep, and his opportunity to see the open skies above had left him longing to see his brothers and sisters freed from their slavers. This inevitably lead to a rebellion; the Sløtjerner were not usurped, but escaped.

While the creatures proved mighty enough to slaughter many of their kind, the Rana still had both numbers and perseverance on their side. With nothing to lose, they triumphed over their old masters. They swam from the ocean deep, until they happened upon the first bit of land they could come across. Unlike the Rana, the Sløtjerner were permanently bound beneath the waves, and could never leave the ocean deep.

So, the Rana escaped and in time, built their own nation amidst the isles. They conquered, took, and reaped whatever the natives happened to own, and not wishing to repeat history, forbade all slavery from their people. No prisoners would be taken, and no livestock would be held. His people would simply slaughter those who did not submit

Historical Figures

King Halden: Almost seen as an outright Hero-God to the Rana people. Halden was the first Rana to break free from the Slotjerner's imprisonment. Halden was the first Rana to see the world beyond the waves above his head, and when he saw the open, starry sky, he also knew that he must bring his people to that same freedom. Famously, he conspired with his fellow slaves, and they salvaged what pieces of metal they could to skewer the Slotjerner's eyes as they slept. With their numbers, they overwhelmed their blinded, infuriated masters, and rapidly ascended to the world above.

Ragna: Ragna is the head priestess of the Brine Priests, and is charged with commanding them throughout Deadman's Keep 

Cai: A notorious Rana pirate. He and his crew raided and ransacked most of the seas; as they did, Cai penned down the infamous manuscript known as Cai's Cravings, a book documenting and detailing several parts of Rana cuisine, including recipes that are specified around cannibalism.

King Hakon: Hakon is the King of all the Rana. Hakon has ruled over the Rana people for roughly four years nvow, and actually gained his war scars from his period of time serving beyond the walls of Vintersvar. As a stalwart defender from the bizarre creatures that live within the Pale Marsh, Hakon eventually rose to challenge the former King and usurped his place, where he has long since reigned.

Common Myths and Legends

The Slotjerner: The Slotjerner are described as enormous, multi-tendril'd eels that carry a corrupting touch. Merely being touched by a Slotjerner twists and shapes the flesh of the victim to their will. To the Rana, The Slotjerner are seen more as a piece of history rather than an actual myth. They're the reviled enemies of their people.

The Pale Marsh: Much like many things within the Rana's 'mythos', the Pale Marsh is generally considered to be a cruel truth rather than a legend. It is said that, beyond the wall of Vintersvar, nothing can possibly die. Things that are slain or fall beyond those walls rise again within a day after death. Yet, their minds do not remain theirs, and they shamble and walk across the marsh in search of victims to convert into their ranks. 

Baldranoth: Baldranoth is a legendary dragon said to dwell within Drageseri; she is a great wyrm revered by the native Adlet. Baldranoth's breath is said to be so cold that one mere puff is enough to freeze the blood in the veins of anyone unfortunate to be caught within her path. She is also blamed for the Ice Talons; a forest of trees permanently encased in thick sheets of ice.

Interspecies Relations and Assumptions

In terms of romance: It's commonly seen as very strange for a Rana to form a relationship with anyone outside of their kind; though it isn't totally frowned upon, a lot of scrutiny is passed down on account of the lover in question being incapable of swimming as they do.

They view Dwarfs with a strong sense of respect and fear, mostly on the account of Dwarfs having such an exceptionally powerful army filled with very capable defenders at both land and sea. The Rana generally reserve trading with the Dwarfs, and almost never raid or sack Dwarven ships unless they're absolutely certain nothing bad will come of it.

They see Humans as outright prey.

Rana have not interacted enough with the The Elafi to form a true opinion, but view [Sylvan as 'fancy humans with more treasure to plunder'.
Genetic Ancestor(s)
Lifespan
Up to 70
Average Height
6'0~6'6 (182cm~201cm)
Average Weight
140~220lbs (61~102KG)
Average Physique
It's very rare to find a Rana that doesn't have a somewhat muscular, lean, or athletic body. This is due to their very active lifestyle of hunting and traveling; though there are certainly exceptions, they're often considered just that; exceptions.

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