The different civilizations of Avilsa are vast, ranging from Magon and Nigon to space colonists that crash-landed and restarted their lives from scratch. I'd like to say that some inspirations for these civilizations come from Endless Legend, but also from Star Wars (such as the Gonrur being derived from Tusken Raiders), fantasy genres such as Dungeons & Dragons, and even The Elder Scrolls and The Witcher series. Here's a brief description of each worldly civilization.
Moldva "Deities"470Please respect copyright.PENANAq2inRfR8Sq
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Wild People470Please respect copyright.PENANAXVUrNf7b5M
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Frozen Undead470Please respect copyright.PENANAfp1BZXAhym
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Scaelf Tribes470Please respect copyright.PENANA5oskHSVAZQ
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Space Colonists/"Crucible Gatemen"470Please respect copyright.PENANAiBqzsZO1hO
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The Industrial Coast470Please respect copyright.PENANAn7k8zxsxf7
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Mrvde Nomads470Please respect copyright.PENANAPiDry5PP49
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"Magon" and "Nigon"470Please respect copyright.PENANA3LJFbM1fSo
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Peninsula Tribes470Please respect copyright.PENANAAqXLDwkHTO
Gonrur Species470Please respect copyright.PENANAYzmeyCfFRn
The Gonrur species is a savage species of tribespeople that commit extremely gruesome and terrible atrocities when compared to the other people of this world.470Please respect copyright.PENANAJEA5xlc6Uq
Gonrur breath oxygen like any other organic land creature, and are bipedal with two arms and long, feline ears. Their mouths are dry except for the throat and onwards, and they do not require as much water per week as many other sentients, needing only a small cup of water every few weeks. Of course, it is very painful for them to go parch for so long, so it's typically a drink every day to stay healthy. Gonrur are capable of guttural speech, and have tamed some animals to understand commands. The culture of Gonrur revolves around blood, as it is what they believe holds the essence of life. They have no religions and worship no gods. Very few show any promise of trying to advance further in the technological tree. Most tribes are nomadic. Gonrur are able to live for hundreds of years, but the low technological level, susceptibility to disease, and aggression of their people limit that to a mere forty to eighty years.470Please respect copyright.PENANAm2Li7dpH8Z
In their culture, it is unholy and humiliating to be without clothing. Their bodies must be clothed, their heads concealed, legs robed, and their feet must be properly protected. The long, feline-like ears must be covered unless if they are hunting, and their mouths are covered by metal, bone, or leather masks. Slaves typically wear only robes, covering their body from the torso to the legs, and they have no privilege for head cloths, and only wear ear-covers in the dead of winter.470Please respect copyright.PENANAKyOd8OM0iB
The Gonrur species, depending on the tribe, often steals from the medieval and sand people, those being the Medieval Warmhearts and the Banished Barbarians. They steal metal 'scraps', food, and other materials. They steal metal scraps so that they might be able to reforge it into club-like weapons in a lava forge (usually at the volcano on the 'Egg' portion of the peninsula). Now, "forge" doesn't mean the traditional forge, rather it means a patch of lava that they put an indented stone slab onto (like a bowl) and place some metal scraps on the stone, carefully making sure the stone doesn't sink, so that the metal will melt and they will be able to reshape it into their club-like weapons (or just call it casting).470Please respect copyright.PENANAUv1ijqfndD
Slaving is common in the tribes. Whatever species the slave is, they treat them as their own species (having very little capability to differentiate the needs of another species due to their savage intelligence). If the slave is captured as a part of a coming-of-age ritual, the slave is usually tortured until the brink of death (or until death itself), after which they stay in the tribe unless if negotiations arise to return the slave to its original tribe (negotiations are rare but can demonstrate that the Gonrur are not entirely savage in their ways).470Please respect copyright.PENANAnYpZcIp1Ks
There are two general roles in the tribes: hunter and gatherer. Hunters tend to be crafters of weapons and tools, having to work with metals and other rough materials to make their products, all the while hunting for food, capturing slaves, stealing materials, and other risky tasks. Gatherers are the architects and laborers of the tribe, though if there are slaves, they order them around to do their chores. Gatherers also gather food and take care of tamed animals. The animals include fell ponies, masked rodents, and daylight quad-winged bats. The fell ponies are for traveling and quick transportation, the rodents are for scouting and hunting, and the bats are for milk and meat. Hunters and gatherers are neither masculine or feminine roles, rather the members chosen through the tribe elders' councils. Sometimes the councils consist of one elder or twenty elders, it depends on the tribe.470Please respect copyright.PENANAfqNF1cg4Pf
Gonrur speak the Grorurth language, a guttural, primitive language because of the flat tongue, sharp teeth, and parched lips of the Gonrur. It also requires different pitches and tones to differentiate word from word. The language is very contexual (such as: Uro'ur can mean 'make weapon' to a weapon forger, but can mean 'hard wood' to a tool maker, or it can even mean 'shield' to a warrior or hunter).470Please respect copyright.PENANACNp2bFRjl8
The tribes include, but are not limited to, Urr'R'rur, the medical-oriented tribe (we'll call them Medics), Rur'Ur'Uro'ur, the weapon forger (using the volcano lava as a forge) tribe (we'll call them the Forgers), and the Ru'R'Uro'Rr'rur, the swift hunting tribe (we'll call them the Hunters). The Medics and Forgers are hostile towards each other, rarely sparing each other even for slaves. The Medics and Hunters are trade partners and have a non-aggression pact. The Forgers trade weapons with Hunters for pelts and hides and have a non-aggression pact. There are also, of course, many smaller tribes, but they are rather insignificant in the wake of the three rival tribes. There is only one Gonrur who, with the help of his female Warmheart slave (who he captured and tortured when she was but a child), became integrated within another society. That, however, is a story for another day.470Please respect copyright.PENANAiGEF5gMvsR
Banished Barbarians470Please respect copyright.PENANAy5hlylfzfb
The Banished Barbarians are one large tribe that used to be Far Barbarians in now-Scentral/Freir lands. Due to generations in the desert, they are bald-headed and are able to make clothing and tools from the sparse flora and fauna, of which include dry bushes, hardwood trees, claw-hoof horses, and horned desert cattle. They have tamed the animals and ride them, including both the horses and cattle, and keep some animals, such as the desert rat, as pets for scavenging and scouting. They even have a complex messaging system involving the chirps and crows of tamed birds.470Please respect copyright.PENANAVBzezAwxMF
These barbarians are known to stay solitary, as their previous attempts at socializing resulted in them being exiled into the desert wasteland by their ancestor's tribes. They only attack when provoked, and are only provoked if attacked in their territory. By nature they are a defensive people. They speak a changed version of an old, dated language that only a few other people would understand (the old Irish-esque language of the West, Northeast, and North in Magon land).
Medieval "Warmhearts"470Please respect copyright.PENANAfzdf00YrSt
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Valin's Guardians470Please respect copyright.PENANASVehYFGgnZ
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Crashed Space Colonists/Lost Gate-ans/Neo Gatans470Please respect copyright.PENANA6w9hwSZMN5
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Medieval "Vaegikr"470Please respect copyright.PENANAKdvGNQCzLs
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