Dalmer Culture dump article

## Language

Having no real cultural contact with other civilizations, Dalmer language is unlike any language spoken by the other races. The Dalmer language is know by three distinct written languages, these are Dal (Dalphonics), the common language, written as it is spoken Dalmesh (Dalmophonic), a more literary language, more apt to capturing chaotic conversations, debates and philosophy, and Dalmerish (Dalmophonic Superior) the most difficult language of the Dalmer, akin to phonetic speech.

The Dalmer also have a sign language called Nososi Tacsilan (no sound silent tactical sign language)

In writing, usage of Bold accentuates a word, changing the meaning of the sentence, literary masters have developed this to the point that a veritable “invisible language” was developed, believed to be the thoughts of the author.

## Art

**Strange Moods:**

Dalmer may occasionally be struck by inspiration and desire to create a legendary artifact, an item of masterful crafting and great value. a Dalmer who is successful in this quest will likely become a legendary worker in that profession; however, if the appropriate materials are not available, the Dalmer will instead go insane. Dalmer with the dream of creating a great work of art long for a strange mood to strike them.

**Fel Dalmer:**

a Dalmer that goes into a fel mood, usually a butcher or a tanner. The Fel Dalmer will murder a Dalmer, drag the corpse into his shop and make some sort of object out of Dalmer leather or bone. Once the artifact is completed, the fel Dalmer will become a legendary bone carver or leatherworker. this behavior is generally due to the Dalmer being possessed by a demonic or malignant entity. These Dalmer are usually tried for murder and sentenced, however, these Dalmer should not be confused with Macabres

**Macabres:**

Dalmer who collect bones, skulls, or any sort of remains.

## Food and drink

The Dalmer will eat anything meat based.

Alcoholic drinkers

The Dalmer are also known widely as a race of alcoholic drinkers. Brewing some of the finest beers and ale in the known world (according to them), these Dalmer would like nothing more than to sit down, have fun with their companions, singing songs and drinking beer until the rise of the morning sun. As such, the Dalmer people have naturally strong livers, allowing them to drink vast quantities of alcohol without much repercussions.

Things to create:

* Foods of Dalmeran
* Drinks of Dalmeran
* Cooking styles in regions (butter, oil, cream, egg, water) (roast, simmer, boil aka spit, pot, cauldron country)
* Drinking styles in regions (wine, beer, cider, moonshine, water, sparkling water, soda, blood, mush, smoothies)
* When talking about food and drink, during regions are known as countries.
* Smoking styles in regions (tobacco, herbs, narcotics)
* Gaming styles in regions (physical, video, inputer, console, virtual, board, card, team)
* Seasoning styles in regions (spices, herbs, mineral, gas)

## Customs

Grudge holding

Being a proud race, the Dalmer hold a great deal of grudges against wrongdoings (or perceived wrongdoings) from others, some keep recordings of these grudges, who can be repaid in blood (or more often money or spirits).

Ihnbooks

Some Dalmer keep recordings of grudges in books, called Ihnbooks, the older Dalmer families sometimes have entire libraries dedicated to wrongdoings done to their family. Despite this, views about grudgekeeping are changing.

Some governments are even buying out Ihnbooks from families, in order to stop the tradition (considered stupid by the more progressive elements of society) from stopping the society from functioning due to dalmer having grudges with the entire world of Welt becoming more and more popular.

The Dalmer fear space, but everything in the atmosphere of welt is fine. As such, they can operate in atmosphere up to 10 000km. Asteroid colonization is commonplace as observation platforms or as resource extraction bases.

**State Nobility**: Titles dispensed by the state to particularly worthy members of society who by their deeds were granted a title. These titles translate to economic and social privileges.

Archduke

Duke

Sovereign

Marquis

Landlord

Palatine

Count

Earl

Baron

Knight

Esquire

Genteel

**Examples of privileges:**

First to pay: this privilege allows for the wielder to be the creditor paid before all others in financial disputes.

Freedom from state inheritance: this privilege allows the wielder to receive his full inheritance rather than the state pitance.

Legiferate: the wielder of this privilege can propose texts of law directly to the competent authorities.

The monsters under the beds of Dalmer youth give advice.

The creature under childrens beds is an angry looking Dalmer

Nightmare slayer: a chainsaw wielding dalmer said to defend children against nightmares (despite the fact that he is terrifying himself)

**Consolation locust**: popular doll amongst dalmer youth. The popularity was such that consolation locusts are a popular snack across the empire. Even more so when locust flocks threaten to jeopardize crops.

**Nose breaking**: considered an insult by Dalmer standards, breaking or damaging a nose is often met with extreme violence from the one who sustained the assault. Dalmer with apparent nose scars are generally experienced brawlers

**Giving the mile**: a silent stare while focusing the stare until the eyes are only barely open slits for a few seconds, so as to give the impression that the person giving the stare is unreachable, “miles away”. This is often used in social situations for one person to show apparent distrust or disinterest in the other.

**Wealth:** Some Dalmer enjoy hoarding their hard-earned treasure and gold within massive Vaults. When a Dalmer dies, his wealth goes to his family and so passes down the generations. This process ensures the memory of the dead will always continues, as well as to secure a Dalmer's supply of money for a more desperate time. Often, a Dalmer will measure his security by how far off the ground they are when they sit on their treasures. Such is the greed that Dalmer have for their treasure hoards that the supplies within a stronghold itself are so huge that it attracts hordes upon hordes of Orcs and Goblins, who are all willing to risk their lives by the hundreds all for the chance to earn some plunder. This was put to an end when the Dalmer enacted the inheritance suppression act.

Dalmer in the military typically adorn their armors and uniforms with armories, allowing them to identify one another.

**Animal torture**: Most Dalmer believe other Dalmer’s favorite pastime is animal torture, this is however false.

**Skull Coater**: hiding skulls and exposing them during a meeting/date to impress the other party.

**Torture shift**: extra 20 minutes overtime

**Shorish**: a brutal gravitational execution tactic where all limbs and the head are separated from the trunk at the same time.

**Birthday brass knuckle punch**:

## Music

**Music**: Music is an element. It is a unifying element in chemistry. Harrington s device is used to create music by giving musicians DNA. The elements given are the songs key, tempo and the songs title.

Nineteen forbidden notes are kept under key at any time, it causes eardrum rupture.

Composers are built.

War song musicians are the unsung heroes of the Dalmer empire, as their habit of practicing, performing and doing their album shoots in the forests makes them the perfect rescue teams to help lost souls in the forest find their way back home.

**Gospel of Dragons**:

**Songs of conflict**:

**War songs:** These are chanted during offensive operations by the Dalmer. These songs are typically rapid in tempo with lyrics ranging from blood thirst, to quick death to enemies to victory through strength and speed.

**Siege songs:** These are chanted during defensive operations by the Dalmer. These songs are typically slower in tempo, with lyrics about patience, honor and tenacity in times of trouble.

**Flayer**: a very popular war song band. The lead singer is known as **Anders Flames**.

## Sports

**Chopping**: Hunting sport using a gyrocopter and hunting rifles.

## Cultural Groups

**Clans**: (Clan symbols, Banner, Sigils, Warcry, Stronghold/Clan Colors, Clan regiment)

**Hidden**: Dalmer who live their entire lives underground, their only contact with the outside world is their lifelike robots that they use as emissaries to the Dalmer or even other races. These androids are fully autonomous and are built to resemble their counterparts as closely as possible in speech patterns, language, and body language.

The Dalmer generally recognise the Hidden as the equivalent of independent institutions as they never leave their secret underground bases, they recruit the best scientific minds of the world as their own members. As such they resemble monks more than anything else, their androids serving as gatherers for their needs in supplies and manpower. The Hidden eventually lost their status as independent and are now obligated to recruit a determined percentage of their members from the student body.

**Private Citizen/Public Citizen**:

**Clan**: a non conventional family composed of members who have no blood ties (ie. friends of friends and such)

**Dicopath**: Word Tamer

**Dalmer criminal organizations** are a thing. They are named after disorganized groups of people, such as a mob, horde, swarm, mass, crowd, rout, drove.

## Sayings and expressions

**Iron Term:** expression for a simple explanation, that anyone can understand

**Jackknife saying**: may your talents be many and hidden.

**Pick up your bones**: Dalmer expression to urge someone to get up/get back to work.

**Divine Inspiration**: nickname for whiskey

**Escape from reality**: nickname for strong liquor

**Fun**: absinthe, outlawed by the “king of Happy land”

**Magic Beans**: Drug

**Unicorn Intercourse**: Drug

**Joy**: a drug that is inhaled

**Nether World**: nickname for a drug that is inhaled

**Ridiculous excuse**: drinking game, whenever you drink, you have to take a drink.

## Myths and mythology

The Glass Ceiling: A legend in Dalmer culture that the reason they are safe underground is because outside a glass ceiling will eventually crush them if the supports for this ceiling collapse, nothing can protect them, as such they dig underground for protection, while others search for these “sky supports”.

Thunderdome Pyramid:  A legendary Dalmer pyramid, with a corridor running to a central tomb for a favourite noble. Many rumors surround this pyramid, such as its location, some say there are lots of different traps in it to avoid grave robbery, that it is built entirely out of glass, or that it contains a Sphinx made of solid gold.

## Figures and characters

**The Cleaved queen**: lost her legs

**Mob**: a criminal organization who deals in extortion, bomb making, terrorism, kidnapping, sale of exotic and endangered animals.

## Literature

**Journalism**: The Dalmer have no understanding of the concept of journalism.

## Other

The Empire creates powered individuals to regulate or reprimand crime. The empire sometimes tries to eliminate PI’s to curry public favors, the Empire relocates PI’s in exchange for anonymity. However, later private endeavours attempted to return PI’s to the limelight.

Sacrifice: in Dalmer culture, the act of sacrificing a member of the other races is to extract their soul for power.

Dalmer globe policy: first shield totems are deployed to secure the area. Then at least three guard units are stupid to ensure no enemy presence is inside. Then the units place the cameras, retrieve the shield totems , and leave, with the warp gate in place.

This is uncommon, and the practice of permanent warp gate outside settlements was abandoned when it was discovered sapient wolves and werewolves would ambush these installations and somehow hijack them for their own personal warp system.

In case of higher level arrests, the police can enforce a force field preventing outside intervention in the locked down area. The field manifests as a transparent yellow pyramid over the lockdown area.

UC's are placed within statues in family crypts, awakening to aid their youth.

A crystal like material that grows with body heat, they encase their victims until they die, some cultures use these as coffins or beds.

Swordbreaker daggers are a fixture of modern Dalmer combat packs.

The Dalmer dress as monsters to reap souls from the other races. This is highly illegal.

**Just how common are Cyborgs?**

Since limb loss is a constant hazard the Dalmer are often fitted with prosthetics. The lost limbs are rarely recovered by the med bay warp, and some dalmer return to the site where they lost their limbs to get a sense of closure over their loss. Sometimes the warp activates even when the dalmer has literally lost its head in combat.

Education in the dalmer system is a massive skill tree with every known skill and discipline which the Dalmer can learn (for example rope climbing) or download (for example vehicle piloting) to their HUD effortlessly. The system isn’t perfect and has certain limits, as to avoid an overload of the systems educational capacities. On top of these limitations, the system has bugs and can crash. The access to skills is also given based on merit and experience, and the system rewards the user with perks. This gives place to certain build types within the population.

This goes so far that it actually determines minute factors such as the damage taken and the healing time of individual dalmer, if the correct skills and experience are attained into the concerned skills.

**Empirical study**: Field usage of skills. The more something is used, the better you get at it. However, misuse of a skill causes bad habits, or theoretical learning penalties.

Subsets of empirical study: Drilling and virtual reality training.

**Theoretical study**: Reading books, taking classes. This ensures theoretical understanding and factual knowledge, however, this takes the risk of practical learning penalties.

Generally a dual approach of both study types are encouraged by professors and teachers.

To encourage learning, the Empire scolar system can give users small accesses to advanced learning to boost their knowledge. This is to give them helpful hints and knowledge to help them on the field.

Example: techniques to kill sleeping targets silently for those who prefer sneaking, more inventory space for thieves and looters.

Others are more tactical, such as summoning a warrior to aid in combat, keyword activated weapon or armor summon.

Some are contextual, such as steroid injection and extra beam armor when HP reserves are below 20%, or extra SPF exclusively during the day or at night.

A faction who voluntarily pair with a parasite that enables them to both survive in harsh climates. This created a symbiotic relationship in the population, who all have two personalities. The relationship atrophies both organisms however

Submarine colonization protocols: beacon setup, air supply, storage cases, gravity traps, power production, permanent settlements, agriculture, vehicle docking bay,

Covenant: arrangement between a god and those who worship him. In essence, they serve and worship in return for the gods favor, which is most often powers or stuff.

Classes: mouth (speaker), head (engineer), beast (warrior) fingers (artisan).

Monsters just want to be free: thesis on the fact that monsters (criminals, murderers and the like) wish for absolute freedom, which is in contrast with the norm, the fact that for the Dalmer personal freedom has natural limits and borders which is the freedom of others. Since monsters are alone, their freedom is complete, but clashes with others, so they are considered monsters since they would limit the freedom of others for their own.

Some shops require polished shoes to enter, as the robotic greeter will repeatedly remind the filthy booted would be customers.

Capture the flag in Dalmeran is essentially capturing enemy warp points so that enemy reinforcements are stopped and friendly units can be warped in.

These scenarios are when two enemy factions are on the battlefield, being spawned in by their respective warp terminals. The “flags” are the warp drive, that once brought back to base can reconfigure the terminal to be under the control of the opposing team, increasing their warp capabilities.

A quasi religious group of soldiers who refuse to kill their opponents, just neutralize them.

Secret police divisions can enforce the automatic closure of storefronts and traffic lights, especially during riots.

Tech hunters: originally a job for robots, the dalmer enjoy going to crash or disaster sites where their technology is to be retrieved and kept safe. An entire faction was created from the practice, with sometimes brutal results, the Brothers.

Mechanimal trade is the equivalent of gun running in the empire. They are also used to help in construction, commercial sea faring, agriculture, power generation, medical industry, transportation, and many other things. There are licences for using different types of Mechanimals.

Polices forces and fire departments use these as aides for their operations.

Mechanimal warfare: a first wave of planes, tanks blimps or aerial mechanimals drop power or chemical storage mechanimals set to self destruct onto the front lines.

Then the infantry mechanimals, equipped with blades attack, profiting from their immunity to standard issue weapons.

Tank type mechanimals such as steel snakes should be counteracted with liquid fire or flamethrowers. This should be done whilst avoiding flame retardant mechanimals, who use fire to enhance their own powers.

These threats make countries to enter arms races to control the most powerful mechanimals found in the wild.

Gene splicing is illegal in the Empire, Genetic Engineering Ranches are often shut down by the authorities and their projects seized. Cloning, gene splicing and hybridisation are common crimes in the empire.

In Highgaroth, 400 people are eaten by lions annually.

Why the dalmer loved traps in their settlements so much is a mystery.

Sponsorship to enter independent city states is a unique custom in Dalmer culture. usually sponsorship is obtained in exchange for fealty, or favors. when gold is offered, the petitioners are often thrown into dungeons known as fundaments.

Glass sky: the name of a domed city.

the radius: the line that separates the Dalmer borders from the rest of the world.

settle the boilers: calm down

Demonic possession is often confused with diseases and parasites that take control of the victim.

Criminal Tiers

I: Least concern

II: Petty: Under inactive surveillance, neutralize if warranted

III: Emergent: Under active surveillance, neutralize if warranted

IV: Threat: neutralize on sight

Technically illegal theft only occurs when the thief is detected doing so, if he succeeds, the theft is still notified within the inventory, but the thief isn’t actively sought out by the police.

Initiate: scout

Scribe: engineers

Knight: weapons manufacturer

Paladin: combat specialist

Since the Dalmer have a largely unified and monolithic culture, their gangs are near identical and struggle to define themselves clearly. Beyond their mottos, which are all variations of “don’t talk, give and demand respect, don’t implicate bystanders”, gangs in Dalmer culture are usually business oriented, as their finality is profit otherwise the gang disbands due to lack of interest. Gangs that do not rely on money but ideals as motivation for their troops are considered political parties, or terror cells. Indeed, sometimes independentist groups or radical political parties form alliances with gangs or adopt gang behavior themselves.

The gangs will later adopt their own culture, by their operations, modus operandi, clothing, costumes or any other remarkable trait to distinguish themselves from the general population.

How do mission bureau’s work?

When the phone rings, an assignment is given to the senior agent and who deploys the recommended number of agents to complete the assignment. The agents in the bureau stand at attention at their respective desks with a tactical briefcase filled with various items, ready to be sent. They are often recuperation agents and detectives. Their equipment is classic spyware, sleep lipstick, lockpick-hack tool wristwatches, camera pens, remote typewriters, and weapons such as stun devices and pistols.

What if Scribes are alien robots capable of learning and adapt thanks to combat experience? They can’t kill each other because their programming forbids it. Their adaptability is limited to a level cap of 100.

It allows for greater creativity, but how do plants work then?

One explanation for the sparing of youth is that programming only allows to kill citizens, and children aren’t citizens until they are adults.

Is the Scribe god an alien robot? Is it the Steward on faulty autopilot on a mercy killing spree to save the rest of the empire from the radiation addled citizens of Liptic? Sounds fun.

So a massive rewrite of Liptican lore is necessary, adding the mystery that is the machine god Steward. Also reconverting the creatures into machines, will be a massively complex issue lore wise and from a practical point of view.

The scribe war training from 10 years old inspired the Empire to reform its educational policies so that every citizen is a trained soldier first, and scholars second. The reasoning is that war makes citizens, and only those convinced that their future requires further education choose to follow their path if they wish.

Town mayors are often separate of the local military training facility (as members of the Dalmer administration are military personnel.), but this is certainly not an obligation. Mayors that double as warlords can exist.

The Liptican healthcare service is free and run by androids, in charge of the maintaining of warriors, the shops sell traveling products, and encourage the capture of as many scribes as possible.

in Liptic the companies are geared towards capturing training combat able creatures.

The capture items use the creatures animi energy to power themselves. the externality was soul rejections, creatures made from fragments.

the companies research in the coming of the Scribe god to prepare for the final battle. they are also attempting to quell the arrival of demonic scribes to Liptic.

The entire society is geared towards preparing for the battle against the scribe god's lieutenants, and if possible to capture them and use them against the god.

the war is the reason for the warrior culture of the land, in preparation for the Scribe apocalypse and the coming of the God. Gyms leagues are made to train soldiers, fossil resurrection sites for undead scribes to fight the war, and the usage of destructive Scribes by individual soldiers to prevent mutually assured destruction, all run by the companies.

The end of liptic is theorized to be when the god of scribes arrives

The God Scribe can only be killed by children, according to legends.

Licence of misconduct: covers the authorizations for snuggling, looting, robbery, murder, blackmail, grand theft, many, embezzlement, kidnapping and arson. These are signed by crime lords.

Gang enforcers make sure there are no unlicensed crime. The penalty is death or 50% of the take. This cuts down crime 57%.

This was the first step to Whistlewinds unionizing crime. The next step was licensed shops who would sell weapons and tools to enterprising criminals.

All enterprises pertaining to the criminal underworld require approval, monitoring and taxation by the resident crime lord. This phenomenon happens when all crime is coalesced under a single boss.

This causes massive social unrest and crazed riots often break out because of the legality of crime. The riots are often because of the violent culture and ease of access to weapons hard drugs and psychoactives that emerge from the criminal world.

Licensing, weapon tax,

First responder: initial response team

Second responder: material response

Third responder: heavy duty team

Some dalmer are in charge of eugenics programs, going around challenging citizens to near deadly quizzes and tests of wits. They are authorized limitless creativity in their quest to weed out subpar specimens of Dalmer.

Covens are composed of witches, succubi, and are lead by a high priest. They are tightly knit grouping of families.

They are cannibalistic, and often eat one of their number for the glory of their unholy overlords.

They have no particular quarrel with demons, but are fully capable of banishing them.

They have their own court system, and legal counselors.

They are all homeschooled until adulthood, but they have their own academies.

They can bind demons to be their familiars.

They conduct their rituals in caves, where they summon their demon lords.

Slavery in Dalmeran: Slaves could buy their freedoms and use it as a way of up social ascension.

Captives of war could be sacrificed, so were frequently disobedient slaves. slavery was mostly to pay debts by selling oneself or children. the process was regulated, if the family is struggling to support the children. selling the child requires a court hearing and they adjudicate the approval or not of the sale. selling oneself to slavery was mostly for debt settling until fiscally responsible. the price of a person is one year salary, to be used before going into indenture.

Slaves have rights, the right to buy themselves out or to buy more slaves. slavery is not hereditary and can get married.

captives of war are most often sacrificed, as are disobedient slaves. three disobediences are punished with public humiliation and later sacrifice.

it is illegal to mistreat slaves. slaves could own property, goods and other slaves. if mistreated, the slave is freed and the owner sacrificed.

two classes of slaves: captives of war and slaves.

Child snatching ring operates in Welt, using a chemical sedative, storerooms and a homeless outreach program to cover their tracks.

After this, vulnerable children were placed in a tough love program to take the children off the streets. the youth correction centers were then trained as soldiers and sold as mercenaries to various kingdoms. These were known as the Stasis Marines.

The Dalmer, when in danger use a specific radio station that pinpoints their location for immediate reinforcements and extraction. Usually the stasis marines are deployed.

Cognitive offloading is the greatest social sickness in the Empire. the aether web and its access caused the Dalmers memory to become very limited.

Teachers are armed in schools, guard dogs, security cameras and metal detectors are common. Hall monitors are armed as well.

Stone steel, blood, bones and brutality, the roots of the Dalmer empire.

"Wear lore as your armor"

Dalmer saying

Companies sometimes hire using brutal deathmatches, the position goes to the last person standing. championships are against the boss in the final round for who gets the CEO chair.

the matches are seen live by the rest of the companies senior employees who have proven themselves in matches.

The park: staffed by living mascots, a house that attaches limbs, the bumper cart rides tend to eat each other,

Ballooning is a method of public humiliation for petty thieves.

The Dalmer are simply playing at life, their actions have little consequence as they can rely on their machinated administration to make everything all right in exchange for their compliance.

the Dalmer dating scene soon became replaced with government funded statistics based conversation machines.

Wandering warbands whose creed is to trade with their enemies, to have their possessions at low prices due to economies of scale and to introduce all to the labor force. they are widely considered at the forefront of merchant culture.

Too high an education is treated as an incurable disease among the Dalmer.

There is a field of science dedicated to ruining thought experiments.

There is a dream tax for children, to help inspire the older generations.

Superheroes in Dalmer culture are agents of the state who hide in plain site to keep criminals in a false sense of security.

The Dalmer encourage use of drugs in their youth to become more productive, and later in life use emotional suppressants to continue this habit and even later require pills to achieve basic emotions such as anger.

The Dalmer encourage relations between parents of different political spectrums, so their offspring will hopefully have nuanced perspectives on life, this is ineffective as children seldom keep contact with their parents due to the ensuing constant bickering.

The Dalmer frequently hold debates on what makes them better than the other races, then put random members of society to this standard, under pain of banishment or death if they fail to emulate these traits.

The moving business in Dalmer culture includes proximity to institutions and shopping experiences valued by the buyers demographic, and the neighbours are expected to be close to their position on the political spectrum, other obligations include weekly gatherings of homeowners to share information and problems. Exiles are common in these neighbourhood for those who fail to meet standards.

Reverse prostitution exists, where the client pays for the privilege of turning down the offer, supposedly to make the person feel wanted in a wholesome matter.

The Dalmer tend to view disagreement with their political views as psychological pathology.

The Dalmer sometimes ransom the gods out of boredom.

Drilling companies are monitored by the Dalmer as they are often covers for demonic rituals hoping to uncover sealed demons in the earth.

Dalmer are not equal, but they are fair, they are not identical, but they are comparable. As such since their philosophy is to not consider equality in law and rights, they apply this to their lives, and their relationship to the other races, they are not equal, but they treat them fairly.

The reason the Dalmer are often raided is because they have enormous riches, that are often easily accessible.

The Dalmer in their cruelty, created game show studios that would lure members of the other races into their twisted games announced by an AI host. The winners would receive fabulous prizes, losers would invariably die or be taken in for experimentation. The entrance to the game would be DNA locked, forbidding access to all Dalmer and those who had already beaten the game show.

The three group strategy: the first group is composed of command, medical and support units, the second group, aka the assassins, are the brute assault force, the third group is the artillery section.

When alien invasions occur, the Dalmer generally retreat and send individual agents to wreak havoc, or to save individuals who can't access evacuation zones.

Public surveillance unit