Alphas - The dominant breeding pairs of Arrallins are referred to on Earth as Alphas. Arrallakeeni (non
breeding Arrallins) are referred to as Betas.
Arralla - The homeworld of the Arrallin species, found by Earth early in it's Gate Program.
Arrallakeeni - The Beta members of the Arrallin species refer to themselves as Arrallakeeni. Keeni is a
diminutive affectionate term.
Arrallins - Both Alpha and Beta members of the Arrallin species are referred to as Arrallins by humans,
however the term Arrallin is only used to refer to Alphas in Arrallin society.
Arrallakeeni - The Beta members of the Arrallin species refer to themselves as Arrallakeeni. Keeni is a
diminutive affectionate term.
Furries, Fuzzies, Lupines - Derogatory term for Arrallins.
Ir'est - First Mate in Arrallin naval terms
Ir'mora - Chief engineer in Arrallin naval terms
Schnu - Arrallin expression, equivalent to ‘Heh’ or ‘Yeah’. (It’s more of a snort than a word)
Acolytes - Acolytes are aids to the Great Mother or Father of a Barryd. They specialize in monitoring the
Barryd plant-collective itself, and coordinating the efforts of the other arts in a barryd. They're essentially
upper management, but they actually are effective (unlike most Earth upper management).
Barryd - A collection of plants and animals all working on concert to provide a stable self-sustaining ecosystem
that supports all. Barryds tend to evolve into large cities over the course of thousands of years.
Barryd Types (Designations) - not all are listed. More will be added as Dimar evolves.
Ela - Farming study. Ela barryds focus on food production for trade, and often evolve as sub-barryds within a larger barryd of another type.
Mul - War arts. This is the study of ceremonial combats and combat dances through full scale Barryd warfare. It has Ela, Telkai and other divisions.
Mir - Animal Breeding. Mir barryds focus on selective breeding of animals to produce new, stronger breeds, as well as maintaining large herds for sale or trade. They do work with Tel barryds on occaision, but prefer a ‘back to basics’ old style of animal husbandry to all that new fangled Water technology. The more extreme Mir barryds are equivalent to the Amish in America.
Olu - Arts and Crafts. These barryds focus on the creation of artwork, goods, performances and entertainment. They tend to be small, idyllic places, and are often chosen as retirement or vacation spots for Dimar who are not strongly connected with their central barryds. They also tend to be centers of wealth on Dimar because of their heavy Guild influence and surplus of tradeable goods.
Tel - Engineering Arts. Tel barryds focus on trying new technologies to tame the firestorms on Dimar in the dry season, as well as testing new configurations for the barryd plants for maximum efficiency. Tel artisans tend to enjoy cutting edge technologies. (See Telkai)
Tinar (Tin)- Firefighting Arts. Tinar skills also include precision flying using Wind lift, forcing back fires through Wind channeling and fire planning and control.
Dimar - The dragonlike species native to Dimar. Dimar is synonymous with 'earth' or ‘truth’ in the thinking
of the Dimar.
Mul Dimar - Are a type of Dimar that evolved after years of Barryd wars. They believe they invented what
they refer to as 'lesser Dimar' (non-Mul) with Telkai engineering, but both are evolved from the most ancient Dimar,
the Dimu, who are long since lost. A majority of Mul Barryds abandoned Dimar for star travel when the Barryd Wars
resulted in the destabilization of the ecosystems and atmosphere of Dimar. The non-Mul Dimar at this time had been
enslaved and used for production. They were left to die on the planet.
Firescales - Scaled plates that coat a Dimar during the Fire season. The scales are effective heat reflectors,
as well as protecting the underfur of the Dimar while fighting fires.
Guilds - Each art has a guild associated if there is a sellable or tradable product produced through the
study of the art. Guilds are like for-profit corporations, whereas the Arts tend to have a more religious feel
to them. All guilds, regardless of the craft, have one mission: profit. The Arts are more academic in nature.
Leaders - Each Barryd has one Leader, who is the personification of the health of the Barryd-collective
as a whole. They're like a thermometer for all the plants and animals that are linked to the Barryd.
Lita - A water carrying sack used by fire patrols for emergency healing of plants, animals or Dimar. It
is made from the shells of infertile eggs laid by Dimar of a barryd. Resisting the urge to mate to create litas
is considered an honorable sacrifice. Barryd members who do this are rewarded with gifts.
Miruls - Another species of Dimar meat-producing grazers. They're much smaller than morraks (the size of
a whitetail deer or there abouts, only shorter) and are easier to herd.
Morraks - Large ox-like animals with long rabbit ears and long tails that end in puffs. They lack horns,
but have sharp three toed hooves. These massive creatures are relatively docile by Dimar standards, although their
sheer size makes them dangerous to humans and earth animals in most cases. They were not given psi ability, as
they are destined to be food. Oolars are used to move them.
Murrkila - Mainland. Mainland is the largest continent of the big 5 on Dimar. Dimar has 5 large land masses
and 11 sub-continental islands.
Nila - The monetary unit of non-Mu Dimar. They are large sheets of paper printed with a variety of symbols
showing from which Barryd they originate, as well as their value and other features to make them harder to duplicate.
Nila also come in a solid form - a sheet of wood or metal with the same impressions made as on the paper version.
However, humans and Arrallins find these too difficult to work with.
Numu - tiny lemur-like tree dwellers.
Oolars - These creatures are Dimar pets. They are canine in appearance but are about the size of a large
tiger and have a tiger-like tail. They have curving ram horns on their head, and tusks that emerge from the lower
jaw. These features are remnants of when they were bred for war thousands of years earlier. They have mild psi
abilities to make the easier to control.
War Oolars - This is the Mul version of an Oolar and are about the size of a large horse. They have protective
scaling, much like firescales, and more pronounced horns and tusks. They are vicious fighters, adept climbers and
have mild psi capabilities that make them easy to control. Some have wings, but most were bred for going into Barryds
and slaying refugees hiding in the lower chambers, or for digging up the roots at the interior base of the Barryd
to stun it or kill it.
Ranks - Each art or division of a barryd consists of many ranks - there are no set number. Lower ranks are
lesser skilled, and are marked with higher numbers. The leaders are Rank 0, and First Rank are usually masters
or peers of the leaders of the rank.
stripling - a term for a youngster. In the case of Dimar, approaching the age of it's first flight. (around
4 cycles - 8 years)
The Isle - The largest of 11 sub-continental islands on Dimar. It is considered Mul territory, and sacred
ground, and non Mul Dimar regard it as Hades.
Telkai - The great hero of Dimar's early Barryd Wars, as well as the study of genetic engineering and form
improvement. It is considered an engineering and management branch of the healing arts.
Turaks - An early attempt at Telkai engineering that resulted in a species that failed and died out. Miruls
were used as a base for these animals.
Water - A prized tool of all Barryds for growing and healing, the Water is a form of genetic altering material.
In earth terms: It's a set of programmable viruses and cell-technology machines that can alter forms and give then
a new genetic code, or can take the existing genetic plan and repair the object based on that blueprint. Dimar
also has an abundance of regular water (H20). The Water is only found in Barryds or in special carrying sacks called
Litas.
Wind - Wind is a form of magnetic field that envelops Dimar. It's very much like Earth's magnetic field,
but magnitudes larger and stronger. As Earth hardly has any Wind, so our science was not evolved to sense it.
velvet - A protective, nutrient carrying membrane that covers a young Dimar during its infancy and adolescence.
The velvet is lost in a fire-ritual to mark the transition to young-adulthood.
MAP OF DIMAR
The map is not complete. It's missing many mountain ranges and environmental features - especially on the continents that the first book didn't mention in detail. But, think of it this way - that's all the more room for you to make up your own Barryds and Hives! (Oops..I forgot to place the hives on the map too - I'll do that next update.)
Environmental Key Dark Green: Forest/Jungle Bright Green: Farmed areas of Ela Barryds - heavy food production areas. Brown: Mountain ranges Gold: Hot, arid climates - tropical to desert. Yellow lines indicate the equator and arctic and antarctic circles respectively Full white is where the snow never melts. Grey white is where the ice caps come to in winter. |
Barryd Color Coding Ela: Light Green - Farming Tel: Bluegreen - Engineering Olu: Blue - Arts and Crafts Eka: Yellow - Healing Ill: Green blue - Trade and Transport Mir: Pink - Animal Breeding Mul: Red - War Undesignated Barryds: White (Ekal, Esida) Not shown yet: Tel: Firefighting Speciality, Arrallin Hive settlements |