| "Exchanging brilliance for serenity" | Qall Culture/History |
| The First Rencha'kin As the Qall fled the Renchal Desert and found the rainforests of the Southern Hemisphere, they divided into five fiercely territorial kingdoms, as well as several independent bands who terrorized the lands between the established borders. After a thousand years of bloodshed, the Qall elected a Rencha'kin, a ruler over all five nations. This man is remembered in history only as Rel, a shorthand version of "Rencha'kin". Little is known about this ancient king, except that he reigned for thirty years in peace (unheard of in modern times, where male Qall rarely live past fifty). Rel's time on the throne ended in betrayal, however, when a close ally poisoned him in his sleep and attempted to seize power. | ![]() | |
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History of War A race of fiercely competitive females and rather lackadaisical males, the Qall have a long history of wars fought over territory, religion, and men. Because of the 5:1 ratio of women over men, males rarely serve in the armies, instead observing and orchestrating the battles from afar. During the reign of the Rencha'kin Rel, all wars were halted and turned into games. These Games became demonstrations of skill, manpower, and determination without the bloodshed. After Rel's fall from power, the Games returned to their brutal origins and Qall knew war for eighty years for ten of peace. With the advent of weapons of mass destruction, Qall | ![]() | |
Qall'rencha'ka The practice of Qall'rencha'ka started in the early 2100's, when Qall perched on the brink of self-destruction. A diplomat named Ilaro introduced the idea of the exchanging the first born child of every leading household between the warring nations. Qall children being natural diplomats in their own right, they were made advisors to the various heads of state. With their help, misunderstandings faded, religious wars ended, and Qall at last knew peace. Since the start of the Qall'rencha'ka, the two first-born |
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The Merchants' Guild Founded upon the start of the seafaring era, the Merchants' Guild is the oldest organization on Qall, the starting point for the Qall Calendar. Always led by an elected captain from the large fleet of ships that sailed the ocean, the Guild has also been known to second as a police force, keeping the seas--and later, the skies--safe for everyone. |
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